Type: SMG
Rarity: 7
Obtainable from:
Affects MG, SMG, AR
ICD: CD:
[Passive]: Jashin uses kicks as normal attacks, dealing dummy-linked damage in an area of 1 unit to the closest enemy. Kicks are affected by evasion and armour. Jashin gains HP shield equal to 10% of lost HP every 10 seconds. [Active]: Jashin Flying Kick! Jashin deals a powerful kick to the enemy with the highest HP, gaining 1.5 seconds of invincibility during the skill. The kick deals ($dam_value1)x damage to enemies within an area of 1.5 units, and at least ($dam_value2)x damage to enemies within an area of 4 units. The more enemies there are in the center, the higher the damage dealt, up to ($dam_value3)x damage.
Number one meat provider for Yurine’s meat cleaver, Jashin arrives in GFL as a jack of all trades, master of none. Packing an offensive AoE active skill, with a passive shield skill, Jashin manages to fail both as a shield SMG, mainly due to the lengthy cooldown of her shield, and as an AoE offtank SMG, from both suffering the same issues as Molotov SMGs, namely enemy ballooning HP, and from a small damage multiplier. Overall, Jashin is a welcome addition for new Commanders, as early game has both light armoured enemies and enemies that can be taken out via AoE attacks rather easily. For veteran Commanders, on the other hand, Jashin may have a hard time getting fielded.
At 1020 HP, Jashin is on the high end HP-wise among her SMG peers, losing only to the likes of Thompson. Unlike her, however, Jashin actually packs a decent Evasion stat. This also contributes to her passive shield skill, as her big HP pool means she can lose a lot of HP, and thus get a beefy shield, before risking dying.
25% Damage tiles is nothing to scoff at, even if the Evasion buff is neglectable for ARs.
Not only do ARs have no need for Evasion buffs, the fact that she can also tile buff SMGs is completely wasted due to the traditional offtank tile formation she has. At position 8, which is where she is likely to sit most of the time, she is completely unable to buff SMGs in a standard F formation.
Her shield passive has a cooldown of 10 seconds, which makes it too unreliable as a survival skill in most battles as it is unlikely she’ll activate it more than two times. On the other hand, her HP shield is directly related to how much HP she lost, meaning it does little to prevent initial HP loss and may not be enough to prevent her from dying when she reaches her critical HP.
Having an AoE attack means Jashin suffers from the same issue as Molotov and Grenadier SMGs, namely enemy scaling HP. With beefier enemies present in most recent content, her AoE attacks is heavily unfavoured, much like Molotov SMGs are.
Due to the way that Jashin’s default attack animation works, she is extremely hard to kite and Micro in battle, which can make her more of a liability than an asset against certain enemies. This is not an issue for early game players who simply need a strong SMG, but it does put a hard cap on her value in the late game.