Last updated: 20/June/2026

Best guide and build for Jinhsi from WW (Wuthering Waves). Jinhsi is a 5★ rarity character from the
Spectro element who uses the Broadblade type weapon.
Jinhsi, Magistrate of Jinzhou, gently brightens the hopes of her people, like rays of winter sunlight. As the revered Sentinel's Appointed Resonator, she displays humility and wholeheartedly commits herself to guiding her people towards a brilliant future.
Jinhsi has at least one video guide available:
Last review update
Patch 3.2
Last major build/calcs update
Patch 3.2
Last profile update*
20/June/2026
*Profile update means smaller edits to echoes, stats, synergies or teams that don't require new calculations.
To learn more about Jinhsi check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Slash of Breaking Dawn
Basic Attack
Perform up to 4 consecutive strikes, dealing Spectro DMG.
Heavy Attack
Perform a charged attack at the cost of Stamina, dealing Spectro DMG.
Mid-air Attack
Perform a plunging attack while in mid-air at the cost of Stamina, dealing Spectro DMG.
Dodge Counter
Use Basic Attack after a successful Dodge to counterattack, dealing Spectro DMG.
Trailing Lights of Eons
Dash forward and perform consecutive strikes that inflict Spectro DMG. Overflowing Radiance
After Jinhsi uses Basic Attack 4 or, while not in Incarnation, Intro Skill Loong's Halo, an alternative Resonance Skill Overflowing Radiance is available within 5s.
Resonance Skill Overflowing Radiance inflicts Spectro DMG and sends Jinhsi into Incarnation. Can be cast in mid-air.
Purge of Light
Unleash the power of invocation to deal Spectro DMG. Can be cast in mid-air.
Luminal Synthesis
Incarnation
While in Incarnation:
Alternative Basic Attack "Incarnation - Basic Attack" becomes available. Perform up to 4 consecutive strikes, dealing Spectro DMG considered as Resonance Skill DMG. The basic attack cycle of this will not be reset. Can be cast in mid-air.
Alternative Resonance Skill "Crescent Divinity" becomes available. Deal Spectro DMG. Can be cast in mid-air.
Alternative Heavy Attack "Incarnation - Heavy Attack" becomes available. Attack the target in mid-air at the cost of Stamina, dealing Spectro DMG.
Alternative Dodge "Incarnation - Dodge" is available while in mid-air. Can be cast multiple times at the cost of Stamina.
Alternative Dodge Counter "Incarnation - Dodge Counter" becomes available. Deal Spectro DMG. Can be cast in mid-air.
Resonance Skill - Illuminous Epiphany
After Stage 4 of Incarnation - Basic Attack, Incarnation terminates and Jinhsi gains Ordination Glow. Can be cast in mid-air.
While Ordination Glow lasts:
Basic Attack is replaced with Heavy Attack "Incarnation - Heavy Attack". Attack the target in mid-air at the cost of Stamina, dealing Spectro DMG.
Resonance Skill is replaced with Resonance Skill "Illuminous Epiphany". Send out Solar Flare that detonates as Stella Glamor, dealing Spectro DMG after a short delay. Consume up to 50 Incandescence, with each point of Incandescence granting bonus DMG Multiplier percentage to Stella Glamor. Can be cast in mid-air.
After casting Resonance Skill Illuminous Epiphany, Jinhsi gains Unison. This can be triggered once every 25s.
Unison
While Jinhsi has Unison, switching to other Resonators will remove Jinhsi's Unison to trigger Jinhsi's Outro Skill and the incoming Resonator's Intro Skill. Unison will be consumed in priority in place of Concerto Energy when Concerto Energy is full.
Incandescence
Jinhsi can hold up to 50 Incandescence.
When Jinhsi is in the party, all nearby Resonators in the party gain Eras in Unity. Eras in Unity provides 2 independent effects:
Jinhsi gains 1 Incandescence anytime Resonators in the party inflict Attribute DMG. This effect may be triggered by damage of the same Attribute for up to 1 time(s) every 3s. Additionally, Jinhsi gains 2 Incandescence when Resonators in the party damage the enemy with Coordinated Attacks. This effect may be triggered by Coordinated Attacks of the same Attribute for up to 1 time(s) every 3s.
Radiant Surge
Jinhsi's Spectro DMG Bonus is increased by 20%.
Converged Flash
DMG Multiplier of Intro Skill Loong's Halo is increased by 50%.
Loong's Halo
Attack the target, dealing Spectro DMG.
Temporal Bender
Summoning the power homologous with the Sentinel, Jinhsi may now gain Incandescence via Eras in Unity from damage of the same Attribute more effectively, at 1 time(s) every 1s for 20s.
Sequence Node 1
When casting Basic Attack "Incarnation - Basic Attack" or Resonance Skill Crescent Divinity, Jinhsi gains one stack of Herald of Revival, stacking up to 4 times and lasting for 6s. When casting Resonance Skill Illuminous Epiphany, Jinhsi consumes all stacks of Herald of Revival. Each stack increases the damage of Resonance Skill Illuminous Epiphany by 20%.
Sequence Node 2
Jinhsi restores 50 Incandescence while staying out of combat for more than 4s. This effect can only be triggered 1 time(s) every 4s.
Sequence Node 3
Jinhsi gains one stack of Immortal's Descendancy after casting Intro Skill Loong's Halo. Each stack of Immortal's Descendancy increases Jinhsi's ATK by 25%, stacking up to 2 time(s) and lasting for 20s.
Sequence Node 4
When Jinhsi casts Resonance Liberation Purge of Light or Resonance Skill Illuminous Epiphany, all nearby Resonators on the team gain 20% Attribute DMG Bonus for 20s.
Sequence Node 5
The DMG Multiplier of Resonance Liberation Purge of Light is increased by 120%.
Sequence Node 6
The DMG Multiplier of Resonance Skill Illuminous Epiphany is increased by 45% and the additional DMG Multiplier gained by consuming Incandescence is increased by 45%.
While the source of the materials can be quickly found in the game, when it comes Loong's Pearl you will have to gather them from the map. Check our Interactive map to find them quickly:

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.
Large focus on mid-air combat - difficult to hit her and missing attacks is never an issue;
Has a ton of room for Swap and Animation Cancels - extremely optimizable;
Can get Outros off extremely quickly, and multiple times per rotation via her unique passives;
One of the few units that can capitalize on under-utilized F2P units like Yuanwu and still perform well, + one of the best users of Verina in the game - teammates are always accessible.
Has not received any good new teammates since 1.3 - Coordinated Attacks is a dead archetype since 2.2. Very outdated in teams and overall power level;
When she does get interrupted mid-air, it completely ruins her rotation speed as she falls tumbling to the ground;
Signature weapon is a minimum to get her working up to endgame standard nowadays;
5P Celestial Light’s set effect requires her to get Intros every so often even though she could work without them, and her Skill nuke gets empowered over time by Coordinated Attacks which limits teammate options and how fast her rotations can be when optimized;
Completely unusable in multi-wave content (i.e Whimpering Wastes), no matter how much you optimize (unless wheelchaired by top tiers).
Jinhsi is a 5-star Spectro Broadblade main damage dealer who is well-known for her lightning-fast rotations, and being the strongest 1.x DPS on her release. She defined the entire early meta of Wuthering Waves, via her accessibility in teammates and her ease of use, with plenty of room for optimization in very unique ways. Her playstyle, which places a particular emphasis on Animation and Swap Cancelling, alongside mid-air combat and damage concentrated in huge AoE nukes, has gotten many (including the writer of this review) smitten with the way that she flips Wuthering Waves gameplay on its head.
Jinhsi’s Forte mechanics are the focus of her kit by a long shot - almost all of her kit’s most essential features are concentrated there.
First of all, her Forte gauge. This is used to empower her special Skill, the biggest nuke she can unleash on enemies. Incandescence stacks up to 50, and any time any character inflicts damage of a given attribute, she gains 1 stack, once per 3 seconds. 2 stacks are applied on a separate timer per Coordinated Attack of a given element. This means one element can trigger each effect on a 3s cooldown depending on the type of attack. After having cast Jinhsi’s Outro however, the cooldown of each lowers from 3s to 1s for 20s.
The nuke Skill that is empowered by her Forte gauge is called Illuminous Epiphany. Jinhsi can activate this after the fourth stage of her empowered mid-air attacks. This Skill has a solid base multiplier that gets increased by massive amounts depending on her Incandescence stacks. At full power, this is still one of the hardest-hitting attacks in the entire game. Every 25s, Jinhsi gets a free Outro that does not consume any Concerto Energy after casting this Skill.
Jinhsi enters this empowered mid-air state, called Incarnation, via a special Skill called Overflowing Radiance, that she can activate either via her Intro (instantly) or after casting the fourth stage of her regular Basic Attack chain (which takes time). She gains an entirely new set of attacks that she may cast until she reaches her empowered Skill, at which point the state ends and she may switch out until her next damage window.
The way Jinhsi rotates can be extremely varied depending on the team composition. She has many ways to access her key attacks, and can choose to frontload or backload her damage depending on the situation. Her damage is mostly concentrated within her empowered Skill and Ultimate, so she will rotate around those two abilities. This also gives her an increased affinity for crit-fishing - that is to say, if her 2 key abilities crit, but others do not, then that’s still okay, so making builds with lower CRIT Rate, higher CRIT DMG, and resetting runs until her key abilities do crit is totally possible and leads to optimized Jinhsi scores.
First of all, the fact that she gains an Outro for free every 25s is for a very good reason: It is intended for her to rotate by doing 2 Skills per loop, so while your Support will rotate once, your Hybrid and Jinhsi herself will rotate twice per full team loop. This works out if and only if you plan your rotations correctly.
Since Jinhsi can rotate extremely quickly, maintaining your entire team’s array of buffs by ensuring the rotation is under 30s is thankfully more than doable. The idea is that if Jinhsi has room to kill time, she can cast her mid-air Skill (the unempowered one) for extra damage alongside her usual mid-air Basic Attacks, then she may do so. However, cancelling the Skill that allows her to access this state in the first place via either a Dash or an Ultimate is key to ensuring her rotations stay within appropriate speed, provided your Forte Stack generation is fast.
Indeed, one of Jinhsi’s main things keeping her from rotating too fast is a need to build up sufficient Forte stacks to power up her nuke to a desirable degree so that she doesn’t overcap on the following rotation (as this would lower her damage significantly). As long as that condition is satisfied, then Jinhsi is free to rotate as fast as she wants, but nonetheless, it’s very important to keep in mind that managing your Forte stacks is key to optimizing.
Overall, since Jinhsi’s Intro allows her to instantly access her Incarnation state, in Hypercarry team rotations (with 2 Coordinated Attackers like Zhezhi and Verina) it will be standard to make use of it. However, since Jinhsi’s Outro can be cast for free immediately on a 25s cooldown, she must also be the first character to rotate in the team (the idea is to skip as much of her low-damaging attacks as you can to access her Outro immediately before setting up your incoming rotation with your other characters to empower her Skills as quickly as possible). Additionally, in Quickswap, Jinhsi’s Basic chain will be key to enter Incarnation state in some team rotations.
All of this to say: rotating with Jinhsi is not linear, and her rotations don’t just boil down to “do 4 mid-air attacks, use her empowered skill and swap off”. Jinhsi is way more complicated to optimize than that, love it or hate it. Our Gameplay section should supplement this overview of her rotation concepts quite well to give you an idea of how Jinhsi should rotate most of the time. It’s also worth keeping in mind that her rotations being this potentially optimizable also means her ceiling is much higher than what most people give her credit for.
Jinhsi is a character who functions extremely uniquely compared to other characters in the game, and this gives her a damage ceiling that’s much higher than what most inexperienced Jinhsi players could imagine about her. Her complexity and uniqueness in her rotation define a distinctly varied character packed with ways to optimize and mix up the way that she is played. Additionally, while her teammate choices are fairly limited for casual players, since Coordinated Attackers tend to be a necessity for the easy Hypercarry compositions to function, this does not mean Jinhsi is struggling to find teammates for Quickswap compositions or that she lacks variety in gameplay even for Hypercarry playstyles.
She has easily accessible teammates in the form of Yuanwu and Verina (or Shorekeeper), who make for a basic Jinhsi Hypercarry team that can evolve into Quickswap with the addition of Changli as a second teammate for example, or even Zhezhi, Yinlin and Cantarella to vary Hypercarry team choices. However,Cantarella is fairly anti-synergistic with Jinhsi due to being locked by her long 25s Ultimate and Forte Skill cooldowns to have smooth rotations, so Zhezhi (and to a lesser degree Yinlin) remain her primary teammate choices (Yinlin being more quickswap-friendly but less accessible than Zhezhi despite having similar if not slightly worse results when fully optimized for both).
In conclusion, Jinhsi is one of the most original characters ever created in Wuthering Waves. She may struggle in Whimpering Wastes by design since all of her damage is concentrated in a few nukes that she tends to overkill enemies with, and she may struggle nowadays in Tower of Adversity due to a lack of new optimal teammates since v1.2-1.3, but this doesn’t change that she has room to persist in content like Endstate Matrix due to her highly optimizable ceiling and room for crit-fishing. While she is nowadays powercrept, and it’s difficult to argue pulling for her, she may be serviceable in Tower/Matrix for those who are still willing to give her a chance!
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).
Jinhsi calculations were done using added buffs from the following teammates:
Empyrean Anthem
Rejuvenating Glow
100.00%
87.90%
87.60%
86.90%
86.40%
84.80%
80.10%
72.30%
70.70%
69.50%
100.00%
Offers a 10% unconditional Spectro DMG% boost and an additional 30% Spectro DMG% after using the intro lasting 15 seconds for a grand total of 40% additional Spectro damage for most of your damage window.
Below you can find Main Echo options:
Substats: Energy Regen (Until Satisfied) > CRIT Rate = CRIT DMG > ATK% > Resonance Skill DMG% > ATK
At S1-S2, Spectro/ATK 3-costs are best. At S3 or higher, a 44111 build is best by a slight margin.
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: 15000+
DEF: 1250+
ATK: 2000-2400+
CRIT Rate: 65-80%+
CRIT DMG: 210-280%+
Energy Regen: 100-125%+
Lower end was estimated in a team with Zhezhi+Shorekeeper, higher end was estimated in a team with Yinlin+Shorekeeper.
Spectro DMG Bonus: 60-90%+
Jinhsi gains an innate 20% Spectro DMG Bonus
Below you can find the order of leveling the abilities for Jinhsi.
Forte Circuit
Res. Liberation
Res. Skill
Intro Skill
Basic Attack
Forte has the overwhelming priority when levelling. Liberation and also good to level while Skill and Intro are generally less relevant and skippable.
Gameplay and teams
Jinhsi is one of the most complex and optimizable characters in Wuthering Waves. She is able to cancel a ton of animations and play in quickswap in a much more difficult manner than an overwhelming majority of the character cast. This section will go in full detail on how to exploit all of Jinhsi’s numerous rotation techniques, but we will also make sure to provide an easy-to-follow rotation which can be used in her standard teams to a very efficient degree.
Something to note before going into Jinhsi’s rotations is that she has very unique mechanics in her kit that allow her to get several Outros and Forte Skill nukes per rotation. Via her Unison mechanic, using her Forte Skill (accessed after doing her 4th Basic Attack in Incarnation state, itself accessed via her 2nd Resonance Skill) instantly gives her an Outro every 25s, no Concerto buildup required. However, she also retains access to her Concerto Energy gauge which can also allow her to get an Outro. Additionally, the aforementioned Forte Skill is empowered by the amount of Incandescence stacks she’s built, up to 50 stacks, its generation being accelerated by her Outro.
As a result, when keeping all of those factors in mind, Jinhsi will ideally want to act as the first character to get her Outro in an ideal rotation, executing a quick, low-power Forte Skill to empower the next one by a significant amount once the rest of the team has applied their buffs onto her. Generally speaking, every 2 Forte Skills alongside one Ultimate, Jinhsi will get access to her standard Outro, while the Unison effect will be activated every other Forte Skill.
This lets Jinhsi get 2 Outros per rotation cycle — and it doesn’t prevent your secondary buffer from Introing into Jinhsi twice, either. Jinhsi is indeed a character that rotates differently from the strict majority of the character cast; she wants to build 2 Intros and 2 Outros per rotation cycle, getting a total of 2 Forte Skill nukes as well as 1 Ultimate before you go back to rotating into your general Support (typically Shorekeeper or Verina). The timings on upkeeping every buff for both of her Forte skill nukes is undeniably tight, however it’s the core element of what allows Jinhsi to perform at a level close to the current top tiers.
For all of her rotations, Jinhsi’s Echo Timing is very free-flow since she runs a Summon in the form of Jué which doesn’t have any specific activation conditions. When using the optimized Jump Cancel opener, it should be utilized as a means to generate an air current to quickly cancel all of her Basic Attacks and access her Forte Skill. Outside of that, she’s free to use it at any point in her rotation (the most recommended would be right before a Forte Skill nuke to try and catch the 2 of them per rotation cycle).
With all of the elements above kept in mind, we’ll detail below a standard, easy-to-follow rotation that doesn’t involve any swap-cancelling or animation cancelling (we discuss those optimizations later). Below is the baseline that every player should aim to execute at the minimum.Jinhsi will start combat by getting her Unison Outro off right away, as follows:
Basic P1
Basic P2
Basic P3
Basic P4
Skill: Overflowing Radiance
Ultimate
Incarnation Basic P1
Incarnation Basic P2
Incarnation Basic P3
Incarnation Basic P4
Skill: Illuminous Epiphany
Outro
Then, on every rotation that follows, since she now has her Outro effect constantly contributing to her Incandescence stack generation, she’ll want to operate on this cycle:
Loop Rotation:
Intro
Skill: Overflowing Radiance
Ultimate
Incarnation: Skill: Crescent Divinity
Incarnation: Basic P1
Incarnation: Basic P2
Incarnation: Basic P3
Incarnation: Basic P4
Skill: Illuminous Epiphany
Outro
Complete another rotation of your 2nd character (Hybrid/Buffer) here.
Intro
Skill: Overflowing Radiance
Incarnation: Skill: Crescent Divinity
Incarnation: Basic P1
Incarnation: Basic P2
Incarnation: Basic P3
Incarnation: Basic P4
Skill: Illuminous Epiphany
Outro
Now, let’s detail how to optimize this rotation further. The majority of players should be able to achieve the optimizations below in order to maximize Jinhsi’s damage output — it’s low-effort and only requires a couple timings to be kept in mind.Let’s keep in mind the details below:
Jinhsi’s Incarnation Basic Attack chain will always advance to the next stage even if it’s interrupted by any other action.
Jinhsi can instantly cancel any of her attacks via her Ultimate. This makes them do 0 damage, but instantly allows her to move a step further towards accessing her Forte Skill (the overwhelming majority of her damage total, which she wants to access as quickly as possible).
Jinhsi can also cancel any of her attacks via a Dash and her base Incarnation Skill (Crescent Divinity).
Jinhsi can cancel her Basic P4 instantly via her Overflowing Radiance skill in order to enter Incarnation quicker, which makes it do 0 damage. The same can be done for her Incarnation Basic P4 with Illuminous Epiphany, however the full damage is retained in this scenario.
Jinhsi starts her Basic Attack chain from Basic P2 if she is swapped into from another character in combat without her Intro available.
With this, we come up with new Opener and Loop Rotations:
Instantly swap into Jinhsi from any other character
Basic P2
Basic P3
Basic P4 (Instant Cancel)
Skill: Overflowing Radiance (Instant Cancel)
Ultimate
Incarnation: Basic P1
Incarnation: Basic P2 (Dash Cancel)
Incarnation: Basic P3 (Dash Cancel)
Incarnation: Basic P4 (Instant Cancel)
Skill: Illuminous Epiphany
Outro
The rotation above should have saved several seconds over the standard version, giving Jinhsi a huge boost in DPS. However, the damage from her Basic Attacks is not worth completely giving up and we instead replace her Incarnation Basic P3 by her Crescent Divinity skill, leaving Basic P2 uninterrupted, to get the best mix of total damage and rotation speed, as follows:
Intro
Skill: Overflowing Radiance (Dash Cancel)
Incarnation: Basic P1
Incarnation: Basic P2
Incarnation: Basic P3 (Instant Cancel)
Skill: Crescent Divinity
Incarnation: Basic P4 (Instant Cancel)
Skill: Illuminous Epiphany
Outro
Complete another rotation of your 2nd character (Hybrid/Buffer) here.
Intro
Skill: Overflowing Radiance (Instant Cancel)
Ultimate
Incarnation: Basic P1
Incarnation: Basic P2
Incarnation: Basic P3 (Instant Cancel)
Skill: Crescent Divinity
Incarnation: Basic P4 (Instant Cancel)
Skill: Illuminous Epiphany
Outro
Executing this rotation should net a massive DPS increase over the standard version, propelling Jinhsi close to the range of the most powerful DPS characters in the game. However, it’s possible to make her go up to match their level by taking things a step further.
Alongside the optimization knowledge detailed above, a few more details can be kept in mind in order to really take Jinhsi to a completely different ceiling than what she previously could achieve at a baseline:
Once Jinhsi’s Incarnation state ends, it’s possible to input a Mid-Air Attack before swapping in order to squeeze slightly more damage at no rotation time cost.
Jinhsi additionally has access to several Jump Cancel opportunities during her Opener rotation. This is because her Echo, Jué, generates an updraft when it is casted, which can be used to activate your Glider at very low heights. If done quickly and assuming Jinhsi is on the ground when initiating her first Incarnation Basic Attack (and the beginning of the second), this can allow Jinhsi to get her Illuminous Epiphany skill nearly instantly in the Opener (just a couple of seconds are needed!), accelerating her setup to being lightning-fast. Note that this is Jinhsi’s most difficult technique to learn since it requires precise positioning and fast inputs, hence why it’s only used in the Opener (even though it could theoretically be used to cancel one of her Basics at lightspeed in every rotation, it’s simply unrealistic to do so and generally not worth it for DPS unless trying to finish a boss with her Forte Skill’s damage — but she has more realistic ways to do so quickly).
If needed in order to quickly finish a boss, Jinhsi can entirely forget about her Crescent Divinity skill and Dash Cancel her Incarnation Basics P2 and P3 instead similarly to her Opener, in order to access her Forte Skill as quickly as possible.
Finally, the knowledge below applies to Jinhsi teams that don’t give her desirable Outro buffs:
Jinhsi can operate without Intros entirely and build up her Forte Skills before she even gets a single Intro from any other character. To achieve this, simply weave in her Basic 2,3,4 and Overflowing Radiance skills in the middle of another character’s animations before switching out, at which point you’re free to execute her Incarnation Basics however you want (after her Intro or at any point before it, in the middle of your other characters’ animations… the possibilities are endless).
However, remember that Echo Set and Weapon buffs will still apply (5P Celestial Light and Ages of Harvest on Jinhsi, 5P Moonlit Clouds & Impermanence Heron on your Secondary, Shorekeeper’s Stellarealm Buffs, etc). As a result, it remains best to cast any of Jinhsi’s Forte Skills (outside of her Opener) after she has accessed an Intro (or 15s after one at the latest).
Finally, Jinhsi has many Swap Cancel windows available to her, the most notable of which being her Overflowing Radiance and Crescent Divinity skills. In those time windows, it’s possible to switch out of Jinhsi into any other character to weave in a few attacks before switching back into her, at little to no rotation time cost. Keep in mind however that most Outro buffs will run out if she switches out.
Instantly swap into Jinhsi from any other character
Basic P2
Basic P3
Basic P4 (Instant Cancel)
Cast Jué here to generate an updraft
Skill: Overflowing Radiance (Instant Cancel)
Ultimate
Incarnation: Basic P1
Incarnation: Basic P2 (Jump Cancel)
Incarnation: Basic P3 (Jump/Glider Cancel)
Incarnation: Basic P4 (Instant Cancel)
Skill: Illuminous Epiphany
Outro
The above should all happen within the span of roughly 2 seconds (sounds crazy on paper, but it’s possible). After this, Jinhsi’s Expert Loop rotation is mostly similar to the Advanced version from earlier (however remember it can be more free-flow if no Outro Skills are needed):
Intro
Skill: Overflowing Radiance (Dash Cancel)
Incarnation: Basic P1
Incarnation: Basic P2
Incarnation: Basic P3 (Instant Cancel)
Skill: Crescent Divinity (Optionally Swap Cancel)
Incarnation: Basic P4 (Instant Cancel)
Skill: Illuminous Epiphany
Mid-Air Attack (Swap)
Outro
Complete another rotation of your 2nd character (Hybrid/Buffer) here.
Intro
Skill: Overflowing Radiance (Instant Cancel)
Ultimate
Incarnation: Basic P1
Incarnation: Basic P2
Incarnation: Basic P3 (Instant Cancel)
Skill: Crescent Divinity (Optionally Swap Cancel)
Incarnation: Basic P4 (Instant Cancel)
Skill: Illuminous Epiphany
Mid-Air Attack (Swap)
Outro
Exclusively for Holograms (or avoiding damage if really necessary), Jinhsi additionally has a Grapple technique that allows her to go high up in the air, ignoring the overwhelming majority of enemy attacks. How this is done is by waiting until her Overflowing Radiance skill sends her up as high as she can be (by letting the animation almost fully finish), then using the Grapple tool. This sends Jinhsi high enough in the air that most enemy attacks simply won’t reach her — at which point she’s free to complete her Basic Attack chain and her Forte Skill in mid-air safely.Important Note: This technique will not work alongside Jinhsi’s Crescent Divinity skill as it instantly sends her down to face the enemy she’s in combat with, if she is too high up in the air. Hence, either use that skill right after her Overflowing Radiance skill before grappling, or don’t use it at all.The rotation should look as follows (we will only illustrate one half of the loop, but it would work similarly to the Standard Rotation in any case):
Intro
Skill: Overflowing Radiance
Grapple (when reaching the highest point of Overflowing Radiance)
Incarnation: Basic P1
Incarnation: Basic P2
Incarnation: Basic P3
Incarnation: Basic P4
Skill: Illuminous Epiphany
(Optional) Mid-Air Attack (Swap)
Outro
Best Team
Cantarella can be used instead of Zhezhi if there are temporary Endgame buffs favouring Echo Skill casts. Verina can be stronger than Shorekeeper if CRIT consistency isn't a problem. Otherwise, Shorekeeper is always the best choice.
Quickswap Team
Verina must be used with Brant and Changli in order to have Coordinated Attacks on the team. Generally difficult teams to pilot for casual players - not recommended unless you know what you're doing.
Budget Team
Mortefi is only strong if highly invested on Empyrean Anthem and a traditional Verina build, otherwise consider Yuanwu on Rejuvenating Glow with Verina on Moonlit Clouds.
Calculations