Last updated: 10/September/2026

Best guide and build for Jingran from WW (Wuthering Waves). Jingran is a 5★ rarity character from the
Fusion element who uses the Broadblade type weapon.
Jingran has at least one video guide available:
Last review update
Patch 3.6
Last major build/calcs update
Patch 3.6
Last profile update*
10/September/2026
*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.
To learn more about Jingran check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Edge of Life and Death
While in the Yin Vessel state, perform up to 4 consecutive attacks, dealing Fusion DMG.
Casting Basic Attack - Drink Soul Stage 3 restores 50 points of Qi, dealing Heavy Attack DMG.
Casting Basic Attack - Drink Soul Stage 4 restores 50 points of Qi, dealing Heavy Attack DMG.
While in the Yang Font state, perform up to 4 consecutive attacks, dealing Fusion DMG.
Casting Basic Attack - Devil's Bane Stage 3 restores 50 points of Qi, dealing Heavy Attack DMG.
Casting Basic Attack - Devil's Bane Stage 4 restores 50 points of Qi, dealing Heavy Attack DMG.
Consume STA to perform a Plunging Attack in the air, dealing Fusion DMG.
While in the Yin Vessel state, press or hold Normal Attack shortly after casting this skill to cast Basic Attack - Drink Soul Stage 2.
While in the Yang Font state, press or hold Normal Attack shortly after casting this skill to cast Basic Attack - Devil's Bane Stage 2.
While in the Yin Vessel state, press or hold Normal Attack shortly after a successful Dodge to attack the target, dealing Fusion DMG.
Casting Dodge Counter - Nether Dive restores 100 points of Qi, dealing Heavy Attack DMG.
Press or hold Normal Attack shortly after casting this skill to cast Basic Attack - Drink Soul Stage 4.
While in the Yang Font state, press or hold Normal Attack shortly after a successful Dodge to attack the target, dealing Fusion DMG.
Casting Dodge Counter - Light Watch restores 100 points of Qi, dealing Heavy Attack DMG.
Press or hold Normal Attack shortly after casting this skill to cast Basic Attack - Devil's Bane Stage 4.
While in combat and on the ground, press Dodge with directional input to cast Shadow Step, dealing a fixed amount of Fusion DMG, considered Basic Attack DMG. This instance of damage is not affected by any DMG Bonus effects. A successful Dodge may be triggered within a certain time during the action of this skill.
While in the Yin Vessel state, press or hold Normal Attack shortly after casting this skill to cast Basic Attack - Drink Soul Stage 2.
While in the Yang Font state, press or hold Normal Attack shortly after casting this skill to cast Basic Attack - Devil's Bane Stage 2.
Malevolent Encounter
While in the Yin Vessel state, Resonance Skill - Encroaching Yin is available, which deals Fusion DMG.
Resonance Skill - Encroaching Yin can be cast in mid-air.
While in the Yang Font state, Resonance Skill - Scorching Yang is available, which deals Fusion DMG.
Resonance Skill - Scorching Yang can be cast in mid-air.
Casting Resonance Skill - Encroaching Yin or Resonance Skill - Scorching Yang grants Cleanse of Impurity for 4s or until one of the following conditions is met:
Switching to another Resonator.
Switching to the Yin Vessel or Yang Font state.
Casting Resonance Skill - Netherworld Traverse or Resonance Skill - Afterlife's Guide.
While in the Yin Vessel state with Cleanse of Impurity, press or hold Normal Attack in mid-air to cast Resonance Skill - Netherworld Traverse, dealing Fusion DMG, considered Heavy Attack DMG.
Casting Resonance Skill - Netherworld Traverse restores 100 points of Qi.
Press or hold Normal Attack shortly after casting this skill to cast Basic Attack - Drink Soul Stage 2.
While in the Yang Font state with Cleanse of Impurity, press or hold Normal Attack in mid-air to cast Resonance Skill - Afterlife's Guide, dealing Fusion DMG, considered Heavy Attack DMG.
Casting Resonance Skill - Afterlife's Guide restores 100 points of Qi.
Press or hold Normal Attack shortly after casting this skill to cast Basic Attack - Devil's Bane Stage 2.
Burial of Thousand Souls
Resonance Liberation - Burial of Thousand Souls can be cast in mid-air close to the ground.
Attack the target, dealing Fusion DMG, considered Heavy Attack DMG, and granting 100 points of Fire of Life.
Gain the following effects after casting this skill:
If Jingran's current HP is above 50% of the Max HP, reduce his current HP to 50% of the Max HP.
Gain 200 points of Qi.
Gain 3 stacks of Wayfarer's Mark.
Enter the Yinghuo state for 15s.
Max 3 stacks.
Casting Heavy Attack - Soul Raid or Heavy Attack - Stardome Meander restores 200 points of Qi and reduces 1 stack of Wayfarer's Mark. This effect lasts for 15s.
Dealing damage with Heavy Attack - Soul Raid or Heavy Attack - Stardome Meander summons Chimei Wangliang to attack the targets, which deals Fusion DMG, considered Heavy Attack DMG. This effect can be triggered once per Heavy Attack - Soul Raid or Heavy Attack - Stardome Meander.
All Fire of Life will be removed as Yinghuo ends.
Upstream Along Santu
Jingran switches between the Yin Vessel and Yang Font states by casting Heavy Attack - Soul Raid or Heavy Attack - Stardome Meander. Jingran is in the Yang Font state by default.
When Jingran holds 300 points of Qi while in the Yin Vessel state, hold Normal Attack to consume 300 points of Qi to cast Heavy Attack - Soul Raid, dealing Fusion DMG.
After casting Heavy Attack - Soul Raid, Jingran switches to the Yang Font state.
Press or hold Normal Attack shortly after casting this skill to cast Basic Attack - Devil's Bane Stage 2.
When Jingran holds 300 points of Qi while in the Yang Font state, hold Normal Attack to consume 300 points of Qi to cast Heavy Attack - Stardome Meander, dealing Fusion DMG.
After casting Heavy Attack - Stardome Meander, Jingran switches to the Yin Vessel state.
Press or hold Normal Attack shortly after casting this skill to cast Basic Attack - Drink Soul Stage 2.
Heavy Attack - Stardome Meander can be cast in mid-air.
Max 300 points.
Casting Basic Attack - Drink Soul Stage 3, Basic Attack - Drink Soul Stage 4, Basic Attack - Devil's Bane Stage 3, or Basic Attack - Devil's Bane Stage 4 restores 50 points of Qi.
Casting Dodge Counter - Nether Dive, Dodge Counter - Light Watch, Resonance Skill - Netherworld Traverse, Resonance Skill - Afterlife's Guide, or Intro Skill - Question the Tombs restores 100 points of Qi.
Casting Resonance Liberation - Burial of Thousand Souls or casting Heavy Attack - Soul Raid or Heavy Attack - Stardome Meander with Wayfarer's Mark restores 200 points of Qi.
Max 100 points.
Casting Resonance Liberation - Burial of Thousand Souls grants 100 points of Fire of Life.
All Fire of Life is cleared when Yinghuo ends.
While in Yinghuo, if Fire of Life is not at 0 points, casting Heavy Attack - Soul Raid or Heavy Attack - Stardome Meander consumes 25 points of Fire of Life, and the DMG Multiplier of this Heavy Attack - Soul Raid or Heavy Attack - Stardome Meander is increased based on Jingran's Max HP: The DMG Multiplier of this Heavy Attack - Soul Raid or Heavy Attack - Stardome Meander is increased for every 1000 points of Jingran's Max HP over 25000. Up to 25000 points of Jingran's Max HP count towards this effect.
Jingran's DEF is fixed at 0.
Jingran gains Incoming Healing Bonus based on Max HP: For every 1000 points of Max HP, Jingran receives 6.2% Incoming Healing Bonus, up to 310%.
Jingran gains Fusion DMG Bonus based on Max HP: For every 1000 points of Max HP, Jingran receives 1.5% Fusion DMG Bonus, up to 75%.
Jingran gains additional ATK based on Max HP: For every 1000 points of Max HP, Jingran gains 36 additional ATK, up to 1800.
Tune Break: Broadblade
When the target's Off-Tune Level is full, the Resonator may cast Tune Break on the target.
While in Yin Vessel, press or hold Normal Attack shortly after casting this skill to Basic Attack - Drink Soul Stage 2.
While in Yang Font, press or hold Normal Attack shortly after casting this skill to Basic Attack - Devil's Bane Stage 2.
Hark the Dust
Casting Intro Skill - Question the Tombs, Resonance Skill - Encroaching Yin, or Resonance Skill - Scorching Yang grants Earth Charm.
For 15s, if Jingran is the active Resonator in the team, gain an unstackable Shield equal to 1.6% of Max HP + 700 that lasts for 5s when dealing damage. This effect can be triggered once every 0.5s. This Shield will not be passed on to the incoming Resonator.
While Jingran is in the Yinghuo state, if he is the active Resonator in the team, he gains an unstackable Shield equal to 0.8% of Max HP + 350 that lasts for 5s when dealing damage. This effect can be triggered once every 0.5s. This Shield will not be passed on to the incoming Resonator.
Trace the Vestige
Upon entering combat, if Jingran's Ghost Shroud is below 25 points, restore it to 25 points. This effect can be triggered once every 4s.
When nearby Resonators in the team other than Jingran gain a Shield, Jingran gains 2 points of Ghost Shroud. This effect can be triggered once every 0.5s.
Upon entering combat, Jingran gains Fixation. This effect can be triggered once every 4s.
Casting Outro Skill - Rising Fortune and Ebbing Evil grants Fixation.
When nearby Resonators in the team other than Jingran gain a Shield, Jingran gains 15 points of Ghost Shroud and removes Fixation.
Question the Tombs
Attack the target, dealing Fusion DMG. Consume and convert all Ghost Shroud to equal stacks of Fortune in Disguise.
Casting Question the Tombs restores 100 points of Qi.
While in the Yin Vessel state, press or hold Normal Attack shortly after casting this skill to cast Basic Attack - Drink Soul Stage 2.
While in the Yang Font state, press or hold Normal Attack shortly after casting this skill to cast Basic Attack - Devil's Bane Stage 2.
Max 50 stacks. Each stack of Fortune in Disguise grants additional Fusion DMG Bonus based on Jingran's Max HP: For every 1000 points of Max HP, Jingran gains 0.05% additional Fusion DMG Bonus for 15s, up to 2.5% for each stack of Fortune in Disguise.
Switching to another Resonator ends the effect.
Max 50 points.
When Jingran gains a Shield, he gains 1 point of Ghost Shroud. This effect can be triggered once every 0.5s.
Rising Fortune and Ebbing Evil
Deal Fusion DMG equal to 795% of Jingran's ATK.
Yin and Yang in Harmony, the Ultimate Law of Being
The DMG Multipliers of Resonance Skill - Encroaching Yin, Resonance Skill - Netherworld Traverse, Resonance Skill - Scorching Yang, and Resonance Skill - Afterlife's Guide are increased by 80%.
Resonance Skill - Encroaching Yin, Resonance Skill - Netherworld Traverse, Resonance Skill - Scorching Yang, and Resonance Skill - Afterlife's Guide are now immune to interruption.
A Solitary Lantern, Across Lands Shade-Trodden
The DMG Multipliers of Heavy Attack - Soul Raid and Heavy Attack - Stardome Meander are increased by 46%. While in the Yinghuo state, the DMG Multiplier increase effect via Fire of Life on Heavy Attack - Soul Raid and Heavy Attack - Stardome Meander is increased by 46%.
Upon entering combat, Jingran gains the following effects, triggered once every 4s:
Gains 300 points of Qi.
Gains Netherworld's Boon.
Casting Heavy Attack - Soul Raid or Heavy Attack - Stardome Meander restores 25% of Max Resonance Energy and grants Heavy Attack - Soul Raid and Heavy Attack - Stardome Meander 180% DMG Amplification for 4s.
World's Course Shifts, Each to Their Rightful Paths
When Jingran casts Heavy Attack - Soul Raid or Heavy Attack - Stardome Meander, gain 5 points of Ghost Shroud.
When Jingran casts Resonance Liberation - Burial of Thousand Souls, Yang Changes, Yin Unites is replaced by Yin-Yang Everflow for 15s.
Jingran gains additional ATK based on Max HP: For every 1000 points of Jingran's Max HP, gain 50 additional ATK, up to 2500.
Where Reality Meets Illusion, Where Living Meet Dead
When a Resonator in the team gains a Shield, all Resonators in the team gain 20% All-Attribute DMG Bonus for 30s.
Ends Return to Beginnings, Truth of Life Laid Bare
When Jingran takes a fatal blow, he will not fall and will instead gain a Shield equal to 50% of Max HP for 15s. This effect can be triggered once every 10 min. This Shield will not be passed on to the incoming Resonator.
As Favors and Feuds Fade, New Stories Await
Targets take 40% more Heavy Attack DMG from Jingran.
The DMG Multiplier of Chimei Wangliang is increased by 80%.
Upon entering the Yinghuo state, Jingran gains the Parade of Thousand Souls effect for 15s. During this effect, if Jingran is the active Resonator in the team, upon dealing damage, Jingran summons Chimei Wangliang to attack the targets, dealing Fusion DMG, considered Heavy Attack DMG.
Chimei Wangliang can be summoned this way at an interval of 1s for up to 8 times. Parade of Thousand Souls ends and the available summon charges of Chimei Wangliang reset when either of the following conditions is met:
Cast Resonance Liberation - Burial of Thousand Souls.
Yinghuo ends or is removed.
Stats data not available for this character.
Jingran upgrade material information aren't available yet.

Review
Please keep in mind Wuthering Waves is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Wuthering Waves is also a team based game and it's only by combining both these factors to the highest level a character can reach optimal performance.
One of the strongest and most accessible DPS releases in a while. Only requires his Signature weapon to perform at a very high level;
Strong sequence value, particularly in his S2 and S6;
Damage is spread out very evenly across his rotation in pretty good AoE - good for multi-wave content;
Has access to a multitude of team options, bringing older characters back into the meta while utilizing new ones to great effect as well, getting a team up and running for him is easy overall;
Found on some social media under the alias XxX_D4rkS4suk3_XxX. He’s so dark and edgy like me fr.
One of the most Signature weapon-reliant characters in the game. Limited weapon alternatives seem good on paper, but don’t compensate for the big increase in power and build accessibility his weapon provides, not to mention how much worse the permanent options are;
Possesses no good purple tokens in Whimpering Wastes, so he will be more difficult to use there once his dedicated gold token is gone;
Very low quickswap potential in his ideal teams, much like a good chunk of the modern DPS cast.
Jingran is a 5-star Fusion Heavy Attack DPS character who relies on the Shield generation mechanic, exactly like Augusta & Iuno, in order to gain great buffs to his damage. The bulk of his damage will be concentrated in several Forte Heavy attacks that he needs to build up throughout his rotation.
Jingran has 2 stances, Yin Vessel and Yang Font. He starts in Yang Font stance by default, and switches between them upon casting his Forte Heavy attacks. Each mode has its unique set of attacks, including Basic Attacks, Skills, and Forte Heavies.
Much of Jingran’s stat increases are based on his Max HP, which should be built up to 50000 to gain a massive amount of ATK, DMG Bonus, Incoming Healing Bonus, and multiplier increase on the Forte Heavies from a resource called Fire of Life, acquired via his Ultimate. The stat increases are such a huge help that they are valued over CRIT stats for him.
Finally, Jingran can get this extra DMG Bonus based on his HP and the amount of Shields he and his teammates can apply throughout their rotation. Once per rotation, having a teammate apply another Shield grants a lot of stacks of Ghost Shroud, this resource is consumed upon using his Intro and grants him a massive amount of Fusion DMG Bonus. So having Shields applied by teammates is quite important. Jingran also applies small Shields to himself every time he deals damage up to once every 0.5s, and has 0 DEF to compensate for his desire to build a very high HP stat and the Incoming Healing increases that result from it.
Jingran builds up his Forte resource, called Qi, by casting Basic Attack stage 3&4 (50), Dodge Counters, Skills, Intros (100), Ultimates and Forte Heavies (200). The resource stacks up to 300, at which point he can cast a Forte Heavy Attack, switching his stances and dealing lots of damage if his Ultimate was cast prior. Without his Ultimate available, Jingran deals much lower damage from his Forte Heavies as he cannot generate any Fire of Life without it. This also means the Ultimate should be used before any Forte Heavies for the Fire of Life buff to actually affect the Forte Heavies in question.
His Intro is also important to gain a massive amount of Fusion DMG Bonus, and only casting a maximum of 4 Forte Heavies is intended, as he cannot generate any more Forte from his Forte Heavies after the 3rd cast (so you can get up to 4 casts total including the initial build-up from Intro and Ultimate).
Lastly, his Skills don’t share cooldowns in between stances, so that means he gains access to 1 Skill chain per Yin and Yang stance per rotation. As a lot of his damage is gated behind his Intro and Ultimate and he can only cast a maximum of 4 Forte Heavies without his rotation becoming extremely slow, his quickswap potential is quite restricted, and a quickswap rotation loop that generates even one extra Forte Heavy per rotation won’t happen in his best team without being too slow to be worth it.
So overall, his rotation is forced into using his Ultimate right after his Intro, at which point one Forte Heavy may be cast, then per Forte Heavy: a Basic chain, and 2 chains of Skills, 1 per stance, without much room for doing anything extra beyond some extra Basic Attacks, provided you have some rotation time to spare.
Jingran is a very strong meta contender on his release, even though his ceiling doesn’t get much higher than his baseline performance. That baseline performance is so strong and accessible, that Jingran possesses a good variety of strong teams, and a lot of inherent value to your account. Even if Jingran is one of the most Signature weapon-reliant characters in the game, as a Heavy Attack damage dealer he can easily go into F2P teams like Rebecca/Mortefi+Verina, by using a clever workaround to his Shield teammate restriction. Indeed, it’s possible to use Main Echoes that generate Shields on his Supports for him to generate his Ghost Shroud nearly as efficiently as he would with Iuno on the team, providing nearly as much Fusion DMG Bonus as in his ideal team, though not quite matching its power.
Indeed, Jingran is best used alongside Iuno and Shorekeeper, but that should make most realize he has a lot of success to be found in running general Heavy Attack-buffing Hybrids and general Supports. Being second best used in a Mono Fusion setup with Mortefi and Lupa, he can also find success by just running Rebecca or Mortefi alongside Shorekeeper or Verina, those teams being largely on par with the Cartethyia to Galbrena generation of DPS characters, thanks to the Shield teammate bypass trick we mentioned earlier, as well as the fact that Jingran isn’t HP-scaling like Cartethyia, but rather HP-converting, like Brant is with Energy Regen. Possessing good AoE and a top tier modern damage ceiling, Jingran is undeniably a very strong all-rounder DPS.
In conclusion, Jingran is a top tier Fusion Heavy Attack DPS who works amazingly well if you want to consider getting him alongside his Signature weapon. Past this point, he’ll deliver satisfactory performance to be up to clearing some of the easier endgames effortlessly, with plenty of room for teammate upgrades to easily handle the hardest content the game currently has to offer, all the while the more optimizing players will find enjoyment in clearing hard content with him on budget teams, making him a versatile and strong DPS character at once.
Build
The percentages show the performance of the weapon based on calculations, but in some cases, some weapons might provide additional QOL that can't be quantified and it would push that weapon ahead of others in the priority (and in those cases, we would put that weapon higher).
Jingran calculations were done using added buffs from the following teammates:
Moonlit Clouds
Rejuvenating Glow
100.0%
85.1%
82.0%
78.8%
73.7%
73.1%
70.9%
69.1%
68.7%
67.6%
62.8%
62.4%
59.9%
100.00%
Jingran's Signature set gives a total of 10% HP, 20% CRIT Rate and 15% Fusion DMG Bonus to Jingran when fully ramped due to his ability to generate multiple shields throughout his rotation, making it his best set.
Below you can find Main Echo options:
Substats: Energy Regen (Until Satisfied) > HP (Until 50000) > CRIT Rate = CRIT DMG > Heavy DMG% > ATK% > ATK
Prioritize getting to 50000 HP with the correct Energy Regen values above anything else. After this, HP provides minimal value and can be ignored below any other somewhat useful stats. The value of CRIT Rate and CRIT DMG are much higher than other stats below it on the priority list. Double HP% 4-cost main stats should only be considered on alternatives to his Signature weapon, since his Signature should get you to 50000HP with CRIT main stats.
All recommended endgame stats portray a fairly good quality endgame build as a goal to aim for on most characters. However, don’t treat this as an end-all-be-all, and more of a suggestion.
All stat recommendations are given at S0 for 5-stars, S6 for 4-stars, and free characters (unless specified otherwise), based on total stats in the in-game stat-screen with the character out of combat but also active in the party (and hence some buffs may or may not apply). Any other precision may be directly specified. If not specified, Energy Regen requirements are estimated in the character’s best team.
HP: 50000
Prioritize reaching this HP goal above CRIT stats for optimal damage results, since a lot of important self-buffs are tied to this. Jingran can abandon building HP past 50000.
DEF: 0
ATK: 3200+ (Post-conversion from HP)
CRIT Rate: 50%+ (Before Echo set & Signature weapon)
CRIT DMG: 260-340%+
Energy Regen: 110-120%+
Lower end was estimated in a team with Brant/Mortefi+Lupa, higher end was estimated in a team with Iuno+Shorekeeper/Lupa+Mornye.
Fusion DMG Bonus: 87% (Before Set & Ghost Shroud bonuses)
Below you can find the order of leveling the abilities for Jingran.
Forte Circuit
Res. Liberation
Res. Skill
Basic Attack
Intro Skill
Intro can be safely skipped when levelling to save on resources at a minimal damage loss. Basic is also not a huge loss if skipped.
Gameplay and teams
Jingran’s rotation focus is to first cast his Intro and Ultimate to get his kit buffs up and running, generate Qi quickly in order to cast up to 4 Forte Heavy attacks that deal the bulk of his damage before swapping off. He hence rotates like so:
Myriad Snare can be summoned freely at any point in his rotation.
Intro
Ultimate
Heavy: Stardome Meander
Basic: Yin 2
Basic: Yin 3
Basic: Yin 4
Heavy: Soul Raid
Skill: Scorching Yang
Basic: Afterlife’s Guide
Heavy: Stardome Meander
Skill: Encroaching Yin
Basic: Netherworld Traverse
Heavy: Soul Raid
Outro
Jingran’s S2 allows him to immediately cast Stardome Meander at the start of the fight in the Opener. Since Yang basics are quicker than Yin basics, Jingran is allowed to rotate slightly faster:
Opener only: Heavy: Stardome Meander (Swap)
Intro
Ultimate
Heavy: Soul Raid
Basic: Yang 2
Basic: Yang 3
Basic: Yang 4
Heavy: Stardome Meander
Skill: Encroaching Yin
Basic: Netherworld Traverse
Heavy: Soul Raid
Skill: Scorching Yang
Basic: Afterlife Guide
Heavy: Stardome Meander
Outro
Since Jingran can’t do much with his rotation outside of his 4 Forte Heavies and his Ultimate, he is forced to spend additional rotation time casting Yang (S0-S1) or Yin (S2+) Basic Attacks if his team’s rotation is too quick. Unless you’re doing this in Quickswap, the best time to do this is after his entire rotation is done (i.e after his 4th Heavy Attack), before finishing his rotation off with his Outro.
Dodge Counters can fully replace a Skill or Basic Chain and immediately net Jingran his next Heavy Attack, so make sure to take advantage of this to save time whenever possible.
Best Team
Though Shorekeeper is ideal, Iuno+Verina should be stronger than any Mono Fusion/F2P team alternatives by a slight margin (excluding quickswap).
Mono Fusion
Use Mortefi on Moonlit Clouds with the Stonewall Bracer main Echo in the 2nd slot, or use Mornye on Halo of Starry Radiance with the Spacetrek Explorer main Echo in the 3rd slot so Lupa can Outro buff Jingran, based on your team.
F2P Team
In these teams, your Support character should run the Halo of Starry Radiance set with the Spacetrek Explorer main Echo.
Calculations