Quick Take: If you're running off-field healers like Kokomi, Ocean-Hued Clam shines by turning excess healing into AoE Physical damage—up to 27,000 per pop in those chaotic multi-enemy scraps. On the flip side, Song of Days Past is your go-to for hypercarry squads with non-ATK scalers, like Neuvillette, where it pumps up the active character's hits by as much as 1,200 DMG after a quick 6-second buildup. Go Clam for that all-around punch and straight damage output; Song if your team's built around long on-field DPS turns. I'd farm Clam first—it's got way more mileage across teams, and you can always mix in 2-piece bonuses for some wiggle room.
Breaking Down Ocean-Hued Clam and Song of Days Past: The Nuts and Bolts
Ever wonder why some artifact sets feel like they were made just for your favorite healer? Let's dive into what makes these two tick, starting with their bonuses and how they play out in real rotations.
Ocean-Hued Clam: Set Bonuses and That Explosive Sea-Dyed Foam
The 2-piece bonus? Straightforward +15% Healing Bonus—it stacks nicely to amp up all your heals across the board. Then comes the 4-piece magic: Every time you heal, it spawns a Sea-Dyed Foam that sticks around for 3 seconds, soaking up to 30,000 HP from any healing source, even the overflow stuff. Once full, it bursts for 90% of that as Physical DMG—capped at 27,000—and here's the kicker: it ignores enemy levels, Elemental Mastery, and reaction bonuses, but it does play nice with Physical RES shred. You can only have one foam active at a time, with a 3.5-second cooldown between pops, and it all happens off-field.
Take Kokomi's Jellyfish—healing pulses hit 5,000+ HP each, so you're capping that foam in just 3-4 ticks for some serious AoE blasts when enemies are clustered. Slap this on an overhealer, kick off with your Skill for those steady pulses, then swap to your main DPS. The foams detonate automatically every 3.5 seconds, and over a 20-second window, you could rack up five explosions for a whopping 135,000 total DMG. (From my editing days grinding Abyss, this set turns waste healing into something your team actually thanks you for.)
Song of Days Past: Set Bonuses and the Normal Attack Buff Trick
2-piece is the same +15% Healing Bonus as Clam, so yeah, you can hybrid them without issue. The 4-piece? On a heal, it generates a Yearning mark that lasts 6 seconds, gobbling up to 15,000 HP from all healing sources—including from other characters wearing the set. That turns into Waves of Days Past for 10 seconds or until you've used 5 triggers. It buffs the active character's Normal, Charged, or Plunging Attacks, plus Skills and Bursts, by 8% of the recorded healing per trigger—maxing at 1,200 flat DMG per hit. It's additive, kinda like how Aggravate works.
Baizhu's Diagnosis? One Skill and you're at cap, layering on 6,000 extra DMG across five Charged Attacks from Neuvillette during his Burst. Time your heals in that initial 6-second window before swapping, make sure your DPS lands those five hits in the next 10 seconds, and lean on standby healers to keep the buffs rolling in longer fights. It's all about that pre-swap setup—miss it, and you're twiddling thumbs.
Where to Snag These Sets: Domains, Locations, and What to Expect
Ocean-Hued Clam drops from the Slumbering Court domain on Seirai Island in Inazuma—added back in Version 2.3. Costs 20 Original Resin per run, and at AR45, you're looking at about 1.065 5★ pieces on average. Song of Days Past? Head to Waterfall Wen in the East Slopes of Mont Automnequi, Morte region in Fontaine—dropped in Version 4.3 on December 20, 2023. Same 20 Resin per run, similar drop rates, and it often pairs with Nighttime Whispers in the loot pool.
At AR45, hit Slumbering Court three times a day for Clam, feeding in 3×5★ fodder through Mystic Offering to target Sands or Goblets. You'll burn around 1,280 Resin for a god-roll set. Only grind Song if you've got hypercarry teams in mind—extras can convert in the Strongbox at a 3:1 ratio. If you're itching to boost your Genshin Impact grind with some quick resources, Genshin Impact crystal bundles on BitTopup deliver competitive prices and instant top-ups, all safe and compliant with solid user reviews for support no matter where you're playing.
Crunching the Numbers: Damage and Buff Breakdown
Let's get into the math without the headache—I've run these calcs a ton, and they hold up in actual play.
Ocean-Hued Clam: Figuring Out Sea-Dyed Foam's Punch
The formula's simple: Damage = 90% of accumulated HP (up to 30,000), so max 27,000 Physical DMG per explosion. It scales with your Healing Bonus on the healing input, but no crits involved. Pump your Healing Bonus to +100%, and you double the effective healing rate to hit cap quicker. A 30,000 HP Kokomi at 250% ER with Everlasting Moonglow? She's pulsing 6,000 HP per tick—three pulses in 3 seconds, boom, 27,000 DMG.
Aim for 30,000+ HP through HP% pieces, lead with your Skill for pulses, stay close to the action for that AoE sweet spot, and chain five procs over 20 seconds for 135,000 total damage. Solid for those moments when healing's just pouring out.
Song of Days Past: The Buff Formula for Normal Attacks
Buff amount = 8% of recorded healing (max 15,000) per trigger, spread over five uses in 10 seconds, adding flat DMG that gets boosted by the active character's elemental multipliers—like turning a 1,200 base into about 1,314 per hit with Neuvillette's 46% Hydro Bonus. In a 10-hit Vaporize setup, that's roughly 19,200 extra DMG tacked on. Build to 15,000 via a big Burst heal in 6 seconds, swap to DPS to burn the stacks, and sync it with Burst phases for max uptime.
Real-World Damage Showdowns with Sample Builds
Picture this: Clam's 27,000 instant AoE explosion versus Song's spread-out 6,000 over 10 seconds. In Abyss waves, Kokomi with Clam drops 135,000 raw DMG in 20 seconds; Song juices Neuvillette's 500,000 Burst by 30,000 through five 1,200 buffs on hits that base at 200,000. For a 30,000 HP healer, Clam caps every 3.5 seconds off overflow, while Song demands 15,000 in 6 seconds for that 1,200 per hit.
Simulate a 30-second rotation, and based on the data, Clam bumps total output by +20% in multi-target chaos; Song edges +15% on single-target bursts. (My take as an editor who's theorycrafted this stuff: Clam's immediacy wins for most players, but Song's got that hypercarry glow-up.)
The 30,000 HP Cap on Clam's Damage—What It Means
That cap hits at 30,000 accumulated HP, converting to 27,000 DMG, and it counts every bit of overflow—perfect for high-volume healers like Kokomi's reliable pulses, but Diona's sporadic bursts? Less than 50% uptime. Shoot for 250%+ ER to spam Skills, prioritize HP% Sands (★★★★★ must-have), and hit 30,000 HP. Test it in custom domains to nail those 3.5-second caps—it's game-changing.
Tailored Picks for Your Healers
Who knew healers could be such damage dealers? Let's match these sets to characters based on how they actually perform.
Kokomi: Unlocking Her Off-Field DPS with the Right Set
Clam flips Kokomi's Jellyfish into a sub-DPS beast, dropping 27,000 AoE every 3.5 seconds—way better than Song's on-field buffs when she's swapping in and out. Go HP% Sands, Hydro DMG Goblet, Healing Bonus Circlet; substats HP% > ER > CRIT. In Freeze teams, Clam piles on 135,000 DMG over 20 seconds compared to Song's measly 6,000 buff.
Farm up those +20 pieces from Slumbering Court, pair with Everlasting Moonglow, and rotate Skill > Burst > swap for 100% foam uptime. She's a monster this way.
Barbara: Fitting Her into Teams Without the Fluff
Hybrid Clam on Barbara turns her into a Taser sub-DPS with Skill HoT and Burst hitting 30,000 caps for quick foams. Song works for Hyperbloom but that delay? Nah. Prioritize HP% > Healing Bonus; Prototype Amber for ER. Vaporize setups? Clam nets 27,000 per Burst heal.
Push to 30,000 HP, Skill for consistent procs, Burst aggressively near foes, and steer clear of Wetting yourself in Electro comps. Simple tweaks, big payoffs.
Qiqi: Making Her Healing and Damage Click
Qiqi's A-tier with Clam in Taser or Freeze—her Burst keeps the heals flowing for 100% 27,000 DMG uptime, boosted by her Normal Attacks. Song repurposes overheal into 1,200 per hit for melee hypercarries. Stats: Healing Bonus Sands/Circlet, HP% Goblet; substats ER > HP%. Team her with Fischl, Beidou, and Xingqiu for 135,000 Clam DMG in 20 seconds.
Favonius Sword for ER, Burst first, position for AoE, and swap during reactions while detonations do their thing. Underrated kit, honestly.
Jean, Baizhu, and the Rest: A Snappy Rundown
Jean: Clam for off-field healing, though it dings her Swirl potential; Song hits 15,000 cap in Burst for non-Swirl setups like Navia Geo.
Baizhu: Full Song in Furina/Neuvillette teams for 1,200 per hit off Diagnosis; Deepwood if you need Dendro RES shred. Stats: HP% > EM > ER.
Yaoyao: Song via Skill radish for plunge attackers; Clam falls flat with her low heal volume.
Charlotte: Song on Burst for Cryo application buffs; Clam for her healing pulses.
Kuki Shinobu: Song in Hyperbloom to buff the active off HP heals.
Sigewinne: 2/4-piece Song for Hydro synergy; Clam on her Burst spikes.
Diona: Skip both—Noblesse for ATK buffs since her heals are too pokey.
Run 30-second tests: Clam if your healer's pulling >20% team DMG; Song when DPS dominates on-field.
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How Team Comps Sway Your Artifact Pick
Teams aren't one-size-fits-all—your setup dictates the set. Let's see why.
Hyperbloom and Bloom: Song's Sweet Spot
Song amps Dendro DPS like Nahida's Skill hits by 1,200 each, totaling 6,000 in Hyperbloom with Kuki or Baizhu, pulling from multiple healers. Clam throws in AoE, but it's not amplifying as much. Baizhu + Furina + Neuvillette + Hyperbloom core? Song squeezes out those non-Dendro buffs.
Skill your healers before swapping, land five DPS hits in 10 seconds, and stack Fanfare for extra oomph. Bloom teams thrive here.
Taser and Electro-Charged: Clam's Edge in the Mix
Clam slips in 27,000 AoE sub-DPS for Taser (Qiqi + Fischl + Beidou), bypassing EM for pure Physical—Song's delay just fizzles in fast swaps. That's 135,000 DMG in 20 seconds against partial buffs from Song.
Place your healer in reaction range, pulse heals to chain foams, then tag in Electro applicators. Electro-Charged loves the chaos.
Freeze Teams: Support That Sticks
Clam on Kokomi or Qiqi adds 135,000 sub-DPS without messing up Freeze; Song's limited to five triggers for on-field Ayaka. Mono-Cryo? Clam's versatility wins.
Burst the healer upfront, lock in Freeze, and let AoE detonations roll safely.
Mono-Element and Buff Stacks: Finding the Fit
Mono-Hydro with Neuvillette hypercarry? Song's flat buffs outpace ATK scalers; Clam handles AoE sustain. Hybrid 2-piece each for +30% Healing overall.
Weigh your scalers—non-ATK DPS leans Song; AoE demands scream Clam. Test those team DPS floors to confirm.
Stat Priorities: Building Smart for Each Set
Don't just slap on random pieces—prioritize like a pro.
Ocean-Hued Clam: Main and Substat Game Plan
Sands: HP% or Healing Bonus (★★★★★); Goblet: HP% or Hydro DMG (★★★★); Circlet: Healing Bonus or CRIT (★★★★★). Substats: HP% > ER (★★★★☆) > CRIT > EM; hit 30,000+ HP and 250% ER. +10% HP% rolls crush flats at endgame.
Upgrade every 4 levels after +4, hunt 4-substat pieces, and snag Thrilling Tales for ER if needed. Keeps things humming.
Song of Days Past: Healing Meets Damage Balance
Sands: Healing Bonus or HP%; Goblet: Healing Bonus or Elemental DMG; Circlet: Healing Bonus (tweak per character). Substats: ER (★★★★☆) > HP% > EM > CRIT for reliable buffs. Baizhu? Double down on HP%.
Roll heavy on ER for Yearning uptime; aim 200%+ minimum, and mix Deepwood for Dendro if it fits.
ER Needs and Rotation Tweaks
Both sets crave 200-250% ER for consistency—Clam via off-field pulses, Song for those 6-second buildup windows. Kokomi hits 250% with her weapon; Qiqi manages 200% off Burst.
Check the in-game menu for calcs, swap to ER Sands if short, and time heals right before DPS turns. Smooths everything out.
Switching Sets: Your Decision Guide
Not sure when to pivot? Here's a no-BS framework.
Playstyle: Off-Field Healing or On-Field Buffs?
Clam owns off-field (Kokomi's pulses keep it popping); Song needs on-field consumption (Neuvillette's long turns). No delay on Clam versus Song's 6-second ramp-up.
Step 1: Pin down your healing vibe. Step 2: Test rotations—off-field screams Clam. Step 3: Track uptime and adjust.
Team Damage Breakdown: Normal Attack Buff Winners
Song for hypercarries (50%+ on-field DPS, think HP-scalers); Clam if healer's >20% damage share. Itto's DEF scaling? Song beats Noblesse.
Profile your DPS sims; swap for boss singles.
When Healing's Overkill: Overflow Matters
Clam flips excess into 27,000 DMG pops; Song layers 6,000 buffs. High overheal? Clam all day.
Watch HP bars mid-fight; stack HP% if you're capping constantly.
Abyss Floors and Meta Twists
Clam clears waves with 135,000/20s AoE; Song crushes boss bursts. Post-v4.3 Fontaine? Song hedges bets for non-ATK trends.
Floor 12 trials: Clam for multi-waves, Song for 1-2 targets. Adapt or wipe.
Farming Smarts: Resin and Efficiency Tips
Resin doesn't grow on trees—spend it wisely.
Slumbering Court vs. Waterfall Wen: Head-to-Head
Clam: 20 Resin per run, 800-1,600 for a solid set; Song: Matching costs but lower priority—200-400 as extras. AR45 averages 1.065 5★ per run for both.
Daily Clam grinds, Fragile Resin for bursts, recycle in Strongbox. Steady wins.
Other Drops from These Domains and Their Worth
Slumbering Court also spits Husk for Geo travelers; Waterfall Wen pairs with Nighttime Whispers for plungers. Clam over Husk unless Geo's your jam.
Clam's S-Tier for hybrids; Song's A-Tier niche play.
Strongbox Hacks and Recycling Plays
Trade 3 fodder for 1 targeted piece; Mystic Offering at AR45 crafts specifics.
Hoarde 39 fodder for 13 pieces, chase Goblets/Sands, and bank for universals like Noblesse. Future-proofs your vault.
Pitfalls and Myths to Dodge
We've all been there—let's avoid the traps.
Healing More Doesn't Always Amp Clam Damage
Healing Bonus juices input, but you're capped at 30,000—extra ER's wasted without procs. Diona's sluggish Burst? Barely caps—stick to Noblesse.
Hit that 30,000 HP line; skip on-field tanks like Noelle here.
Song's Buff Timing and Duration Gotchas
Active character only, post-6s delay, five hits in 10s—quick-swaps eat it alive.
Sync with extended DPS windows; multi-healer refreshes help; Abyss tests reveal the truth.
Overkill on Healing Bonus: Where Returns Drop
2-piece +15% maxes the easy gains; past 200%, pivot to ER/HP for procs. Jean's low output? Limits both sets hard.
Cap at 150-200% Healing, then substat shift. Balance is key.
Other Sets and Hybrid Tricks
Sometimes these aren't the only game in town.
Tenacity of the Millelith as a Swap-In
2pc +20% HP, 4pc +20% ATK and 30% Shield on Skill—beats Song's wait for Diona's shields.
Quick-burst healers love it; 2pc Clam + Tenacity mixes HP and damage nicely.
Maiden Beloved: Still Kicking in 2025?
2pc +15% Healing, 4pc +20% DMG taken boost for 10s post-Skill—pure sustain for newbie Barbara or Qiqi.
Holds for no-DMG needs; 2pc Clam + Maiden hybrid works wonders.
2-Piece Mashups for Tricky Spots
2pc Clam + 2pc Song: +30% Healing for Jean's flexibility, sans full synergies.
Optimizer tests shine for Kokomi Bloom—experiment.
Building for the Long Haul: Future-Proof Healers
Genshin evolves—stay ahead.
New Faces and Set Pairings on the Horizon
Sigewinne or Charlotte? Song for Hydro/Cryo buffs; Clam on heal spikes. Fontaine hypercarries tilt toward Song.
Xianyun's plunges? Song over Viridescent for Geo synergy.
Meta Shifts: Healers Going Hybrid
Trend's toward sub-DPS healers; Clam for AoE, Song for non-ATK. v5.x might push Clam in quick-swaps.
Long-Term Investment Tips
Farm Clam first—S-Tier versatility; Song's situational. Hybrids add flex. Cap Resin at 1,600 for Clam, recycle for swaps.
FAQ
Which set rules for Kokomi: Ocean-Hued Clam or Song of Days Past?
Clam unlocks her off-field sub-DPS, capping 30,000 HP for 27,000 AoE every 3.5 seconds via Jellyfish—135,000 DMG in 20 seconds beats Song's active buffs. HP% Sands, Hydro Goblet, Healing Circlet, 250% ER for full uptime in Freeze or Bloom.
How does Sea-Dyed Foam scale with healing?
It stacks all healing and overflow up to 30,000 HP, outputting 90% as Physical DMG (27,000 max)—Healing Bonus boosts input but skips EM, levels, and CRIT. 30,000 HP Kokomi at +100% Bonus caps in 3 ticks; get in AoE range and chain on 3.5s CD.
What's the damage cap on Clam's bubbles?
30,000 HP accumulation flips to 27,000 Physical per explosion—Qiqi's Burst nails 100% uptime in Taser. Diona's slow heals? Skip it; aim for five caps in 20 seconds at 135,000 total.
Does Song work with off-field healers?
Off-field builds Yearning to 15,000, but buffs hit only the active for five uses in 10 seconds after 6s delay. Baizhu's Diagnosis preps for Neuvillette; multi-healers refresh for 6,000 added DMG.
Which set boosts team damage more?
Clam: 135,000 AoE in 20 seconds as sub-DPS for multi-target; Song: ~19,200 amplified in single-target hypercarry with 1,200/hit buffs. Clam for Abyss waves; Song for non-ATK boss DPS.
Is Ocean-Hued Clam farm-worthy in 2025?
Absolutely—S-Tier for Kokomi/Qiqi's AoE meta over A-Tier Song; Slumbering Court (20 Resin/run) takes 800-1,600 investment. It future-proofs v5.x sub-DPS, dominating 80% of comps.