



Yae Sakura battlesuit added in Version 2.2.3.
Melee DPS.
Deals Fire DMG at specific timing.
High sustainability.



Flame Sakitama (Japanese: 真炎幸魂 Shinen Sakitama; Chinese: 真炎幸魂 Zhēn Yán Xìng Hún) is a playable battlesuit in Honkai Impact 3rd.
Skills[]
Leaping Slash ATK with both blades drawn.
Combo Slash: 150% ATK of Physical DMG.
Combo Follow-up ATK: Pause tapping [ATK] after Combo ATK and tap [ATK] again when the circle appears.
Combo Follow-up ATK deals 220% ATK of Fire DMG and ignites enemies hit to deal 50 Fire DMG per 10s.
Combo follow-up attacks increase Fire DMG by 25% and Ice and Lightning DMG by 10% for 15s.
Triggers QTE when enemy is paralyzed, dealing 50.0% ATK x [ATK] button tap count (up to 12) + 100% ATK of Fire DMG.


Switch entry triggers a 3.1s Time Fracture. CD: 32s. This effect can only be activated 10s after the stage begins.
Passive bonuses apply automatically.
After certain moves (4th hit of Basic ATK or Combo ATK), tap the [ATK] button when a flashing circle appears on the character to trigger follow-up attacks, dealing massive Fire DMG.


Ignores combo interruption once. Can be triggered once every 30s. Applies for the whole team.


Basic follow-up attacks increase character's Zanshin by 225 upon hitting a target. For every 200 Zanshin, gain 17% (up to 68%) Total DMG Multiplier. When the character is deployed, consume 30 Zanshin per second.
Attacks a random enemy multiple times and inflicts Time Lock to enemies within a large AOE.
Guren Lotus: Attacks a random enemy 8 times, with each time dealing 200% ATK of Fire DMG.
Karmic Flame: 400% ATK of Fire DMG to enemies in a large area and inflicts Time Slow for 4.5s.
Blazing Tempo: Empowers character from Iron Body and faster attack for 9s. Follow-up attacks can be triggered without having to tap the [ATK] button at the precise time.
Each hit of the Ultimate combo strike deals an additional 200% ATK of Fire DMG.


For 10s after casting Ultimate, character attacks gain 19% Total DMG Multiplier.


Every Basic follow-up ATK deals additional 19% ATK of Fire DMG.
Quickly cartwheels away to evade enemy attacks.
Time Fracture: Triggers Time Fracture upon an Ultimate Evasion, slowing all enemies for 3s. CD: 15s.
Quick 5-sequence slash. Evading during the first 3 sequence will not break the sequence.
1st to 3rd Sequences: 100% + 100% + 150% ATK of Physical DMG.
4th Sequence: 150% ATK of Physical DMG.
5th Sequence: 150% ATK of Physical DMG.
Basic Follow-up ATK: After the 4th Sequence, wait for a flashing circle to appear and then immediately tap [ATK].
Basic Follow-up ATK deals 650% ATK of Fire DMG and Ignites the target to further deal 50 Fire DMG per 0.5s for 10s.
When Combo Hit Counts reach 30 and 50, each sequence of the Basic ATK deals another 30.0% and 50.0% Fire DMG, respectively. Character also gains Ignore Interrupt during Basic ATKs.
First 4 sequences of the Basic ATK gain 30% Attack Speed. For the 4th sequence, gain 80% Total DMG Reduction and greatly increased Ignore Interrupt.


If basic follow-up attacks score a hit, character gains 3.5 SP.
Leaping Slash ATK with both blades drawn.
Combo Slash: 150% ATK of Physical DMG.
Combo Follow-up ATK: Pause tapping [ATK] after Combo ATK and tap [ATK] again when the circle appears.
Combo Follow-up ATK deals 220% ATK of Fire DMG and ignites enemies hit to deal 50 Fire DMG per 10s.
Combo follow-up attacks increase Fire DMG by 25% and Ice and Lightning DMG by 10% for 15s.
Triggers QTE when enemy is paralyzed, dealing 50.0% ATK x [ATK] button tap count (up to 12) + 100% ATK of Fire DMG.


Switch entry triggers a 3.1s Time Fracture. CD: 32s. This effect can only be activated 10s after the stage begins.
Passive bonuses apply automatically.
After certain moves (4th hit of Basic ATK or Combo ATK), tap the [ATK] button when a flashing circle appears on the character to trigger follow-up attacks, dealing massive Fire DMG.


Ignores combo interruption once. Can be triggered once every 30s. Applies for the whole team.


Basic follow-up attacks increase character's Zanshin by 225 upon hitting a target. For every 200 Zanshin, gain 17% (up to 68%) Total DMG Multiplier. When the character is deployed, consume 30 Zanshin per second.
Attacks a random enemy multiple times and inflicts Time Lock to enemies within a large AOE.
Guren Lotus: Attacks a random enemy 8 times, with each time dealing 200% ATK of Fire DMG.
Karmic Flame: 400% ATK of Fire DMG to enemies in a large area and inflicts Time Slow for 4.5s.
Blazing Tempo: Empowers character from Iron Body and faster attack for 9s. Follow-up attacks can be triggered without having to tap the [ATK] button at the precise time.
Each hit of the Ultimate combo strike deals an additional 200% ATK of Fire DMG.


For 10s after casting Ultimate, character attacks gain 19% Total DMG Multiplier.


Every Basic follow-up ATK deals additional 19% ATK of Fire DMG.
Quickly cartwheels away to evade enemy attacks.
Time Fracture: Triggers Time Fracture upon an Ultimate Evasion, slowing all enemies for 3s. CD: 15s.
Quick 5-sequence slash. Evading during the first 3 sequence will not break the sequence.
1st to 3rd Sequences: 100% + 100% + 150% ATK of Physical DMG.
4th Sequence: 150% ATK of Physical DMG.
5th Sequence: 150% ATK of Physical DMG.
Basic Follow-up ATK: After the 4th Sequence, wait for a flashing circle to appear and then immediately tap [ATK].
Basic Follow-up ATK deals 650% ATK of Fire DMG and Ignites the target to further deal 50 Fire DMG per 0.5s for 10s.
When Combo Hit Counts reach 30 and 50, each sequence of the Basic ATK deals another 30.0% and 50.0% Fire DMG, respectively. Character also gains Ignore Interrupt during Basic ATKs.
First 4 sequences of the Basic ATK gain 30% Attack Speed. For the 4th sequence, gain 80% Total DMG Reduction and greatly increased Ignore Interrupt.


If basic follow-up attacks score a hit, character gains 3.5 SP.
※Any numbers shown are for MAX level skills.
Guides[]
BBS Equipment Builds[]
BBS, an official Chinese equivalent to HoYoLAB, has a wiki on which they present Captains with what is generally agreed on to be the best equipment builds available, aimed towards both the new and the veteran Captains. BBS separates gear recommendations by what we'll refer to as "tiers" and "criteria".
Tiers serve as means of separating all the different gear builds. Available tiers:
- Recommended Equipment: Equipment build suited for what the battlesuit does the best. A lot of the times it's unique to just one specific battlesuit.
- Auxiliary Equipment: Extra equipment build specifically for Supports, providing Captains with more alternatives.
- Universal Equipment: Equipment build that is interchangeable with other characters performing the same role, without many drawbacks, or the most popular alternative to recommend equipment.
- Transitional Equipment: Equipment build that can be used as a placeholder until a better gear is acquired. Easy to get since most if not all items are farmable. Good when starting out.
Criteria are visualized via meters that fill until they reach 100% - at which point the build fully meets the set criteria. Available criteria:
- Offensive Ability: How much does the build help the battlesuit deal more dmg?
- Functionality: How functional the build is when put together?
- Compatibility: How well does the build fit the battlesuit's role/kit?
Recommended Equipment | |
---|---|
Offensive Ability | 100% |
Functionality | 70% |
Compatibility | 80% |
Auxiliary Equipment | |
Offensive Ability | 20% |
Functionality | 80% |
Compatibility | 70% |
Universal Equipment | |
Offensive Ability | 60% |
Functionality | 50% |
Compatibility | 50% |
Transitional Equipment | |
Offensive Ability | 60% |
Functionality | 50% |
Compatibility | 50% |