Best Build for Jingliu

Jingliu Head
  • Stars: ★★★★★
  • Element: Ice Element Ice
  • Path: The Destruction The Destruction
  • Release: 1.4

Jingliu is a 5-star character from the Path of Destruction, with the Ice element as her main attribute. Just like I would say with all the characters in this path, her primary role is to deal a lot of damage – a DPS, to be precise, and a very remarkable one compared to the average.

Like other Ice DPS characters, Jingliu has unique mechanics that allow her to increase her Critical Rate. This is something I really like because it enables us to obtain higher Critical Damage in our build, resulting in more damage.

But if there's one thing that characterizes Jingliu, it's the fact that she can deal a lot of damage, but at a cost. This cost is slowly reducing the health of her teammates, something that can be covered, of course, with a Healer. As you probably know, many characters in the Path of Destruction have these kinds of mechanics where, in order to achieve high damage, they must sacrifice something in return.

Jingliu Body

Base Stats

HP: 1436
ATK: 679
DEF: 485
Speed: 96

Jingliu DPS

Best Light Cones

I Shall Be my Own Sword

I Shall Be my Own Sword
HP: 1164
ATK: 582
DEF: 396

Increases the wearer's CRIT DMG by 20%. When an ally (excluding the wearer) gets attacked or loses HP, the wearer gains 1 stack of Eclipse, up to a max of 3 stack(s). Each stack of Eclipse increases the DMG of the wearer's next attack by 14.0%. When 3 stacks are reached, additionally enables the attack to ignore 12% of the enemy's DEF. This effect will be removed after the wearer uses an attack.

Increases the wearer's CRIT DMG by 23%. When an ally (excluding the wearer) gets attacked or loses HP, the wearer gains 1 stack of Eclipse, up to a max of 3 stack(s). Each stack of Eclipse increases the DMG of the wearer's next attack by 16.5%. When 3 stacks are reached, additionally enables the attack to ignore 14% of the enemy's DEF. This effect will be removed after the wearer uses an attack.

Increases the wearer's CRIT DMG by 26%. When an ally (excluding the wearer) gets attacked or loses HP, the wearer gains 1 stack of Eclipse, up to a max of 3 stack(s). Each stack of Eclipse increases the DMG of the wearer's next attack by 19.0%. When 3 stacks are reached, additionally enables the attack to ignore 16% of the enemy's DEF. This effect will be removed after the wearer uses an attack.

Increases the wearer's CRIT DMG by 29%. When an ally (excluding the wearer) gets attacked or loses HP, the wearer gains 1 stack of Eclipse, up to a max of 3 stack(s). Each stack of Eclipse increases the DMG of the wearer's next attack by 21.5%. When 3 stacks are reached, additionally enables the attack to ignore 18% of the enemy's DEF. This effect will be removed after the wearer uses an attack.

Increases the wearer's CRIT DMG by 32%. When an ally (excluding the wearer) gets attacked or loses HP, the wearer gains 1 stack of Eclipse, up to a max of 3 stack(s). Each stack of Eclipse increases the DMG of the wearer's next attack by 24.0%. When 3 stacks are reached, additionally enables the attack to ignore 20% of the enemy's DEF. This effect will be removed after the wearer uses an attack.

On the Fall of an Aeon

On the Fall on an Aeon
HP: 1058
ATK: 529
DEF: 396

Whenever the wearer attacks, their ATK is increased by 8% in this battle. This effect can stack up to 4 time(s). After a character inflicts Weakness Break on an enemy, the wearer's DMG increases by 12% for 2 turn(s).

Whenever the wearer attacks, their ATK is increased by 10% in this battle. This effect can stack up to 4 time(s). After a character inflicts Weakness Break on an enemy, the wearer's DMG increases by 15% for 2 turn(s).

Whenever the wearer attacks, their ATK is increased by 12% in this battle. This effect can stack up to 4 time(s). After a character inflicts Weakness Break on an enemy, the wearer's DMG increases by 18% for 2 turn(s).

Whenever the wearer attacks, their ATK is increased by 14% in this battle. This effect can stack up to 4 time(s). After a character inflicts Weakness Break on an enemy, the wearer's DMG increases by 21% for 2 turn(s).

Whenever the wearer attacks, their ATK is increased by 16% in this battle. This effect can stack up to 4 time(s). After a character inflicts Weakness Break on an enemy, the wearer's DMG increases by 24% for 2 turn(s).

Something Irreplaceable

Something Irreplaceable
HP: 1164
ATK: 582
DEF: 396

Increases the wearer's ATK by 24%. When the wearer defeats an enemy or is hit, immediately restores HP equal to 8% of the wearer's ATK. At the same time, the wearer's DMG is increased by 24% until the end of their next turn. This effect cannot stack and can only trigger 1 time per turn.

Increases the wearer's ATK by 28%. When the wearer defeats an enemy or is hit, immediately restores HP equal to 9% of the wearer's ATK. At the same time, the wearer's DMG is increased by 28% until the end of their next turn. This effect cannot stack and can only trigger 1 time per turn.

Increases the wearer's ATK by 32%. When the wearer defeats an enemy or is hit, immediately restores HP equal to 10% of the wearer's ATK. At the same time, the wearer's DMG is increased by 32% until the end of their next turn. This effect cannot stack and can only trigger 1 time per turn.

Increases the wearer's ATK by 36%. When the wearer defeats an enemy or is hit, immediately restores HP equal to 11% of the wearer's ATK. At the same time, the wearer's DMG is increased by 36% until the end of their next turn. This effect cannot stack and can only trigger 1 time per turn.

Increases the wearer's ATK by 40%. When the wearer defeats an enemy or is hit, immediately restores HP equal to 12% of the wearer's ATK. At the same time, the wearer's DMG is increased by 40% until the end of their next turn. This effect cannot stack and can only trigger 1 time per turn.

The Moles Welcome You

The Moles Welcome You
HP: 1058
ATK: 476
DEF: 264

When the wearer uses Basic ATK, Skill, or Ultimate to attack enemies, the wearer gains one stack of Mischievous. Each stack increases the wearer's ATK by 12%.

When the wearer uses Basic ATK, Skill, or Ultimate to attack enemies, the wearer gains one stack of Mischievous. Each stack increases the wearer's ATK by 15%.

When the wearer uses Basic ATK, Skill, or Ultimate to attack enemies, the wearer gains one stack of Mischievous. Each stack increases the wearer's ATK by 18%.

When the wearer uses Basic ATK, Skill, or Ultimate to attack enemies, the wearer gains one stack of Mischievous. Each stack increases the wearer's ATK by 21%.

When the wearer uses Basic ATK, Skill, or Ultimate to attack enemies, the wearer gains one stack of Mischievous. Each stack increases the wearer's ATK by 24%.

Under the Blue Sky

Under the Blue Sky
HP: 952
ATK: 476
DEF: 330

Increases the wearer's ATK by 16%. When the wearer defeats an enemy, the wearer's CRIT Rate increases by 12% for 3 turn(s).

Increases the wearer's ATK by 20%. When the wearer defeats an enemy, the wearer's CRIT Rate increases by 15% for 3 turn(s).

Increases the wearer's ATK by 24%. When the wearer defeats an enemy, the wearer's CRIT Rate increases by 18% for 3 turn(s).

Increases the wearer's ATK by 28%. When the wearer defeats an enemy, the wearer's CRIT Rate increases by 21% for 3 turn(s).

Increases the wearer's ATK by 32%. When the wearer defeats an enemy, the wearer's CRIT Rate increases by 24% for 3 turn(s).

A Secret Vow

A Secret Vow
HP: 1058
ATK: 476
DEF: 264

Increases DMG dealt by the wearer by 20%. The wearer also deals an extra 20% of DMG to enemies whose current HP percentage is equal to or higher than the wearer's current HP percentage.

Increases DMG dealt by the wearer by 25%. The wearer also deals an extra 25% of DMG to enemies whose current HP percentage is equal to or higher than the wearer's current HP percentage.

Increases DMG dealt by the wearer by 30%. The wearer also deals an extra 30% of DMG to enemies whose current HP percentage is equal to or higher than the wearer's current HP percentage.

Increases DMG dealt by the wearer by 35%. The wearer also deals an extra 35% of DMG to enemies whose current HP percentage is equal to or higher than the wearer's current HP percentage.

Increases DMG dealt by the wearer by 40%. The wearer also deals an extra 40% of DMG to enemies whose current HP percentage is equal to or higher than the wearer's current HP percentage.

Best Relics and Planar Ornaments

Primary Stats

BodyCRIT DMG
Relic Feet
FeetSpeed
Planar SphereIce DMG
Link RopeATK %

Substats

CRIT Rate CRIT DMG ATK % Speed Effect RES

Best Teams

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