Jingran is a 5-star Fusion Broadblade main DPS arriving in the second phase of Version 3.6, and he breaks the usual pattern for on-field carries in Wuthering Waves. His damage multipliers and his bonus ATK both grow from Max HP, his DEF sits at a fixed 0, and almost everything he does is routed through Heavy Attacks fed by a 300-point Qi bar. Build him like an ATK character and the kit simply does not turn on.
Quick answer: Stack Max HP toward 50,000 on a 5-piece Lamp of Nether Road set in a 4-4-1-1-1 layout (two 4-cost Crit pieces, three 1-cost HP% pieces), then run Intro Skill → Resonance Liberation → enhanced Heavy Attack → up to four more Heavy Attacks → swap out for Outro.
How Jingran’s HP scaling works
Three separate passives read your Max HP number, and all three stop paying out at 50,000. That single figure is the whole build target, and everything else in the sheet is arranged around reaching it without gutting your Crit stats.
| Passive | What it gives per 1,000 Max HP | Cap |
|---|---|---|
| Yang Changes, Yin Unites | +36 ATK | 1,800 ATK |
| Nether to Light | +1.5% Fusion DMG Bonus | 75% |
| Nether to Light | +6.2% Incoming Healing Bonus | 310% |
| Fire of Life | Higher Heavy Attack multiplier for every 1,000 HP above 25,000 | Counts 25,000 HP (so 50,000 total) |
Because his DEF is locked at 0, that huge Incoming Healing Bonus and his self-shielding are the only things keeping him alive. Shields also matter offensively: his Inherent Skill Hark the Dust grants a recurring shield worth 1.6% Max HP + 700 while he is active, and Trace the Vestige converts shields gained by teammates into Ghost Shroud stacks, which his Intro Skill turns into Fortune in Disguise for extra Fusion DMG Bonus.
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Qi caps at 300 points, and a full bar is the price of one Heavy Attack. Jingran starts combat in Yang Font; every Heavy Attack he casts flips him to the other stance, which swaps his Basic Attack chain between Drink Soul (Yin Vessel) and Devil’s Bane (Yang Font). The stance change is cosmetic for your inputs, so you can keep holding Normal Attack once the bar refills.
| Action | Qi restored |
|---|---|
| Basic Attack stage 3 or stage 4 | 50 each |
| Intro Skill – Question the Tombs | 100 |
| Dodge Counter (Nether Dive / Light Watch) | 100 |
| Netherworld Traverse / Afterlife’s Guide | 100 |
| Resonance Liberation – Burial of Thousand Souls | 200 |
| Heavy Attack cast while holding Wayfarer’s Mark | 200 |
Wayfarer’s Mark is the reason his burst window feels so fast. Resonance Liberation grants three stacks lasting 15 seconds, and each Heavy Attack consumes one stack to hand back 200 Qi immediately. Pair that with the 50 Qi from Basic Attack stages 3 and 4, and you can chain Heavy Attacks almost back to back until the stacks run out.

Jingran rotation: The Liberation opener

Note: if a rotation feels short on Qi at the start of a fight, Trace the Vestige tops Ghost Shroud back up to 25 points on entering combat, and Sequence 2 hands over a full 300 Qi outright.
Best Echo set and stat targets
Lamp of Nether Road is the correct set. The 2-piece bonus is a flat 10% HP, and the 5-piece bonus grants 5% Crit Rate for 5 seconds each time he gains a shield, stacking four times and adding 15% Fusion DMG Bonus at full stacks. His own shield generation triggers it every 0.5 seconds without any help from the team.
Myriad Snare: Rustfire Chassis is the main Echo. It deals Fusion damage equal to 10.20% of Max HP on impact plus 0.37% per crush for up to 19 hits, and it grants the wearer 12% Fusion DMG Bonus and 12% Heavy Attack DMG Bonus while slotted.
| Cost | Main stat |
|---|---|
| 4-cost | Crit Rate |
| 4-cost | Crit DMG |
| 1-cost ×3 | HP% |
Substat order is HP% until you approach the 50,000 target, then Crit Rate and Crit DMG, then Energy Regen to roughly 125% for consistent Liberation uptime, then Heavy Attack DMG, with ATK% last. Roughly 35% Crit Rate comes free from his kit and the Echo set, so around 35% more from substats plus a 4-cost Crit Rate main stat pushes him past 90% Crit Rate.
One honest caveat on the HP goal: without his signature weapon, 50,000 Max HP is out of reach on a 4-4-1-1-1 spread. A 4-3-3-1-1 layout can technically get there, but 4-4-1-1-1 is still the better build overall since you only give up part of the self-buff scaling while keeping the Crit stats that carry his damage.
Best weapons for Jingran
Thousandfold Deliverance is the clear best-in-slot, largely because its 72.2% HP secondary stat is what makes the 50,000 HP line achievable at all. Everything below it trades that HP for raw ATK and Crit, which still works but leaves some of his self-buffs on the table.
| Weapon | Secondary stat | Why it works |
|---|---|---|
| Thousandfold Deliverance (5★) | 72.2% HP | 12% All-Attribute DMG, up to 24% Crit DMG and 12% Heavy Attack Crit Rate from Nature’s Order, plus up to 30% DEF ignore on Heavy Attacks via Cradle of Life. |
| Thunderflare Dominion (5★) | 12.15% Crit Rate | 12% ATK, 20% Heavy Attack DMG for 15s after Intro or Resonance Skill, and up to 36% DEF ignore from shield stacks. |
| Verdant Summit (5★) | 48.6% Crit DMG | 12% Attribute DMG plus up to 48% Heavy Attack DMG Bonus from Intro or Liberation casts. |
| Ages of Harvest (5★) | 24.3% Crit Rate | 12% Attribute DMG and stacking Resonance Skill DMG; the weakest fit of the 5-stars for a Heavy Attack build. |
| Aureate Zenith (4★) | 40.5% Crit DMG | At R5, 23% ATK and 34.5% Heavy Attack DMG Bonus for 15s after Resonance Liberation. |
| Autumntrace (4★) | 20.25% Crit Rate | At R5, 12.8% ATK per stack up to five stacks from Basic or Heavy Attack damage. |

Skill upgrade priority
Forte Circuit comes first and it is not close, since roughly 62% of his damage sits there through Soul Raid and Stardome Meander. After that, Resonance Liberation and Basic Attack are the next two worth levelling. Liberation contributes around 19% of his damage and scales the Chimei Wangliang summons, while Basic Attack is both his Qi engine and a real chunk of output between Heavy Attacks.
Resonance Skill sits in the middle as a substitute Qi builder when you miss a Basic Attack chain. Intro Skill goes last, since its damage contribution is minimal and its real job is transferring Ghost Shroud into Fortune in Disguise.
Best Jingran teams
Shield uptime is the filter for every teammate decision. Jingran gains 2 Ghost Shroud whenever a nearby ally gains a shield, and 15 more the first time it happens while Fixation is active, so characters who shield constantly are worth more to him than raw ATK buffers.
| Team | Line-up | Why it works |
|---|---|---|
| Heavy Attack (best) | Jingran, Iuno, Shorekeeper | Iuno’s Outro grants 50% Heavy Attack DMG Amplification for 10s and her shields feed up to 40% All DMG Amplification in her Full Moon Domain. Shorekeeper adds Crit stats, healing and general damage buffs without needing ATK scaling. |
| Mono Fusion | Jingran, Lupa, Mornye | Lupa’s Fusion buffs need three Fusion units; Mornye adds All DMG buffs, team sustain and better Off-Tune Level efficiency. Run Spacetrek Explorer as Mornye’s Echo for the extra shield. |
| Tune Break | Jingran, Lynae, Mornye | Both provide general All DMG buffs, and Lynae contributes personal damage while responding to Tune Rupture. |
| Accessible | Jingran, Mortefi, Baizhi | Mortefi funnels Heavy Attack DMG buffs and coordinated off-field attacks; Baizhi covers healing and a universal damage buff. Mortefi’s ATK% sequence bonus is largely wasted here. |
Rebecca is the closest replacement for Iuno thanks to her Heavy Attack DMG and All DMG Amplification. In the support slot, Verina and Mornye both stand in for Shorekeeper, and Brant or Denia work as Fusion-flavoured alternatives. Fusion sub-DPS options like Changli slot in fine, but any team with no healer or shielder leaves Jingran extremely exposed given his 0 DEF.

Sequence nodes that change how he plays
| Sequence | Effect |
|---|---|
| S1 | +80% multiplier on Encroaching Yin, Netherworld Traverse, Scorching Yang and Afterlife’s Guide, and those Skills become interruption-immune. |
| S2 | +46% Heavy Attack multipliers, +46% to Fire of Life’s multiplier boost, and 300 Qi on entering combat. Solves his opening resource problem. |
| S3 | 5 Ghost Shroud per Heavy Attack, and 50 ATK per 1,000 Max HP (up to 2,500) for 15s after Liberation. |
| S4 | Any team member gaining a shield grants everyone 20% All-Attribute DMG Bonus for 30s. |
| S5 | Survives one fatal hit per 10 minutes with a shield worth 50% Max HP for 15s. |
| S6 | Targets take 40% more Heavy Attack damage from him, Chimei Wangliang gains +80% multiplier, and Yinghuo auto-summons it every second up to 8 times. |
Jingran lands as one of the strongest Fusion carries available, sitting alongside Qingxiao near the top of the DPS order, and he stays functional on free-to-play supports because his buffs come mostly from his own shields. The two things worth settling before his banner arrives are whether you are chasing Thousandfold Deliverance for the HP ceiling, and whether you have a reliable shield or heal source to keep a 0 DEF carry standing.






