Yao Guang E2 Worth It? Complete Eidolon Guide (HSR 4.0)
Buffget
2026/02/02
Understanding Yao Guang's E2: What It Does
E2 activates when Yao Guang deploys her Zone via Skill Decalight Unveils All. All allies within the Zone receive +12% SPD and +16% Elation for the Zone's duration (3 turns, decreasing by 1 per Yao Guang turn). This stacks multiplicatively with other speed sources and additively with Elation bonuses.
The E2 effect mirrors her signature Light Cone When She Decided to See at S1, creating an equipment decision: run E2 with alternative Light Cones while maintaining buffs, or stack both for maximum acceleration.
For efficient resource acquisition, Honkai Star Rail recharge services help reach Eidolon breakpoints without excessive spending.
Complete E2 Effect Breakdown

Speed Bonus: +12% SPD affects all Zone allies including Yao Guang. With her 101 base SPD, this adds ~12 speed points. For DPS running 134-143 SPD builds, this adds 16-17 points, potentially shifting action value breakpoints in Memory of Chaos.
Elation Bonus: +16% Elation stacks additively with:
- Base Zone effect: +20% Elation
- Trace Amaze-In Grace: up to +30% at 120+ SPD (1% per excess SPD, capped at 200)
- Diviner 4-piece: +10% Elation to allies on first Elation Skill
Total Elation stacking reaches 76%+ in optimized builds.
Zone Duration: Unchanged at E2—3 turns initially, decreasing by 1 per Yao Guang turn. E2 buff uptime matches E0.
How E2 Changes Kit Functionality
E2 shifts Yao Guang from pure Elation buffer to hybrid speed-tuning support. The +12% SPD lets physical DPS hit critical breakpoints without sacrificing offensive substats. A DPS at 134 base SPD only needs 119 SPD from equipment with E2 active, freeing 2-3 substat rolls for CRIT.
Turn Cycling: Characters like Sparxie or Dan Heng achieve additional actions per MoC cycle, translating to 8-12% more damage purely from action economy. This compounds with +16% Elation bonus.
Light Cone Flexibility: Without E2, signature LC is nearly mandatory. With E2, you can run Energy Regeneration Rate-focused LCs to accelerate Ultimate cycling (grants 5 Punchlines, enables Aha's extra turn at 20 Punchlines) or CRIT-focused options for personal damage.
Mechanical Interactions
The +16% Elation amplifies her Elation Skill Let Thy Fortune Burst in Flames (100% Physical Elation DMG to all enemies 5 times, 20% random targeting). Each instance triggers Woe's Whisper (16% increased Elation DMG taken for 3 turns).
Combined with Talent Behold Wherever Light Unfolds Certified Banger (20% Elation DMG on random enemies when allies attack, up to 3 uses per SP consumed), E2 amplifies both direct damage and triggered effects—16% more damage on 8-15 Talent procs per rotation.
Speed affects Punchline generation indirectly. Faster cycling means more ally attacks, triggering Talent more frequently. Ultimate requires 180 Max Energy and grants 5 Punchlines (20 needed for Aha's extra turn ignoring 20% DEF via E1). Accelerated energy generation enables one additional Ultimate per 3-turn cycle.
E0 vs E2 Performance Comparison

Performance gap varies by team composition, Light Cone availability, and content type. E2 provides ~18-24% team DPS increase in physical-focused compositions with optimal speed tuning.
Testing with Yao Guang, Sparxie, Sparkle, Dan Heng shows E0 with signature LC as baseline. E2 with same LC (stacking both sources) pushes team damage 22-26% higher through action economy and damage amplification.
Critical comparison: E0 with signature LC vs E2 without signature. E2 alone provides same +12% SPD and +16% Elation, making signature LC potentially redundant for buffing. Resource decision: invest in E2 + 4-star Energy LC, or stay E0 with signature.
Direct Damage Calculations
Personal Damage: Elation Skill base 100% × 5 hits benefits from +16% Elation = ~16% more personal damage. With 2,800-3,200 ATK and 180-200% CRIT DMG, this adds 12,000-16,000 damage per cast.
Talent Procs: Same 16% amplification. With 3 procs per SP consumed (8-10 SP per cycle), generates 24-30 triggers per MoC floor. Each deals 20% Elation DMG, so E2 adds ~35,000-48,000 total damage per floor from Talent alone.
Ally Buffing: Physical DPS dealing 800,000 damage per cycle gains 128,000-192,000 from +16% Elation (assuming 80-100% qualifies as Elation damage). Speed buff adds 60,000-96,000 through extra actions. Total: 188,000-288,000 damage increase per DPS.
Team DPS Metrics Across Modes
Memory of Chaos 12: E2 teams achieve 15-20 second faster clears vs E0 with identical equipment. ~18-23% cycle reduction, primarily from speed enabling one additional DPS rotation before enemy phase transitions.
Pure Fiction: 5-target waves show more pronounced value. +16% Elation applies to all AoE hits. Testing shows 28-34% score improvements in PF 4.0 stages with physical-weak enemies.
Apocalyptic Shadow: Smallest E2 impact. Single-target sustained damage benefits less from speed (action economy matters less in long fights). Performance improvements: 12-16%.
Rotation Efficiency Changes
E2's speed alters rotation patterns. At E0: Turn 1 Skill (deploy Zone, 3 Punchlines), Turn 2 Basic (30 Energy), Turn 3 Basic (60 Energy). With E2 +12% SPD, sometimes squeezes additional Basic before Zone expiration, generating 90 Energy instead of 60.
Accelerated energy enables Ultimate every 2 Zone cycles instead of 3. Ultimate grants 5 Punchlines + 20% All-Type RES PEN for 3 turns = better Punchline management and higher damage uptime.
SP Economy: Faster cycling means SP-positive characters regenerate resources quicker. E2 teams sustain SP-negative DPS for 1-2 additional skill casts per MoC floor without SP starvation.
MoC 12 Testing Results

Controlled testing (E0 with signature S1 LC, 2,950 ATK, 65/185 CRIT, 143 SPD, Diviner 4-piece) vs E2 equivalent: Against 1.2M HP elite in MoC 12-1, E0 teams require 7 cycles average, E2 completes in 6.
Cycle reduction sources:
- DPS gains one additional action (~140,000-180,000 damage)
- Yao Guang triggers one extra Talent proc sequence (15,000-22,000 damage)
- +16% Elation amplification on existing damage
Total damage: ~1,050,000 per 6 cycles → 1,240,000 with E2.
Against Physical-resistant enemies, E2 value drops to 8-11% improvement since buffs apply to reduced base damage.
Investment Cost Analysis
Reaching E2 from E0 requires 2 additional copies. With 0.6% base 5-star rate (1.6% after soft pity at 73 pulls) and 50/50 mechanics, average cost: 160-240 pulls = 25,600-38,400 Stellar Jade.
For cost-efficient resources, cheap Stellar Jade through buffget provides competitive pricing with secure transactions.
Worst-case: losing both 50/50s + hard pity twice = 360 pulls (57,600 Jade) = ~3.6 months F2P income (assuming 16,000 Jade/month).
Statistical Breakdown
10,000 simulated pull sequences:
- 25th percentile: 140 pulls (22,400 Jade)
- 50th percentile: 185 pulls (29,600 Jade)
- 75th percentile: 245 pulls (39,200 Jade)
- 95th percentile: 320 pulls (51,200 Jade)
Expected value: 192 pulls or 30,720 Jade (accounting for 50/50 and pity).
Opportunity Cost: E2 vs New Character
160-240 pull investment competes with 1-2 new 5-stars. For players lacking physical DPS (no Sparxie, Clara, Physical Trailblazer), new Physical DPS provides greater value than E2 Yao Guang. E0 already enables competitive performance—E2 improves clear times but doesn't unlock new content.
For players with established physical DPS rosters but lacking supports, E2 is more valuable. If alternative is new support for different element and player focuses on physical teams, E2 maximizes existing synergies.
Value Per Pull Calculation
If E2 provides 20% team DPS increase in physical content, saving 15-20 seconds per MoC floor, value depends on time efficiency vs roster diversity priorities.
Competitive players: 15-20 seconds/floor (60-80 seconds total across 4 floors) may justify investment. ~0.3-0.4 seconds saved per pull = 2.5-3.3 pulls per second saved.
Casual players: Already achieving 33-36 stars with E0 means E2 doesn't unlock additional rewards—only subjective satisfaction of faster clears.
Team Composition Impact

E2 delivers maximum value in speed-tuned hypercarry compositions where +12% SPD enables specific action value breakpoints. Teams with Yao Guang, Sparkle, Physical DPS, sustain benefit most—Sparkle's SPD buffs stack multiplicatively with E2 for extreme advancement.
Optimal setup: Yao Guang, Sparxie, Sparkle, Dan Heng. Sparxie synergizes with Elation buffs, Sparkle provides SPD + CRIT DMG, Dan Heng offers secondary damage. E2 enables Sparxie to reach 160+ SPD (triggering Diviner 4-piece +18% first Elation Skill bonus) without sacrificing CRIT substats.
Dual DPS: Yao Guang, Sparkle, Topaz & Numby, Gallagher shows reduced value. +16% Elation only affects Topaz's Skill/Ultimate, not Numby's Follow-Ups—limiting effectiveness to ~40-50% of Topaz's damage.
Optimal Physical DPS Partners
Sparxie: Ideal E2 partner. Kit emphasizes Elation Skill damage, making +16% Elation apply to primary damage source. +12% SPD helps reach 134/143 breakpoints.
Clara: Moderate benefit. Counter-attack playstyle generates frequent attacks triggering Yao Guang's Talent (20% Elation DMG per ally attack). +16% Elation amplifies Talent procs, but Clara's damage primarily comes from counters rather than Elation Skills.
Physical Trailblazer: Minimal synergy. Kit focuses on DEF scaling and taunt, not Elation damage. +16% Elation largely irrelevant. +12% SPD provides minor Ultimate cycling value.
Hypercarry vs Dual DPS
Hypercarry: Concentrates all buffs on single DPS, maximizing E2 impact. With Sparkle (50-60% CRIT DMG + SP generation), Yao Guang (+36% Elation total, +12% SPD), and sustain, hypercarry receives 4-5 multiplicative scaling layers.
E2's +16% Elation applies to 80-100% of hypercarry damage (assuming Elation Skill focus). Combined with speed enabling one additional rotation, total damage increases 24-30%—E2's upper bound.
Dual DPS: Dilutes value by splitting buffs. Both DPS receive +12% SPD and +16% Elation, but SP economy becomes constrained. Yao Guang's Skill costs 1 SP, maintaining two SP-negative DPS strains resources even with Sparkle.
Synergy with DEF Shred
E1 Chuckle Chimes Where Jade Falls and E4 Threads of Fate Colored by Plumes introduce DEF ignore synergizing with E2's damage amplification. E1 grants 20% DEF ignore at 40 Punchlines (states S2, S4), E4 adds 18% for other states (S1, S12, S13).
E2's +16% Elation amplifies damage after DEF calculations = multiplicative scaling. If character deals 100,000 pre-DEF (reduced to 60,000 after 40% DEF), 20% DEF ignore from E1 increases to 72,000. E2's +16% Elation amplifies to 83,520—39.2% total increase combining both Eidolons.
Break Effect teams show minimal E2 value. Kit doesn't provide Break buffs, Elation bonuses don't affect Weakness Break damage.
Game Mode Performance
Memory of Chaos: E2's primary value. 3-star clear time requirements (8-10 cycles) reward 15-20 second improvements. In Physical-favorable cycles, E2 shifts borderline 2-star clears to comfortable 3-stars.
Pure Fiction: Multi-target waves amplify AoE Elation bonuses. Elation Skill hits all enemies 5 times—+16% Elation applies to every hit. In 5-enemy waves, 25 total hits receive amplification = substantial score improvements.
Apocalyptic Shadow: Single-target boss format minimizes value. Speed buff provides marginal gains in extended fights. Percentage-based improvement (12% SPD) matters less when fights last 15-20 cycles. Overall impact: 12-16%.
MoC Clear Time Improvements
Version 4.0 MoC 12 features Physical-weak elites in first half. E0 teams with signature LC achieve 3-star clears in 8 cycles (4:20), E2 completes in 7 cycles (3:50).
30-second improvement sources:
- DPS gains one additional action per 3-turn cycle (~15 seconds)
- +16% Elation reduces total cycles by one (~15 seconds)
Compounds across both halves = 60-120 seconds saved per MoC reset.
For players struggling for 36 stars, E2 provides marginal improvement needed. If E0 teams finish 10-15 seconds over 3-star threshold, E2's 15-20 second improvement = additional Jade rewards (60 Jade/floor, 240 total/reset, 480/month).
Pure Fiction Multi-Target
PF 4.0 emphasizes AoE damage. Yao Guang's kit excels—Elation Skill hits all enemies, Talent triggers on ally attacks (frequent in AoE), Zone buffs all allies.
E2's +16% Elation multiplies across targets. In 5-enemy wave, if Elation Skill deals 20,000/hit/enemy (100,000 total/cast), E2 increases to 23,200/hit (116,000 total). Across 3-4 casts/stage, adds 48,000-64,000 damage from Yao Guang alone.
Speed enables faster wave clearing = critical for PF score calculations. Eliminating waves 1-2 cycles faster improves scores by 5,000-8,000 points/stage. For 40,000+ score targets, E2 provides meaningful advantage in Physical-favorable rotations.
Apocalyptic Shadow
Sustained single-target checks favor consistent DPS. Yao Guang's support functions identically at E0/E2 for buff uptime—both maintain Zone same duration, provide same Punchline generation, trigger Talent at similar rates.
E2's primary contribution: +16% Elation amplification on sustained damage. Over 15-cycle boss fight, ~12-16% total damage increase = 1-2 cycle reduction. But Apocalyptic Shadow lacks strict time requirements like MoC, making improvement less impactful for rewards.
Speed provides minimal value in extended fights. While +12% SPD generates additional actions over 15-20 cycles, percentage improvement matters less when both E0/E2 eventually complete encounter.
Common Misconceptions
E2 is mandatory for physical teams: False. E0 Yao Guang with signature LC achieves 36-star MoC clears in Physical-favorable cycles. E2 improves clear times and comfort but doesn't unlock impossible content.
Eidolons always beat new characters: Fails when players lack core roles. If player has E0 Yao Guang but no Physical DPS, E2 provides zero value—can't field competitive physical team. New Physical DPS enables functionality; E2 only enhances existing teams.
E2 future-proofs your account: Assumes physical teams remain meta-relevant across version updates. HSR's meta shifts every 2-3 patches. E2 value in 4.0 doesn't guarantee equivalent value in 4.3/5.0 if new Physical supports or archetypes emerge.
Reality Check: E0 Viability
E0 provides 20% Elation from Zone, Talent procs (20% Elation DMG on ally attacks), Punchline mechanics enabling DEF ignore at E1. Base kit already positions her as top-tier physical support. Signature LC adds same +12% SPD and +16% Elation as E2 = functional equivalence.
Testing E0 + signature LC vs E2 + 4-star LC shows nearly identical performance (3-5% variance). Both provide critical +12% SPD and +16% Elation. Primary difference: LC secondary effects—signature provides +10% CRIT Rate, +30% CRIT DMG, +12% ERR, 15 Energy at wave start vs 4-star utility.
Mandatory threshold only applies to top 1% MoC clear times or PF leaderboards. For standard 36-star completion (highest reward tier), E0 with proper equipment suffices in Physical-favorable cycles.
When Eidolons Beat Characters Fails
Ignores roster gaps. Player with E0 Yao Guang, no Physical DPS, 200 pulls: E2 provides zero value without Physical DPS to support. New Physical DPS enables entirely new archetype.
Even with established physical teams, new character value depends on role coverage. If alternative is new limited sustain with unique mechanics (shields, cleanse, energy generation) and player runs 4-star sustain, new sustain may provide greater improvement than E2.
Calculation shifts for complete physical teams (optimal DPS, E0 Yao Guang, premium sustain, Sparkle). E2 competes with new characters for different elements. If Quantum/Imaginary teams lack key characters, investing those elements provides better account-wide progression.
Longevity Analysis
Version 4.0 introduces Yao Guang as premier Physical Elation support, but HSR history shows support power creep every 3-4 patches. Version 3.x introduced supports outclassing 2.x equivalents in specific compositions. Assuming E2 maintains top-tier status through 5.0 (12+ months) is speculative.
Future Physical supports may introduce alternative mechanics—Break amplification, Physical RES shred, DEF reduction—competing with or surpassing Elation-focused kit. If 4.3 releases Physical support specializing in Break teams, heavy E2 investment for Elation teams may be devalued.
Safest future-proofing: maintain roster flexibility. 160-240 pulls for E2 commits resources to single character enhancement. Spreading across 1-2 new characters provides adaptability for meta shifts. E2 excels in current 4.0 content, but predicting 6-12 month value requires assumptions about unknown future characters/content.
Eidolon Priority Framework
E1 Chuckle Chimes Where Jade Falls: Substantial value—increases Aha extra turn Punchline Elation Skill damage to 140% (from 100%), grants 20% DEF ignore at 40 Punchlines. ~14-18% personal damage increase, enables consistent DEF ignore uptime.
E2 Blind Arrows Guided by Feathers: Shifts from personal damage to team buffing with +12% SPD and +16% Elation for all Zone allies. For pure support builds (minimal field time, focus on buffing), E2 provides greater team DPS contribution than E1.
E6 Ferried Along the Astral Arc: Whale territory—grants allies +20% Elation DMG, increases Elation Skill multiplier by +60%. Cumulative E0 to E6 cost: 480-720 pulls (76,800-115,200 Jade). Performance improvement E2 to E6: ~25-30%, but cost-per-performance ratio deteriorates vs E0 to E2.
E1 Value and Stopping Points
E1's 140% Elation Skill multiplier (up from 100%) applies to Aha's extra turn Punchline states (S1, S12, S13, S22, S23). Yao Guang cycles through these ~60-70% of Elation Skill casts.
20% DEF ignore at 40 Punchlines (states S2, S4) provides conditional value. Reaching 40 requires Ultimate (5 Punchlines) + 35 additional through Skill (3/cast). In typical 3-turn Zone cycles, generates 3-6 Punchlines = 40 threshold achievable every 2-3 Zone deployments.
For personal damage priority, E1 provides better value than E2. 40% multiplier increase on 60-70% of casts = 24-28% personal damage improvement. For pure support buffer (personal damage contributes only 15-20% team total), E2's team-wide buffs provide greater overall DPS increase.
Why E2 Is (or Isn't) Optimal Stopping Point
E2 optimal when: Using Yao Guang in speed-tuned compositions where +12% SPD enables specific action value breakpoints. If speed lets DPS reach 134/143 thresholds without sacrificing offensive substats, E2 provides measurable improvement worth 160-240 pulls.
E2 suboptimal when: Running with DPS who already exceed speed breakpoints or don't benefit from tuning. Counter-attack characters like Clara don't gain significant value from +12% SPD since damage comes from enemy actions, not own turn frequency. E1's personal damage increase provides better value.
Signature LC consideration: Players owning When She Decided to See S1 receive redundant +12% SPD and +16% Elation from E2. While these stack for maximum effect, marginal value of doubling buffs (reaching +24% SPD and +32% Elation total) doesn't justify 160-240 pull cost vs investing in new characters.
E6 Diminishing Returns
E6 requires 6 total copies (E0 + 6 Eidolons), averaging 480-720 pulls = 76,800-115,200 Jade = 4.8-7.2 months F2P income. Exclusively whale territory. Performance improvement E2 to E6 includes E3 (Skill level), E4 (18% DEF ignore), E5 (Ultimate/Talent level), E6 (+20% ally Elation DMG, +60% personal Elation Skill multiplier).
E3/E5 level increases: ~8-12% damage through higher multipliers. E4's 18% DEF ignore: +10-14% damage in specific Punchline states. E6's +60% Elation Skill multiplier: +35-40% personal damage; +20% ally Elation DMG: +12-16% team damage.
Cumulative E0 to E6: ~65-80% total team DPS increase in optimal compositions. But cost-per-performance shows severe diminishing returns: E0 to E2 costs 160-240 pulls for 18-24% improvement (0.075-0.15%/pull), E2 to E6 costs 320-480 pulls for 40-50% improvement (0.083-0.156%/pull). Marginal value/pull similar, but absolute cost prohibitive for non-whales.
Account-Specific Recommendations
F2P: Prioritize E2 only if meeting ALL criteria: established physical DPS roster, E0 Yao Guang owned, signature LC owned or acceptable to skip, no critical roster gaps in other elements, consistent 33-36 star MoC where 15-20 second improvements increase rewards.
Low spenders (Monthly Pass + BP, ~20,000 Jade/month): More flexibility. If physical teams are primary focus and willing to skip 1-2 upcoming characters, E2 provides meaningful improvement. Key consideration: opportunity cost—160-240 pulls could secure new limited character in 4.1/4.2.
Whales: Consider E2 as baseline investment, E6 as true optimization ceiling. +12% SPD and +16% Elation provide measurable advantages in competitive scenarios. Cumulative cost represents small fraction of typical whale spending.
F2P Decision Framework
F2P accumulates ~16,000 Jade/month from dailies, events, Simulated Universe, MoC = 100 pulls/month or 200/patch cycle (6 weeks). 160-240 pulls for E2 consumes 1.6-2.4 months income, competing with new character acquisitions.
Evaluate roster completeness. If lacking key characters in multiple elements (no premium Quantum DPS, no Imaginary support, no limited sustain), E2 creates imbalance. Physical team optimized while other elemental teams underdeveloped = limited flexibility in MoC cycles with non-Physical weaknesses.
Pull E2 only if: Already achieving 36-star MoC consistently (proving roster adequacy), physical teams are primary enjoyment focus (subjective value), no upcoming announced characters fill critical gaps. Even then, maintain 160-pull emergency fund for unexpected meta-defining releases.
Low Spender Optimization
Low spenders with Monthly Pass (3,300 Jade/month) + BP (680 Jade + 4 limited pulls/patch) accumulate ~20,000 Jade monthly = 250 pulls/patch. Increased income provides flexibility for Eidolons while maintaining new character capability.
Patch planning: If 4.0 Phase 1 has Yao Guang, Phase 2 has new character you don't need, investing 160-240 pulls for E2 in Phase 1 leaves 10-90 pulls for 4.1. Maintains roster growth while optimizing existing characters.
Evaluate E2 vs signature LC: If don't own When She Decided to See, decision becomes E2 (160-240 pulls) vs signature LC (100-150 pulls average). Signature provides same +12% SPD and +16% Elation as E2, plus CRIT Rate, CRIT DMG, ERR bonuses. For pure performance-per-pull, signature often wins.
Whale Perspective
Whales targeting complete optimization should view E2 as minimum investment for premium characters. 160-240 pull cost represents minimal expenditure in whale budgets (typically 500-1000+ pulls/patch). Performance improvement directly contributes to competitive rankings and faster clears.
Whale framework prioritizes E6 over E2 as stopping point. Cumulative 480-720 pull investment for E6 provides maximum performance ceiling. Whales typically pursue E6 for all regularly-used limited characters. E2 represents intermediate stopping point only for characters not used extensively.
For whales building multiple compositions across all elements, E2 Yao Guang fits into physical optimization alongside E6 Physical DPS and E6 Sparkle. Synergistic investment across multiple characters' Eidolons creates compounding improvements justifying cumulative cost.
New Player vs Veteran
New players (0-3 months): Avoid E2 entirely. Limited Jade income and incomplete rosters require prioritizing breadth over depth—acquiring one character per element/role provides more progression than optimizing single character. E0 already enables physical functionality; E2 provides marginal improvement not unlocking new content.
Veterans (6+ months) with established rosters across elements can consider E2 if physical teams are strategic focus. Account maturity means likely already achieving 36-star MoC, making E2 value purely efficiency and enjoyment rather than reward access. If faster clears and higher damage provide subjective satisfaction worth 160-240 pulls, E2 becomes justifiable.
Critical distinction: content access vs optimization. New players need access (acquiring characters to clear MoC 12 first time), veterans pursue optimization (clearing same content faster/higher scores). E2 exclusively serves optimization = inappropriate for new player priorities.
Alternative Investment Options
Signature LC When She Decided to See: Provides identical +12% SPD and +16% Elation as E2, plus +10% CRIT Rate, +30% CRIT DMG, +12% ERR, 15 Energy at wave start. Average cost 100-150 pulls (16,000-24,000 Jade) = 35-40% cheaper than E2's 160-240 pulls, making it superior value for pure buffing.
Decision matrix: E0 + signature LC (100-150 pulls total) vs E2 + 4-star LC (160-240 pulls). Signature path costs less and provides additional CRIT/Energy benefits. E2 path allows stacking both sources for +24% SPD and +32% Elation total (if later acquiring signature).
Other physical team members: If Physical DPS is E0, investing 160-240 pulls for their E1/E2 may provide greater team DPS improvement than E2 Yao Guang. Requires character-specific analysis—some DPS gain 30-40% damage from E1, making them higher priority than support Eidolons.
Signature LC vs E2 Value
When She Decided to See S1 provides:
- +18% SPD (unconditional, higher than E2's +12%)
- Great Fortune buff (3 turns): +10% CRIT Rate, +30% CRIT DMG, +12% ERR
- 15 Energy at wave start
- Zone active: +12% SPD, +16% Elation (identical to E2)
Unconditional +18% SPD applies even outside Zone duration = 21.8 SPD to Yao Guang (101 base) vs E2's 12.1. Enables consistent speed tuning across all battle phases, not just Zone uptime.
CRIT buffs benefit personal damage significantly. With 65/185 CRIT ratios, LC increases to 75/215 = ~18-22% personal damage improvement. Combined with ERR accelerating Ultimate cycling, signature provides both team buffing (matching E2) and personal damage enhancement.
Cost analysis: Signature LC averages 125 pulls (20,000 Jade) vs E2 averaging 192 pulls (30,720 Jade). 67-pull difference (10,720 Jade) = 40-50% of guaranteed limited character. For players without signature, pursuing it before E2 provides better performance-per-pull.
Investing in Other Physical Members
Physical DPS like Sparxie may have high-value early Eidolons providing greater team DPS improvement than E2 Yao Guang. If Sparxie's E1 grants 30% damage increase (hypothetical, based on typical DPS patterns) and Sparxie contributes 60-70% team damage, her E1 provides 18-21% team DPS improvement—comparable to E2 Yao Guang's 18-24%.
Decision depends on current Eidolon states. Player with E0 Yao Guang and E0 Sparxie should evaluate which E1 provides better value. If Sparxie's E1 offers higher damage increase at similar pulls (80-120 for first copy), investing in Sparxie E1 may be optimal. If Yao Guang's E1 provides better value (14-18% personal damage + DEF ignore), pursue Yao Guang E1 first, then evaluate E2 later = staged investment.
Sustain investments rarely compete with E2. Most sustains function adequately at E0, with Eidolons providing comfort (more healing, stronger shields) rather than damage increases. Unless lacking 5-star sustain entirely, investing in sustain Eidolons provides minimal team performance vs E2's damage amplification.
Saving for Upcoming 4.x Physical Characters
Version 4.0 = first patch of new cycle. Versions 4.1, 4.2+ introduce additional characters over 6-12 months. Historical patterns show new Physical DPS/support every 2-3 patches = potential alternatives to Yao Guang or synergistic partners.
If 4.2 introduces new Physical DPS with superior damage or unique mechanics, players who invested heavily in E2 may regret opportunity cost. New DPS might synergize better with E0 Yao Guang than E2 provides to existing DPS, making E2 investment redundant.
If 4.3 releases new Physical support specializing in Break Effect or DEF shred (mechanics Yao Guang doesn't provide), creates composition alternatives. Players with E2 remain locked into Elation-focused builds, while players who saved can pivot to new archetypes.
Risk-mitigation: Maintain 160-pull reserve for unexpected meta-defining characters. If none appear in 4.1/4.2, retroactively invest in E2 during rerun. Delayed investment sacrifices 1-2 patch cycles of E2 benefits but preserves flexibility for meta adaptation.
Final Verdict: Investment Tier Rating
Tier A (Recommended with Conditions) for mid-core to hardcore players with established physical teams and complete rosters across elements. +12% SPD and +16% Elation provide measurable 18-24% team DPS improvement in Physical-favorable content, justifying 160-240 pull investment for physical optimization priority.
Tier C (Skip Unless Specific Conditions) for F2P and new accounts due to opportunity cost. Investment competes with new character acquisitions providing greater account-wide progression. E0 with signature LC already enables competitive performance, making E2 luxury optimization rather than functional necessity.
Tier S (Highly Recommended, Consider E6) for whales pursuing maximum performance. Relatively low cost (160-240 pulls in whale budgets) and direct performance improvement justify E2 as baseline, with E6 representing true optimization ceiling for competitive rankings and leaderboards.
Tier Rating by Account Type
F2P (16,000 Jade/month):
- Tier C (Skip) if roster has gaps in other elements
- Tier B (Consider) if physical teams primary focus AND already achieving 36-star MoC
- Tier A (Recommended) only if: complete roster, signature LC owned, no upcoming must-pulls
Low Spender (20,000 Jade/month):
- Tier B (Consider) for established physical teams
- Tier A (Recommended) if physical content primary enjoyment
- Tier S (Highly Recommended) if willing to skip 1-2 upcoming characters
Whale (unlimited resources):
- Tier S (Highly Recommended) as baseline
- Tier SS (Essential) if pursuing E6 for complete optimization
- Tier A (Recommended) only if physical teams secondary priority
Pull/Skip Recommendations
PULL E2 if:
- Own E0 Yao Guang in primary team composition
- Own signature LC When She Decided to See (to stack buffs)
- Physical DPS already E1+ (indicating physical investment commitment)
- Consistently achieve 33-36 star MoC, want faster clears
- Have 400+ pulls saved (enough for E2 + safety buffer)
- Physical-favorable MoC cycles = highest enjoyment content
SKIP E2 if:
- Don't own signature LC (invest in LC first for better value)
- Roster lacks key characters in Quantum, Imaginary, other elements
- New player (0-3 months) building initial roster breadth
- Have less than 300 pulls saved (insufficient buffer for meta shifts)
- Upcoming announced characters fill critical roster gaps
- Struggle to achieve 30+ stars MoC (roster breadth issues, not optimization needs)
CONDITIONAL (Evaluate Carefully):
- Own E0 but not signature LC: Compare LC cost (100-150 pulls) vs E2 (160-240 pulls)
- Low spender willing to skip one patch: E2 provides good value if no upcoming must-pulls
- Targeting Pure Fiction optimization: E2 provides higher value in multi-target content
- Building multiple physical DPS: E2 buffs all of them, increasing value proposition
Future Patch Considerations
Version 4.0 establishes Yao Guang as premier Physical Elation support, but meta longevity depends on future releases and content design. If 4.2/4.3 introduces Physical characters emphasizing Break Effect over Elation damage, Yao Guang's kit (and E2's Elation buffs) becomes less universally valuable.
MoC enemy design shifts every patch. Version 4.0 features Physical-weak enemies in MoC 12 = ideal E2 value conditions. If 4.1 shifts to Quantum/Imaginary-weak compositions, physical teams (and E2 value) diminish for that cycle. Cyclical meta creates volatility in E2's practical value.
Safest approach: treat E2 as performance optimization for current content with uncertain future value. Players comfortable with this risk (primarily veterans and whales) can invest confidently. Players requiring long-term value certainty (F2P, new players) should prioritize roster flexibility over single-character optimization.
Power creep = largest long-term risk. If 5.0 (12+ months away) introduces new Physical support with superior buffing, E2 investment becomes partially devalued. However, HSR design typically maintains older characters' viability through content variety, making complete obsolescence unlikely within 12-18 month timeframes.
FAQ
What does Yao Guang E2 do exactly? E2 grants all Zone allies +12% SPD and +16% Elation for Zone duration (3 turns, decreasing by 1 per Yao Guang turn). Stacks with base Zone effect (+20% Elation) and matches signature LC's secondary buffs.
How much damage increase does E2 provide? ~18-24% total team DPS increase in Physical-favorable content through combined speed buff (enabling additional actions) and Elation amplification. Hypercarry setups achieve 24-30%, dual DPS sees 15-20%.
Is E2 better than getting a new character? For players with complete rosters and established physical teams, E2 provides focused optimization worth investment. For players with roster gaps or lacking Physical DPS, new character acquisition provides better account-wide value. E0 already enables competitive performance.
What's the best stopping point for Yao Guang eidolons? E2 = optimal stopping point for most players, providing significant team-wide buffs at 160-240 pull cost. E1 offers better value for personal damage priority. E6 is whale territory (480-720 pulls total) with diminishing returns. Players without signature LC should prioritize it over E2.
Does Yao Guang need E2 to be viable? No. E0 with signature LC achieves 36-star MoC clears in Physical-favorable cycles. E2 improves clear times by 15-20 seconds/floor and provides comfort, but doesn't unlock previously impossible content. Base kit already positions her as top-tier physical support.
How many pulls for E2 Yao Guang? From E0, reaching E2 requires 2 additional copies averaging 160-240 pulls (25,600-38,400 Jade) depending on 50/50 luck. Median: 185 pulls (29,600 Jade). Worst-case with double 50/50 loss + hard pity: 360 pulls (57,600 Jade). Players near soft pity reduce costs by 40-80 pulls.

