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.
Jinhsi has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:
The calculations shown in the video are team-based, so some of the findings there will differ from what's available on this page.
Last review update
Patch 1.1
Last major build/calcs update
Patch 1.3
Last profile update*
October 7th, 2024
*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
Review
Build
Gameplay and teams
Calculations
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
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.
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).
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.
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.
Tower of Adversity
Build
118.13%
Stats at Level 90: ATK: 587 | CRIT Rate: 24.3%
101.34%
Stats at Level 90: ATK: 587 | CRIT DMG: 48.6%
100%
Stats at Level 90: ATK: 587 | ATK: 36.4%
85.86%
Stats at Level 90: ATK: 412 | Energy Reg.: 32.3%
85.72%
Stats at Level 90: ATK: 462 | ATK: 18.2%
84.99%
Stats at Level 90: ATK: 412 | ATK: 30.3%
79.88%
Stats at Level 90: ATK: 412 | CRIT Rate: 20.2%
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.
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.
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.
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.
Substats: Energy Regeneration (Until Breakpoint) >= CRIT RATE = CRIT DMG > ATK% > Resonance Skill DMG% > Flat ATK
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: 0-35%
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 Jinshi'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. How much energy regen you'll need in order to achieve this varies from team to team and also how you play that team.
Pairing Jinhsi with teammates who spend more time on the field or generate more energy of their own will reduce her requirements with the opposite causing her to need more. As a general guide you can expect to need anywhere between 0 - 35% Energy Regen but erring on the higher side will ensure it. Teammates like Yuanwu who use minimal field time will require more whereas teammates like Yinlin who use more will require less.
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
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 require in order to execute her rotation, 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).
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.
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
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.
Jinhsi thrives in teams with teammates that can launch consistent follow-up attacks from off-field, preferably without taking up to much field time and Zhehzi fits that bill perfectly. If that wasn't enough though Zhezhi also offers Resonance Skill DMG Amplification on her outro and Jinhsi is currently the biggest Resonance Skill damage dealer in the game with roughly 75% of her damage being of the type. Finally Zhezhi also provides Jinhsi a bit of extra resonance energy allowing for more ultimates which is always welcome.
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.
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.
Here are the teams in action:
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables and also the skill of the player is important - if you can't consistently perform the character's rotation, their damage will suffer.
As usual, don't compare the numbers between characters - especially between Main DPS and Hybrids as they fulfill different roles in the team.
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:
Rotation time: 13.65s
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.
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.
Copyright © 2024 Prydwen.gg