
Jahoda
AnemoBowSupportTL;DR
Jahoda's Skill dashes her into an enemy and drops her into a scampering state, where her flask quietly fills with whichever element is already on the things around her. Her Burst puts out two little robots that shoot and heal for 12 seconds. Bring a second moon character and the full flask starts firing that stolen element off on its own while you play somebody else, which is the version of her worth having.
Rotation
- Skill (E) into an enemy that is already burning, wet, frozen or shocked. She skids into a fast-moving state and the flask takes on that element.
- Stay in the state while the flask fills. At the higher Moonsign it then starts shooting on its own.
- Burst (Q) for the two robots.
- Swap to your damage dealer. If you needed the field back sooner, press Skill (E) again first to dump the flask early for one Anemo hit.
Abilities
| Skill (E) | 15 second cooldown. The state lasts up to 20 seconds. She dashes at your target and, on contact, starts moving about quickly with the flask filling. Press it again or let the time run out to drain the flask for a single Anemo hit. If the dash connects with nothing at all she drops a smoke bomb where she stands instead, for a small Anemo hit. |
|---|---|
| Burst (Q) | 70 Energy, 18 second cooldown. An Anemo hit, then two robots for 12 seconds that attack and heal on their own. Whichever of Pyro, Hydro, Electro or Cryo your team has the most of upgrades them: Pyro for 130% of the damage, Hydro for 120% of the healing, Electro for a third robot, Cryo for a 10% faster attack rate. Ties go to Pyro, then Hydro, then Electro, then Cryo. |
| Her flask | Fills only while she is in the state, off Pyro, Hydro, Electro or Cryo sitting on nearby enemies. Nothing else charges it. |
The one mechanic to understand
Moonsign level decides whether the flask does anything off the field.
Jahoda carries the moon mark, so having her in the party lifts its Moonsign by a level. On her own that leaves you on the lower tier, where a full flask simply discharges on the spot for one bigger Anemo hit. Add a second moon character and you are on the higher tier, where the full flask instead spends itself firing shots of the stored element at nearby enemies for a few seconds while you are off playing someone else. Each shot that lands also gives her 2 Energy, at most once every 3.5 seconds, which is most of how she pays for that expensive Burst. The second moon character is the difference between one Anemo hit and an off-field applier.
What actually matters
The two or three real decisions. Everything else is noise.
- Energy Recharge, a great deal of it. The Burst is 70 Energy and she makes very little on her own. On Favonius Warbow that is roughly 190% to 205% in a double Electro team. It climbs towards 250% in teams that feed her less.
- Something on the enemy to steal. The flask only takes Pyro, Hydro, Electro or Cryo. Send her in after the teammate who applies one of those, never before.
- The healing is where the Elemental Mastery buff comes from. A robot healing an active character who is above 70% HP gives them 100 Elemental Mastery for 6 seconds. If your damage dealer is sitting at half health, that buff never appears.
Gear
A build that works. KeqingMains lists every other option.
| Weapon | Energy Recharge before anything else. Favonius Warbow is the usual answer because it fixes the team's Energy as well as hers, though its passive wants about 30% Crit Rate to fire. Failing that, any bow with Energy Recharge on the stat line will do. |
|---|---|
| Artifacts | 4-piece Silken Moon's Serenade, which hands the party Elemental Mastery and does not care how often she swirls something. 4-piece Instructor does a similar job for nothing while you farm the other one. |
| Main stats | Energy Recharge sands, Attack goblet, Crit Rate circlet to get the Favonius passive going. Crit DMG is wasted on her. |
Works well with
Pyro
Hydro
Electro
CryoAny of those four fills the flask. Whichever one you have most of also decides what her robots do. A second moon character matters more than either.
Don't bother
- Her aimed shots and Normal Attacks. She is on the field to fill the flask, nothing else.
- The dash as an attack. It is how she gets into the state.
- Dumping the flask early when you have the field time to let it fill. Full is where the interesting half of her kit lives.
- Elemental Mastery on her artifacts. The 100 she hands out is a flat number and none of it reads off her own.
Want the full theorycrafting version? Read Jahoda on KeqingMains.