Free Agent - Southeast Asia
This is a guide for the beginner Zhin player. Not too advanced, still uses basic terms, and provides tips and playstyles for my builds. This guide was created by me, a Zhin main, who plays Zhin a decent amount.
These are some general tips that usually apply.
1. Never use Whirl as a damage option, unless the enemy is super low and you are almost dead.
Whirl only does 400 damage, and your normal sword hit should do 400 damage as well. You would be better off hitting with a regular hit and trying to get to your heavy hit earlier.
2. Don't spam Billow and hide from everything.
If you trust your healer, there is no need to Billow. Save your Billow for when you overextend and need to get back somewhere safe. I often see Zhin players Billow at the first sign of trouble, only to have the healer heal you half a second later. Billow is an escape option, not a movement ability. Not to mention the cooldown is high af as well.
3. Try to start a combo with a heavy hit.
An example of this is slapping the wall twice and reloading before you engage in a 1v1. The heavy hit does almost twice the damage of a light hit, more than twice the damage if you have Yomi, and you should always start a combo with a heavy hit if you can help it.
4. All of Zhin's abilities and attacks (except Billow) have animations. Whirl doens't have that much of an animation, but it does have a slight animation if you look closely. Counter has his own finishing animation.
My Aggro build is for when our team has two flankers. I flank with my fellow flanker, and this build is mostly used to Whirling to new enemies after a kill. I Whirl over, kill the person, then Whirl over to another person in the backline. With this build I usually dive the backline with my fellow flank. I bring Yomi with this loadout because I am usually in open space so I don't use my ult as much, only for engaging and fight or disengaging.
My Backline-ish build is for when I play like a backline. When I feel like this map isn't that good for a flanking Zhin, I play as a backline and try to pressure the enemies out of position. With this loadout I sometimes take micro-flank-routes so I can still flank slightly, but be able to retreat fast. For example is the sideways tunnel in Frozen Guard, or the underground tunnel in Warder's Gate. I bring Guillotine because I ult more on point at their tank.
Yomi
Weapon
Your heavy hit with Inferno Blade deals an additional 150 damage.
Level 1
Malice
Armor
Increase your Reload Speed by 30%.
Level 3
Blade Dancer
Whirl
Increase the travel distance of Whirl by 24%.
Level 3
Fan the Flames
Billow
Reduce the Cooldown of Billow by 42% after getting an Elimination.
Level 3
Up in Smoke
Billow
Increase your Movement Speed by 22% while Billow is active.
Level 2
Wildfire
Whirl
Reduce the Cooldown of Whirl by 2s for each enemy it hits.
Level 4
Level 1
Kill to Heal
Armor
Getting a kill or elimination heals you for 200 Health, unaffected by Anti-Healing.
Level 1
Nimble
Armor
Gain 7% Movement Speed.
Level 1
Guillotine
Spite
Spite deals 20% of its target's maximum Health with each hit.
Level 1
Malice
Armor
Increase your Reload Speed by 40%.
Level 4
Blade Dancer
Whirl
Increase the travel distance of Whirl by 24%.
Level 3
Up in Smoke
Billow
Increase your Movement Speed by 22% while Billow is active.
Level 2
Hideout
Billow
Reduce the Cooldown of Whirl by 3s after using Billow.
Level 3
Kindling
Whirl
Generate 4 Ammo after activating Whirl.
Level 4
Level 1
Kill to Heal
Armor
Getting a kill or elimination heals you for 200 Health, unaffected by Anti-Healing.
Level 1
Morale Boost
Armor
Increase your Ultimate charge rate by 10%.