Honor of Kings · Global · Hero Guide · Ep. 27

JING

The Broken Mirage

"I project myself onto my mirror."

FULL RUNTIME · 0:00 — 7:20

A.) Hook & Identity

"She broke the mirror herself — shattered it with her fist, took the shards into her body, paid with her skin, and walked out with a power no one else could claim. When the dust settled, the only face looking back was her own. Not a ghost. Not an illusion. Just Jing. In this guide, I'll show you how to play the Broken Mirage — and make the enemy spend all game chasing a reflection while the real one takes the kill."

B.) Skill Showcase

"Jing's kit runs on one engine: her Mirror Image.

Passive — Lethal Reflections

Jing and her Image apply different Marks on every enemy they hit. Both Marks on one target trigger a shatter — bonus damage equal to 4% of lost HP and an instant reset on Reflective Assault and Shattered Illusions. Shatter cooldown: 5 seconds, or 2 inside Mirror Domain.

Skill 1 — Reflective Assault

Dash forward, deal damage, slow enemies in your path, and enhance the next Basic Attack into a double strike. Spawns a Mirror Image if none is present.

Skill 2 — Shattered Illusions

AoE damage to nearby enemies, a movement speed burst, and healing. Spawns a Mirror Image if none is present.

Skill 3 — Dimensional Shift

Stocks 1 charge every 10 seconds, up to 4. Each use swaps positions with the Mirror Image instantly.

Ultimate — Mirror Domain

Jing dashes forward pulling enemies along, opens a Mirror Vortex that immobilizes enemies at its center for 1 second while she and her Image land on opposite sides. For 10 seconds, every swap heals her, every hit earns a bonus charge, and 8 mirror fragments orbit the Vortex border — each firing on hit, scaled to the target's lost HP."

C.) The Mark System & Core Combo

"The Mark system is the loop. Jing and her Image each apply a different Mark when they hit. Both on the same target at once triggers a shatter — both skill cooldowns reset instantly.

Base rhythm: Skill 1, Basic Attack, Skill 2, Basic Attack. The auto between casts lands the second Mark — skip it and the shatter never fires. Image damage scales with distance: 30% up close, 80% at range — stay spread. The enhanced Basic Attack from Reflective Assault is a double strike, so Skill 1 alone can trigger a shatter if the Image is already on the same target.

Priority: max Ultimate first, Reflective Assault second, Shattered Illusions third. Dimensional Shift's charge cap grows with Ultimate rank. Bring Smite.

The shatter has a 5-second cooldown — 2 seconds inside Mirror Domain. That's what makes the Flying Raijin possible."

D.) Offensive Rhythm

"Jing's power spike is 8 to 12 minutes. Never initiate a teamfight — she's a single-target executioner. Wait for your team to absorb the first skill wave, then enter from the flank onto the backline. Strong against low-mobility carries who can't escape once she's inside. When no gank is clean, push waves or take neutrals."

E.) Defensive Rhythm

"Survival is built around the swap. Dimensional Shift moves you to wherever the Image is — so pre-position the Image before any risky angle, keep a charge reserved, and swap out the moment things turn bad.

Against burst assassins like Wukong and Daji, never enter without a charge ready. If Mirror Domain is down, Shattered Illusions' speed burst is your escape. Never burn both Image-generating skills without knowing your exit."

F.) Read the Battlefield

"The Image is a free scout. After any skill that spawns one, direct it into a suspicious bush — it reveals what's inside without you stepping in. Use this before every objective fight.

Don't just look for low HP — look for enemies whose escape just went on cooldown. An enemy who burned their dash can't leave. Inside Mirror Domain, stack both on the same cluster — every swap fires the Vortex fragments and multiplies output."

G.) Key Combos

Strangle Combo

Open with Reflective Assault into a basic attack for the first shatter, then activate Mirror Domain. Chain Reflective Assault, Shattered Illusions, and basics inside — swapping between bursts and healing throughout.

Circle Combo — The Flying Raijin

Open Mirror Domain, use Reflective Assault to create distance from the Image, then loop: swap, Basic Attack, Shattered Illusions — repeat until charges run dry. Every swap fires the Vortex border fragments; the longer the loop, the higher the output.

Instant Kill

Wait in a bush. When the target approaches, open with Shattered Illusions — Image spawns, speed burst closes the gap — then follow with Reflective Assault and the enhanced double strike. Both hits land both Marks, shatter fires, cooldowns reset."

H.) Best Teammates & Tough Matchups

"Best teammates hold enemies in your reach. Liu Bang covers your entry; Guiguzi compresses enemies into Mark range; Sun Bin speeds the loop with Jing's own sustain.

Hardest counters are heavy crowd-control heroes — Liang and Donghuang — which cut off Mark generation before the second hit lands. Break the combo and she has nothing. Heroes who burst faster than she can swap, like Wukong and Daji, also win the duel if she enters without a charge reserved."

I.) Closing & Retention Hook

"The mirror never lies — and when Jing smashed hers and took the shards, the only face looking back was her own. That's the whole game plan: the Image draws the eye, the Marks set the trap, the swap holds the exit. Master the timing, keep one charge in pocket, and the enemy spends all game fighting a ghost. I'll shatter the obstacles in my path. I'll see you in the next episode."

Shooting screenplay — 1:1 with the script sections. Record = exactly what gameplay to film and what the result should look like. Show = the specific on-screen detail that must be legible to prove the clip is usable. Reps = number of clean takes and filming setup required.

A.) Hook & Identity
Record
  • Stillness clip — Find or record a real match moment where Jing is standing completely still for 2–3 seconds while a teamfight is actively happening around her. Do not have Jing move or cast any skills during this clip. The fight should be visually chaotic — other heroes clashing, skills firing — while Jing does nothing. This contrast is the visual hook.
    Setup: Real match footage. Curate from existing recordings first. If not available, use a custom game where teammates fight around a stationary Jing.
  • Kill clip — Immediately following the stillness clip: Jing activates Mirror Domain (her Ultimate ability). She dashes forward, pulling enemies toward her as she moves. A Mirror Vortex opens on the ground beneath the enemies, immobilizing them briefly. Jing then kills an enemy carry — a marksman or mage — cleanly and decisively. A kill-notification banner appears on screen confirming the kill.
    Setup: Real match footage strongly preferred so the moment feels authentic. The kill must be intentional and clean — do not use a clip where Jing gets a lucky last hit on a low-HP enemy.
  • End frame — Hold on a clean, still image of Jing: either her official splash art or a clean in-game frame where she is idle and fully visible. This will serve as the freeze-frame before the intro card appears.
    Setup: Splash art is easiest. If using in-game, pause on a frame where Jing is not mid-animation.
Show
  • Stillness clip: Other heroes must be visibly fighting nearby — skills, animations, movement — so the contrast with Jing's stillness is obvious to anyone watching.
  • Kill clip: The kill-notification banner (the icon + name that appears when a hero is killed) must be on screen and readable. The kill must register before the clip cuts.
Reps
2 clean takes of each clip. Curate from existing match recordings where possible — these clips do not need to be recorded in a single session.
B.) Skill Showcase
Record
  • Passive — Mark application — In the practice range, position Jing's Mirror Image on a training dummy. Have Jing hit the dummy with a skill so that Jing herself applies one Mark, and the Image simultaneously hits the same dummy so the Image applies a second Mark. Both Mark icons must appear visibly on the dummy at the same time. Then watch: the two Marks shatter — a burst visual effect fires on the dummy — and immediately after, the cooldown icons for Reflective Assault (Skill 1) and Shattered Illusions (Skill 2) reset to full instantly.
    Setup: Practice range. The Image must already be attacking the dummy before Jing's hit lands, so both Marks are applied in the same moment.
  • Passive — 5s vs 2s shatter cooldown — Record two clips back to back. Clip 1: Trigger a shatter outside Mirror Domain, then immediately show the passive cooldown indicator counting down — it will count from 5 seconds. Clip 2: Activate Mirror Domain, trigger a shatter inside the domain, then immediately show the same passive cooldown indicator — it will count from 2 seconds only. Place these two clips side by side so the viewer can directly compare the timers.
    Setup: Practice range. Use a screen-capture or zoom to make the cooldown timer digits clearly legible.
  • Skill 1 — Reflective Assault (with Image already present) — Jing presses Skill 1. She dashes forward in a straight line through a group of at least two training dummies or enemies, dealing damage to each one she passes through. A slow icon appears on the enemies hit. Immediately after the dash, Jing's next Basic Attack animation changes — when she presses Basic Attack, it fires as a double strike: two separate hit animations land on the target one after the other, not one.
    Setup: Practice range, with enemies or dummies placed along the dash path.
  • Skill 1 — Reflective Assault (Image spawn) — Record the same dash as above, but this time make sure no Mirror Image is present on the field before Jing casts the skill. When Jing dashes, a Mirror Image appears and dashes alongside her, replicating her movement. This clip demonstrates that the skill creates an Image when none exists.
    Setup: Practice range. Dismiss or let the Image expire before filming this clip so the field is clear.
  • Skill 2 — Shattered Illusions (with Image already present) — Jing presses Skill 2. An area-of-effect damage burst hits all enemies within close range of her position. Jing's movement speed visibly increases for about 1 second — she moves noticeably faster immediately after casting. Green healing numbers appear above Jing, showing she recovered HP. If multiple enemies are hit, show the first enemy receiving a full heal amount and additional enemies receiving a smaller heal amount (25% of the first).
    Setup: Practice range with at least two dummies in range. Jing should not be at full HP so the healing numbers are visible.
  • Skill 2 — Shattered Illusions (Image spawn) — Same cast as above, but with no Mirror Image on the field. When Jing casts Skill 2, an Image appears alongside her and attacks nearby enemies with her.
    Setup: Practice range. Dismiss the Image before this clip.
  • Skill 3 — Dimensional Shift (charges and swap) — Show the Dimensional Shift charge counter in the UI with 3 or 4 charges stocked (small pips or a number visible on the skill icon). Then press Skill 3 once: Jing's position and the Mirror Image's position swap instantly — Jing teleports to where the Image was standing, and the Image appears where Jing was. The charge counter decrements by 1 after the swap.
    Setup: Practice range. Wait for charges to accumulate before filming. Place the Image in a clearly different position from Jing so the swap is visually obvious.
  • Ultimate — Mirror Domain (full sequence) — Jing activates Mirror Domain. She dashes forward, pulling any enemies in her path along with her. When she stops, a Mirror Vortex — a large circular area effect — opens on the ground. Enemies caught inside the Vortex center are frozen in place for 1 second (they cannot move or act). Jing and her Mirror Image then separate to opposite sides of the Vortex. Now demonstrate the domain effects: (a) Jing uses Dimensional Shift to swap with the Image — a green healing number appears above Jing showing she recovered HP from the swap. (b) Jing or the Image lands a hit on an enemy inside the domain — watch the Dimensional Shift charge counter: one charge is added. (c) During a hit on an enemy, one of the 8 mirror fragments orbiting the Vortex border visibly launches from the border toward the enemy and deals additional damage.
    Setup: Custom game with at least one enemy hero inside the Vortex. Film the full sequence in one continuous take if possible, or cut together the three sub-clips (heal on swap, charge earned, fragment firing) back to back.
Show
  • Passive Mark clip: Both Mark icons must be readable on the enemy simultaneously before the shatter fires. The instant-reset of both skill cooldown icons must be visible — the bars snap to full in one frame.
  • 5s vs 2s clip: The cooldown timer digits must be large enough to read clearly. The number 5 (outside domain) and the number 2 (inside domain) must both be legible in their respective clips.
  • Skill 1 double-strike: Two separate hit animations or two separate damage numbers must be visible on the target — not one combined number.
  • Skill 2 healing: The green healing number must be on screen. If two enemies are hit, both heal numbers (full and reduced) must be readable.
  • Skill 3 swap: Jing's position and the Image's position must be clearly different before the swap so the teleport is obvious to the viewer.
  • Ultimate: (a) Green heal number on Jing after the swap. (b) The Dimensional Shift charge counter incrementing — the number goes up by 1 visibly. (c) A mirror fragment projectile physically moving from the Vortex border toward the enemy — this must be a visible projectile, not just a damage number appearing.
Reps
1–2 clean takes per clip. All skill clips filmed in the practice range or a controlled custom game. The Ultimate sequence may need 2–3 attempts to capture all three sub-effects (heal, charge, fragment) cleanly.
C.) The Mark System & Core Combo
Record
  • Base rhythm — correct — In the practice range, perform the following sequence on a training dummy at a deliberate, easy-to-follow pace: press Reflective Assault (Skill 1) → land one Basic Attack on the same dummy → press Shattered Illusions (Skill 2) → land one more Basic Attack. After the second Basic Attack lands, the cooldown icons for both Skill 1 and Skill 2 must instantly snap back to full — this is the shatter firing and resetting them. Keep the skill cooldown UI icons fully visible in the frame for the entire clip.
    Setup: Practice range. Film slowly enough that each step is individually visible. Do not rush through the sequence.
  • Base rhythm — WRONG — Perform the following sequence: press Reflective Assault (Skill 1) → immediately press Shattered Illusions (Skill 2) without landing a Basic Attack in between. Show what happens: no shatter fires, and the cooldown icons for Skill 1 and Skill 2 continue counting down normally — they do not reset. This clip demonstrates that skipping the Basic Attack between skills breaks the loop entirely.
    Setup: Practice range. Same conditions as the correct clip so the contrast is direct.
  • Image distance-scaling — Record two clips of the Mirror Image hitting the same training dummy. Clip 1: Position Jing directly next to the Image so they are standing as close together as possible, then have the Image hit the dummy — note the damage number. Clip 2: Move Jing as far away from the Image as possible while the Image still hits the same dummy — note the damage number. The damage number in Clip 2 must be clearly higher than in Clip 1. Place both clips side by side.
    Setup: Practice range. Keep all other variables the same between clips — same skill, same dummy, only the distance between Jing and her Image changes.
  • Enhanced Basic Attack double-strike — After casting Reflective Assault (Skill 1), press Basic Attack on a target. The Basic Attack fires as a double strike: two separate hit animations land on the target sequentially. Two separate damage numbers (or two sequential hit effects) must be visible. This demonstrates that one cast of Skill 1 can apply two Marks from Jing alone — which means if the Image is already hitting the same target, a shatter can trigger from Skill 1 alone.
    Setup: Practice range. Slow-mo this clip in post if the double-strike is hard to read at full speed.
  • Skill priority screen — Screen-record the in-game skill-up interface. When a level-up is available, show leveling the Ultimate first. On the next level-up, show leveling Reflective Assault (Skill 1). On the next, show leveling Shattered Illusions (Skill 2). Then cut to the spell selection screen showing Smite selected as Jing's spell.
    Setup: Custom game or a live match recording where level-ups happen. Alternatively, show the skill-up menu clearly in a practice-range recording where leveling is demonstrated step by step.
  • 5s vs 2s shatter cooldown — Record two clips back to back. Clip 1: Outside Mirror Domain, trigger a shatter and immediately show the passive cooldown indicator — it will read 5 seconds and count down from there. Clip 2: Activate Mirror Domain, trigger a shatter inside it, and immediately show the same passive cooldown indicator — it will read 2 seconds and count down from there. This is the mechanical reason the Flying Raijin loop works inside Mirror Domain but not outside it.
    Setup: Practice range. Zoom into or highlight the cooldown timer so the digits are clearly readable.
Show
  • Base rhythm correct: Both Skill 1 and Skill 2 cooldown bars must visibly snap to full in a single frame the instant the shatter fires — this reset must be on screen and legible.
  • Base rhythm WRONG: The cooldown bars must visibly continue counting down with no reset. The WRONG label must be on screen.
  • Image distance-scaling: The two damage numbers from Clip 1 (close) and Clip 2 (far) must both be large enough to read. The higher number in the far clip must be obviously different from the lower number in the close clip.
  • Double-strike: Two separate hit animations or two distinct damage numbers, not one combined value.
  • 5s vs 2s clips: The cooldown timer digits must be large enough to read clearly in both clips. The labels OUTSIDE DOMAIN and INSIDE DOMAIN must be on screen.
Reps
2 clean takes of the correct base rhythm sequence. 1 take of the WRONG clip. 1 take per distance-scaling clip (2 clips total — close and far). 1 take of the double-strike. 1 take per cooldown clip (2 clips total — outside and inside domain). All filmed in the practice range.
D.) Offensive Rhythm
Record
  • Teamfight entry — WRONG — Record a real match moment where Jing initiates a teamfight — she goes in first, before her teammates, by activating Mirror Domain immediately when enemies are present. Show what happens as a result: the enemy team focuses all their skills and attacks onto Jing, and she dies quickly without getting the kill she went for. This is the consequence of initiating before the enemy team has spent their skills.
    Setup: Real match footage. If not available from existing recordings, replicate in a custom game.
  • Teamfight entry — RIGHT — Record a real match moment with the following sequence: (1) Jing waits at the edge of the fight while her teammates engage the enemy team first. (2) The enemy team uses their key skills on Jing's teammates — you should be able to see skill animations firing toward Jing's team. (3) Only after those enemy skills have been used does Jing move in — she enters from the side or behind the enemy team (not head-on from the front) and uses Mirror Domain to get to the enemy backline carry (the marksman or mage). (4) She kills the carry.
    Setup: Real match footage strongly preferred so the sequence reads as authentic decision-making, not a scripted play.
  • Power spike timing — Record a real match clip where the in-game clock reads between 8:00 and 12:00 minutes and Jing is making an aggressive, decisive play — entering a fight, securing a kill, or taking a major objective. The game clock must be visible in the frame.
    Setup: Real match footage. Curate from existing recordings where the clock is visible and the timing falls in the 8–12 minute window.
  • Strong matchup — Record a real match clip where Jing hunts and kills a low-mobility enemy carry — a marksman (ranged damage dealer) or mage — who has no dash or escape ability. The enemy should have no way to escape once Jing reaches them. The kill should look clean and inevitable.
    Setup: Real match footage. Choose a clip where the enemy's inability to escape is obvious — they are running away on foot but cannot outrun Jing.
  • Fallback — no gank available — Record a clip where Jing, instead of forcing a fight when no clean opportunity exists, deliberately pushes a side lane (walks up to enemy minions and kills them quickly to damage the tower) or walks to a neutral monster camp and clears it for gold and experience. The point of this clip is to show productive map activity that does not involve picking a bad fight.
    Setup: Real match footage. The clip should clearly show Jing choosing to do something useful rather than standing idle or walking into a bad fight.
Show
  • WRONG clip: The moment enemy skills land on Jing must be clearly visible. Her HP bar dropping rapidly or a death screen confirms the consequence.
  • RIGHT clip: The moment the enemy team uses their key skills — skill animations firing — must be clearly visible before Jing moves in. Her flank path (entering from the side or behind) must be obvious, not a head-on charge.
  • Power spike clip: The game clock showing a time between 8:00 and 12:00 must be legible in the frame.
  • Fallback clip: The clip must show a deliberate action — minions being killed, a tower being hit, or a neutral camp being cleared. Jing must not be standing still or wandering aimlessly.
Reps
Real match footage for all clips. 1–2 takes per clip. Curate from existing recordings first before re-recording.
E.) Defensive Rhythm
Record
  • Pre-position and escape — Record the following sequence: (1) Jing sends her Mirror Image into a dangerous area of the map — for example, toward an enemy or into a narrow corridor — while Jing herself stays back in a safer position. (2) An enemy pressures Jing or moves toward her. (3) Jing presses Dimensional Shift (Skill 3): she instantly teleports to wherever the Image was positioned, putting distance between herself and the threat. The viewer should clearly see Jing in one position, then immediately in the Image's former position after the swap.
    Setup: Real match footage or custom game. The Image must be visibly in a different location from Jing before the swap so the teleport is obvious.
  • Assassin counter — swap to safety — Record a clip where an enemy assassin (Wukong or Daji) jumps onto Jing and begins attacking her. Immediately after the assassin lands on Jing, Jing presses Dimensional Shift: she teleports to her Mirror Image's position, leaving the assassin behind attacking empty space where Jing used to be. The Dimensional Shift charge counter in the UI must be visible going from 1 charge to 0 charges as Jing uses the swap.
    Setup: Custom game with Wukong or Daji as the opponent, or curate real match footage. The clip must clearly show the assassin landing on Jing's original position and Jing no longer being there after the swap.
  • Speed-burst escape — Record a clip where Mirror Domain (the Ultimate) is on cooldown — confirm the Ultimate cooldown icon is counting down, not ready — and Jing is being chased by an enemy. Jing presses Shattered Illusions (Skill 2). She gets a burst of movement speed and pulls ahead of the pursuing enemy, escaping safely. This clip shows that Skill 2 is a backup escape tool when the Ultimate is unavailable.
    Setup: Real match footage or custom game. The Ultimate cooldown icon must be visible and clearly on cooldown (not ready to use) at the start of the clip.
  • No-exit consequence — WRONG — Record the following sequence: (1) Jing uses Reflective Assault (Skill 1) to engage an enemy — the Image is spawned and used up in this action. (2) Jing then uses Shattered Illusions (Skill 2) during the fight — the second Image-generating skill is now also spent. (3) The enemy survives and turns on Jing. At this moment, the Dimensional Shift charge counter must show 0 charges — Jing has no swap available. (4) Jing has no escape: no Skill 1 dash to a new position, no Skill 2 speed burst available with an Image, no Dimensional Shift charge to teleport away. She dies. This clip demonstrates the consequence of spending both Image-generating skills without keeping a swap charge in reserve.
    Setup: Custom game or real match footage. The Dimensional Shift charge counter showing 0 at the moment Jing needs to escape is critical — this must be on screen and readable.
Show
  • Pre-position clip: Jing's position before the swap and after the swap must both be visible — ideally in the same wide-angle frame so the viewer sees the distance covered.
  • Assassin counter: The Dimensional Shift charge counter must clearly show 1 charge before the swap and 0 charges after. The assassin attacking the empty space where Jing was must be visible.
  • Speed-burst escape: The Ultimate ability's cooldown icon must be visibly counting down (not glowing ready) at the start of the clip. Jing pulling ahead of the chasing enemy must be clear.
  • WRONG clip: The Dimensional Shift charge counter showing 0 must be on screen and readable at the exact moment Jing is trying to escape. Her death must follow directly.
Reps
1–2 takes per clip. Custom game recommended for the assassin counter and WRONG clips so the scenario can be set up reliably. Real match footage is acceptable for the pre-position and speed-burst clips.
F.) Read the Battlefield
Record
  • Mirror Image bush scout — Record the following sequence: (1) Jing casts Reflective Assault (Skill 1) or Shattered Illusions (Skill 2), causing a Mirror Image to appear near her position. (2) Jing directs the Mirror Image to move into a bush or brush area on the map that Jing herself cannot currently see into — the bush should appear dark or foggy on Jing's side. (3) As the Image enters the bush, an enemy hero hiding inside is revealed — their model and health bar become visible on screen. (4) Jing herself does not move into the bush at any point during this clip.
    Setup: Custom game with an enemy hero set to stand inside a bush. Real match footage also works if available. The bush must be clearly dark (unseen) before the Image enters and clearly revealed after.
  • Gank timing — cooldown window — Record a clip from the minimap perspective showing: (1) An enemy hero uses their escape skill — a dash, blink, or teleport ability — in their lane. (2) That escape skill's cooldown icon appears on the enemy's hero portrait or the minimap indicator, showing it is now on cooldown. (3) Jing immediately moves toward that lane to gank, knowing the enemy cannot escape.
    Setup: Real match footage preferred. The enemy escape skill going on cooldown and Jing's immediate response must both be in the same clip.
  • Mirror Domain Vortex cluster — fragment fire — Record a clip inside Mirror Domain where both Jing and her Mirror Image are positioned on the same group of 2–3 enemy heroes clustered together inside the Vortex. Jing uses Dimensional Shift to swap with the Image. During or immediately after the swap, show a mirror fragment — one of the 8 small shards orbiting the Vortex border — physically launch from the Vortex border and travel toward one of the clustered enemies, dealing damage on impact. This clip demonstrates that positioning both Jing and the Image on the same cluster multiplies fragment hits.
    Setup: Custom game with multiple enemies standing together inside an active Mirror Domain. The fragment launch must be a visible projectile animation, not just a damage number.
Show
  • Bush scout: The bush must appear dark (unseen) before the Image enters. The enemy hero's model and health bar must become visible on screen the moment the Image reveals them. Jing must not enter the bush at any point.
  • Gank timing: The enemy escape skill cooldown icon must be readable on screen. Jing's movement toward the lane immediately after must be visible in the same clip.
  • Vortex cluster: The mirror fragment projectile — a small shard visually launching from the Vortex border — must be visible as a moving object, not only as a damage number. The clustered enemies must be clearly within the Vortex area.
Reps
1 clean take per clip. Custom game recommended for the bush scout and Vortex cluster clips so the setup can be controlled. Real match footage for the gank-timing clip.
G.) Key Combos
Record
  • Strangle Combo — Record the full following sequence as one continuous clip on a single enemy target: (1) Jing casts Reflective Assault (Skill 1) — she dashes toward the enemy and the Mirror Image also dashes alongside. (2) Jing immediately lands one Basic Attack on the enemy — both Marks are now on the enemy, the shatter fires, and both Skill 1 and Skill 2 cooldowns reset instantly. (3) Jing activates Mirror Domain (Ultimate) — the Vortex opens, the enemy is immobilized briefly, Jing and the Image are on opposite sides. (4) Inside the domain, Jing chains Reflective Assault again, then Shattered Illusions, while pressing Dimensional Shift between each cast to swap positions — each swap heals Jing slightly. (5) The enemy is killed.
    Setup: Custom game or real match. The shatter reset before Mirror Domain opens (step 2) is the key beat — film slowly enough in a custom game first to confirm the reset is visible before using match footage.
  • Circle Combo — Flying Raijin — Record the full following sequence as one continuous clip: (1) Jing activates Mirror Domain — the Vortex opens and the Image separates to the opposite side. (2) Jing casts Reflective Assault (Skill 1) — she dashes away from the Image, creating distance between them. (3) Jing presses Dimensional Shift — she teleports back to the Image's position (swap). (4) Immediately: one Basic Attack → Shattered Illusions (Skill 2). (5) Repeat the loop: Skill 1 to create distance → swap → Basic Attack → Skill 2 → Skill 1 to create distance → swap → Basic Attack → Skill 2 — continuing until all Dimensional Shift charges are exhausted or the 10-second Mirror Domain expires. With each swap, a healing number appears on Jing and mirror fragments fire from the Vortex border at nearby enemies.
    Setup: Custom game with at least one enemy in range. Film the loop for at least 3 full cycles so the repeating pattern is visible. This is the most complex clip — practice it before filming for real.
  • Instant Kill — Bush Ambush — Record the full following sequence: (1) Jing is hiding inside a bush. No Mirror Image is currently on the field. (2) An enemy hero walks into range of the bush without knowing Jing is there. (3) Jing presses Shattered Illusions (Skill 2) — a Mirror Image appears alongside Jing, both Jing and the Image deal AoE damage to the nearby enemy, and Jing gets a burst of movement speed that lets her close any remaining gap to the target. (4) Immediately, Jing presses Reflective Assault (Skill 1) — she dashes forward and hits the enemy with the dash damage. The next Basic Attack fires as a double strike, landing two separate hits on the enemy. (5) Both hits from the double-strike land two Marks on the enemy simultaneously with the Image's hit — the shatter fires, and both Skill 1 and Skill 2 cooldowns reset. (6) The enemy is killed before they can react or escape.
    Setup: Custom game first to practice the sequence without pressure. Real match footage for the final clip if available. The enemy should not be expecting the attack — the ambush element is important.
Show
  • Strangle Combo: The shatter reset (Skill 1 and Skill 2 cooldowns snapping to full) must be visible before Mirror Domain is activated — this is the key distinguishing beat of this combo.
  • Flying Raijin: The looping pattern — Skill 1 distance → swap → Basic Attack → Skill 2 — must be visible for at least 3 full cycles. Mirror fragment projectiles launching from the Vortex border during the loop must be visible. Heal numbers on Jing after each swap must be visible.
  • Instant Kill: The two separate hit animations from the enhanced Basic Attack double-strike must both be visible on the target. The kill must register before the clip ends.
Reps
2 clean takes of each combo. Use a button-press or input display overlay if available so the viewer can follow the inputs alongside the gameplay. Practice each combo in the practice range or a custom game before attempting to film a clean take.
H.) Best Teammates & Tough Matchups
Record
  • Synergy — teammates setting up the kill — Record a clip where a teammate (Liu Bang, Guiguzi, or Sun Bin) uses a crowd-control ability — a stun, root, slow, or displacement — that holds an enemy hero in place or bunches multiple enemies together. Immediately after the crowd control lands and the enemy cannot move, Jing enters from behind or the side and secures the kill. The sequence must clearly show: teammate CC lands first → enemy is locked → Jing enters second → kill confirmed.
    Setup: Real match footage preferred. The teammate's CC animation landing on the enemy must be clearly visible before Jing moves in.
  • Hard counter — CC breaking Jing's combo — Record a clip where Jing is mid-combo — she has just applied one Mark and is about to apply the second to trigger the shatter — and an enemy hero (Liang or Donghuang) uses a crowd-control ability on her. The CC hits Jing, interrupting her actions. As a result, she cannot land the second Mark, the shatter never fires, and her Skill 1 and Skill 2 cooldowns do not reset. She is left without her skills and takes damage or dies. This demonstrates that losing the Mark loop removes all of Jing's damage output.
    Setup: Real match footage or custom game. The clip must show Jing actively in her combo when the CC lands — not standing still.
  • Burst threat — Wukong or Daji — Record a clip where Jing enters a fight against Wukong or Daji without a Dimensional Shift charge available (the charge counter is at 0 before the fight begins). The enemy assassin closes the gap and hits Jing with their burst combo before she can escape. This demonstrates the consequence of engaging without a swap charge in reserve against fast-burst heroes.
    Setup: Custom game so the charge counter can be reliably at 0. The charge counter showing 0 at the start of the engagement must be visible.
Show
  • Synergy clip: The teammate's CC animation landing on the enemy must be visible and clearly precede Jing's entry. The kill-notification banner must appear at the end.
  • Hard counter clip: The moment the CC hits Jing mid-combo must be clearly visible. The skill cooldown icons must remain on cooldown after the interrupt — they must not reset — confirming the shatter never fired.
  • Burst threat clip: The Dimensional Shift charge counter showing 0 must be legible at the start of the clip, before Jing engages.
Reps
1 clean take per clip. Real match footage for the synergy clip. Custom game recommended for the hard counter and burst threat clips so the conditions can be set up reliably.
I.) Closing & Retention Hook
Record
  • Recap clip 1 — "Image draws the eye" — A clip showing the Mirror Image doing something that pulls enemy attention: the Image is being attacked by an enemy, or enemies are targeting the Image while Jing is elsewhere. This visually represents the idea that the Image draws the enemy's focus.
    Setup: Real match footage. Any clip where an enemy is clearly attacking the Image rather than Jing works.
  • Recap clip 2 — "Marks set the trap" — A clip showing the shatter firing: both Marks land on an enemy and the shatter burst effect visually triggers, dealing the bonus damage. The Mark icons on the enemy must be visible before the burst.
    Setup: Practice range or real match. This can be the same clip used in Section B or C if it is clean enough.
  • Recap clip 3 — "Swap holds the exit" — A clip showing Jing using Dimensional Shift to escape a dangerous situation: an enemy is attacking her or closing in, and she uses the swap to instantly reposition to safety.
    Setup: Real match footage or custom game. This can be reused from Section E if available.
  • Decisive kill — A clean, deliberate kill: Jing executes an enemy carry with a full combo. The kill-notification banner must appear. This is the emotional payoff of the outro.
    Setup: Best real match kill clip from the session. Do not use a clip where Jing gets a lucky last hit on a nearly-dead enemy — it must look intentional and skillful.
  • Victory screen — The match victory screen — the screen that appears when Jing's team wins the game — held for 2–3 seconds.
    Setup: Real match footage. Any win screen from a Jing game works.
  • End frame — Hold on a clean still image of Jing (splash art or in-game idle). Leave space for the end-screen card (subscribe button, next episode preview) to appear on top of this frame in the edit.
    Setup: Same as the end frame in Section A. Reuse that footage if clean.
Show
  • Recap clips 1–3 must each be cut to land at the exact moment the matching VO line is spoken: clip 1 on "Image draws the eye," clip 2 on "Marks set the trap," clip 3 on "swap holds the exit." The editor must sync these cuts to the audio.
  • Decisive kill: The kill-notification banner must be on screen and readable before the clip cuts away.
  • End frame: Jing must be fully visible and not mid-animation. The frame must be clean enough for the end-screen card to be overlaid without visual clutter behind it.
Reps
Curate all clips from existing session footage — no dedicated re-shoot required. The three recap clips and the escape clip may be reused from earlier sections if those clips are clean.