To learn more about Nine 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*
09.02.2026
*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 Nine 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
Slash
Back-Edge Parry
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Hew
[Unique][Initiation][Exhaust][Ephemeral]
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Experienced Strike
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Fatal Strike
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Counterblade
[Unique]
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Fighting Spirit
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Hew Lv. 1
[Unique][Exhaust][Ephemeral]
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Hew Lv. 2
[Unique][Exhaust][Ephemeral]
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Hew Lv. 3
[Unique][Exhaust][Retain]
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Hew (Ironclad) Lv. 1
[Unique][Exhaust][Ephemeral]
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Hew (Ironclad) Lv. 2
[Unique][Exhaust][Ephemeral]
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Hew (Ironclad) Lv. 3
[Unique][Exhaust][Retain]
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Hew (Extreme) Lv. 1
[Unique][Exhaust][Ephemeral]
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Hew (Extreme) Lv. 2
[Unique][Exhaust][Ephemeral]
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Hew (Extreme) Lv. 3
[Unique][Exhaust][Ephemeral]
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Hew (Extreme) Lv. 4
[Unique][Exhaust][Ephemeral]
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Hew (Extreme) Lv. 5
[Unique][Exhaust][Retain]
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Hew (Flash) Lv. 1
[Unique][Ignition][Exhaust][Retain]
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Hew (Flash) Lv. 2
[Unique][Ignition][Exhaust][Retain]
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Hew (Flash) Lv. 3
[Unique][Ignition][Exhaust][Retain]
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Hew (Massacre) Lv. 1
[Unique][Exhaust][Ephemeral]
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Hew (Massacre) Lv. 2
[Unique][Exhaust][Ephemeral]
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Hew (Massacre) Lv. 3
[Unique][Exhaust][Retain]
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Hew (Ambush) Lv. 1
[Unique][Exhaust][Retain]
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Hew (Ambush) Lv. 2
[Unique][Exhaust][Retain]
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Hew (Ambush) Lv. 3
[Unique][Exhaust][Retain]
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Exploit Opening
[Exhaust 2][Retrieve][Retain]
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Reflection: Zero
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.
Hew (Ironclad)
[Unique][Initiation][Exhaust][Ephemeral]
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Hew (Extreme)
[Unique][Initiation][Exhaust][Ephemeral]
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Hew (Flash)
[Unique][Initiation][Ignition][Exhaust][Retain]
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Hew (Massacre)
[Unique][Initiation][Exhaust][Ephemeral]
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Hew (Ambush)
[Unique][Initiation][Exhaust][Retain]
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Experienced Strike I
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Experienced Strike II
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Experienced Strike III
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Experienced Strike IV
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Experienced Strike V
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Fatal Strike I
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Fatal Strike II
Fatal Strike III
[Unique][Ignition][Retain]
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Fatal Strike IV
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Fatal Strike V
[Retain]
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Counterblade I
[Unique]
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Counterblade II
[Unique]
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Counterblade III
[Initiation][Unique]
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Counterblade IV
[Unique]
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Counterblade V
[Unique]
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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
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
Nine full image isn't available yet. It will be added soon
Review
ST Damage [4/5]
AoE Damage [3/5]
AP Efficiency [2/5]
Utility [2/5]
Nine is an Order attribute Vanguard who excels at dealing high single-target damage, positioning her as one of the strongest OTK (One Turn Kill) units in the game, thanks to her signature card Hew, an attack you’ll always have in your hand and which levels up as you use it. Nine also has the potential to sacrifice some of her standard single-target damage to branch out into different playstyles through her varied Epiphany options. Doing this can allow Nine to act as a Shielder, AoE damage dealer, or even counterattack specialist.
In all modes of play, Nine’s game plan is simple but effective. Her main card, Hew, has initiation and will start in your hand. It also has exhaust and the new mechanic incinerate, which triggers when the card it’s on is exhausted, and in the case of Hew, adds another copy of Hew to your hand, but at a higher level (which deals more damage).
One way to play Nine effectively is to activate Hew as many times in one turn as possible. Hew does have a limit on how many times it’ll add back in a single turn from incinerate, but you should try to max that out every turn you can when playing this way. This can be hard in Chaos, but it should be your target in Save with this strategy. The catch with this plan is that Hew has a high AP cost of 3, so you’ll have to use the rest of Nine’s kit in order to activate it multiple times per turn. The main card that helps with this is Fighting Spirit, a 1AP card that activates the highest cost Nine card in hand. So the basics are spam Fighting Spirit as much as possible to activate Hew as many times in one turn as you can!
The other way to play Nine is aiming for a single massive hit with Hew by stacking buffs and debuffs while levelling Hew up to maximum through other means. This can either be achieved in a single turn or by waiting multiple turns, with the trade-off being that those turns skipped are lost damage but result in a stronger hit at the end. This playstyle is a valid alternative to using all levels of Hew each turn, but needs more specific builds and a large amount of buffing/debuffing in order to compete.
When it comes to team building, Nine is usually looking to be your primary damage dealer thanks to her high damage output. Her build can be altered to support shielding and sustain, but that’s not the norm. She also doesn’t have any AP generation or Draw. Because of this, she is best paired with characters who can provide one or the other or both, ideally at the same time, as also bringing some buffs to the table. But if you decide to go for the counterattack variant, you’ll want characters who excel at generating counterattack stacks.
For accessing Nine’s different playstyles, it can be done so by swapping out Hew’s max damage option for utility variants, which change the way you build your deck, and who you support her with. Nine has counterattack synergy with her Hew (Ambush) epiphany; whenever your Ally counterattacks, it also triggers your Hew, opening up an entirely different playstyle. Hew (Massacre) offers AoE damage, at the cost of single-target damage. Hew (Ironclad) generates a large amount of shield every time Hew is used. Lastly, Hew (Flash) can be used to solve AP issues when played in Exhaust-based combo decks.
When thinking of scaling Nine’s damage due to her much higher than average base numbers on her cards, she benefits greatly from multiplicative damage buffs over smaller additive buffs, such as Morale stacking. Nine also has a low hit count, which allows her to maximize Vulnerability to its fullest. You’ll want to be looking for as many multiplicative buffs to maximize her damage output while avoiding additive ones.
Strong single-target damage.
Very easy deckbuilding, not reliant on divine epiphanies like some other characters.
Flexible playstyles, able to swap to strong AoE or shielding.
Absurd ability to do ridiculously large single hits of damage with set-up
Her main combo card will always be in hand.
Best decks don’t require many points, so many Neutral cards can be used if desired
No card draw.
Most builds are AP heavy.
Take a bit to get going in Chaos due to Hew’s high cost.
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.
Season Save Data
Chaos Mode
Reflection: Zero
Ego Skill
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Reflection Zero is Nine’s Ego Skill. It costs 6 Ego Points to use and will deal DEF-Based damage to every enemy. Furthermore, it will also increase the damage it deals by 50% by Exhausting the two highest cost cards in your hand. The damage increases per cost of the cards you exhausted (e.g., exhausting a 3 cost Hew + a 1 cost card will result in a 200% damage increase) - This can be a double-edged sword as you don’t get to choose the other card you want to exhaust. A fine tool for levelling up Hew, but it can be awkward to use due to its downside. Doesn’t meaningfully affect Nine’s damage output, though.
Slash
Slash is Nine's basic attack. It deals moderate defense-based damage, and when you have her potential node 3-1 activated, it also increases the damage of Exhaust-based cards by 15% for the turn, stacking up to twice. This basic attack is better than most characters thanks to its higher-than-average damage and buffing, which can be solid in Chaos, but once you get deeper into runs or are aiming for save decks, this card is usually removed.
Back-Edge Parry
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Back-Edge Parry is Nine’s other basic starting card; it provides a shield with no other effects. This card is always the first removal target.
Hew
[Unique][Initiation][Exhaust][Ephemeral]
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Hew is Nine’s bread and butter skill, which her entire kit revolves around. Hew starts as a 3-cost attack card with 4 tags, [Unique], [Exhaust], [Ephemeral], and [Initiation]. It also has another pseudo tag called [Incinerate]. Outside of that, it deals Defense-Based damage to a single enemy. Incinerate is an additional effect that occurs when the card is exhausted. What makes Hew worth using, and Nine a functional character, is this card's Incinerate effect, which, upon triggering, creates a new copy of Hew to your hand but with a higher level, so base Hew will add Hew Lv1 upon incineration. Each level of Hew increases the base damage of the card up to a limit depending on the epiphany you’re using (All Hew variants go up to Lv3, with the exception of Hew (Extreme), which goes up to Lv5). When using the maximum level Hew, the Incinerate effect changes to creating a new base copy of Hew, but at the start of the next turn. Note: Divine and Standard epiphanies on this card are not applied to levelled up versions and therefore have much less effect on Nine’s most important card.
Experienced Strike
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Experienced Strike is a 1-cost single-target attack card that deals Defense-Based damage and also provides 20% of the damage dealt as shield. It also has an added effect that provides a 20% (multiplicative) damage boost to Exhaust cards for 1 turn. This effect changes with the various epiphanies, which can change the way you build your deck. The main choice, though, is usually similar to its base effect, as buffing Hew’s damage usually comes out as the top priority.
Fatal Strike
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Fatal Strike is also a 1-cost single-target attack card that deals Defense-Based damage. It has the added effect of dealing increased damage by 20% for each cost of the highest-cost card in your hand that has the [Exhaust] tag, and will then also exhaust that card. Eg, Exhausting a 3-cost Hew will increase the damage by 60%. This card helps provide an additional source of exhaust for Hew to ensure you’re cycling through every Lv. each turn to maximize your damage output. Very useful in Hew (Extreme) decks that have 6 full Lvl’s of Hew to get through per turn.
Counterblade
[Unique]
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Counterblade is a 0-cost Upgrade card that has the [Unique] tag. When a shield is gained through an ability, you gain 1 Honed Edge stack, up to a maximum of 3 stacks. Honed Edge provides a 20% multiplicative damage increase to attack cards that deal Defense-Based damage. This buff only lasts a single turn and will need to be built back up each turn. Certain Epiphanies allow Nine to gain Honed Edge, so be on the lookout for those.
Fighting Spirit
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Fighting Spirit is a 1-cost Skill card that activates the highest cost attack card(s) of Nine in hand, and then exhausts the card(s) used. This card allows you to bypass the high cost of Hew and is the key card you’ll want to duplicate during your Chaos runs. When using this card, the main downside is that you are not able to choose your target for Hew, unless you have Nine at E1 or above.
Potential Priority
Crit Rate% > Crit DMG% > Unique Card DMG% > Common Card DMG% = Basic Card DMG%
Here's some information about Nine's Potentials:
Base
EGO 1
Grants Nine the ability to now pick a target when using the Fighting Spirit card. This provides a decent quality of life but isn’t game-changing by any means.
EGO 2
Grants Nine an additional card at the start of battle, “Exploit Opening”. Exploit Opening is a 0-cost Skill card that has the tags [Exhaust 2 / Retrieve / Retain]. It’s a targeted Skill Card that de-buffs an enemy unit with 1 stack of Vulnerability and deals 1 Tenacity damage. Exhaust 2 allows you to use the card twice before it moves to the exhaust pile, and retrieve moves the card from the graveyard to your hand, but will result in the Retrieve tag being lost. This is a fine boost to Nine in Chaos, but in most Save mode decks, Nine should already have ample access to Vulnerability on her most impactful cards, so it is less powerful.
Note: Calculations are using Millennium Arbor, meaning this Ego has a little impact, but not a lot. In builds that have permanent Vulnerability from teammates, its damage contribution would be 0 outside of Tenacity.
EGO 3
Her E3 node provides an additional +150% damage to her Ego skill, and increases the bonus damage granted from exhausting the two highest cost cards in your hand from +50% to +100% per cost of each card. Eg, Exhausting a 3 Cost Hew + a 1 cost card will now result in a +400% damage increase instead of +200%. Nine’s Ego skill is not a major part of her damage, so while this is a big boost to its power, it’s not a large overall damage increase over the course of longer fights where multiple high-level hues easily overshadow it.
EGO 4
Nines E4 grants a buff whenever one of her cards is exhausted. Nine will be granted 1 stack of Improvisation per the cost of the card that was exhausted. Exhausting a 3-cost Hew will grant 3 stacks of Improvisation. Improvisation grants an additive +50% damage to Defense-Based damage to Nine's attack cards for 1 turn. This node does more for Nine’s other attack cards outside of Hew, as all versions of Hew already have a high base value, where additive damage isn’t as impactful as multiplicative damage increases. Regardless of its low impact on Hew still ends up being an ok damage increase across the board.
EGO 5
Boosts the base damage increase of Nine’s potentials from 20% to 26%. Usually not too relevant on most characters, but on Nine, as most of her scaling comes from her base damage, this Ego unlock is better on her than average, still not a game-changer though.
EGO 6
When a Hew card is activated, Nine deals an additional 15% of the damage dealt to the target as fixed damage. If Nine were to hit an enemy for 10000 Damage, they would take an additional 1500 damage on top. This is a very nice damage increase, but unfortunately, this extra hit cannot Cri,t meaning it truly is just another 15% damage on top of your usual Hew damage.
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.
Hew (Extreme)
[Unique][Initiation][Exhaust][Ephemeral]
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Hew (Ironclad)
[Unique][Initiation][Exhaust][Ephemeral]
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Hew (Massacre)
[Unique][Initiation][Exhaust][Ephemeral]
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Hew (Ambush)
[Unique][Initiation][Exhaust][Retain]
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Hew (Flash)
[Unique][Initiation][Ignition][Exhaust][Retain]
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Epiphanies:
Divine Epiphanies:
Similar to neutral Epiphanies, Divines will only be applied to the base version (the starting version and the version created through max lvl Hew Start of Turn effect). While this makes divines significantly less valuable on Nine, if you have excess PTS, which is common on Nine, you can consider taking the ‘Vulnerable 2’ divine for up to 2 vuln per turn.
Experienced Strike I
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Experienced Strike II
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Experienced Strike III
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Experienced Strike IV
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Experienced Strike V
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Epiphanies:
Divine Epiphanies:
The best Divines to aim for are -1 cost reduction and Vulnerable 2 on hit. These aren’t mandatory, but are both nice inclusions if you can hit them.
Fatal Strike I
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Fatal Strike II
Fatal Strike III
[Unique][Ignition][Retain]
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Fatal Strike IV
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Fatal Strike V
[Retain]
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Epiphanies:
Base performance of the character.