To learn more about Mei Lin 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 Mei Lin 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
Strike
Flame Dragon Guardian
Show Effects
Flame Dragon's Jewel
[Unique][Initiation]
Show Effects
Rising Dragon Spire
Show Effects
Unity of Attack and Defense
Spirit of the Aromata
[Retain]
Show Effects
Flame Dragon's Sovereignty
[Weakness Attack]
Show Effects
Heavenly Flame Dragon
Ego Skill
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.
Flame Dragon's Jewel I
[Unique][Initiation]
Show Effects
Flame Dragon's Jewel II
[Unique][Initiation]
Show Effects
Flame Dragon's Jewel III
[Unique][Initiation]
Show Effects
Flame Dragon's Jewel IV
[Unique][Initiation]
Show Effects
Flame Dragon's Jewel V
[Initiation]
Show Effects
Rising Dragon Spire I
Show Effects
Rising Dragon Spire II
Show Effects
Rising Dragon Spire III
Show Effects
Rising Dragon Spire IV
Show Effects
Rising Dragon Spire V
Unity of Attack and Defense I
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Unity of Attack and Defense II
Unity of Attack and Defense III
Show Effects
Unity of Attack and Defense IV
Unity of Attack and Defense V
[Unique]
Show Effects
Spirit of the Aromata I
[Retain]
Show Effects
Spirit of the Aromata II
[Retain]
Show Effects
Spirit of the Aromata III
[Initiation]
Show Effects
Spirit of the Aromata IV
[Retain]
Show Effects
Spirit of the Aromata V
[Retain]
Show Effects
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 [5/5]
AoE Damage [1/5]
AP Efficiency [3/5]
Utility [2/5]
Mei Lin is a 5-Star Striker that belongs to the Passion attribute. Mei Lin excels at dealing single-target damage to knock her enemies out.
Mei Lin is capable of constantly applying Passion Weakness to enemies, ensuring she almost always has an Attribute advantage to maximize her damage output. Mei Lin can also inflict "Ember" on her enemies, which provides extra damage to Attack Cards when they're used on enemies that will be put into a Ravaged state or are currently in one.
Mei Lin has phenomenal AP efficiency and consistency thanks to her "Unity of Attack and Defense" card. She has great self buffs and can dish out some incredible damage without much help from other Combatants. Mei Lin is primed to be your key DPS in a team and benefits best from other Combatants who can provide buffs to supplement their damage output.
Her glaring weakness is her lack of AoE damage; none of her cards or various Epiphanies have the ability to provide in this area. In content where AoE is needed, she may fall short. Whilst Mei Lin has Card Draw on her own, it's limited to her own cards, so she will still want to be paired with another unit who can assist with Card Draw to ensure she can activate as many of her cards as possible in a single turn.
Mei Lin plays almost like a fighting character, chaining together long strings of Attack Cards to form potent ramping combos to continue her assault.
Self Card Draw/searching and AP cost reductions.
Incredible self-buffing capabilities.
Can apply Passion Weakness on enemies to always deal Tenacity Damage and gain attribute damage bonus herself and Passion Allies.
Outstanding burst single-target damage.
Ego Skill is expensive
No AoE Cards.
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
Passion Weakness: A debuff that causes the enemy to be treated as though they are Passion weak for all Combatant attacks while it remains active. It is duration-based, not hit-count-based.
Attack Weakness/Weak Point Damage: Makes an Attack Card deal damage as if it had an elemental advantage.
Ember: Applies a stacking debuff to the enemy. When the enemy is Ravaged, or hit while in a Ravaged state, deal +30% damage per Ember stack and consume all stacks (up to 5 stacks).
Combo: Gain additional effect after activating another card of the same elemental type.
Ravage/Ravaged: Enemies in this status have had their Tenacity Bar fully broken.
Tenacity Damage: Depletes enemies' Tenacity Bar. 1 Tenacity Damage is 1 Bar of the gauge.
Mei Lin’s 3-1 is one you’ll want to pick up quickly, while her other signature Potentials add damage stats to her kit based on her Attack stat. If you’re hitting those stat thresholds, they are also definitely worth grabbing.
3-1: Causes Strike to add 1 Ember stack to the enemy on use. Makes it easier to generate stacks of Ember for more bonus damage when breaking or hitting broken enemies.
5-1: Adds an extra 5% base damage to Strike. Additionally, if Mei Lin’s Attack is greater than 500, an additional 5% is added, for 10% total.
7: Adds 4% Weak Point Damage if Mei Lin’s Attack is greater than 600. For every 50 Attack over 600, +1% Weak Point Damage is added, up to 8% extra. Mei Lin is almost always dealing Weak Point Damage, so the extra damage here adds up fast.
Base
Ego 1
Mei Lin’s first Ego to be unlocked buffs her “Flame Dragon’s Sovereignty” card, which now causes it to always Critical Hit when hitting a Ravaged Target. Not a terrible first node, but in hyper-optimized Mei Lin decks, this card is often removed. Unfortunately, this will mostly help with some extra damage when completing Chaos runs with Mei Lin, whilst this card is still in your deck.
Note: Our calculations for Mei Lin do not have Flame Dragon’s Sovereignty present, so this Ego Point cannot be calculated.
Ego 2
Her second Ego now grants any of Mei Lin’s cards that deal damage the extra effect of inflicting 1 “Ember” stack on the target. This helps maintain Ember on enemy units, further increasing her potential damage output. As the majority of Mei Lin’s Ember generation comes from her Basic Attacks, it almost functions as doubling the Ember generation. Note: How valuable this Ego Point is depends wildly on how you align the extra Ember Stacks you’ll have access to and whether or not you can line both a Ravage plus optimal stack size of Ember alongside one or all Dragon Spire V attacks. Because of this variability we’ve held off calculating it as this Ego Skill is either a solid damage increase or very easily wasted depending on the fight and the player.
Ego 3
The third Ego to be unlocked increases the number of Basic Cards to be buffed by her Ego Skill from 4 to 6. As Mei Lin’s Ego Skill is rather expensive, this can often go underutilized; however, it is still a boost that you can reliably access every fight.
Ego 4
The fourth node to be unlocked grants Mei Lin a 1-turn buff “Flame Dragon Awakens” whenever she Ravages an enemy via an attack. This buff grants Mei Lin +20% Damage to all of Mei Lin’s Attack Cards and +20% damage amount to enemies who are in a Ravaged State. This is an absolutely amazing node for Mei Lin, thanks to how consistently she can Ravage enemies. Additionally, as there is no limit to how frequently she can gain this buff, it can be extremely powerful in some cases where you’re able to Ravage multiple enemies in a single turn.
Note: Our calculations are single target so Mei Lin is only able to maintain a single stack of this buff at one time.
Ego 5
This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. This is a strong Potential Node increase for Mei Lin, as a significant portion of their damage comes from Basic cards.
Ego 6
Mei Lin’s final Ego node to be unlocked interacts with her 4th Ego node. Whenever Mei Lin is granted “Flame Dragon Awakens” twice (1, 2, apply. 3, 4 - apply etc.), she deals 100% Fixed Damage to all enemies and inflicts 3 Ember. This provides a small amount of AoE damage that she’s definitely missing in her kit; however, as it's Fixed Damage, there isn’t much scaling Potential for this to enable Mei Lin to function as an AoE unit and should be considered as a nice occasional benefit, opposed to reworking her playstyle.
Note: How powerful this Ego Point is, is completely reliant on how easy enemies' Tenacity Gauges are to deplete and how many enemies are present in the fight. Because of how variable this is, we haven’t opted to calculate this Ego Point as any result likely wouldn’t be an accurate representation of its power.
Heavenly Flame Dragon
Ego Skill
Mei Lin’s Ego Skill is expensive, costing 6 EP to use, but doubles the hit count of her next 4 Basic Attacks, offering a tremendous amount of burst potential when combined with Unity of Attack and Defense. These additional basics have no time limit on them, so you can use this Ego as soon as it's available and reap the benefits whenever it’s convenient.
Strike
Mei Lin’s Basic Attacks are a core part of her kit, which are discounted, empowered and used extensively by the rest of her kit. You’ll be using them very… very often. Also applies 1 stack of Ember per use after unlocking Potentials!
Flame Dragon Guardian
Show Effects
Basic Shield card that can be drawn and used for 0 cost via Unity of Attack and Defense, but is otherwise unremarkable.
Flame Dragon's Jewel
[Unique][Initiation]
Show Effects
Mei Lin’s signature card is one of the strongest upgrades available. It costs 1AP to use and grants all of Mei Lin’s Attack Cards a multiplicative +20% boost while also causing them all to apply 1-turn of Passion Weakness, essentially ensuring she’ll always have elemental advantage and the damage bonus that comes with it. Even better is that this card has [Initiation], meaning you’ll always be able to use it at the start of fights! It also has the [Unique] tag, meaning it cannot be stacked.
Rising Dragon Spire
Show Effects
A 1-Cost Attack Card that deals damage, applies 2 Ember stacks and has a Combo effect that causes it to hit twice. An incredibly efficient damaging card with very loose restrictions, given the high AP efficiency of the rest of Mei Lin’s cards. If you’re worried, though, you can pair Mei Lin with another Passion character to guarantee it’s always active.
Unity of Attack and Defense
Mei Lin’s best card, which, when upgraded and copied, can form truly degenerate combos when built around correctly, but is still incredibly strong at a baseline as well. It is a 0AP cost skill that draws 2 Basic Cards (Strike or Flame Dragon Guardian) and reduces their cost by 1 for the current turn. It's straight up a 0-cost draw 2 gain 2 AP, which is incredible
Note: If there are not enough eligible cards for this card to draw, it will draw them from the Grave as well. ALSO, if a card has already been played this turn, it CANNOT be drawn again; this can be BYPASSED with an Epiphany that changes DRAW to MOVE.
Spirit of the Aromata
[Retain]
Show Effects
Another buffing card for Mei Lin, but this time a temporary one. Cost 1 AP and grants Mei Lin a unique effect that causes her to gain an additional +20% DMG multiplier every time she plays a card, stacking infinitely. This effect and its buff last 1 turn. This is absurdly potent when combined with Mei Lin’s many low or no-cost cards. Also has [Retain], allowing it to be saved for the perfect moment.
Flame Dragon's Sovereignty
[Weakness Attack]
Show Effects
This card has [Attack Weakness], meaning it will always deal damage as if it has an elemental advantage. It hits for 300% damage before whatever buffs you might have/give it. On top of everything else, if you break an enemy with it, it deals all the extra Ember damage you have stacked onto the target without consuming the stacks.
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.
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: Morale/Resolve.
Rising Dragon Spire I
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Rising Dragon Spire II
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Rising Dragon Spire III
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Rising Dragon Spire IV
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Rising Dragon Spire V
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: 30% multiplicative damage increase, -1 Cost Reduction (if not using Line Memory Fragment).
Unity of Attack and Defense I
Show Effects
Unity of Attack and Defense II
Unity of Attack and Defense III
Show Effects
Unity of Attack and Defense IV
Unity of Attack and Defense V
[Unique]
Show Effects
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.
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: Draw 1, -1 Cost Reduction.
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.
[2-PC]: Increase the damage, Shield and Healing of Basic Cards by 20%.
The safest of all set combination for Mei Lin to use in Chaos and Save data based game modes but which can lose out to more specialised sets under the right circumstances. Check out Mei Lin's other gear options to know which scenarios they beat out 2/2/2 for.
[4-PC]: When an Upgrade Card is used, increase Damage Amount of Passion Cards by 20% (max 1 stack).
[2-PC]: +25% Critical Damage.
Loses out to all other sets in Save Data based game modes but can work as an alternative to 2/2/2 in Chaos based game modes although it's not specifically a direct upgrade and more of a side grade thanks to how competitive 2P Seth's Scarab is alongside the other 2 DPS 2P sets.
[4-PC]: +20% Critical Chance of cards that cost 2 or more.
[2-PC]: +25% Critical Damage.
In save data based game modes Rising Dragon Spire V is the majority of Mei Lin's damage and baseline it has an AP cost of 2. So long as you're not reducing its cost via discounts or Divine Epiphanies 4P Line of Justice is a large damage upgrade thanks to the Crit Rate it grants to Dragon Spire making it a strong choice but only if your Mei Lin build aligns with it.
[4-PC]: +35% Critical Damage of 1-cost cards.
[2-PC]: +25% Critical Damage.
Similar to Line of Justice 4P Conqueor's can be used to boost Rising Dragon Spire V as well but only when it's discounted which is most common via a Divine Cost Reduction Epiphany. When you can guarentee your Dragon Spire V costs exactly 1 AP consistenly this is a damage upgrade over 2/2/2 .
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%
To activate Mei Lin's potential 7, ensure she has at least 601 ATK in the character screen, but ideally aim for much more than this to get as close to maxing out its effect as possible. The Weak Point Damage from Potential 7 is one of the strongest multipliers available to Mei Lin, so getting more of it is ideal.
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%.
Increase Damage Amount of the assigned Combatant when attacking Ravaged enemies by 15/30%.
The assigned combatant's Basic Cards always apply as Weak Point Damage, and +5/25% Weakness Damage.
Deal 350% Damage.
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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, 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 by 16–24%.
Increase Damage Amount of the assigned Combatant when attacking Ravaged enemies by 15/30%.
The assigned combatant's Basic Cards always apply as Weak Point Damage, and +5/25% Weakness Damage.
Deal 350% Damage.
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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 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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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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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.
Deck & Teams
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Base performance of the character.