To learn more about Rin check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Last review update
Season 2
Last build update
Season 2
Last profile update*
15.03.2026
*Profile update means updates done to reviews/builds/gear within a season - showing the last date we changed anything on this page.
To learn more about Rin check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Epiphanies
Gear
Deck & Teams
Profile
Dark Mist Sword: First Form Attack
Dark Mist Sword: Third Form Attack
Protection
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Drawing Slash
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Dark Mist Secret Art: Destruction
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Dark Mist Secret Art: Annihilation
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Dark Mist Inner Art
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Dark Mist Secret Art: Black Dance
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Dark Mist Secret Ark: Slash
Ego Skill
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Epiphany cards are special evolutions for the cards you can obtain while playing the roguelike mode. Only some cards in the character's deck can get Epiphany effects. Since there's quite a lot of them, we don't display them by default - press the button below to show them. There are also Divine variants of Epiphany cards, but we're still working on gathering them.
Drawing Slash I
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Drawing Slash II
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Drawing Slash III
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Drawing Slash IV
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Drawing Slash V
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Dark Mist Secret Art: Destruction I
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Dark Mist Secret Art: Destruction II
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Dark Mist Secret Art: Destruction III
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Dark Mist Secret Art: Destruction IV
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Dark Mist Secret Art: Destruction V
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Dark Mist Secret Art: Annihilation I
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Dark Mist Secret Art: Annihilation II
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Dark Mist Secret Art: Annihilation III
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Dark Mist Secret Art: Annihilation IV
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Dark Mist Secret Art: Annihilation V
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Dark Mist Inner Art I
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Dark Mist Inner Art II
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Dark Mist Inner Art III
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Dark Mist Inner Art IV
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Dark Mist Inner Art V
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Epiphany Bonus
Potential 1
Basic Card Upgrade
Potential 2
Common Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Unique Card Upgrade
Potential 4
Critical Chance Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Divine Epiphany Adaptation
Potential 5-2
Critical Damage Proficiency
Potential 6
Unique Stat Upgrade
Potential 7
Sleeping Memory
Manifest Ego 1
Awakening Memory
Manifest Ego 2
Vivid Memory
Manifest Ego 3
Inner Memory
Manifest Ego 4
Complete Memory
Manifest Ego 5
Liberated Memory
Manifest Ego 6
Review
ST Damage [4/5]
AoE Damage [1/5]
AP Efficiency [2/5]
Utility [1/5]
Rin is a 5-Star Void-aligned Striker Combatant that sits in the mist, waiting to cut their opponents down with haste.
Rin utilizes “Dark Mist Stance” to enhance her abilities. She enters this stance through specific cards and only exits the stance when another Combatant plays an Attack Card. While the stance is active, most of Rin's cards gain additional effects that allow her to deal fantastic single-target damage while also buffing herself, improving AP efficiency and increasing hit counts, damage multipliers and more. Playing Rin is all about chaining together attacks and staying in her stance as consistently as possible.
As Rin wants to remain in Dark Mist Stance as much as possible to be effective, she isn't looking to be paired with Combatants who require Attack Cards to be played consistently to be effective. She's best poised as a Primary DPS to be supported by the other two team members. Whilst Rin does offer targeted Card Draw and even AP management, she is best paired with units who can offer some consistent Deck Cycling to ensure she can get into Dark Mist Stance to begin with. Rin's Attack Cards also feature multi-hitting quite consistently, taking great advantage of additive damage buffs. Any Combatant who can offer these buffs to Rin can truly make her lethal.
Rin doesn't have any AoE anywhere in her kit, but has incredible single-target damage output. In content where AoE damage is key, Rin may struggle compared to some other Combatants, and vice versa.
If you like the thought of methodical gameplay to maximize your output, Rin might be the character you've been looking for.
Fantastic single-target damage output (when set up correctly).
Has Card Draw.
Great self-damage scaling while Dark Mist Stance is maintained and when played with Skill-heavy allies.
No AoE Cards.
Must maintain Dark Mist Stance to remain effective.
Other Combatants' Attack Cards end Dark Mist Stance, restricting your team options.
The ratings below are based on the Season Save Data modes and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.
Chaos Mode
Season Save Data
Great Rift
Dark Mist Stance: Dark Mist Stance is a keyword on almost all of Rin’s cards; some allow her to enter it while others gain bonus effects while she’s within it. Dark Mist Stance can be tracked either via the buff menu or an icon under the team HP bar, which is either lit up or not based on whether the stance is active. After entering, Rin will remain within the stance until another Combatant uses an Attack Card, after which she’ll immediately exit it.
Rin’s Signature Potentials offer significant damage boosts as well as some additional functionality, making them a high priority to unlock.
3-1: Adds Dark Mist Stance to her Basic Attacks, making it an absolute must-have as soon as possible to ensure consistent starts to battles.
5-1: Increases both of Rin’s Basic Attacks by +5% and if her ATK is greater than 500, grants a further +5% boost.
7: When Rin’s ATK is over 600, she gains +5% Crit Rate and for every 40, grants a further 1% up to a cap of 10% for a total of 15%.
Base
Ego 1
Provides a small +20% (additive) bonus to Black Dance’s base damage multiplier which after factoring in full save data team buffs isn’t a huge increase to Rin’s damage potential but in low buff scenarios like Chaos can be a helpful boost to her.
Ego 2
Grants Rin access to a new card every time she enters Dark Mist Stance called Sheathe Sword. This card is a combo finisher and ideally should be used at the end of your combos after you’ve used all of your usual attack sequence. Using it this way will ensure it’s discount to 0 AP instead of costing the original 1 and also that it gains as much additive damage as possible. In save based game modes this is just another small damage increase for Rin but in Chaos it can be a welcome addition to Rin’s damage arsenal each turn.
Ego 3
Improves the damage and Vulnerable application of Rin’s Ego Skill. Ego Points like this are never too impactful and Rin’s is no exception, as her Ego makes up very little of her total damage potential overall.
Ego 4
This dupe is a pretty big deal; it allows you to get Stance off any card that Rin uses, meaning you can pop Destruction into both your payoff cards without using your Basics. It also opens up the option for secondary DPS comps since you can reliably apply Stance every turn.
Note: This Ego Point is completely utility-based and does not directly grant damage; therefore, we can’t calculate it.
Ego 5
Boosts the base damage increase of Rin’s Potentials from 20% to 26%. A nice damage increase as it affects her kit, but nothing game-changing.
Ego 6
Rin’s E6 is her first sizable upgrade from Ego Points, as it allows her to start the battle in Dark Mist Stance and also grants her and the team 2 Morale (equivalent to 40% additive damage) for the turn whenever she starts the turn in Dark Mist Stance. What makes this Ego strong is the combination of utility plus the fact that Morale affects all of Rin’s damage, not just a single ability.
Dark Mist Secret Ark: Slash
Ego Skill
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Rin’s Ego Skill, Black Mist Secret Ark: Slash costs an expensive 6 EP but does very high single-target damage and applies 2 Vulnerable stacks, which, when timed correctly, can dramatically increase Rin’s combo damage.
Dark Mist Sword: First Form Attack
A basic 1 AP Attack Card, which is an unremarkable baseline but can be upgraded to put Rin into Dark Mist Stance on use, improving its utility.
Dark Mist Sword: Third Form Attack
Identical to First Form, but costs 2 AP and does more damage. Still gains the same benefit from Potentials but is more costly to access.
Protection
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Rin’s basic shield is completely standard and doesn't have any extra synergy with her kit.
Drawing Slash
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A 0-cost Attack Card that deals solid damage and most importantly, grants Dark Mist Stance. Also, if used when already in Dark Mist Stance, it gains a multiplicative +50% damage boost, taking its unbuffed damage from 120% to 180%. The best card in Rin’s starter deck and one of her best overall, full stop.
Dark Mist Secret Art: Destruction
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A 0 AP Skill card that draws 1 card and puts Rin into the Dark Mist Stance. Outside of taking an action in front of enemies, there is very little downside to this card, but it’s also not very useful in most Rin decks until Epiphanies unless you find yourself frequently falling out of Dark Mist Stance.
Dark Mist Secret Art: Annihilation
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A 1 AP 150% DMG Attack that deals its damage twice while in Dark Mist Stance. One of Rin’s better damage cards, baseline, you’ll definitely want as soon as possible, but it becomes far stronger with Epiphanies.
Dark Mist Inner Art
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Rin’s primary buff card is a skill that costs 1 AP, preserves Dark Mist Stance for 1 turn on use (won't be removed with other Combatant attacks) and increases her Attack Card damage by an Additive +30% for 1 turn if you’re in Dark Mist Stance when used. A bit of an underwhelming effect baseline for its cost and 1 turn duration, but it does get better with Epiphanies.
Dark Mist Secret Art: Black Dance
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Rin’s best damage and payoff card, which scales very well with the additive damage from Inner Art and Morale-like effects. Costs 1 AP to use and deals 80% ATK, but while Dark Mist Stance is active gains an additional hit per skill card you have in hand.
Note: With Inner Art Active and 5 skills, this skill scales like this. (80% + 30%) x 6 = 660%.
Best Epiphanies
Note
We have given a star rating for each Epiphany, showing how strong and useful it is - with 1★ being the lowest rating and 5★ the highest.
Drawing Slash I
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Drawing Slash II
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Drawing Slash III
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Drawing Slash IV
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Drawing Slash V
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Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Vulnerable 2, 1 AP.
Dark Mist Secret Art: Destruction I
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Dark Mist Secret Art: Destruction II
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Dark Mist Secret Art: Destruction III
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Dark Mist Secret Art: Destruction IV
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Dark Mist Secret Art: Destruction V
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Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: 1 AP.
Dark Mist Secret Art: Annihilation I
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Dark Mist Secret Art: Annihilation II
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Dark Mist Secret Art: Annihilation III
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Dark Mist Secret Art: Annihilation IV
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Dark Mist Secret Art: Annihilation V
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Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Vulnerable 2, Weakness Attack.
Dark Mist Inner Art I
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Dark Mist Inner Art II
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Dark Mist Inner Art III
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Dark Mist Inner Art IV
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Dark Mist Inner Art V
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Epiphanies:
Divine Epiphanies:
Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.
Gear
The Memory Fragments & Equipment suggestions below are based on calculations we did. If you want to check the damage formula and how scaling the damage works in CZN, check this guide.
[2-PC]: +25% Critical Damage.
[2-PC]: +12% Attack.
The easiest to use most generic option for Rin in both Save Data and Chaos game modes but which usually isn't best in slot for either of them. In Save Data 2/2/2 loses out to 4P Conqueor's assuming both Black Dance and Annihilation stay at 1 AP cost the whole fight, if you're running either Rin's discount build or team mates like Narja which reduce the cost of cards 2/2/2 will be best instead (these are more niche builds though). In Chaos based game modes where card damage boost are much harder to get 4P Orb of Inhibition usually wins out thanks to its higher card damage potential pulling ahead of the ATK% Blackwing provides, in Save 4P Orb also isn't too far behind 2/2/2 either.
For more damage use 2P Cursed Corpse (if you can keep Agony on targets at all times). Alternatively for stronger Chaos starts try 2P Seth's Scarab, or if you want more survivability use 2P Healer's Journey. If none of that appeals, you can use any 2 strong sub/main stat pieces instead of a final 2P set bonus as well.
[4-PC]: +30% Damage Amount to Void cards that hit 2 or more times,
[2-PC]: +25% Critical Damage.
Best option for Rin in Chaos in most cases as its high card damage boost allows it to pull ahead 2/2/2 and even 4P Conqueror's in damage unless you take single hit epiphanies. Also not a bad option for save data coming in just behind 2/2/2 in damage although it does fall behind 4P Conquror's quite a bit if your build can run it.
[4-PC]: +35% Critical Damage of 1-cost cards.
[2-PC]: +25% Critical Damage.
The best damage option for Rin in Save Data based game modes assuming the majority of your damage is coming from 1 AP cost cards which in the case of Rin unless you're running discounts should always be the case as Black Dance and Annihilation both have 1 AP cost and make up the bulk of Rin's damage profile.
In a lot of cases, flat sub-stats are better than percentage ones when it comes to HP, ATK and DEF. The reason behind this is that in CZN the characters stats are pretty low and you get more value from flat bonus rather than percentage one based on calcs.
CRIT Rate% = CRIT DMG% > ATK > ATK%
Ensure Rin's ATK is at 601 in the character screen at a minimum to activate the initial stage of her Potential 7. Ideally, though, scale her ATK higher than that targeting breakpoints of +50 over 600 to grant her even more Crit Rate, but not at the cost of swapping out her most optimal Main Stats or sacrificing too many Sub Stats.
Our best Partner recommendation try to balance both the raw damage boost they provide based on our calculations with the additional utility provided by the skill - combined with how it interacts with the characters's kit. We have rated each Partner based on how much additional damage and the utility they provide. Read the comments under each Partner to better understand our reasoning.
No calculations in Chaos Zero Nightmare are completely accurate for all scenarios, including the ones below. What team, decks, epiphanies, gear, equipment, and enemies you’re facing all impact them. Because of this, take the results as guidelines and combine them with the explanations to make your decisions. Calculations use endgame save data set-ups, including 5 turns of combat using the whole deck with all Ego skills unless otherwise stated.
Increase the assigned Combatant’s Attack by 16–24%.
If the assigned Combatant's card was used just before, +15/30% Damage Amount to Attack Cards. Can stack up to 2 times and is removed when a different Combatant's card is used.
Gain Focus each time 2 of the assigned Combatant's cards are used.
Focus: Increase Damage Amount of the assigned Combatant's Attack Cards by 20/40%.
When the effect is activated, decrease Focus by 1, and when another Combatant's card is used, remove Focus.
Deal 250% Damage. +10% assigned combatant's attack card damage for each owned buff for 1 turn.
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Increase the assigned Combatant’s Attack by 16–24%.
If the assigned Combatant's card was used just before, +15/30% Damage Amount to Attack Cards. Can stack up to 2 times and is removed when a different Combatant's card is used.
Gain Focus each time 2 of the assigned Combatant's cards are used.
Focus: Increase Damage Amount of the assigned Combatant's Attack Cards by 20/40%.
When the effect is activated, decrease Focus by 1, and when another Combatant's card is used, remove Focus.
Deal 250% Damage. +10% assigned combatant's attack card damage for each owned buff for 1 turn.
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Increase the assigned Combatant's Attack by 8/16%.
The assigned combatant's attack cards with a cost of 1 or less deal +10/20% damage.
When the assigned combatant uses a Skill card, +10/20% attack card damage for 1 turn. Stacks up to 3 times.
Deal 100% Damage to all enemies. Draw 1 Attack card(s) from the assigned combatant with cost of less than or equal to 1.
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Increase the assigned Combatant’s Attack, Health, and Damage Amount by 12–20%
+25-50% Damage dealt by the assigned combatant to targets in Break state.
Deal 250% Damage. Apply Weakness Attack to 1 assigned combatant's random Attack cards in hand.
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Increase the assigned Combatant’s Attack, Health, and Damage Amount by 12–20%
+25-50% Damage dealt by the assigned combatant to targets in Break state.
Deal 250% Damage. Apply Weakness Attack to 1 assigned combatant's random Attack cards in hand.
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The assigned combatant's Attack is increased by 8/16%.
At the start of battle, Damage dealt by the assigned combatant increases by 8/16% for 1 turn.
Deal 120% Damage to all enemies.
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Increase the assigned Combatant's Attack by 8/16%.
The assigned combatant's attack cards with a cost of 1 or less deal +10/20% damage.
When the assigned combatant uses a Skill card, +10/20% attack card damage for 1 turn. Stacks up to 3 times.
Deal 100% Damage to all enemies. Draw 1 Attack card(s) from the assigned combatant with cost of less than or equal to 1.
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In the Zero System, it’s incredibly easy to access all items acquirable via the shop thanks to the five free refreshes you get each shop node - that's why the recommendations below are limited to them only. ATTENTION! Area-specific items can sometimes be more powerful than shop items, but are far less consistent to get or require running a specific world or giving up certain event options. Use the shop list as a starting point for building up your deck saves.
The equipment recommendations are based on items obtainable in Season 2’s Chaos - Burning Life. If you’re running content outside of Season 2, it’s possible some options may not be available for acquisition, or that other options not obtainable in Burning Life may be better.
We're currently working on updating all builds for Season 3.
Deck & Teams
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Base performance of the character.