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Keqing

Practical config

Use keqing in configs. Aliases: keq

Code

keqing char lvl=90/90 cons=0 talent=9,9,9;
keqing add weapon="favoniussword" refine=5 lvl=90/90;
keqing add set="emblemofseveredfate" count=4;
keqing add stats hp=4780 atk=311 atk%=0.466 cr=0.311 cd=0.622 er=0.110;

Combo recipes

Safe basic loop

This is the safest starter pattern. It checks if skill/burst are ready before pressing them, then uses attacks as filler. Use it when you do not know a character combo yet.

if .character.skill.ready

This reads the cooldown. If it says ready, the action can be used now. If it is false, the sim skips that action.

attack:3

`attack:3` means three normal attacks in a row. Change the number while you test.

No infinite loop here

This helper runs once when you call it. Put the repeated rotation outside, in your main `for` loop.

Code

fn keqing_basic_loop() {
  if .keqing.skill.ready {
    keqing skill;
  }
  if .keqing.burst.ready {
    keqing burst;
  }
  keqing attack:3;
}

Use low_plunge[collision=...]

0 for no collision dmg (default), 1 for collision dmg.

low_plunge[collision=...]

Action params go inside brackets on the exact action you are casting.

Code

keqing low_plunge[collision=0];

Use high_plunge[collision=...]

0 for no collision dmg (default), 1 for collision dmg.

high_plunge[collision=...]

Action params go inside brackets on the exact action you are casting.

Code

keqing high_plunge[collision=0];

Actions you can write

attack usable directly

Code

keqing attack:3;

charge Need to use attack right before charge.

Code

keqing attack, charge;

skill usable directly

Code

keqing skill;

burst usable directly

Code

keqing burst;

low_plunge Previous action must be a jump buffed via Xianyun's burst for example.

Code

keqing low_plunge[collision=0];

high_plunge Previous action must be a jump buffed via Xianyun's burst for example.

Code

keqing high_plunge[collision=0];

dash usable directly

Code

keqing dash;

jump usable directly

Code

keqing jump;

walk No action followed by walk (except low_plunge and high_plunge) has proper frames.

Code

keqing walk;

swap usable directly

Code

keqing swap;

Special action params

low_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg.

Code

keqing low_plunge[collision=0];

high_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg.

Code

keqing high_plunge[collision=0];

Fields for conditions

No special entries documented.

Frames

Video credit: Kolibri#7675
Count: Sheet (credit: Kolibri#7675)

Hitlag Data

AbilityHalt TimeScaleDefense HaltDeployable
N10.030.01truefalse
N20.030.01truefalse
N30.060.01truefalse
N4-20.030.01truefalse

AoE Data

AbilityShapeCenterOffset XOffset YRadiusFan AngleBox XBox YNotes
N1BoxPlayer----1.52.2-
N2CirclePlayer-0.51.5----
N3CirclePlayer-11.8----
N4-1CirclePlayer-0.61.5----
N4-2CirclePlayer-0.61.5----
N5-TargetCirclePrimaryTarget--0.8----

Known issues

Does not have any known issues

Names

  • keqing
  • keq

Legal Actions

AbilityLegalNotes
attack-
chargeNeed to use attack right before charge.
aim-
skill-
burst-
low_plungePrevious action must be a jump buffed via Xianyun's burst for example.
high_plungePrevious action must be a jump buffed via Xianyun's burst for example.
dash-
jump-
walkNo action followed by walk (except low_plunge and high_plunge) has proper frames.
swap-

Params

AbilityParamDescription
low_plungecollision0 for no collision dmg (default), 1 for collision dmg.
high_plungecollision0 for no collision dmg (default), 1 for collision dmg.

Fields

Does not have any fields