Yun Jin

Yun Jin

4★GeoPolearmSupport

TL;DR

Yun Jin's Burst bolts a lump of bonus damage onto your party's Normal Attacks for 12 seconds. The size of it comes off her Defence, so she is built entirely for Defence. Skill, Burst, then swap to whoever spends the fight on Normal Attacks and let them spend it.

Rotation

  1. Hold Skill (E) for a moment for the bigger hit and a shield. Tap it if you're in a hurry.
  2. Burst (Q). Everyone picks up the formation.
  3. Swap to your Normal Attack damage dealer and swing for the next 12 seconds.
  4. Come back in 15 seconds.

Abilities

Skill (E) 9 second cooldown. Tap for a quick Geo swing. Hold to charge a shield off her Max HP that stands until the swing comes out, releasing at one of two charge levels depending on how long you held. Getting hit at the right moment gives you the second level for free.
Burst (Q) 60 Energy, back in 15 seconds. Area Geo damage plus 12 seconds of the formation on every party member. While they have it, their Normal Attack hits deal extra damage on top, read off Yun Jin's current Defence.
The formation Runs out on time or on a trigger count, whichever comes first. Each party member's count is their own. A swing that hits three enemies spends three triggers.

The one mechanic to understand

The buff is spent by hits, not by time.

The formation has a number of triggers in it as well as 12 seconds, with every Normal Attack hit taking one. A fast attacker in a crowd burns through the lot well inside the window, which is fine: that is the buff doing its job. What it means is that the buff wants a character whose damage comes from Normal Attacks, because a character who mostly casts and swaps away leaves the triggers on the table. Her passive adds to the bonus based on how many different elements are in the party, up to a much larger share of her Defence with four.

What actually matters

The two or three real decisions. Everything else is noise.

  • Defence, everywhere. The bonus damage reads off her current Defence, so sands, goblet and circlet are all Defence and Attack is worthless.
  • A Normal Attack carry. The buff only ever fires off Normal Attack hits.
  • Energy Recharge for a 60 cost Burst. Around 160% if she's your only Geo character, less with a second one.
  • Four different elements in the party. Her passive pays out on variety. Going from one element to four more than quadruples the share of Defence it adds.

Gear

A build that works. KeqingMains lists every other option.

Weapon Energy Recharge, since Defence comes from her artifacts instead. Favonius Lance carries it and drops particles on a crit.
Artifacts 4-piece Noblesse Oblige. 20% party Attack on top of her own buff, for the Burst she casts every rotation regardless.
Main stats Defence sands, Defence goblet, Defence circlet. Crit does nothing here.

Works well with

PyroHydroElectro

The bonus damage takes the element of the attack it's added to, so it is element-blind. What her passive actually wants is four different elements in the party rather than any one of them.

Don't bother

  • Attack or Crit stats.
  • Bringing her for a carry whose damage comes from a Skill or a Burst.
  • The shield as a real defence. It's a side effect of charging the swing.
  • Timing the perfect counter. The second charge level is worth a fraction of what the Burst is.

Want the full theorycrafting version? Read Yun Jin on KeqingMains.