Jingran is the Phase 2 limited 5-star of Version 3.6, "Lamplight in Mirage, Sword's Resolve in Heart." He is a Fusion Broadblade main DPS who scales off Max HP, cycles two combat states, and deals most of his damage through Heavy Attacks. His banner is expected to open around September 10, 2026, alongside Hiyuki and Mornye reruns, with Thousandfold Deliverance on the matching weapon Convene.

He is a Mengzhou Nethermancer with a stance kit, self-shields, and a Liberation that burns his own HP to enter Yinghuo. That combination makes him sturdy for a carry if you feed him HP and shields, and awkward if you want a simple swap DPS.

What Jingran actually does

Jingran starts in Yang Font and switches to Yin Vessel, then back again, by spending 300 Qi on his Forte Heavy Attacks: Soul Raid and Stardome Meander. Basic Attacks and Resonance Skill build Qi. Many of those hits count as Heavy Attack damage, which is why Iuno and other Heavy Attack buffers matter so much.

His passives lock DEF at 0 and convert Max HP into ATK, Fusion DMG Bonus, and Incoming Healing Bonus. Earth Charm keeps a small HP-scaling shield ticking while he is on-field. Shield gains on the team feed Ghost Shroud, and his Intro converts that resource into Fortune in Disguise, a Fusion DMG Bonus that ends the moment he leaves the field. That last point is important: Jingran wants a long field window, not constant quick-swap.

Resonance Liberation, Burial of Thousand Souls, can be used in mid-air. It deals Heavy Attack Fusion damage, drops him to 50% HP if he is above that threshold, then grants Qi, Fire of Life, and Yinghuo for 15 seconds. In Yinghuo his Heavy Attacks consume Fire of Life and scale harder off Max HP, while Chimei Wangliang summons add extra hits. The 125 Energy cost and HP tax are the main reasons he still wants a healer even with self-shields.

S0 already contains the full loop. Sequences add multipliers, opener convenience, more ATK from HP, team buffs, a cheat-death shield, and extra summons. They do not invent a new playstyle.

S0 pull value

Jingran is a real Fusion hypercarry at S0 if you can hit a high Max HP target, keep him on-field, and give him Heavy Attack amplification plus sustain.

Pull S0 if:

  • You need a Fusion on-field DPS and do not already have a finished endgame Fusion core.
  • You own Iuno, or you are willing to run Mortefi plus a healer as a budget Heavy Attack package.
  • You like stance cycling and long rotations more than swap spam.
  • You can invest Echoes into HP%, Crit Rate, and Crit DMG. His kit wants a lot of Max HP while still looking like a DPS stat stick.

Skip or delay S0 if:

  • Your Fusion slot is already filled by a built Changli, Brant, Lupa, or similar carry and you have no extra team slot.
  • You dislike managing Qi, two states, and a Liberation that costs HP.
  • You are saving for a later limited you care about more. Phase 2 also reruns Hiyuki and Mornye, and Mornye is often the higher account-value pickup for players who still need a modern healer and buffer.
  • You refuse to build around shields and HP. Without those, his 0 DEF and HP-tax Liberation feel worse than they look on paper.

Compared with Qingxiao in Phase 1, Jingran is the more technical, more self-shielded, more HP-scaled option. Qingxiao is the Aero Tune-oriented sword carry. They solve different roster holes. F2P and low-spender accounts usually should not plan to guarantee both new DPS units plus signatures in one patch.

S0 verdict: Good pull for Heavy Attack Fusion players and Iuno owners. Average pull if you only want "the new 5-star." Weak pull if your Fusion team is already complete or you hate long field time.

Signature weapon value

Thousandfold Deliverance is a 5-star Broadblade with HP% as the secondary stat. That alone is rare and useful for Jingran, because his kit converts HP into ATK and damage bonuses. The weapon also grants All-Attribute DMG Bonus, then stacks Nature's Order and Cradle of Life when he uses Intro or gains a Shield. Nature's Order feeds Crit DMG and a Heavy Attack Crit Rate bonus at full stacks. Cradle of Life lets Heavy Attacks ignore a large chunk of enemy DEF. Stacks drop on swap.

That kit-to-weapon match is tight. Jingran generates shields constantly, so the weapon is easy to stack if he stays on-field. It is much less generous in a swap team.

Pull the signature if Jingran is your main Fusion carry and you can afford a separate weapon pity. Use a strong 4-star or older 5-star Broadblade with HP or Crit if you cannot. The character still functions at S0R0. The weapon is a vertical upgrade, not a requirement to make the kit work.

Sequence value

Recommended stopping points from current guides: S0R1 for value, S2 as the first real investment breakpoint, S6 only for mains and whales.

S1: Yin and Yang in Harmony, the Ultimate Law of Being

Resonance Skill multipliers for Encroaching Yin, Netherworld Traverse, Scorching Yang, and Afterlife's Guide increase by 80%. Those skills also gain interruption immunity.

This is comfort plus a real chunk of the Qi-building sequence. Skills are not Jingran's biggest damage source. S1 is nice, not a must-stop.

Value: Medium. Take it if you lose 50/50 into him. Do not plan a full extra pity just for S1.

S2: A Solitary Lantern, Across Lands Shade-Trodden

Soul Raid and Stardome Meander multipliers increase by 46%. During Yinghuo, the Fire of Life multiplier bonus on those same Heavies also increases by 46%. On combat entry (once every 4 seconds): gain 300 Qi and Netherworld's Boon. Boon restores 25% Max Resonance Energy when you fire those Heavies and gives them 180% DMG Amplification for 4 seconds.

This is the first sequence that changes how the rotation feels. You start fights with a full Forte Heavy already charged, Energy comes back faster, and the two attacks that define the kit hit much harder.

Value: High. Best stopping point for most spenders who want Jingran to feel finished.

S3: World's Course Shifts, Each to Their Rightful Paths

Soul Raid and Stardome Meander each grant 5 Ghost Shroud. After Burial of Thousand Souls, Yang Changes, Yin Unites is replaced by Yin-Yang Everflow for 15 seconds: 50 ATK per 1,000 Max HP, up to 2,500 extra ATK.

S3 pays you for the HP investment the kit already demands. It also feeds Fortune in Disguise setup. Strong personal damage, still not as transformative as S2's opener and Heavy multipliers.

Value: High-medium. Worth it if S2 already landed and Jingran is a main.

S4: Where Reality Meets Illusion, Where Living Meet Dead

Whenever any teammate gains a Shield, the whole team gets 20% All-Attribute DMG Bonus for 30 seconds.

Jingran and Iuno both generate shields, so this uptime is easy in his best teams. It is the first sequence with real party value. Useful if he shares a roster with other DPS units you still run in the same Tower side.

Value: Medium-high for account building. Medium if you only care about Jingran's personal chart.

S5: Ends Return to Beginnings, Truth of Life Laid Bare

A fatal blow does not down him. He instead gains a Shield equal to 50% Max HP for 15 seconds. Once every 10 minutes. The Shield does not transfer on swap.

This exists because he has 0 DEF and an HP-cost Liberation. It is a safety net for Overworld mistakes and messy boss patterns. It does not raise clear speed in a clean rotation.

Value: Low for damage. Situationally high if you hate dying on a glass HP DPS.

S6: As Favors and Feuds Fade, New Stories Await

Enemies take 40% more Heavy Attack DMG from Jingran. Chimei Wangliang multiplier increases by 80%. Entering Yinghuo grants Parade of Thousand Souls for 15 seconds, summoning extra Chimei Wangliang every 1 second while he deals damage, up to 8 extra summons.

This is the full whale package. More vulnerability, fatter summons, and a Yinghuo that stays busy even between button presses.

Value: Very high damage, poor Astrite efficiency unless Jingran is your favorite character.

Sequence investment ladder

Stopping pointWho it is forWhy
S0F2P and most low spendersFull kit works. Spend leftover pulls on Mornye, Iuno, or the signature if the roster needs them more.
S1Accidental extra copySkill damage and anti-interrupt. Not a planned breakpoint.
S2Dedicated Jingran playersOpener Qi, Energy refund, and the two core Heavy Attacks jump hard.
S3-S4Mains with leftover currencyMore HP-to-ATK and a team DMG buff that his shield kit naturally triggers.
S5ComfortCheat death. Skip if you are buying damage.
S6WhalesBiggest personal ceiling.

Teams that change the pull math

Best current theory team is Jingran + Iuno + Shorekeeper. Iuno's Outro gives Heavy Attack DMG Amplification and her kit likes shields, which feed Jingran's Ghost Shroud. Shorekeeper covers the HP tax, Crit buffs, and the healing his 0 DEF body still wants.

Budget version: Jingran + Mortefi + Baizhi or Verina.

Other Fusion partners (Lupa, Changli, Denia, Mornye, Brant) can work, but Jingran still wants someone who either amplifies Heavy Attacks or keeps him alive through Liberation. If you do not own Iuno and do not want Mortefi, his pull value drops.

Because Fortune in Disguise dies on swap, do not force him into a three-DPS circus. Set supports first, Intro in, stay for the Yinghuo window, then leave.

Practical 3.6 spending plan

  1. If Fusion DPS is your hole and you like the kit, pull Jingran to S0.
  2. If you already have Iuno, Jingran's value rises. If you do not, weigh Iuno or Mornye against him before you dump a second pity.
  3. Weapon after S0, not before, unless you already lost the 50/50 and still have a full weapon budget.
  4. Stop at S2 if you are going past S0. S6 is a vanity project unless the character is your main for the next several patches.
  5. Do not spend S0 Jingran money you will regret when a 3.7 character you wanted more is announced.

Jingran is not a must-pull for every account. He is a high-floor, high-stat, high-execution Fusion Heavy Attack carry with unusually good self-shielding and unusually strict field-time rules. S0 is complete. S2 is where he starts feeling expensive in a good way. Everything after that is preference, not necessity.