Table of Contents
The Abundance – Lightning
Recommended Skill Priority
Skill Level Priority: Ultimate > Skill > Talent > Basic
Bailu is a 5* Lightning Abundance/Healer character that is only available from the gacha/Warp. Bailu is also highly sought after in most teams due to the game only having 2 healers as of launch, with Bailu being the only 5-star healer.
Basic: While Bailu may use her Basic Attack often to help with Skill point generation, her skillset is not catered towards being a Main/Sub damage dealer. Therefore this Skill can be left at level 1 if you want to save on Skill materials.
Skill: Bailu heals the HP of a single ally for a percentage of her Max HP, then heals 2 random allies times. After each tick of healing, the HP restored from the next instance of healing is reduced by 15%. An overall strong healing Skill that could potentially heal an ally that is close to death to full HP. Unfortunately, this is a very unlikely scenario as the targeting of this Skill is completely random after its first tick and may target allies with full HP.
Ultimate: A relatively straightforward Ultimate that heals all allies for a percentage of Bailu’s Max HP and applies Invigoration to allies that are not already Invigorated. For allies that are already Invigorated, the duration is instead increased by 1 turn. Invigoration lasts for 2 turns. More details about Invigoration can be found in Talent.
Talent: After an ally with Invigoration is hit, restores the ally’s HP for a percentage of Bailu’s Max HP. This effect is able to be triggered up to 2 times, and if the trace “Vidyadhara Ichor Lines” is unlocked, Invigoration can trigger 1 more time. Additionally, if an ally receives a killing blow, they will be revived and healed by a percentage of Bailu’s HP. An overall great Skill that provides a safety net to players that have found themselves unable to protect/heal an ally in time. Another important thing to keep in mind is that Invigoration is only triggered on hit, and if the attack is a multi-hit attack, the healing will only be triggered on the final tick of damage.
Note that with Bailu’s trace “Qhuang Analecs” she can increase the target’s Max HP by 10% for 2 turns if they are healed above their Max HP. This applies to all her healing abilities Skill, Ultimate, and Talent. Additionally, with “Aquatic Benediction” unlocked, characters with Invigoration receive 10% less DMG.
As Bailu is currently part of the only 2 Abundance/Healer characters in the game she is able to find play in almost any type of team regardless of team composition.
Sample team comp
Bailu = Healer
Listed above is a generic Hyper Carry team line up, for the DPS role characters such as Seele, Sushang, and Dan Heng are great options for this role. As for DMG Buffer/Debuffers there are quite a few options you can go for such as Tingyun, Bronya, Pela, or Asta.
Relics and Substats
1. Musketeer of Wild Wheat
2. Passerby of Wandering Cloud
1. Fleet of the Ageless
Body: HP%/Outgoing Healing
Planet Sphere: HP%
Link Rope: Energy% / HP%
Sub Stat Priority: HP% > SPD > DEF%
When choosing between Musketeer of Wild Wheat or Passerby of Wandering Cloud, it is important to know what role you want Bailu to fulfill in your team. Musketeer provides additional SPD, which allows Bailu to get more turns and in turn, generates more energy and Skill points. Passerby of Wandering Cloud is another option you can consider if you wish to double down on Bailu’s healing output.
E1: If the target ally’s current HP is equal to their Max HP when Invigoration ends, regenerate 8 extra Energy for this target. A decent Eidolon that can help with energy generation, you can apply shields onto allies and apply Invigoration onto them to increase the odds of this effect triggering.
E2: After using her Ultimate, Bailu’s Outgoing healing increases by an additional 15% for 2 turns. Not much to say about this Eidolon, as it is just a straightforward increase to her overall healing.
E4: Every healing provided by the Skill makes the recipient deal 10% more DMG for 2 turns and can stack to a maximum of 3 times. A great effect that is unfortunately tied to random targeting to get its full benefit, as while it can provide a total of 30% DMG boost to an ally, it is unfortunately tied to her Skill which has random targeting after its first tick of healing.
E6: Bailu can now heal allies that receive a killing blow 1 more time in a single battle. Yet another straightforward effect that allows Bailu to revive an ally 1 additional time.
Time Waits for No One: A premium light cone that provides both a mix of defensive and offensive utility. Its first effect increases the HP and Outgoing healing of the wearer, while its second effect records the total amount Outgoing Healing then deals damage to a percentage of the recorded healing when an ally attacks. While this light cone does provide a good amount of survivability and healing, unfortunately, its secondary effect isn’t as relevant as a healer’s main role in a team is not to deal damage.
Post-Op Conversation: A 4* gacha light cone that increases the Energy Regeneration Rate and Outgoing Healing (Ultimate Only) of the wearer. While this light cone provides Energy Regeneration Rate it is important to remember that Bailu should not have any energy problems as her Ultimate only costs 100 energy, and while increased healing output is always welcome it sadly does not affect her Skill.
Warmth Shortens Cold Nights: A light cone that is available from the battle pass. It increases the wearer’s Max HP and restores additional HP equal to 2% (Superimpose 1) of the team’s respective Max HP. An overall underwhelming light cone that provides a decent HP boost and a small amount of additional healing. The issue with the healing provided by this light cone is that due to its multiplier being extremely low it is unable to keep up with the amount of damage dealt by enemies in harder content (Memory of Chaos).
Quid Pro Quo: A F2P light cone that is available from the Light Cone Manifest shop, it generates 8 energy (Superimpose 1) to a random ally whose energy is below 50%. An overall great light cone that helps energy generation to the team, while its random effect can be hard to work around with proper energy management and team rotations it can become a consistent source of energy generation. Do note that if you are lacking in healing output then this light cone’s effect will not benefit you as its main role is to help with energy generation.
Multiplication: After the wearer uses their Basic ATK, their next action will be Advanced Forward by 12%. A light cone with a strong effect tied to it, however, it is often overlooked due to its 3* rarity. Advance Forward is a relatively flexible and strong effect that allows the wearer to take more actions that, in turn, helps with energy generation as both Basic ATKs and Skills generate energy. Its trigger condition is also not difficult to fulfill as you will most likely be Basic Attacking with Bailu to generate skill points.