Jingran is the Phase 2 5-star of Wuthering Waves 3.6, a Fusion Broadblade main DPS from Mengzhou whose kit is built around Yin-Yang stance swaps, Heavy Attack damage, Max HP scaling, and shields. He is not a conventional ATK stacker. He converts HP into extra ATK, Fusion DMG, healing received, and shield value, while his Forte locks DEF at zero. That design makes him tanky through shields and incoming healing, not through raw DEF.

Version 3.6 launched on August 20, 2026. Jingran headlines the second half on the Featured Convene Where Santu Beckons, with his signature Broadblade Thousandfold Deliverance on the matching weapon banner. Current scheduling places that window around September 10 to late September 2026.

How His Kit Works

Jingran starts in Yang Font. Basic Attacks in that stance are Devil's Bane. After you dump 300 Qi into Heavy Attack: Stardome Meander, he flips to Yin Vessel and his basics become Drink Soul. The next 300 Qi dump is Heavy Attack: Soul Raid, which flips him back. Both stance-swap Heavies are his real burst buttons.

Qi comes from:

  • Basic Attack stages 3 and 4: 50 Qi each, counted as Heavy Attack DMG
  • Dodge Counter: 100 Qi, also Heavy Attack DMG
  • Intro Skill Question the Tombs: 100 Qi
  • Enhanced Resonance Skill follow-up after Cleanse of Impurity: 100 Qi
  • Resonance Liberation Burial of Thousand Souls: 200 Qi
  • Wayfarer's Mark refunds during Yinghuo: 200 Qi per stance-swap Heavy

That last point is why Liberation comes early. Burial of Thousand Souls deals Fusion Heavy Attack damage, spends a large chunk of current HP, grants 200 Qi plus 3 Wayfarer's Marks, loads Fire of Life, and opens Yinghuo for about 15 seconds. While Yinghuo is up, every stance-swap Heavy summons Chimei Wangliang for extra Fusion Heavy Attack hits, and Fire of Life further scales those Heavies off Max HP. Unused Qi disappears when Yinghuo ends, so the window is a committed on-field burst, not a quick-swap snapshot.

Shields are the other half of the kit.

  • Earth Charm (Inherent) keeps refreshing a personal shield while Jingran deals damage. That is how he stays alive with 0 DEF and how he keeps self-triggered shield sets stacked.
  • Nearby allies gaining shields feed Ghost Shroud (cap 50).
  • Intro Skill converts Ghost Shroud into Fortune in Disguise. Those stacks grant Fusion DMG Bonus that scales with Max HP. Switching off Jingran drops Fortune in Disguise, which is why he wants supports to finish setup first, then he stays on field through the full Yinghuo loop.

Max HP is the stat that ties everything together. Across current guides, several effects keep paying out until roughly 50,000 Max HP: extra ATK from Yang Changes, Yin Unites; Fusion DMG and incoming healing from Nether to Light; Fortune in Disguise per-stack value; Fire of Life Heavy multipliers; Earth Charm shield size. You do not need to brick Crit just to hit the number, but falling well short of it costs real damage.

Playstyle and Rotation

Jingran is a field-time hypercarry. Supports generate shields and buffs first. Jingran enters, converts Ghost Shroud, Liberation into Yinghuo, then cycles basics and Resonance Skill until 300 Qi, holds Skill for the stance-swap Heavy, and repeats until Yinghuo expires.

A clean loop looks like this:

  1. Supports apply shields so Ghost Shroud is near cap.
  2. Swap Jingran in with Intro Skill Question the Tombs.
  3. Cast Burial of Thousand Souls immediately.
  4. Run the current stance's 4-hit basic string. Stages 3 and 4 rebuild Qi and already count as Heavy Attack DMG.
  5. Weave Resonance Skill, then use the 4-second Cleanse of Impurity window for the enhanced follow-up (Netherworld Traverse or Afterlife's Guide) to grab another 100 Qi.
  6. At 300 Qi, hold Resonance Skill for Soul Raid or Stardome Meander. That swap also summons Chimei Wangliang in Yinghuo.
  7. Repeat the cycle and dump remaining Qi before Yinghuo ends.

Common mistakes: entering with almost no Ghost Shroud, swapping off during Fortune in Disguise, missing the Cleanse follow-up, or letting Yinghuo expire with unused Qi. He also has mid-air Liberation and mid-air stance-swap options, so flying targets are less awkward than they are for many grounded Broadblade carries.

Skill level order:

  1. Inherent Skills
  2. Forte Circuit
  3. Resonance Liberation
  4. Basic Attack
  5. Resonance Skill
  6. Intro Skill

Best Weapons

Thousandfold Deliverance is the clear best-in-slot. At level 90 it sits around 412 to 413 Base ATK with a 72.2% HP secondary, which is exactly the stat his kit wants. The passive grants All-Attribute DMG Bonus, then stacks Nature's Order and Cradle of Life whenever he casts Intro or gains a shield (once every 0.5s, up to 6 stacks, 7s). Nature's Order adds Crit DMG and, at 6 stacks, Heavy Attack Crit Rate. Cradle of Life is consumed by Heavies for DEF ignore. Earth Charm keeps the shield trigger rolling on its own, so the weapon stays stacked during his field window. Stacks drop if you swap off him.

Rank Weapon Why it works
1 Thousandfold Deliverance Huge HP%, All-Attribute DMG, Crit DMG stacks, Heavy Crit Rate, DEF ignore
2 Thunderflare Dominion Strongest non-signature option, Heavy Attack focused
3 Verdant Summit Crit DMG secondary plus All-Attribute and Heavy Attack bonuses
4 Aureate Zenith (BP 4-star) Liberation-triggered ATK and Heavy Attack DMG
F2P Guardian Broadblade / Autumntrace Usable fillers. Prefer Heavy Attack or general DMG over pure ATK weapons

Skip classic ATK Broadblades like Lustrous Razor as a first instinct. Jingran already converts HP into ATK, so a weapon that does not help HP, Crit, Heavy Attack, or Fusion DMG wastes the unique part of his kit.

Best Echoes

Lamp of Nether Road 5-piece is the dedicated set. 2-piece is +10% HP. 5-piece grants 5% Crit Rate for 5s on shield gain, stacking to 4 for 20% Crit Rate, plus 15% Fusion DMG Bonus at max stacks. Earth Charm refreshes a shield every 0.5s while he deals damage, so Jingran keeps the 5-piece maxed without extra help. Farm it at Western Fang Peaks in Mengzhou.

Main Echo: Myriad Snare: Rustfire Chassis. It deals Fusion DMG based on Max HP and grants Fusion DMG plus Heavy Attack DMG. It is also his ascension boss and a 3.6 Tactical Hologram, so you can farm the Echo and Solidarity's Loneflame at the same time.

Recommended layouts:

  • 44111: Crit Rate 4-cost + Crit DMG 4-cost + three HP% 1-costs. Best when you already have Thousandfold Deliverance and want both Crit mains without using Fusion 3-costs.
  • 43311: Crit 4-cost + two HP% 3-costs + two HP% 1-costs. Easier path to the 50k HP ceiling if you do not have the signature.

Do not put Fusion DMG on 3-costs as the default. HP% feeds ATK conversion, Fusion bonus, shields, healing, and Fire of Life at the same time. Fusion DMG is already coming from Fortune in Disguise, Lamp of Nether Road, teammates like Lupa, and the main Echo.

Substat priority:

  1. Crit Rate / Crit DMG
  2. HP%
  3. Energy Regen (about 120% to 125% total is the usual target)
  4. Heavy Attack DMG
  5. Flat HP
  6. ATK% last

Temporary sets if Lamp of Nether Road is incomplete: Crown of Valor (shield stacking) paired with a Fusion 2-piece, or Molten Rift as a generic Fusion starter.

Teams

Jingran wants three things from teammates: shields for Ghost Shroud, Heavy Attack buffs, and a healer who can cover the Liberation HP cut. Pure ATK-share buffers are weaker on him than they look.

Best overall: Jingran + Iuno + Shorekeeper

Iuno is the premium Heavy Attack buffer and pairs cleanly with his on-field window. Shorekeeper covers Crit, healing, and the HP tax from Burial of Thousand Souls. This is the team most current guides treat as the ceiling.

Mono Fusion: Jingran + Lupa + Mornye

Lupa is the Fusion enabler. Mornye reruns in 3.6 Phase 2 and can hold a party-shield Echo such as Spacetrek Explorer to feed Ghost Shroud. This is the most natural pull-along team if you are already on Jingran's banner.

Budget: Jingran + Mortefi or Rebecca + Verina or Baizhi

Mortefi is still a cheap Heavy Attack battery. Rebecca is the higher-end 3.x substitute if you have her. Verina remains the free sustain option if Shorekeeper is not built.

Team building rules that matter more than names:

  • Generate shields before Jingran's Intro.
  • Keep him on field through Yinghuo.
  • Bring a healer. 0 DEF plus an HP-cost Liberation is not a "ignore sustain" kit.
  • Do not build the team around swapping Jingran every 4 seconds. Fortune in Disguise and signature stacks both punish that.

Materials

Farm these before the banner if you plan to take him to 80/90 immediately:

  • Ascension boss: Solidarity's Loneflame from Myriad Snare: Rustfire Chassis (46)
  • Weekly boss: Skyward Glazed Heart from Thousand-Puppet Pavilion (26)
  • Local specialty: Cloudperch Seed (60)
  • Broadblade mats: Carved Crystal
  • Common drops: Whisperin Core
  • Resonance Potions and Shell Credits as usual

The signature weapon uses Exoswarm Pendants plus more Carved Crystals, so budget those separately if you are pulling both.

Sequences

S0 is complete. He does not need Sequences to function.

Sequence What it does Pull value
S1 Big Resonance Skill multiplier bump and interruption immunity Comfort
S2 Large Heavy Attack multiplier increase, combat-start Qi and Ghost Shroud First real power spike
S3 Better HP-to-ATK conversion Strong if you already like the playstyle
S4 Team All-Attribute DMG when an ally gains a shield Nice support node
S5 Cheat-death shield Survival luxury
S6 Enemies take more Heavy Attack DMG and Yinghuo summons become continuous Whale ceiling

The practical stopping points are S0R1 for most accounts and S2R1 if you are investing into him as a long-term Fusion carry.

Should You Pull Him?

Pull Jingran if you like committed on-field carries, already own Iuno or Lupa, and are willing to build around Max HP instead of a standard ATK echo page. He rewards players who enjoy learning a stance loop and then repeating it cleanly.

Skip or wait if you hate long field times, do not want another Fusion DPS, or would rather spend the Phase 2 budget on Hiyuki or Mornye reruns. His signature is a bigger deal than average because of that 72.2% HP secondary. He still works without it, but the 50k HP ceiling and weapon passive are a large part of why the kit feels complete.

Build him as an HP-scaling Heavy Attack carry, keep the shields rolling, and treat Yinghuo as a 15-second burst window rather than a swap button. That is the whole 3.6 Jingran plan.