JinhsiBuild and Guide

Character
Introduction

Jinhsi is a 5 rarity character from the
Spectro
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.

To learn more about Jinhsi check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Video guide

This character has no video guide yet.

Last updated

Jinhsi profile has been last updated on June 30th, 2024.

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

Review

Build

Gameplay and teams

Calculations

Profile

Skills
Active skills
Passive skills
Concerto skills
Basic Attack

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.

Lv. 1
Stage 1 DMG
33.43%
Stage 2 DMG
19.61% + 9.81%*3
Stage 3 DMG
5.36%*7 + 16.07%
Stage 4 DMG
31.74% + 47.60%
Heavy Attack DMG
12.00%*5 + 18.00% + 42.00%
Mid-air Attack DMG
6.20% + 12.40% + 43.40%
Dodge Counter DMG
7.38%*7 + 22.14%
Heavy Attack STA Cost
25
Mid-air Attack STA Cost
30
Resonance Skill

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.

Lv. 1
Skill DMG
9.79%*4 + 39.15%
Overflowing Radiance DMG
4.96%*4 + 14.88%*4 + 19.84%
Incarnation Duration
10
Cooldown
3
Overflowing Radiance Cooldown
12
Overflowing Radiance Concerto Regen
4
Resonance Liberation

Purge of Light

Unleash the power of invocation to deal Spectro DMG. Can be cast in mid-air.

Lv. 1
Skill DMG
251.40% + 586.60%
Cooldown
24
Resonance Cost
150
Concerto Regen
20
Forte Circuit

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.

Lv. 1
Incarnation: Basic Attack 1 DMG
44.58%
Incarnation: Basic Attack 2 DMG
39.22% + 13.08% + 13.08%
Incarnation: Basic Attack 3 DMG
50.02% + 33.35%
Incarnation: Basic Attack 4 DMG
9.39%*6 + 37.56%
Incarnation: Heavy Attack DMG
24.00% + 56.00%
Incarnation: Dodge Counter DMG
22.08% + 16.56%*2 + 55.19%
Crescent Divinity DMG
50.68% + 38.01%*2 + 126.70%
Illuminous Epiphany: Solar Flare DMG
10.00%*6
Illuminous Epiphany: Stella Glamor DMG
175.00%
Additional multiplier per Incandescence
22.40%
Incarnation: Heavy Attack STA Cost
30
Incarnation: Dodge STA Cost
20
Ordination Glow Duration
5
Unison Duration
5
Crescent Divinity Cooldown
10
Crescent Divinity Concerto Regen
8
Illuminous Epiphany Concerto Regen
20
Inherent Skill

Radiant Surge

Jinhsi's Spectro DMG Bonus is increased by 20%.

Inherent Skill

Converged Flash

DMG Multiplier of Intro Skill Loong's Halo is increased by 50%.

Intro Skill

Loong's Halo

Attack the target, dealing Spectro DMG.

Lv. 1
Skill DMG
80.00%
Concerto Regen
10
Outro Skill

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.

Resonance Chain (Dupes)
S1

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%.

S2

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.

S3

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.

S4

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.

S5

Sequence Node 5

The DMG Multiplier of Resonance Liberation Purge of Light is increased by 120%.

S6

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%.

Minor Fortes (Total)
CRIT Rate
CRIT Rate
+8%
ATK
ATK%
+12%
Stats
Include minor fortes
Lv. 90
Stat
HP
10825
Stat
ATK
413
Stat
DEF
1259
Stat
Max Energy
125
Stat
CRIT Rate
5%
Stat
CRIT DMG
150%
Stat
Healing Bonus
0%
Stat
Spectro DMG
0%
Upgrade Materials
Character Ascension (total)
  • 4x LF Howler Core
  • 12x MF Howler Core
  • 12x HF Howler Core
  • 4x FF Howler Core
  • 46x Elegy Tacet Core
  • 60x Loong's Pearl
  • 170 000 Shell Credits
Skill Upgrades (total)
  • 25x LF Howler Core
  • 28x MF Howler Core
  • 40x HF Howler Core
  • 57x FF Howler Core
  • 25x Waveworn Residue 210
  • 28x Waveworn Residue 226
  • 55x Waveworn Residue 235
  • 67x Waveworn Residue 239
  • 26x Sentinel's Dagger
  • 2 030 000 Shell Credits

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 Ascension material map guide to find them quickly:

Voice Actors
ENG
Anna Devlin
JPN
Yoshino Aoyama
CN
Jiang Yue
KR
Park Ha Jin

Review

Mini-review

Jinshi is a 5-star Spectro Broadblade wielding DPS featuring a unique playstyle with a skIllset centered around managing her special resource with normal and co-ordinated attacks leading to tremendous burst damage. Jinshi is also a user of Aerial combat, albeit much easier than Lingyang thanks to various abilities and quirks she can utilize while airborne. Her unique gameplay consists of repeatedly executing an absurd Cleave burst damage combo every time an ally triggers their Concerto Skill while having their Outro available.

Her Forte is her core ability, which consists of two parts; firstly, it allows her to generate a unique resource - Incandescence - via her own and her allies’ attacks, which she can consume to increase her burst damage. The second part is Incarnation State, an empowered state activated by using her Enhanced Resonance Skill; Overflowing Radiance, which enhances all her abilities. More on this below.

Jinshi can accumulate up to 50 Incandescence, all of which can be consumed to immensely increase the damage of her strongest Resonance Skill, Luminous Epiphany. Higher counts of Incandescence unsurprisingly leads to higher damage. She can gain Incandescence in following ways:

  • 1 stack of Incandescence every time any teammate deals damage, with a cooldown of 3 seconds,

  • 2 stacks of Incandescence every time an ally launches a coordinated attack, with a separate cooldown of 3 seconds.

These two effects can be triggered simultaneously by a single coordinated attack, allowing her to gain 3 Incandescence every 3 seconds. What’s more, she can trigger these cooldowns once per Elemental type in the team composition, allowing her to generate 3 Incandescence every 3 seconds per Elemental type (Electro, Spectro, Fusion etc). This makes teams with multiple coordinated attackers of different Elemental types optimal for her. Upon performing her Outro skill, she receives a buff reducing the cooldown of both abilities to 1 second from 3 second, facilitating even faster generation of Incandescence.

Incarnation is an essential part of Jinshi’s kit and triggering it sends you airborne similar to Lingyang’s Ultimate. However, unlike Lingyang’s Ultimate, it’s much stronger and easier to control, and most importantly, the majority of her abilities can be used while flying. The optimal play would be spending all of your field time within the Incarnation state, which is relatively easy, owing to Overflowing Radiance having a cooldown of a mere 12 seconds. Jinshi gains access to her most potent combos and abilities in this state, especially her Enhanced Basic Attacks and 2nd and 3rd Enhanced Resonance Skill, making it the obvious best option for her.

Jinshi’s Resonance Skill features 4 different variants (the most out of any character in the game) - 1 Standard version and 3 Enhanced versions - with each of them being able to cast in succession, assuming conditions are met. While it seems intimidating on paper, it is actually quite easy when actually playing her. A quick summary of the skills:

  • Default Resonance Skill: Jinshi’s default Resonance Skill can be activated without any conditions. It deals Spectro damage accompanied by a small dash, has a cooldown of 3 seconds, and is almost never used as a part of her standard rotations (thus, you can ignore worrying about it).

  • Overflowing Radiance: Jinshi’s first Empowered Resonance Skill requires you to perform the 4th attack of her Unenhanced Basic Attack combo or use her Intro ability. Using it deals Spectro damage and allows Jinshi to enter the Incarnation state. It has a cooldown of 12 seconds and is her bread and butter, making you want to keep this ability on cooldown at all times if possible.

  • Crescent Divinity: Jinshi’s second Empowered Resonance Skill requires her to be in the Incarnation state to utilize it. Using it deals a strong amount of Spectro damage with a cooldown of 10 seconds, and is almost always used immediately after entering the Incarnation state. You can think of this ability as Part 2 of Overflowing Radiance as they’re always used together.

  • Luminous Epiphany: Jinshi’s third and last Empowered Resonance Skill requires her to perform the 4th attack of her Enhanced Incarnation Basic Attack while in the Incarnation state. Using it deals an immense amount of Spectro damage, consuming all of Jinshi’s accumulated Incandescence stacks to deal even more damage. This should only be used once per rotation and is almost always the final attack she uses before switching out.

This flow of skills is basically what Jinshi’s playstyle is all about, before taking into account her Echo or Ultimate Skill. Trigger Jinshi’s Intro skill to gain access to Overflowing Radiance, then use it followed by Crescent Divinity, 4 Enhanced Basic Attacks, and finally Luminous Epiphany before switching out.

Her Ultimate skill deals massive Spectro damage in a cleave attack. While it generates a good amount of Concerto Energy, it costs a whopping 150 Resonance Energy to cast. Her Ultimate should be utilized as soon as available to prevent Resonance Energy wastage and it can be uniquely casted while Airborne, something incredibly relevant when utilizing her Forte Gauge.

She has a particularly large field time requirement due to constantly doing swap-ins to deal short bursts of damage, since her potential is tied to starting off her rotation with an Intro Skill then triggering Resonance skills as soon as they are off cooldown to build Concerto quickly on allies. Despite sounding complicated, Jinshi is extremely easy to play with only the considerations being who to swap in after her rotation completion, maximizing teammates Concerto generation, and coordinated attacks uptime.

Owing to her unmatched cleave damage and one of the best, if not the best Single Target damage, Jinshi stands at top of the meta in its current state. It is further boosted by a diverse choice of teammates she can work amicably with, allowing anyone to make good use of her. All she really wants is teammates that are capable of coordinated attacks, preferably of different Elemental types. Featuring a complex but easy to execute kit and rotation, she exhibits great future potential and redeems aerial combat in a big way. Her kit has more than what we have just mentioned in this review - which you should familiarize yourself with by checking out her team building synergies and rotation page.

Pros & Cons
Pros

  • While airborne in the Incarnation state Jinshi can avoid many types of attacks from enemies, reducing the chance she'll be hit even though her movement is restricted.

  • Many of her attacks feature dashing components which can often result in bosses and monsters missing you even without the need to dodge.

  • Despite spending much of her time in the air due to all her dashes and semi-ranged attacks she does not struggle in gameplay unlike Lingyang.

  • Incredibly easy and simple to play for how much damage she deals.

  • Some of the highest burst and sustained damage in the game.

  • Has room to grow in the future as new coordinated attackers are released.

  • Always has an Outro ready thanks to her special ability Eras in Unity.

Cons

  • Her best damage combos all require her to perform an Intro (not hard to play around but a small restriction).

  • While in the Incarnation state and airborne, Jinshi is more prone to taking damage than other characters during her rotation.

  • Prefers to be played with coordinated attackers as both her teammates, limiting her current potential partners somewhat (although she still has incredible options).

Ratings

This tier list assesses characters based on their combat potential in Wuthering Waves current most demanding content Tower of Adversity (ToA). ToA is a mode similar to Genshin Impact’s Spiral Abyss or Honkai Star Rail’s Memory of Chaos and requires multiple teams, strong Echoes and good Weapons. This mode offers a reasonable mix of Boss encounters (single target), Elite packs (2-3 targets) and AoE scenarios (5+ Targets), allowing multiple characters to find a niche but in the end, there's a bias toward single target focused characters at the top-end.

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.

T0

Tower of Adversity

Video guides

Jinhsi guide videos aren't available yet.

Build

Best Weapons

118.13%

Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%

Jinhsi's signature and best in slot weapon granting an exceptional amount of Crit Rate, Resonance Skill DMG% and DMG% all stats that amplify Jinhsi's damage tremendously. This weapon handily beats out all of the competition without trouble. One thing to note when using this weapon is that due to the sheer amount of DMG% Jinhsi has from her kit, echoes and this weapon it means she can comparatively gain higher value than usual when stacking ATK %, specifically on her 3 cost echoes instead of Spectro %.

101.34%

Stats at Level 90: ATK: 587 | CRIT DMG: 48.6%

Jiyan's signature weapon that's not only fantastic for him but also usable on all damage-focused Broadblade users. Offers a huge main stat of CRIT DMG% granting excellent scaling, 12% permanent generic DMG% and up to 48% increased Heavy ATK DMG% after using 1/2 skills and or a Resonance Liberation.

100%

Stats at Level 90: ATK: 587 | ATK: 36.4%

Top Broadblade option only in competition with some 4★ weapons with multiple copies invested or limited 5★ weapons. Offers high base ATK, ATK%, a good amount of Energy Regen to save at least 1 sub-stat on gear to be reallocated to better uses and a stackable Resonance Liberation ATK DMG% bonus that ramps up as you use Resonance Skills.

85.86%

Stats at Level 90: ATK: 412 | Energy Reg.: 32.3%

Another generic Broadblade option with a mix of utility and offense, granting a large amount of Energy Regen as a main stat. Also a reasonably strong and easy to maintain bonus ability that offers an ATK% buff as long as you remain above 80% HP. Our calculations assume you'll stay above 80% for the whole fight, if you can't you can lower this weapons performance.

84.99%

Stats at Level 90: ATK: 412 | ATK: 30.3%

A generic option, granting a stacking ATK% buff after using your Resonance Skill that starts at 0 and grants 1 stack every 2 seconds up to 4 stacks - reaching a maximum after 8 seconds. Buff resets shortly after the stack cap limit is reached after which you'll have to repeat the cycle anew. Falls behind other options due to it's buff being inconsistent but still a viable option if you don't have better.

82.08%

Stats at Level 90: ATK: 412 | ATK: 30.3%

A generic option, granting a stacking ATK% buff after using your Resonance Skill that starts at 0 and grants 1 stack every 2 seconds up to 4 stacks - reaching a maximum after 8 seconds. Buff resets shortly after the stack cap limit is reached after which you'll have to repeat the cycle anew. Falls behind other options due to it's buff being inconsistent but still a viable option if you don't have better.

81.99%

Stats at Level 90: ATK: 412 | Energy Reg.: 32.3%

Another generic Broadblade option with a mix of utility and offense, granting a large amount of Energy Regen as a main stat. Also a reasonably strong and easy to maintain bonus ability that offers an ATK% buff as long as you remain above 80% HP. Our calculations assume you'll stay above 80% for the whole fight, if you can't you can lower this weapons performance.

79.88%

Stats at Level 90: ATK: 412 | CRIT Rate: 20.2%

Jinhsi cannot easily stack Autumntrace's bonus ability granting additional attack as she doesn't make use of her standard basic or heavy attacks and her enhanced basic attacks are treated instead as Resonance Skill damage thus not counting. Autumntrace is still usable but just less potent than on usual.

75.34%

Stats at Level 90: ATK: 325 | ATK: 24.3%

Easily accessible 3★ weapon that despite having lower base attack makes up for it with a high ATK% bonus at higher dupes. It does not have enough stats to compete with 4-star weapons but is a reasonable option if it's all you have. The only downside is that the buff only lasts 10 seconds, meaning it may fall off in the hands of a Main DPS character who takes up more field time.

70.73%

Stats at Level 90: ATK: 325 | ATK: 24.3%

Best Echo Sets

100%

2 Set: Spectro DMG increases by 10%.

5 Set: Upon using Intro Skill, Spectro DMG increases by 30% for 15s.

91.19%

2 Set: Spectro DMG increases by 10%.

5 Set: Upon using Intro Skill, Spectro DMG increases by 30% for 15s.

2 Set: ATK increases by 10%.

5 Set: While on the field, ATK increases by 5% every 1.5s, stacking up to 4 times. Outro Skill DMG increases by 60%.

90.84%

2 Set: Spectro DMG increases by 10%.

5 Set: Upon using Intro Skill, Spectro DMG increases by 30% for 15s.

2 Set: Energy Regen increases by 10%.

5 Set: Upon using Outro Skill, ATK of the next Resonator increases by 22.5% for 15s.

89.91%

2 Set: ATK increases by 10%.

5 Set: While on the field, ATK increases by 5% every 1.5s, stacking up to 4 times. Outro Skill DMG increases by 60%.

2 Set: Energy Regen increases by 10%.

5 Set: Upon using Outro Skill, ATK of the next Resonator increases by 22.5% for 15s.

Best Main Echoes

Echoes in Wuthering Waves are an essential part of the character rotations, granting a large amount of Resonance Energy and damage but at the cost of high field time for the most powerful ones. But by using some Echoes right before you're about to switch out on the character, you're able to move to your next character while your previous one is still in the echo animation - it’s what we call an Echo Swap Cancel.

Echo Swap Cancel is almost always the optimal way to use Echoes, and will result in big reductions in character field time and large increases to DPS, but not all of the most powerful Echoes can be swap cancelled in this way. For example, the Feilian Beringal (Aero), Dreamless (Havoc), Tempest Mephis (Electro), Mourning Aix (Spectro), and Infernal Rider (Fusion) Echoes can all be Swap Cancelled.

The remaining element, so Glacio while having powerful Echoes has none powerful enough that can be swap cancelled, and to make things worse, no Echoes that generate sufficient Energy and damage for their field time investment.

The result of this is that you can expect Glacio characters to have higher field time and lower DPS in calculations than their other elemental counter parts until they receive better Echoes to use.

Set

Celestial Light

Jué is Jinhsi's best Echo. Jué deal's tremendous bonus damage with 0 field time or swap commitment due to them being a summonable Echo instead of transformation one. This gives Jué a significant edge compared to all other top Spectro echoes. Jué should be used right before Jinhsi's standard burst damage rotation as he grants her a 16% Resonance Skill damage bonus for 15 seconds - with only a 20 seconds cooldown you can have this buff up most of the time. Jué also has additional Synergy with Jinhsi as their constant DoT damage builds Jinhsi's Incandescence, allowing her to gain some extra stacks when she's not otherwise satisfying the Spectro trigger for the Forte.

Mourning Aix is an alternative to Jué for Jinhsi but is for the most part a straight downgrade across the board unless you already have one farmed with exceptional main and sub stats. The Aix requires a swap cancel to be implement effectively, does less total damage, grants a less desirable spread of DMG% boosts and lacks the ability to trigger Jinhsi's Incandescence stacking. One advantage of Aix however is that it grants slightly more Resonance Energy than Jue, but this is not enough to offset all of the disadvantages. When using Mourning Aix use it before Jinhsi's burst rotations and swap cancel it to ensure its buff is active during your primary damage window.

Set

Lingering Tunes

Very easy echo to use that should be used at the very beginning of the burst window right after the Intro. Thanks to its instant cast there is no thinking required and you can enjoy your ATK% boost and some nice burst damage.

Best Echo Stats
4-3-3-1-1:
4 cost
CRIT Rate
CRIT Rate
CRIT DMG
CRIT DMG
3 cost
Stat
Spectro DMG
ATK
ATK
3 cost
Stat
Spectro DMG
ATK
ATK
1 cost
ATK
ATK%
1 cost
ATK
ATK%
4-4-1-1-1:
4 cost
CRIT Rate
CRIT Rate
4 cost
CRIT DMG
CRIT DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%
1 cost
ATK
ATK%

Substats: Energy Regeneration (Until Breakpoint) >= CRIT RATE = CRIT DMG > ATK% > Resonance Skill DMG% > Flat ATK

Comparison of 4-3-3-1-1 and 4-4-1-1-1 (Lustrous Razor S1)
Echo setup comparison
Comparison of 4-3-3-1-1 and 4-4-1-1-1 (Ages of Harvest S1)
Echo setup comparison
Best Endgame Stats (Level 90)

Important! CRIT DMG has base value of 150% and Energy Regen has a base value of 100% when you check them in game. The recommended values below don't include the base value but rather show how much on top of it you need to obtain.

  • ATK: 2000-2400+

  • HP: 15000+

  • DEF: 1250+

  • SPECTRO DMG%: 60%-90% (including Inherent skill)

  • CRIT RATE%: 55-75%+

  • CRIT DMG% 110-150%+

  • Energy Regeneration: 30-40%

    • Jinhsi's ultimate is not essential to her rotation but it does deal an absurd amount of damage making it desirable to implement in her rotations. Unfortunately, it costs 150 Resonance Energy - that combined with Jinhsi's incredibly fast and frequent rotations means you won't be gaining access to this ultimate every single rotation even with obscene amounts of Energy Regeneration.

    • Instead of every rotation, it's best to aim for an ultimate cast every second rotation in most cases, and to ensure you're able to do this we recommend 30-40% Energy Regen (you'll need on the higher side of this recommendation in most cases). Alternatively, you can abandon frequent access to Jinhsi's ultimate and aim for less Energy Regen and higher offensive stats.

Skill Priority

Below you can find the order of leveling the abilities for Jinhsi.

Forte Circuit

Res. Liberation

Res. Skill

Intro Skill

Basic Attack

Gameplay and teams

Rotation

This is the optimal rotation for the character. The total time needed to perform it is 13.65 seconds. When selecting the rotations we prioritized achieving 100 Concerto as fast as possible and once that condition was fulfilled, we focused on maximizing the damage output. As or if new and more optimal rotations are found, we'll update the characters calculations as needed.

COMBO REQUIREMENTS

Unlike most other characters Jinhsi is not reliant on Ultimate or Forte Gauge burst windows - she is instead cooldown-based and as such only needs to work around those, which can be easily fit into a followable rotation. One thing Jinhsi does need in order to execute her rotation though, is to perform her Intro each and every time before she starts dealing her damage. Because of this requirement it's imperative you build up Concerto on another character before beginning her rotation (or else it wont work).

Rotation

Jinhsi's kit and rotation look hard but are actually incredibly easy to play and understand. Here are the key things you need to know when playing Jinhsi as well as some extra info, tips and tricks.

  • A large portion of Jinhsi's kit is not required when playing her - specifically her standard Resonance Skill and standard Basic Attacks. You'll almost never be using these so you can ignore them.
  • The reason you can ignore the above is when executing her full rotation you can skip half of it by executing her Intro. When using her Intro you can move straight to Jinhsi's harder hitting abilities raising her damage considerably. The result of this though is that you always want to start off any Jinhsi rotation with her Intro and never swap to her until you have it.
  • When playing Jinhsi, generate enough Concerto on another character first then swap to Jinhsi performing her Intro. After that use your Echo (if it's Jue) and Ultimate if it's available immediately, then use Jinhsi's Resonance Skill twice (it will be glowing to indicate it's ready and empowered). After that use 4 basic attacks - this will enable the final part of Jinhsi's rotation: another empowered Resonance Skill which can you'll see glowing as soon as it's available. After this switch back out to your next desired character and you're done.
  • When executing Jinhsi's 4 Basic Attacks as a part of her rotation her final empowered Resonance Skill will become available before the 4th Basic Attack deals any damage. If you activate it as soon as it's available you'll lose the damage from the 4th Basic Attack - it can be worth it to hold off on immediate activation and ensure the 4th Basic Attack fully completes (the animation of the 4th Basic is of a big dragon diving at enemies).
  • Due to Jinhsi's short rotations, higher energy cost and emphasis on low teammate field time she can't access her Ultimate every single rotation even with high energy regeneration. Due to this Jinhsi's full rotation listed below consists of a big damage rotation including her ultimate and echo and a smaller damage rotation not containing them. The rotations are functionally the same outside of the ultimate and echo activation!
  • When playing Jinhsi in teams don't spend to much time on your other characters - Jinhsi's output is only limited by her cooldowns which aren't that long. A good rule of thumb is that whenever either of your characters has their Outro ready, it's time to swap back to Jinhsi and perform one of her rotations.
  • When playing Jinhsi's teams, ensure you try to keep the team buffs up but more importantly ensure you utilize their cooldowns and if applicable keep their coordinated attacks active as much as possible.
Rotation
  • Intro
  • Echo (Use immediately if Jue or before combo and swap cancel if Aix)
  • Ultimate
  • Skill: Overflowing Radiance
  • Incarnation: Skill: Crescent Divinity
  • Incarnation: Basic P1
  • Incarnation: Basic P2
  • Incarnation: Basic P3
  • Incarnation: Basic P4
  • Skill: Illuminous Ephiphany
  • Outro (Swap to another character to build concerto and wait for cooldowns)
  • Intro
  • Skill: Overflowing Radiance
  • Incarnation: Skill: Crescent Divinity
  • Incarnation: Basic P1
  • Incarnation: Basic P2
  • Incarnation: Basic P3
  • Incarnation: Basic P4
  • Skill: Illuminous Ephiphany Star DMG
  • Skill: Illuminous Ephiphany Sun DMG
  • Outro
Synergies

Yuanwu is an excellent Hybrid partner for Jinhsi who - out of all of her potential hybrid teammates - requires the least field time by far. Yuanwu doesn't offer to much in terms of total damage or buffs but he does offer a consistent permanently accessible Electro Coordinated Attack to assist with stacking up Jinhsi's Forte Gauge. Yuanwu is absolutely a top option for Jinhsi and should not be underestimated - he is easy to play, gives her what she needs and allows for you to focus on playing 2 characters for the most part instead of 3 due to his simplistic nature.

Yinlin is currently one of the best teammates for Jinhsi... if you can manage playing them both effectively at once! Out of all Jinhsi's current Hybrid teammates, Yinlin is the hardest to play optimally due to her having the strictest requirements to access her Coordinated Attacks. If you're a master of quick swapping, swap cancelling and are ok with a bit more of a complicated team to play, Yinlin will certainly reward you though. Like Yuanwu she can permanently keep active a source of Electro Coordinated Attacks for Jinhsi's Forte Gauge generation, but on top of this Yinlin also does outstanding damage of her own allowing her to pull ahead when played just right.

Mortefi is another outstanding Coordinated Attack user who is capable of supporting Jinhsi but relies heavily on Sequences to get the job done to the standard of some of his competitors in her teams. Jinhsi of course gains a tremendous amount of damage from having allies constantly launching coordinated attacks - something Mortefi can do but at S0 only for 10 seconds at a time per ultimate. Unfortunately Mortefi's ultimate has a cooldown of 20 seconds meaning you'll only have access to coordinated attacks half the time. Mortefi's Sequences completely solve this issue - at S4 he gains 7 additional seconds of duration for his Coordinated Attacks bringing him up to 17 seconds of duration or close to 100% uptime and at S6 he gains a 20% ATK boost for the whole team. Mortefi can't bring his full kit to bear alongside Jinhsi (his 38% Heavy amplification isn't used) but is still useful for Jinhsi at S0 however he truly shines at S4 or higher.

Verina is Jinhsi's best dedicated support. Verina's ultimate applies a mark to enemies struck which launches continual Coordinated Attacks across its duration - these coordinated attacks assist Jinhsi with generating her Forte Gauge Incandecent stacks boosting her damage tremendously. Another massive benefit to Jinhsi + Verina is how fast and easy Verina's concerto rotation is - this allows Jinhsi to gain access to her intro and as a result her burst rotation much faster and more effectively smoothing out gameplay immensely. Jinhsi can be hard to control in the air during her burst combo which can lead to her taking some hits here and there and Verina is more than capable of keeping Jinhsi healthy at all times. Finally Verina has her massive suite of buffs she offers Jinhsi all of which increase her damage massively.

Example Teams

Team #1

Team #2

Team #3


Here are the teams in action:

Gameplay notes

Jinhsi gameplay notes aren't available yet. They will be added soon.

Calculations

Damage Profile
Jinhsi damage profile
Damage Output
Additional information

The numbers below show the character's DPS (Damage Per Second) and DMG (total damage done). When selecting the rotations we prioritized achieving 100 Concerto as fast as possible and once that condition was fulfilled, we focused on maximizing the damage output. As or if new and more optimal rotations are found, we'll update the characters calculations as needed. Listed character calculations are done without buffs or any damage contribution from teammates (full solo). They only include what the character, their Weapon, Echo and gear are capable of during their ideal Burst or Concerto rotation when starting with their Intro and Resonance Liberation available.

Important! Jinhsi’s Sequences have a few unique properties which make them more or less useful in certain scenarios. Here is what you need to be aware of:

  • Jinhsi’s Sequence 2 grants her a full Forte Gauge at the start of combat where as she would normally start at 0. Unfortunately in ToA you cannot make use of this sequence more than once, meaning outside of the very first rotation it loses value. The result is that this Sequence gains or loses power depending on how long a fight is, if an enemy dies on your very first rotation - it’s an excellent Sequence offering a tremendous boost but if it takes 7 or 8 rotations this sequences loses a colossal amount of its value. For this reason we haven’t calculated it and have instead chosen to post this disclaimer.
  • Jinhsi’s S3 has similar properties to her S2 but in reverse. It grants a 25% ATK boost which stacks twice with you gaining 1 stack per rotation. The longer the fight, the more valuable this Sequence becomes but in shorter battles it loses value. Unlike Jinhsi’s S2 though, the ramp-up time is swift only requiring 2 rotations, and it only really loses power if you’re against enemies that die within 1 or 2 rotations meaning in Tower of Adversary it will be at close to full power for the majority of combat. For this reason we’ve calculated this Sequence assuming you’ll be up against enemies that will last for more than a couple rotations.
  • Jinhsi's rotation damage figures have been calculated assuming you'll gain an average of 40 Incandecent Forte Gauge stacks per rotation. Higher stack numbers will increase total damage and lower stack sizes will reduce it.
Jinhsi in 1 Target scenario

Rotation time: 13.65s

Details about the calculations

Here's the rotation we have used to calculate the DPS (Damage Per Second) shown above. The total time needed to perform the rotation is 13.65 seconds.

COMBO REQUIREMENTS

Unlike most other characters Jinhsi is not reliant on Ultimate or Forte Gauge burst windows - she is instead cooldown-based and as such only needs to work around those, which can be easily fit into a followable rotation. One thing Jinhsi does need in order to execute her rotation though, is to perform her Intro each and every time before she starts dealing her damage. Because of this requirement it's imperative you build up Concerto on another character before beginning her rotation (or else it wont work).

Rotation
  • Intro
  • Echo (Use immediately if Jue or before combo and swap cancel if Aix)
  • Ultimate
  • Skill: Overflowing Radiance
  • Incarnation: Skill: Crescent Divinity
  • Incarnation: Basic P1
  • Incarnation: Basic P2
  • Incarnation: Basic P3
  • Incarnation: Basic P4
  • Skill: Illuminous Ephiphany
  • Outro (Swap to another character to build concerto and wait for cooldowns)
  • Intro
  • Skill: Overflowing Radiance
  • Incarnation: Skill: Crescent Divinity
  • Incarnation: Basic P1
  • Incarnation: Basic P2
  • Incarnation: Basic P3
  • Incarnation: Basic P4
  • Skill: Illuminous Ephiphany Star DMG
  • Skill: Illuminous Ephiphany Sun DMG
  • Outro

And here are the Echoes and Weapons used in the calculations.

Stats at Level 90: ATK: 587 | ATK: 36.4%

2 Set: Spectro DMG increases by 10%.

5 Set: Upon using Intro Skill, Spectro DMG increases by 30% for 15s.

4 cost
CRIT Rate
CRIT Rate
3 cost
Stat
Spectro DMG
3 cost
Stat
Spectro DMG
1 cost
ATK
ATK%
1 cost
ATK
ATK%

Substats: ATK (27%), CRIT Rate (42%), CRIT DMG (84%), Energy Regen (28%)

Echoes in Wuthering Waves are an essential part of the character rotations, granting a large amount of Resonance Energy and damage but at the cost of high field time for the most powerful ones. But by using some Echoes right before you're about to switch out on the character, you're able to move to your next character while your previous one is still in the echo animation - it’s what we call an Echo Swap Cancel.

Echo Swap Cancel is almost always the optimal way to use Echoes, and will result in big reductions in character field time and large increases to DPS, but not all of the most powerful Echoes can be swap cancelled in this way. For example, the Feilian Beringal (Aero), Dreamless (Havoc), Tempest Mephis (Electro), Mourning Aix (Spectro), and Infernal Rider (Fusion) Echoes can all be Swap Cancelled.

The remaining element, so Glacio while having powerful Echoes has none powerful enough that can be swap cancelled, and to make things worse, no Echoes that generate sufficient Energy and damage for their field time investment.

The result of this is that you can expect Glacio characters to have higher field time and lower DPS in calculations than their other elemental counter parts until they receive better Echoes to use.