Character combo guide

Feng Baobao Combo Guide: The One-Combo Kill Route

Feng Baobao is the only character in the final test who can kill from a single combo. She is also the hardest to play, because the route has more exit points than most players expect. This page separates the stable beginner route from the advanced one, then covers the threshold and builds that make either version work.

Final test build Last updated: / ~10 min read

At a glance

Role
Relentless pressure; one-combo kill threat
Difficulty
Very high
Stable route
4A → step → 4A → skill 1 → step → 4A → skill 2 → 3A → ultimate
Rule
Never finish 5A in the stable route
Advanced key
Perfect Sword Qi at the turn-back; a wall bounce improves it
Crit threshold
45% on the test server, or the last hit of A-Wei's Eighteen Forms drops
Stop rule
End the string the moment the target lands
Core artifacts
Mountain Ghost Coin + Ever-Pure; gourd for survival

The game plan: keep one launch alive

Feng Baobao does not win by landing more hits. She wins by making one launch last long enough that the opponent never gets a turn. Everything in the kit supports that: the fourth normal launches, Dragon Crosses the River extends, Wind and Fire Wheels covers the gap, and One Cut One Soul closes. The failure state is equally simple: the target lands, the string ends, and a character with no ranged plan is suddenly standing in front of an angry opponent.

Skill points follow the same logic. Max the normal string first, because it is the engine. Max skill 1 next, because Dragon Crosses the River is the route's spine. Take skill 2 after that, max the ultimate, and finish the passive. A Feng Baobao with a half-leveled normal string has no route to speak of.

Air hits matter beyond damage: continuing the string while the target floats reduces stamina consumption, which is what makes a long route affordable. That is why the advanced version looks smooth and why the beginner version should still chase the falling body instead of waiting. The combat system guide explains the shared stamina pool.

The stable beginner combo

This is the route to learn first. It is not the highest damage version, but it is repeatable, and it does not require a wall or a split-second Perfect Sword Qi input.

Open

4A. Four normal hits, no fifth. The fifth launches and ends the grounded loop you are trying to build.

Step

Step-cancel to reset the string and close the gap. The step costs 1 stamina and is the cheapest way to keep the target in front of you.

Repeat

4A again, then Dragon Crosses the River. The skill carries the route forward and starts the float.

Re-enter

Step, then 4A. This is the part that separates a clean route from a dropped one; chase the body instead of waiting.

Close

Wind and Fire Wheels, 3A, then One Cut One Soul. The 3A is a hold, not a damage step; the ultimate is the payoff.

The one rule that matters most: do not finish 5A inside this route. The fifth hit launches, and a launch at the wrong moment breaks the sequence you were building. If you want the fifth hit, you are switching to the advanced route, where the launch is the point rather than an accident.

Practice until both step cancels are automatic; a second step you have to think about will not leave stamina for the ultimate.

The advanced high-damage route

The advanced route uses the launch deliberately, then converts it with timing rather than more normals. It is stronger and less forgiving: a missed turn-back or a missing wall turns a kill into a dropped combo.

Launch

5A into a step, then a launch 4A. This is the version where the fifth hit is correct.

Perfect Sword Qi

Press skill 1 again at the turn-back to trigger Perfect Sword Qi. A wall bounce makes the follow-up better.

Re-enter

Step, 4A, then skill 2. The target should still be floating.

Finish

3A into the ultimate. If the target has already landed, stop; the rest will not connect.

Perfect Sword Qi is a second press, not a separate skill: press skill 1 again at the instant Dragon Crosses the River turns back. It deals significantly more damage but adds cooldown. That trade is worth it when the route will kill or a boss is locked in a long animation, not when you are only keeping pressure on a mobile opponent.

The wall changes the math. Hitting it with Dragon Crosses the River raises the float, extends the fall stun and adds 10 HP damage. That extra height makes the step-4A re-entry comfortable. Without a wall the route still works, but the window is shorter and Perfect Sword Qi is harder to confirm.

Do not force the advanced route

A failed Perfect Sword Qi costs the extra cooldown and usually the whole string. Against a boss that punishes recovery, the stable route is the better answer even when the advanced one would deal more damage.

The stop rule applies to both routes: when the target lands, stop. Chasing one more hit turns the combo into the opponent's opening.

The 45% crit threshold

The test server shows what looks like a hard breakpoint: below 45% crit rate, the last hit of A-Wei's Eighteen Forms tends to drop out of the combo, which wastes the entire recovery. Above it, the passive holds together. Treat the number as a test-server threshold rather than a permanent law of the game, but build to it for now.

Crit rate therefore comes before crit damage on every damage set: a 60% crit damage roll is worthless if the string falls apart first. Once crit rate reaches 45%, crit damage is the better multiplier.

PvP openings and wake-up pressure

Her PvP plan is more direct than Zhang Chulan's. Dragon Crosses the River is a long-range dive that catches almost any recovery, so the opening is a read on what the opponent does after their first skill. If they hold guard, cancel halfway into a close grab, turning the guard into a punish. If they dodge early, let the skill finish and take the space.

Wake-up pressure is the other half. After a knockdown, use Dragon Crosses the River on the get-up. The moment they spend Break Away, step away instead of continuing; staying in asks for the invincible reversal that usually follows. The PvP guide covers the wider rules.

In Tianxia Huiwu 3v3 she fits two slots. As the first player she is a pressure opener: fast normals and a launch disrupt a planned rotation. As the third, she is the finisher, because a one-combo kill threat closes a damaged round faster than any other pick. In Liangyi Xiangdou she pairs with Zhuge Meng or Wang Ye, who hold a target still long enough for her to start.

Her PvP doppelgangers are Quicksilver Spill, Five Thunders Purify and Nine Earths Power. Quicksilver Spill adds a 50% slow that turns a near-miss into a real opening; Nine Earths Power refills stamina and grants one super-armor hit to protect a route start. Five Thunders Purify is the 3-point chip option for ranged pressure. Celestial Blossom is not recommended: it wants a control setup she does not provide.

The He Xi route in Abyss of Tao

He Xi is the boss where her kit is most valuable — and where mistakes are punished hardest. His threats are poison darts, which leave about 10 seconds of poison, and a backstab with roughly half a second of warning; standing still to finish a string is how the backstab lands.

The recommended opener is 4A into the high kick knockdown, then the second hit of skill 2 the moment he hits the ground. That hit has super armor, so he gets up right into your next pressure — which is the point: armor skips his wake-up reversal instead of dodging it. When he dashes, answer with 5A into 4A into Wind and Fire Wheels. The normals must be fast or he slips out of the route, and this Wind and Fire Wheels is the invincible one, so it doubles as the escape.

Clear the left furnace peanut first: it drifts toward the middle and takes space if ignored, while the right one can wait. Zhang Lingyu's water skills remove the poison, which is why he is a recommended partner. The Abyss of Tao guide covers the phase timeline.

The output build

The PvE output build is a two-piece attack set with normal damage at the top of the substat list. Her damage is overwhelmingly normal-attack based, so the order is normal damage, attack percentage, crit rate, crit damage, then skill damage. Do not chase skill damage first; it is the smallest part of her output.

Artifacts are Mountain Ghost Coin, Ever-Pure and Foe-Warding Helm. Mountain Ghost Coin boosts normal attacks for 8 seconds after a skill lands, and her route is almost entirely skill-into-normal sequences, so the uptime is near permanent. Ever-Pure raises the normal multiplier further, which is why the pair beats either piece alone. Foe-Warding Helm rewards avoiding hits, realistic once the route is clean.

The artifact substat order is normal damage bonus, attack percentage, crit rate or crit damage, skill damage bonus, then boss damage. That is a different order from the doppelganger list because the artifact pool weights normal damage more heavily, and she benefits from every point of it.

The survival build

High-difficulty PvE asks a different question: can she finish a route without dying to the chip damage around it? The survival set keeps normal damage first, then attack percentage, then stamina recovery, qi regeneration and crit. The damage is lower, but the route stays funded and the player gets more attempts at the launch.

Use Mountain Ghost Coin, Sorrow-Forgotten Pot and Eight-Treasure Gourd. The gourd restores stamina after 20 accumulated hits, which her multi-hit strings reach quickly, and the pot refunds qi after the ultimate so the next route is not gated. The trade is simple: less damage per hit, more routes per fight.

This is also the better set for learning a boss. Switch back to output once the pattern is familiar and you stop getting hit; the choice is whether you expect to be interrupted.

The PvP build

PvP uses a third setup: Mountain Ghost Coin, Eight-Treasure Gourd and Pager. The gourd keeps stamina for the next attempt, and Pager returns health on basic attacks after the ultimate, which matters when damage carries between rounds. Mountain Ghost Coin stays because her threat is still normal-attack pressure.

Do not import the PvE crit stack wholesale. In PvP, opponents dodge and routes are shorter, so a build that only pays off on a full combo loses to good defense. Keep the 45% threshold for the passive, then spend the rest on consistency.

Team play and the swap trick

As a physical-team third slot, she has a specific swap that is worth learning. After her third normal hit, switch to Zhang Chulan and fire Little White Serpent. The swap cancels her recovery and triggers the link damage bonus, which turns a safe 3A into a damage window without committing to the full route. The Zhang Chulan guide covers his side of the same sequence.

Han Dan is the other useful partner: his attack-speed buff lets her fit 3 to 4 extra normal attacks into a route, which is a large increase for a character whose damage is measured in normal hits. Feng Xingtong's summons can also block a boss line and buy her the moment of safety she needs to start. Neither partner replaces her execution; they just make the first launch easier to find.

For the wider picture, compare her placement in the tier list and read the doppelganger guide before spending set materials. Her artifact page has the shared pieces if you are building several normal-attack characters at once.

Six fixes for a new Feng Baobao

  1. Stop finishing 5A in the stable route. The launch breaks the grounded loop.
  2. Stop forcing Perfect Sword Qi. The extra cooldown punishes a miss more than the damage rewards a hit.
  3. Stop chasing after the landing. The string is over; the next hit is the opponent's.
  4. Stop building crit damage before crit rate. The 45% threshold comes first.
  5. Stop using the PvE output set in PvP. Shorter rounds need stamina and sustain, not a full-combo multiplier.
  6. Stop spending the fifth stamina pip on a route. Keep two in reserve for the step out or the Break Away.

None of those fixes makes her easy. They make her honest: she rewards counting stamina and knowing when to stop, and punishes treating the combo as a fixed animation.

Built from test-build data collected on October 25, 2026; the final test opens November 4. Anything marked Unconfirmed is provisional. Corrections and newer first-hand data are welcome — see the about page.