Why NO ONE Plays: Klee | Genshin Impact



Back with another episode of Why NO ONE Plays! Today we’re gonna talk about everyone’s favorite arsonist: Klee!

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20 thoughts on “Why NO ONE Plays: Klee | Genshin Impact”

  1. I've been playing Klee since her release and gave up on her (in terms of clearing abyss) even after crowning her normals. I think you missed some important points:

    1. although her animations can be canceled by walk cancelation, it's really hard to learn and do consistently for maximum dps

    2. although her stamina problem is supposed to be mitigated by sparks n splash, which allows her to use charged attacks without stamina cost when she has a spark/clover, the mechanism is broken in many ways: gaining sparks has a hidden ICD of around 5 seconds, and doesn't even remove the stamina cost if you charge attack immediately after the normal attack that gains the spark

    3. as a main dps, because her burst applies pyro too quickly, with too many hits, you can't vapourise any of your damage reliably, so you have to omit her burst in order to vapourise her normal and charged attacks, which obviously sacrifices a large part of her kit

    4. on the other hand, as a pyro applicator, she lacks strong enough off-field dps characters that can rival xiangling (e.g. rosaria exists but does less damage and her burst is fixed in one spot), which would have made her similar to xiangling + xingqiu or xiangling + childe where she is the xingqiu or childe. this is even more apparent with the current rifthounds that makes it basically impossible to get all your rosaria burst hits to actually hit the wolves

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  2. I love catalyst users but something about each of their kits feels wonky.

    Lisa's skill stacks and her burst pushing enemies OUT of the damage

    Barbara and Kokomi's stamina reliance for healing

    Mona's burst requiring you to be melee for maximum effect despite being a ranged unit and her sprint

    yanfei's stamina reliance for damage

    Ningguang's rocks from her burst hitting terrain and her auto attacks

    Sucroses' auto and charged attacks.

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  3. As someone who mains klee, i have mastered her playstyle, and also i will say, she is amazing for energy particle gain (2 charges of jumpy dumpy giving a lot of energy and the 2 energy from charged atk crits) i will say though, when played right she does keep up with other pyro dps units, that being said… She is so slow and squishy that she is weaker, and the fact she has to be fully optimized for her to keep up is… Yikes

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  4. I really wanted Klee and got her during her rerun (she's my first 5 star too!) and tbh I wasn't ready for any compromises that came with her gameplay. When I had to come across of some guides of her, I also noticed how 'clunky' her playstyle is, and also being one of those people who were completely convinced by MHY's marketing of her as a DPS, I understand where people are coming from when they wouldn't prefer Klee as their DPS. Despite that, I still enjoyed her gameplay and managed to get her at friendship 10 hehe.

    I also thought about the mechanic that would make Klee more significant in team comps (or just her kit in general) is that sparks n splash would stay on the field even if you swap characters! That would be really awesome~

    I only use her now at spiral abyss as my DPS for my second team (I'm a Eula main atm hehe) and her squishiness becomes really evident, even if I have Xingqiu and Bennett on her team.

    I love your videos (especially this series), and I hope you do more in the future~

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  5. I know the video predominately focuses on the cons of a character to help illustrate the unpopularity of their gameplay usage, but I'd like to point out some of the pros which aren't apparent to non-Klee owners.

    4:17 While the charge attack does knock back smaller enemies, its blast properties make it one of the few low cooldown attacks that can repeatably juggle and stagger larger enemies (Geovishaps, Rifthounds, Kairagi)
    4:42 Klee's first ascension passive talent allows her a zero stamina charge attack on normal attack or skill hit at a proc rate of 50%, you can generally get 4-5 charge attacks before emptying your stamina will two charges on her skill and normal attack weaving between charge attacks.
    4:43 Klee has a forgiving charge attack window to cancel with a dash or jump compared to every other catalyst user in the game. Once the Clover forms from her charge attack (takes around a second) then the charge attack will always come out. Other catalyst users must fully complete their animations otherwise the damage is lost.
    4:49 While Klee's charge attack is short ranged, it's large vertically. For example, Klee's charge attack can hit every enemy in a Venti burst or Spectre above melee range (unless they're in outer space). Her elemental skill shares these properties as well.
    6:16 I can see the argument that because Klee cannot Vaporize or Melt a single large hit consistently (despite her Charge attack Lv10 with Spark being 283%+50% not to mention C4's 555% multipliers) but her frequency of Pyro application being too high to reliably control her reactions making her dps wild and explosive. Xiao and Itto, as predominately Anemo and Geo main field characters, don't get this same perceived treatment despite their gameplay largely ignoring elemental reactions for the most part. I personally think it's a little unfair to write off characters with smaller but many hits as they fullfill their own niches like how Amber can allow Xingqiu to double Vaporize his E.skill and that multi hitting characters are more likely to be the aura rather than the triggering reaction for off field supports.
    11:01 Jumpy Dumpty can be animation cancelled with her burst. Her charge attack can be jump and dash cancelled (though you may run into stamina issues doing so)
    11:05 Knockback is a useful game mechanic in the overworld and interupting enemies with casting animations (ei. Abyss Mage reforming their shield) and attacks with blast properties (in addition to Overload and sword/claymore/spear plunge attacks) are factored into how easily Geo/Cryo armor is broken. Reducing a mechanic to simply numbers is limiting the freedom of throwing enemies into lakes in the overworld and slamming enemies into walls in the abyss. Not to mention vacuum effects are a form of "reverse knockback" and fields abilities like Jean's burst benefit from moving enemies in and out of its zone.

    Other notes
    – Her passive talent finds resources unique to Mondstadt
    – Klee can dodge some projectile attacks just by being short
    – She has very low ER requirements and can even battery pyro teammates just as well if not better than Bennet
    – Works well in domains with annoying leyline disorders as she can consistently apply Pyro with normal and charge attacks, without skills, bursts, or stamina
    – She's a fantastic coop teammate for high consistency of pyro application

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  6. I play a lot of klee and I love how difficult she is to play. It is very rewarding for me as a player to learn how to use her mechanics. I am so proud of her since she is my most invested char and she does like 80k charged atks with reverse vape, I just love her gameplay. I can easily clear the abyss all 36 stars with her and ayaka.

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  7. Quick solution? Make her Sparks n Splash available after quick swap. That makes her a monster.

    I’m saying this as a Klee dps (altho i quickly switch to Kokomi half of the time). Yes, I dps the most difficult characters to play in the game.

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