What you want

The Ultimate Guide to Mastering Jean in Genshin Impact: Strategies, Builds, and Tips

This comprehensive guide dives into the intricacies of Jean, a versatile 5-star Anemo character in Genshin Impact. Learn about her strengths as a healer and damage dealer, her talents, including her Anemo Swordplay, and essential tips for using her Elemental Skill and Burst effectively. Discover the best weapon and artifact recommendations to maximize her potential in both DPS and healing roles, and explore ideal team compositions to enhance her abilities. Whether you're a new Jean owner or looking to optimize her performance, this guide provides valuable insights into making Jean a formidable ally in your Genshin Impact adventures.

Published in , · Feb 08
5

The Ultimate Guide to Mastering Jean in Genshin Impact: Strategies, Builds, and Tips

#Character Guide# "Hexagonal Warrior" Jean's Usage Guide

Basic Introduction
Jean, a 5-star Anemo character wielding a one-handed sword, gains a Healing Bonus as her Ascension attribute, reaching a total of 22.2% Healing Bonus after ascending to level 80.

Jean is a recognized powerhouse with innate Healing Bonuses among 5-star characters. With her instant and continuous healing abilities, she firmly holds the main healer position. While you might think of Jean as a dedicated healer, her Elemental Burst's high damage multiplier and the respectable damage from her Anemo Swordplay make her playstyle fresh and fun. I'd say the Anemo Swordplay is the core, mainly for the enjoyment it brings once you get to know Jean's skill mechanics.

Although her normal attacks are not the focal point, often used to supplement healing, the ability to launch enemies with her charged attack is a unique and rare effect.

Her charged attacks and Elemental Skill can interrupt enemy attacks and control enemies, dealing damage and throwing enemies around. Her Elemental Burst heals, deals damage, removes debuffs from herself, and spreads her Elemental affinity to surrounding enemies, making her a truly versatile warrior.

So, with the ability to attack, defend, heal, control, interrupt, and cleanse debuffs, Jean truly embodies the prototype of a "Hexagonal Warrior".

Talent Introduction

Normal Attack [A] - Favonius Bladework

"Normal Attack"
Jean's normal attack deals physical DMG with five strikes in total, ranking second among all the one-handed sword characters in Genshin Impact, right after Kaeya. Although its damage multiplier is decent, normal attacks aren't your go-to for main DPS. Why, you ask? Simply because Jean's Anemo attacks are a blast, her Elemental Burst heals are super strong, and the damage multiplier is high.

The primary role of her normal attacks, after Jean hits Ascension Level 20, is to unlock her innate talent "Wind Companion", which gives a 50% chance to heal all party members (works in co-op too) based on Jean's ATK upon hitting an enemy. This innate talent is only triggered by normal attack motions; heavy attacks, although part of the normal attack talent, do not trigger this healing effect. Given its 50% chance and the low healing amount (15% of Jean's ATK), this talent isn't a major healing method. It requires strategic positioning to be effective, making it not particularly crucial.

"Heavy Attack"
Jean's charged attack can launch or knock down enemies. Whether it's powerful or not doesn't matter; it's all about the fun. Not all enemies can be launched, though. Generally, small-sized enemies can be launched 100% of the time. Known exceptions include world bosses (like the Anemo Hypostasis, Pyro Regisvine, Cryo Regisvine, etc.), weekly bosses (such as the Lupus Boreas, Stormterror Dvalin), Ruin Guards, Ruin Hunters, and enemies with shields like the Mitachurl, Lawachurl, Hilichurls, Abyss Mages, and members of the Fatui with shields can't be launched or knocked down unless their shields are broken first.

What's puzzling is sometimes the charged attack launches enemies, creating a mini wind field that results in a higher lift effect, but sometimes it doesn't. (If you know why, don't be stingy, share with us!) Charged attacks aren't primarily for outputting damage. Their main use is to launch or knock down enemies for better damage opportunities or to pull lifted enemies with Anemo for crowd control.

Elemental Skill [E] - Gale Blade

Attraction, grouping, launching, slamming, and joy - these are all tags of the Gale Blade. Spent a bit of time in the game and find yourself itching to toss around those debt collectors and electro cicin mages?

Gale Blade Pro Tips:

  • Holding down the skill continuously drains stamina, and it'll automatically stop if you run out.
  • With enough stamina, holding down Gale Blade can last up to 5 seconds max before it automatically stops; and by "automatically stops," it means completing all actions of the skill rather than canceling it midway without finishing the final skill action.
  • Can't move while holding down, but you can control the direction of the blast.
  • Holding down is mainly for pulling enemies to cause ground slam, wall crash, and aerial fall damage.
  • Ground slams, wall crashes, and high falls deal white damage, but don't benefit from Jean's attribute bonuses.
  • Also great for picking up materials in water that you can't grab normally; just suck them right up.
  • Works wonders with teammates' summons, like Xiangling's Guoba, Amber's Baron Bunny, and Klee's Jumpty Dumpty, especially effective with Klee's mines.
  • Tapping is mostly for quick switches, providing elemental energy, reducing enemy poise, and interrupting enemy casting;
  • Gale Blade is Jean's main DPS and control skill. A level 2 Gale Blade's damage multiplier is roughly equal to a level 10 charged attack, so again, the main role of charged attacks is actually to weaken enemies' poise to set them up for a launch, not as Jean's primary damage source.
  • After launching an enemy with a charged attack, use Gale Blade for a second round of ground slam damage.
  • Depending on the terrain, you can also cause wall crash damage.
  • Mostly, it's used for a "lift and cheer," blowing enemies sky-high and waiting for them to fall back to the ground for fall damage.

So, here's a combo:

  • Against enemies with low poise (that can be launched with one charged attack), start with a charged attack to launch, then use Gale Blade for a ground slam, followed by a cheer and fire, ending with enjoying the beauty of free fall.
  • To maximize Gale Blade's ground slam damage, launch the enemy into a float state with a charged attack, aim at the ground, lift above your head, then release and wait for the enemy to land for final fall damage. This sequence is seamless, leaving no room for escape, but be mindful of your surroundings to avoid getting interrupted by enemy control attacks.
  • You can also use Gale Blade's pulling effect near cliffs or the sea for direct enemy kills via falls or drowning.
  • Don't be naive trying it on slimes; most enemies in the open world can't swim! But a high enough fall will surely pulverize them. Why bother with insecticide when you can just suck them up?

For enemies with higher poise, like the Geovishap Hatchlings, Stonehide Lawachurls, and Fatui debt collectors, first use Gale Blade to reduce their poise before a charged attack to launch or knock them down. Continuous charged attacks (3 times) can also do the trick for these enemies, provided they're shield-less.

In the open world, most enemies with higher poise can be handled by first using Gale Blade to reduce their poise, then a charged attack to launch or knock them down. Though Jean's charged attacks also reduce poise, they're not as effective as Gale Blade. As shown, it takes three charged attacks to launch/knock down the same enemy.

This tactic is time-consuming, so the best control combo against high-poise enemies is Gale Blade followed by charged attacks. For enemies that can be "lifted" despite high poise, like electro cicin mages and debt collectors, direct lifting followed by a blast can result in impressive fall damage. So, adapting your strategy to the enemy's specific traits is key, as one size does not fit all.

Once you're familiar with most enemies' attack patterns, Gale Blade can also be used to interrupt their attacks.

However, there's a common misconception without delving deep into poise; some believe this method always results in launching/knocking down the enemy. Sometimes, enemies in an unstoppable state, like a hilichurl berserker swinging a giant axe or spinning it, can't be launched/knocked down in such cases.

On Whether Jean's Attributes Affect Damage from Falling, Hitting Walls, or High Drops

The plain damage from hitting the ground, walls, or from high falls caused by Jean's Anemo Sword doesn't benefit from her attribute boosts. It's just the world doing its thing. When I recorded my video, Jean wasn't equipped with any artifacts, and her weapon was a level 1 Dull Blade. So, the thousands of damage from falls and crashes aren't due to her stats. This kind of damage doesn't rely on Jean's attributes. As for what influences it, asking Newton or Galileo might give you a clue.

A side note, Jean's Anemo Sword can yank those pesky Dendro Slimes right out of the ground. This talent of Jean makes her gameplay quite a highlight and adds to the fun. There might be other cool uses I haven't thought of yet, and I'll update if I discover more.

Elemental Burst "Dandelion Breeze"

Jean's main healing skill, and it's super potent. Not only does it heal a lot, but its damage multiplier is also nothing to scoff at.

Upon activation, it heals all team members for a significant amount, repels nearby enemies with Anemo damage, and creates a field. Inside this field, it continuously restores health, affecting once every second. Characters within the field are under constant Anemo influence, which can remove certain detrimental environmental effects like slow water, energy-sapping lightning, burning fire, and solidifying ice. This field lasts for about 11 seconds. Enemies entering or exiting the field suffer Anemo damage.

Using the pull effect of Jean's Anemo Sword, you can trap enemies and then hit them with multiple doses of damage as they enter or exit the field (as shown below). Honestly, it's not recommended for practical fights since the entry/exit damage isn't that high, and positioning can be a bit of a hassle. Just for fun, it's okay, but direct drops are more practical. What about combining it with Venti's Burst? Sure, if you can nail the positioning or aim it right, otherwise it's just blowing hot air.

Her Elemental Burst can quickly break the shields of three Abyss Mages with opposing elements due to its wide range and dispersion mechanism. Tried multiple times, usually one Abyss Mage's shield remains, typically the Cryo one, sometimes Hydro, occasionally both Cryo and Hydro are left, possibly because both can break a Pyro shield leading to its early demise. Then, Pyro and Cryo can break a Hydro shield, but only Pyro can break a Cryo shield. If the Pyro shield goes down first due to dispersion, the Hydro shield might remain partially intact. This is just speculation and needs more research. This shield-breaking tactic isn't new; Anemo characters have this dispersion ability, provided you can get those mages together.

Jean's Elemental Skill drops 2-3 elemental particles upon use, translating to about 6-9 elemental energy. After reaching level 60, Jean unlocks a talent that provides 16 elemental energy with each Burst use, effectively reducing the Burst's energy requirement to 64. This significantly eases Jean's energy recharge issue.

Inherent Talent "Guiding Breeze"

Turns out, Jean, Barbara, and Diona all share this cool talent! Can we cook with all three for added chances... you know, those with a bit extra luck? Remember to pick them when cooking healing items; that 12% chance is better than none. Just don't spend all your gacha luck here.

Constellation Introduction for Jean from Genshin Impact

1st Constellation: Gale Blade

By holding the Elemental Skill, Gale Blade, for over a second, you can speed up enemy attraction and boost the damage of this Gale Blade by 40%. Unlocking this constellation gives you a visual and audio cue (a "ding" sound and a flash on the screen) when you've held the skill for more than a second. However, for quick-switch playstyles that instantly cast Gale Blade, this constellation doesn't really change much. But, for lifting enemies off their feet-which is great for fall damage since lifting takes a bit of time and isn't instant-this constellation shines by boosting damage. It's particularly effective against debt collectors, Thunderhelm Lawachurls, and smaller foes like Hilichurls, Whopperflowers, and Treasure Hoarders. For heavier enemies that can't be lifted, though, it doesn't really help, as you risk getting interrupted by an enemy attack, making it a risky play.

2nd Constellation: Guardian of All

Jean's presence on the field becomes crucial when absorbing Elemental Orbs or Particles, activating the effects of this constellation. It's not a game-changer but offers a nice 15% boost in attack speed and movement, enhancing gameplay fluidity without significantly increasing damage output. The effects last 15 seconds, a duration easily sustained by Jean's Elemental Skill alone, so no worries about it wearing off too quickly. If Jean is in a healing role, especially in a physical damage team, this constellation improves handling, given the emphasis on attack speed for normal attacks. However, it won't boost physical damage or facilitate Superconduct reactions for the team.

4th Constellation: Land of Dandelions

Reducing resistance means increasing damage. While it only decreases Anemo resistance, pairing it with double or quadruple Anemo teams can significantly boost damage output and energy regeneration. This constellation exclusively lowers enemy Anemo resistance, benefiting characters in your team who deal Anemo damage-making a double Anemo setup the preferred choice.

6th Constellation: Lionfang's Legacy

The most impressive feature here is the 35% damage reduction. This is similar to Xingqiu's Rain Swords and Beidou's Stormbreaker, where Xingqiu's Elemental Skill at level 10 plus Beidou's Elemental Burst at level 10 can provide up to 80% damage reduction! Adding Jean's full constellation bonus of 35% damage reduction can push this to an overflow, achieving 100% damage reduction so you won't lose any HP (excluding Elemental Reaction damage). Damage reduction is quite significant; for instance, if an enemy would deal 10,000 damage to you, with 80% damage mitigation, you'd only take 2,000 damage. This is why teams with demon king setups don't necessarily need a healer or support. Achieving 80% damage mitigation with Xingqiu and Beidou is feasible, and Jean's 35% damage reduction, though harder to obtain as it requires a full constellation, ensures even greater survivability, although getting Jean every time can be a challenge.

PS: The 3rd and 5th constellations are universal talent level upgrades across all characters. Jean's 3rd constellation enhances her Elemental Burst (Q) by three levels, and her 5th constellation boosts her Elemental Skill (E) by three levels.

Weapon & Artifact Recommendations for Jean in Genshin Impact

Jean's healing power benefits greatly from her attack bonus, which also boosts her damage output. For Jean as a sub-DPS, crit rate is especially crucial; for a support healer Jean, focusing solely on attack power isn't a bad idea, but keep in mind that even a sub-DPS Jean with wind damage and crit stats can provide sufficient healing, though this level of gear is more achievable in the late game. Thus, for weapon choices, DPS Jean should ideally pick weapons with crit rate stats, and of course, artifacts with good attack bonuses are also viable. Support Jean should lean towards weapons with high base attack or attack bonuses.

The high crit rate sub-stats of the Archaic Petra set are excellent, making artifact farming less worrisome. Go for CRIT DMG on the crown and sub-stats, and if you can get crit rate and crit dmg together, even better. Overall, Archaic Petra is a solid choice for sub-DPS Jean, mainly because it allows artifacts to synergize quickly, which is pretty nice.

The Aquila Favonia is renowned for its top-tier base ATK, although physical damage isn't the best for Jean (a friendly tip: don't go physical DPS Jean). However, Aquila Favonia's high attack power is beneficial for a support healer Jean, enhancing her healing since it scales with her ATK. Once you have well-rounded artifacts, even without a crit rate helm, Aquila Favonia can surpass Archaic Petra in sub-DPS Jean's damage output, boosting both normal attack and skill damage significantly.

The Skyward Blade works well for a support healer Jean, with its energy recharge sub-stat boosting Jean's burst recharge rate significantly. In teams without double Anemo for energy, recharge can feel painfully slow; Skyward Blade relieves that issue, making it practical for support healer Jean.

The Favonius Sword is versatile, enhancing elemental skill damage and crit rate, which boosts damage and energy recharge, making it quite suitable for Jean. But, for DPS, the pressure to optimize artifacts is higher. Of course, if you're playing for fall damage, don't worry about crit stats since fall damage can't crit. Whether you're adding the icing on the cake with a Viridescent Sword or seeking high damage, gearing up with artifacts is key; if not, playing a healing Jean focusing on fall damage doesn't require perfect artifacts.

Similarly, weapons like the Black Sword, The Flute, and the Dawnlight Sword are all usable by her. If I had to choose, I'd go for the Green Arrow-still, if you have a 5-star, prioritize that. For artifacts, a mix of 2 Gladiator's Finale and 2 Viridescent Venerer is generally versatile, while 4-piece Viridescent is mostly used in single Anemo support teams.

In terms of main stats for sub-DPS Jean, focus on ATK and Anemo DMG on the goblet and crown; for a healing Jean, consider ATK all the way, prioritizing ATK sub-stats, followed by energy recharge, with other stats as flexible options.

My advice? Jean shines as a sub-DPS, thanks to her strong burst potential, capable of both dealing damage and healing efficiently. Even as a sub-DPS, her healing is more than adequate. This is why I wouldn't recommend going full maiden beloved, although if you're aiming for ultimate healing, why not? But personally, I find Jean performs best in a sub-DPS role, challenging to gear but rewarding in the end.

Recommended Team Comp

Klee + Jean + Venti + Diona

Enjoy a 15% stamina reduction with the double Anemo resonance plus an additional 10% from Diona's shield. For Klee, who relies on heavy attacks for damage output, this lineup boosts the sustainability of her heavy hits.

Gear Suggestions:

  • Klee: Opt for the Lost Prayer to the Sacred Winds or Skyward Atlas, with a 4-piece Crimson Witch of Flames set. Focus on ATK, Pyro DMG, and CRIT stats for the Sands and Circlet.
  • Venti: Favonius Warbow or The Stringless is recommended, with a 4-piece Viridescent Venerer set. Aim for ATK, Anemo DMG, and CRIT stats for the Sands and Circlet.
  • Diona: Sacrificial Bow with a mix of 2-piece Maiden Beloved and 2-piece Retracing Bolide sets, prioritizing HP% bonuses across the board.

Rotation:

Diona's Elemental Skill (E) followed by Venti's Elemental Skill and Burst (QE) then Klee's E and charged attacks (QA) with jumping/dashing to pursue and continue with charged attacks (A charged attacks E) then Jean's Elemental Skill and Burst (EQ), followed by Diona's EEQ, Venti's EQ, and Klee's cycle of E, QA, and charged attacks. This creates a positive loop.

Venti is the core of this lineup, with Diona serving as support for shields and Elemental Particles, aiding in conjuring up ice tornados. In the face of these tornados, Klee can frequently attack and charge without worrying about enemies being blown away, thanks to Venti's strong Burst suction. Jean's role is primarily for healing and pulling together Klee's mines for spread damage and fall damage, compensating for Venti's Burst's inability to gather mines. The "Four Winds Guardian" comp is truly enjoyable, but honestly, having Venti really elevates the fun.

If Jean is used purely as a healer, she fits the role perfectly, adaptable for any team lacking in healing. As a sub-DPS, she's ideally paired in a double Anemo comp, especially smooth with Venti. Jean and Venti can be matched with almost any other characters without much hassle, the battle duration mainly depending on skill level. Without Venti, well, you might find some fun in launching enemies and perhaps adding a bit of healing. Teaming up with Sucrose is also viable, just be mindful not to blast away small enemies caught in Sucrose's Burst with Jean's Anemo push. Thus, Jean's synergy is best with Venti.

Ascension and Talent Level-Up Materials

  • Ascension to Level 20: 120,175 XP, 44,035 Mora, Anemo Hypostasis drop (Level 30+), Vayuda Turquoise Sliver times 1, Dandelion Seed times 3, Damaged Mask times 3.
  • Ascension to Level 40: 578,325 XP, 155,665 Mora, Hurricane Seed times 2, Vayuda Turquoise Fragment times 3, Dandelion Seed times 10, Damaged Mask times 15.
  • Ascension to Level 50: 579,100 XP, 175,820 Mora,Hurricane Seed times 4, Vayuda Turquoise Fragment times 6, Dandelion Seed times 20, Stained Mask times 12.
  • Ascension to Level 60: 854,125 XP, 250,925 Mora, Hurricane Seed times 8, Vayuda Turquoise Fragment times 3, Dandelion Seed times 30, Stained Mask times 18.
  • Ascension to Level 70: 1,195,925 XP, 339,185 Mora, Hurricane Seed times 12, Vayuda Turquoise Fragment times 6, Dandelion Seed times 45, Ominous Mask times 12.
  • Ascension to Level 80: 1,611,875 XP, 442,375 Mora, Hurricane Seed times 20, Vayuda Turquoise Fragment times 6, Dandelion Seed times 60, Ominous Mask times 24.
  • Ascension to Level 90: 3,423,125 XP, 684,625 Mora, Anemo Hypostasis weekly drop, Mondstadt wild gather, Hilichurl drops

Let's wrap it up

Jean in Genshin Impact, despite her Ascension boosting Healing Bonus, doesn 't skimp on damage multipliers for her Elemental Skill and Burst. The Anemo damage from her skills, including the fun of pulling enemies and causing fall damage with her Gust Surge, allows Jean to excel in both DPS and healing roles. The quick switch strategy means she doesn't need to hog the spotlight for long, whether you're using her for heals or damage. After tossing out her skills, she can easily step back.

The knockback effect of Gust Surge doesn't depend on Jean's own stats, so whether you're using her as your main DPS or healer, you'll get to enjoy the thrill of launching enemies into the air.

As for Constellations, it's all about luck. I've accidentally pulled 3 Jeans and am now at C2. Here's hoping all my future mispulls are Jean, resigned to my fate (screaming, roaring, mushroom cloud)... Getting her to full constellation really is a game of chance, ensuring every pull brings you a Jean... Throw me into the sky, why don't you.

If you've pulled Jean, don't sweat it. Training her as a sub-DPS might seem tough due to her reliance on specific Artifacts, but as a healer, it's pretty straightforward. Even if you get tired of her DPS role, she can always fall back on healing in your team. Personally, I find joy in throwing Jean into the Abyss to slam dunk those Electro Cicin Mages or debt collectors - not for anything serious, just for the fun of knocking enemies around, powerless to fight back. A versatile warrior, investing in Jean is never a loss.

So, the pros and cons of a versatile character like Jean are quite clear.
Pros: Jack of all trades;
Cons: Master of none.

5

Explore Genshin Impact Guides

Mastering Furina's Gameplay: Best Team Compositions and Synergies in Genshin Impact
Maximizing Furina's Elemental Damage in Genshin Impact Teams
Recommended:

More Genshin Impact Guides