Home / Wuthering Waves Guides / Wuthering Waves Jingran Build Guide: Max HP, Echoes & Teams

Jingran scales off Max HP with a DEF-locked kit. Echo sets, the 4-cost that fits, weapons and teams, all from published kit data.

Updated 2026-09-17

Home / Wuthering Waves / Guides / Jingran Build

Wuthering Waves Jingran Build Guide: Max HP, Echoes & Shields

Jingran is the first 3.6 character whose whole kit converts Max HP into damage. What to farm, which echo set earns a slot, and where the caps land.

Everything on Jingran funnels into Max HP

Kuro never published a Resonator Review for Jingran, so there is no official build to copy. His kit is documented on the wiki though, and it tells one story: stack HP or do not bother.

His "Nether to Light" passive fixes his DEF at 0 and hands him two conversions in exchange. Every 1,000 points of Max HP becomes 1.5% Fusion DMG Bonus (capped at 75%) and 6.2% Incoming Healing Bonus (capped at 310%). A Forte stat node adds 36 flat ATK per 1,000 HP, capped at 1,800, Sequence 3 adds another 50 per 1,000, capped at 2,500, and the Fortune in Disguise stacks from his Intro convert HP at 0.05% Fusion DMG Bonus per 1,000 HP per stack, capped at 2.5% per stack.

Run the arithmetic on those caps and they all stop in the same place.

ConversionRateCapMax HP needed
Fusion DMG Bonus (Nether to Light)1.5% per 1,000 HP75%50,000
Incoming Healing Bonus (Nether to Light)6.2% per 1,000 HP310%50,000
Flat ATK (Forte stat node)36 per 1,000 HP1,80050,000
Flat ATK (Sequence 3)50 per 1,000 HP2,50050,000
Heavy Attack bonus in Yinghuocounts HP above 25,00025,000 counted50,000

50,000 Max HP is the target. Below it every stat point is doing work; above it the extras buy survivability and nothing else. The DEF lock is not the penalty it looks like either, since he never wants a DEF roll anyway, and the healing bonus exists because a character with no defense still has to be kept alive.

The kit in the numbers that matter

Jingran is a Heavy Attack damage dealer on a Fusion Broadblade. His states, Yin Vessel and Yang Font, swap on every heavy attack and change which skills you can press.

SkillMultiplier, Lv.1 to Lv.10Cooldown / cost
Burial of Thousand Souls (Liberation)46.86% x8 to 93.15% x825s, 125 energy, 20 Concerto
Chimei Wangliang (Yinghuo summon)42.00% to 83.51%once per heavy attack
Encroaching Yin / Scorching Yang (Skill)33.00% + 16.50% x3 to 65.61% + 32.81% x315s
Heavy Attack: Soul Raid16.40% x2 + 21.09% x3 + 138.22%300 Qi
Heavy Attack: Stardome Meander24.04% + 24.04% + 48.08% + 144.22%300 Qi
Question the Tombs (Intro) / Rising Fortune and Ebbing Evil (Outro)198.81% / 795% ATK as Fusion DMG10 Concerto

Both heavy attacks carry a second scaling line labelled "DMG increase per 1,000 Max HP". At Lv.10 Soul Raid's version reads 1.48% x2 + 1.90% x3 + 12.44%, so the finisher scales off your HP pool as well as your ATK. That is why the echo section leans so hard on HP% main stats.

The loop matters more than the multipliers. Qi caps at 300: basic attack stages 3 and 4 give 50, dodge counters, skill variants and Intro give 100, and Liberation or a heavy attack carrying Wayfarer's Mark gives 200. A heavy attack spends all 300. Liberation enters Yinghuo for 15s and grants 100 Fire of Life; each heavy attack inside Yinghuo spends 25 of it for an extra HP-scaled bonus. So the window is Liberation, two heavy attacks, out.

Ghost Shroud is the piece most builds miss. It caps at 50 points and becomes Fusion DMG Bonus when he casts Intro. Jingran feeds himself one point every 0.5s, but a teammate gaining a shield hands him 15 at once. That is the whole reason his best teams include a shielder.

Shields are the engine

His first Inherent Skill, Hark the Dust, gives him an unstackable shield worth 1.6% of Max HP + 700 whenever he deals damage, refreshable every 0.5s, halved to 0.8% + 350 inside Yinghuo. It does not pass to the next character, so it is a personal stacking tool rather than team protection, and it is what feeds the Ghost Shroud conversion on his Intro. Run him with three pure damage dealers and most of that ceiling goes unused.

Echo build

Lamp of Nether Road is the set his kit was written around. The 2-piece is a flat 10% HP, and the 5-piece gives 5% Crit Rate for 5s every time he gains a shield, up to 4 stacks, plus 15% Fusion DMG Bonus at max. Hark the Dust fires roughly every half second while he is active, so four stacks is the normal state, not a best case: 20% Crit Rate and 15% Fusion DMG on top of the HP.

Set2-piece5-pieceVerdict
Lamp of Nether RoadHP +10%On gaining a shield: +5% Crit Rate for 5s, max 4 stacks; +15% Fusion DMG Bonus at maxDefault. Self-triggering.
Molten RiftFusion DMG +10%Fusion DMG +30% for 15s after a Resonance SkillFine fallback, nearly full uptime, but you give up the HP and the crit.
Heart of Evil's PurgeAero DMG +10%On inflicting Tune Strain - Shifting: +20% Crit DMG and +30% Aero DMG for 15sNot for him. Aero set, and he applies no Shifting.

The Lamp pool has two 4-cost Overlords and only one fits a Fusion heavy attacker. Myriad Snare: Rustfire Chassis gives its holder 12% Fusion DMG Bonus and 12% Heavy Attack DMG Bonus unconditionally, crushes up to 19 times over 20 seconds, and drops from the Myriad Snare Tactical Hologram at 60 Waveplates a run. Calamity Effigy is the other, and an Aero bonus does nothing for a Fusion character.

Below that the set offers Fog Lionarch and Forbidden Bastion at 3-cost, and Porcelain Picket, Stone Picket, Kernel Puppet: Grief and Kernel Puppet: Fright at 1-cost. Take HP% and Fusion DMG% main stats where they roll, Crit and HP% in the substats. Exact stat targets are community practice, so treat 50,000 HP as the goal and your rolls as the budget.

Weapons

Thousandfold Deliverance is his signature and the only one of the nine 5-star broadblades with an HP secondary stat. Every other 5-star option rolls Crit DMG, Crit Rate, ATK or Energy Regen.

WeaponRarity, secondaryWhat it gives him
Thousandfold Deliverance5-star, HP12% All-Attribute DMG Bonus at R1, 24% at R5. Intro or a shield gained stacks Nature's Order (+4% Crit DMG per stack, up to 24% at R1) and Cradle of Life; at six stacks heavy attacks gain 12% Crit Rate, and each Cradle stack spent lets one ignore 15% DEF, up to 30%.
Ages of Harvest5-star, Crit RateThe best non-signature pick if you own it. Crit is never wasted; you just lose the HP.
Radiance Cleaver5-star, Crit DMGStandard-banner version of the same tradeoff.
Lustrous Razor5-star, ATKPlain ATK, which his HP conversions ignore.
Autumntrace4-star, Crit RatePioneer Podcast weapon and the realistic F2P pick.
Aureate Zenith4-star, Crit DMGThe other Pioneer Podcast broadblade.

The gap worth naming: no other broadblade at any rarity gives HP%, so skipping the signature costs you roughly a fifth of the way to 50,000 HP unless echo substats make it up.

Teams

Because Trace the Vestige pays 15 Ghost Shroud for teammate shields, the third slot wants somebody who shields the party on their own. The wiki's Shield page lists the sources, and the practical ones are Jianxin (her Primordial Qi Spiral loop builds a Zhoutian shield), Iuno (Waxing Ascent hands her a shield worth 32% of her ATK whenever she acts, which fires constantly), Taoqi (three Rocksteady Shields off one skill), Brant and Augusta. Yuanwu is the budget answer: his fourth sequence node gives the on-field character a shield equal to 200% of his DEF for 10s when he casts his Liberation, and he is one of the featured 4-stars on the Phase 2 convenes.

Mornye is the easiest partner to recommend because she is on the banner next to him: a Fusion Broadblade support and healer with DMG Amplification, covering the healing half of a character whose DEF is 0. That leaves the third slot free for whichever shield source you own, and the comps will settle over the next few weeks of Tower and Whimpering Wastes testing.

Sequences

NodeEffectValue
S1All four skill multipliers +80%, plus interruption immunity while castingBest early pickup
S2Heavy attacks restore 25% of Max Resonance Energy and grant 180% DMG Amplification for 4sEnergy plus a damage window
S3+50 ATK per 1,000 Max HP, up to 2,500Pays off the build
S4Any teammate gaining a shield gives the team 20% All-Attribute DMG Bonus for 30sTeam-wide, easy to trigger
S5Survives a fatal blow with a shield equal to 50% of Max HP, once every 10 minutesInsurance, not damage
S6Targets take 40% more Heavy Attack DMG from him, and Chimei Wangliang's multiplier +80%The whale node

Should you pull?

Where Santu Beckons runs from September 10 at 10:00 until September 29 at 11:59 server time, the same window as every other Phase 2 convene. Jingran is a complete Fusion carry when you can supply HP and a shield source, and he needs no specific teammate to function. If you cannot afford HP on top of crit, or own none of the shield enablers, the ceiling drops and a rerun is the better buy.

A pull costs 160 Astrite, so 80 pulls of hard pity is 12,800, and losing the 50/50 doubles his worst case to 25,600. The weapon banner has no 50/50, so Thousandfold Deliverance is 12,800 worst case. Our Phase 2 pull guide compares him against Hiyuki and Mornye, and the 50/50 explainer covers the guarantee.

FAQ

Does Jingran use DEF at all?
No. His kit fixes his DEF at 0 and pays him back in Incoming Healing Bonus scaled off Max HP, up to 310%. Do not farm DEF echoes or substats for him.
What is his best echo set?
Lamp of Nether Road, five pieces. It is the only set giving him HP plus a shield-triggered crit and Fusion bonus, and his own Inherent Skill keeps the trigger running. Molten Rift works while you farm.
Can I skip the signature weapon?
Yes, at the cost of the only HP secondary on any 5-star broadblade. Ages of Harvest or Autumntrace will carry him while you farm HP% substats.
Do I need a shielder?
Not to play him, but you do to hit his stack ceiling quickly. He gives himself one Ghost Shroud point every half second; a teammate's shield is worth 15 in one go.

Sources

Related reading: his full pre-farm material list, the Myriad Snare hologram guide for the 4-cost echo, and the Calamity Effigy breakdown. Everything else for this patch is on the guides index.