Chaos Zero Nightmare (CZN)RinBuild and Guide

Character
Introduction

Best guide and build for Rin from Chaos Zero Nightmare (CZN). Rin is a 5 character from the Striker class and Void attribute, who belongs to the Wanderer [No Affiliation] faction.

To learn more about Rin check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Update tracker

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

Cards
Starting Cards:
Card Image
1

Dark Mist Sword: First Form Attack

Attack
Attack

100% Damage.​
Card Image
2

Dark Mist Sword: Third Form Attack

Attack
Attack

220% Damage.​
Card Image
1

Protection

Skill
Skill

100% Shield.​

Show Effects

Card Image
0

Drawing Slash

Attack
Attack

[Haste]

120% Damage.
Obtain Dark Mist Stance.
Dark Mist Stance: Increase Damage Amount by 50%.

Show Effects

Epiphany Cards:
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0

Dark Mist Secret Art: Destruction

Skill
Skill

Draw 1 card(s).
Gain Dark Mist Stance.

Show Effects

Card Image
1

Dark Mist Secret Art: Annihilation

Attack
Attack

[Haste]

150% Damage.
Dark Mist Stance: Add 1 Hit(s).​

Show Effects

Card Image
1

Dark Mist Inner Art

Skill
Skill

Retain Dark Mist Stance for 1 turn.
Dark Mist Stance: +40% Damage Amount to Attack Cards of this unit for 1 turn.

Show Effects

Card Image
1

Dark Mist Secret Art: Black Dance

Attack
Attack

80% Damage.
Dark Mist Stance: +1 Hit(s) per Skill card in hand.​

Show Effects

Ego Skill:
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6

Dark Mist Secret Ark: Slash

Ego Skill

400% Damage. 2 Vulnerable.

Show Effects

Epiphany Variants:

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.

Card Image
0

Drawing Slash I

Attack
Attack

[Haste]

180% Damage.
Obtain Dark Mist Stance.
Dark Mist Stance: Increase Damage Amount by 50%.

Show Effects

Card Image
0

Drawing Slash II

Attack
Attack

[Haste]

150% Damage.
Obtain Dark Mist Stance.
Dark Mist Stance: +1 Hit(s).​

Show Effects

Card Image
0

Drawing Slash III

Attack
Attack

[Haste]

350% Damage.
Dark Mist Stance: This card can be used.

Show Effects

Card Image
0

Drawing Slash IV

Attack
Attack

[Haste]

120% Damage.
Obtain Dark Mist Stance.
Dark Mist Stance: Increase Damage Amount by 30% for each card in hand.

Show Effects

Card Image
2

Drawing Slash V

Attack
Attack

[Haste]

360% Damage.
Obtain Dark Mist Stance.
Dark Mist Stance: Increase Damage Amount by 50%.

Show Effects

Card Image
0

Dark Mist Secret Art: Destruction I

Skill
Skill

100% Shield.
Draw 2 card(s).
Gain Dark Mist Stance.

Show Effects

Card Image
0

Dark Mist Secret Art: Destruction II

Skill
Skill

Draw 1 card(s) of this unit.
Decrease Cost of those cards by 1 for 1 turn.
Gain Dark Mist Stance.

Show Effects

Card Image
0

Dark Mist Secret Art: Destruction III

Skill
Skill

Draw 1 card of this unit.
+50% Damage Amount to that card for 1 turn.
Gain Dark Mist Stance.

Show Effects

Card Image
0

Dark Mist Secret Art: Destruction IV

Skill
Skill

Move Dark Mist Secret Art: Annihilation and Dark Mist Secret Art: Black Dance from Draw Pile or Graveyard to hand.

Show Effects

Card Image
2

Dark Mist Secret Art: Destruction V

Upgrade
Upgrade

At the start of the turn, if in Dark Mist Stance, Draw 1 card(s).​

Show Effects

Card Image
1

Dark Mist Secret Art: Annihilation I

Attack
Attack

[Haste]

225% Damage.
Dark Mist Stance: Add 1 Hit(s).​

Show Effects

Card Image
1

Dark Mist Secret Art: Annihilation II

Attack
Attack

[Haste]

50% Damage x 2.
Dark Mist Stance: +2 Hit(s).​

Show Effects

Card Image
1

Dark Mist Secret Art: Annihilation III

Attack
Attack

[Haste]

100% Damage x 2.
Dark Mist Stance: +100% Critical Damage.​

Show Effects

Card Image
1

Dark Mist Secret Art: Annihilation IV

Attack
Attack

[Haste]

250% Damage.
Dark Mist Stance: Increase Damage Amount by 100%.​

Show Effects

Card Image
1

Dark Mist Secret Art: Annihilation V

Attack
Attack

[Haste]

180% Damage.
Dark Mist Stance: Decrease Cost of all cards of this unit in hand by 1 for 1 turn.

Show Effects

Card Image
1

Dark Mist Inner Art I

Skill
Skill

Retain Dark Mist Stance for 1 turn.
Dark Mist Stance: +80% Damage Amount to Attack Cards of this unit for 1 turn.​

Show Effects

Card Image
0

Dark Mist Inner Art II

Skill
Skill

Retain Dark Mist Stance for 1 turn.
Dark Mist Stance: +40% Damage Amount to Attack Cards of this unit for 1 turn.

Show Effects

Card Image
1

Dark Mist Inner Art III

Skill
Skill

For 1 turn, Retain Dark Mist Stance.
Create 1 Dark Mist Secret Art: Annihilation Card(s) and apply Ephemeral to that Card.​

Show Effects

Card Image
1

Dark Mist Inner Art IV

Upgrade
Upgrade

At the start of the turn, obtain Dark Mist Stance.​

Show Effects

Card Image
1

Dark Mist Inner Art V

Upgrade
Upgrade

If in Dark Mist Stance state, increase Damage Amount of Attack Cards of this unit by 50%.

Show Effects

Potential
1

Epiphany Bonus

Potential 1

When entering Chaos, obtain 1 random Rare Card with an activated Epiphany.
2

Basic Card Upgrade

Potential 2

Increase Damage, Shield, and Healing Amounts of Basic Cards by 2/20%.
3

Common Card Upgrade

Potential 3

Increase Damage, Shield, and Healing Amounts of Common Cards by 2/20%.
3-1

Basic Card Proficiency

Potential 3-1

Add Obtain Dark Mist Stance to Dark Mist Sword: First Form, Dark Mist Sword: Third Form card.
4

Unique Card Upgrade

Potential 4

Increase Damage, Shield, and Healing Amounts of Unique Cards by 2/20%.
5

Critical Chance Proficiency

Potential 5

+2/10% Critical Chance.
5-1

Basic Card Proficiency

Potential 5-1

+5% Damage of Rin's Dark Mist Sword: First Form and Dark Mist Sword: Third Form.
If Rin's Attack is above 500, an additional +5%.
5-2

Divine Epiphany Adaptation

Potential 5-2

Increases the chance for a Divine Epiphany to appear by 25%.
6

Critical Damage Proficiency

Potential 6

+2.4/12% Critical Damage.
7

Unique Stat Upgrade

Potential 7

If Rin's Attack is greater than 600, +5% Critical Chance.
For every 40 Attack above that threshold, apply an additional +1% Critical Chance (up to an additional +10%).
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

+20% Damage of Dark Mist Secret Art: Black Dance.
E2

Awakening Memory

Manifest Ego 2

If Rin obtains Dark Mist Stance, create 1 Sheathe Sword card.
This effect can be triggered once every turn.
E3

Vivid Memory

Manifest Ego 3

+50% damage of the Dark Mist Secret Art: Slash Card, and increase Vulnerable by 1.
E4

Inner Memory

Manifest Ego 4

If Rin is not in Dark Mist Stance when using her card, obtain Dark Mist Stance.
E5

Complete Memory

Manifest Ego 5

Increase the level of [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
E6

Liberated Memory

Manifest Ego 6

At the beginning of the battle, obtain Dark Mist Stance.
At the beginning of a turn, if Rin is in Dark Mist Stance state, obtain 2 Morale for 1 turn.
Stats (level 60)
HP
376
DEF
155
ATK
467
Gallery

Review

Introduction
Performance Profile

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.

Pros & Cons
Pros

  • 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.

Cons

  • No AoE Cards.

  • Must maintain Dark Mist Stance to remain effective.

  • Other Combatants' Attack Cards end Dark Mist Stance, restricting your team options.

Ratings

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.

T1

Chaos Mode

T1

Season Save Data

?

Great Rift

Key Mechanics

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.

Potential

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%.

Dupes Review
E0

Base

Base performance of the character.

E1
101.93%

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.

E2
103.90%

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.

E3
104.12%

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.

E4
104.12%

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.

E5
105.59%

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.

E6
114.02%

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.

Cards & Ego Skill
Card Image
6

Dark Mist Secret Ark: Slash

Ego Skill

400% Damage. 2 Vulnerable.

Show Effects

Dark Mist Secret Ark: Slash

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.

Card Image
1

Dark Mist Sword: First Form Attack

Attack
Attack

100% 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.

Card Image
2

Dark Mist Sword: Third Form Attack

Attack
Attack

220% Damage.​
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.

Card Image
1

Protection

Skill
Skill

100% Shield.​

Show Effects

Protection

Rin’s basic shield is completely standard and doesn't have any extra synergy with her kit.

Card Image
0

Drawing Slash

Attack
Attack

[Haste]

120% Damage.
Obtain Dark Mist Stance.
Dark Mist Stance: Increase Damage Amount by 50%.

Show Effects

Drawing Slash

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.

Card Image
0

Dark Mist Secret Art: Destruction

Skill
Skill

Draw 1 card(s).
Gain Dark Mist Stance.

Show Effects

Dark Mist Secret Art: Destruction

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.

Card Image
1

Dark Mist Secret Art: Annihilation

Attack
Attack

[Haste]

150% Damage.
Dark Mist Stance: Add 1 Hit(s).​

Show Effects

Dark Mist Secret Art: Annihilation

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.

Card Image
1

Dark Mist Inner Art

Skill
Skill

Retain Dark Mist Stance for 1 turn.
Dark Mist Stance: +40% Damage Amount to Attack Cards of this unit for 1 turn.

Show Effects

Dark Mist Inner Art

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.

Card Image
1

Dark Mist Secret Art: Black Dance

Attack
Attack

80% Damage.
Dark Mist Stance: +1 Hit(s) per Skill card in hand.​

Show Effects

Dark Mist Secret Art: Black Dance

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

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.

Card 1
Neutral Epiphany
★★★★★
Card Image
0

Drawing Slash I

Attack
Attack

[Haste]

180% Damage.
Obtain Dark Mist Stance.
Dark Mist Stance: Increase Damage Amount by 50%.

Show Effects

★★★★
Card Image
0

Drawing Slash II

Attack
Attack

[Haste]

150% Damage.
Obtain Dark Mist Stance.
Dark Mist Stance: +1 Hit(s).​

Show Effects

★★★★★
Card Image
0

Drawing Slash III

Attack
Attack

[Haste]

350% Damage.
Dark Mist Stance: This card can be used.

Show Effects

★★★★
Card Image
0

Drawing Slash IV

Attack
Attack

[Haste]

120% Damage.
Obtain Dark Mist Stance.
Dark Mist Stance: Increase Damage Amount by 30% for each card in hand.

Show Effects

★★★★
Card Image
2

Drawing Slash V

Attack
Attack

[Haste]

360% Damage.
Obtain Dark Mist Stance.
Dark Mist Stance: Increase Damage Amount by 50%.

Show Effects

★★★★

Epiphanies:

  • Neutral [★★★★★] - Target Neutral Epiphany: Morale 1.
    This will often be played before most of your important attacks, as it can free up space to have more Skill Cards in hand, so using it as a buff for all future hits is generally preferred over prioritizing its own damage, which Morale 1 Epiphany can do.
  • Drawing Slash I
    [★★★★] - The card now has a slightly higher base ratio. This is simply just an increase in damage, but it will tend to do less damage than Drawing Slash II because it scales with buffs less and will not buff your other cards as a Neutral Epiphany can.
  • Drawing Slash II
    [★★★★★] - The buff effect on this card is changed to be +1 hit in Dark Mist Stance. This will be the best card for the damage of the card itself, as it scales very well with the buffs allies Rin is usually played with and her multi-hitter playstyle.
  • Drawing Slash III
    [★★★★] - The card now has a much higher base ratio (over doubled), but cannot be used unless you are in Dark Mist Stance and loses its previous Dark Mist Stance multiplicative buff. The Dark Mist Stance buff this card gives itself can now be much higher than the base version. This is simply just an increase in damage, but it will tend to do less damage than Drawing Slash II because it scales with buffs less and will not buff your other cards as a Neutral Epiphany can.
  • Drawing Slash IV
    [★★★★] - The Dark Mist Stance buff this card gives itself can now be much higher than the base version, with it scaling based on the number of cards in hand. This is simply just an increase in damage, but it will tend to do less damage than Drawing Slash II because it scales with buffs less and will not buff your other cards as a Neutral Epiphany can.
  • Drawing Slash V
    [★★★★] - Now, the card has a much higher base ratio and keeps its buff in Dark Mist Stance, but costs a whopping 2AP over its previous 0-cost. This is simply just an increase in damage, but it will tend to do less damage than Drawing Slash II because it scales with buffs less and will not buff your other cards as a Neutral Epiphany can.

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.

Card 2
Neutral Epiphany
Card Image
0

Dark Mist Secret Art: Destruction I

Skill
Skill

100% Shield.
Draw 2 card(s).
Gain Dark Mist Stance.

Show Effects

Card Image
0

Dark Mist Secret Art: Destruction II

Skill
Skill

Draw 1 card(s) of this unit.
Decrease Cost of those cards by 1 for 1 turn.
Gain Dark Mist Stance.

Show Effects

Card Image
0

Dark Mist Secret Art: Destruction III

Skill
Skill

Draw 1 card of this unit.
+50% Damage Amount to that card for 1 turn.
Gain Dark Mist Stance.

Show Effects

Card Image
0

Dark Mist Secret Art: Destruction IV

Skill
Skill

Move Dark Mist Secret Art: Annihilation and Dark Mist Secret Art: Black Dance from Draw Pile or Graveyard to hand.

Show Effects

★★★★★
Card Image
2

Dark Mist Secret Art: Destruction V

Upgrade
Upgrade

At the start of the turn, if in Dark Mist Stance, Draw 1 card(s).​

Show Effects

Epiphanies:

  • Neutral [] - Neutral Epiphanies are not recommended for Destruction, as you will basically never take anything besides Destruction IV and the base value of the card is not comparable to Destruction IV.
  • Dark Mist Secret Art: Destruction I
    [] - The card now gives a small shield. This can be valuable if you really need a small shield. However, this is nowhere near the value you will get from playing Destruction IV, which is not only more valuable relative to Destruction I but is the complete cornerstone of all of Rin’s strongest builds.
  • Dark Mist Secret Art: Destruction II
    [] - The card now only draws 1 card but decreases its cost on next use. However, this is nowhere near the value you will get from playing Destruction IV, which is not only more valuable relative to Destruction II but is the complete cornerstone of all of Rin’s strongest builds.
  • Dark Mist Secret Art: Destruction III
    [] - The card now only draws 1, but gives a decent 50% multiplicative buff to the Card Drawn. However, this is nowhere near the value you will get from playing Destruction IV, which is not only more valuable relative to Destruction III but is the complete cornerstone of all of Rin’s strongest builds.
  • Dark Mist Secret Art: Destruction IV
    [★★★★★] - This allows you to replay Annihilation and Black Dance for every Destruction IV you have. The go-to Epiphany for Rin, which you base 90% of her decks around. The value you get from being able to replay her two best attacks up to 4 more times EACH is immeasurable and other Epiphanies are, frankly, incomparable in terms of the value this gives for DPS Rin. You will basically never even consider another option unless there’s a fringe scenario like a hard cap on moves/replaying or some Neutral attack that you want to build around instead.
  • Dark Mist Secret Art: Destruction V
    [] - The card changes to an Upgrade and gives a free Attack Card Draw for Rin’s attacks at the start-of-turn IF you are starting the turn in Dark Mist Stance. However, this is nowhere near the value you will get from playing Destruction IV, which is not only more valuable relative to Destruction V but is the complete cornerstone of all of Rin’s strongest builds.

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.

Card 3
Neutral Epiphany
★★★
Card Image
1

Dark Mist Secret Art: Annihilation I

Attack
Attack

[Haste]

225% Damage.
Dark Mist Stance: Add 1 Hit(s).​

Show Effects

★★
Card Image
1

Dark Mist Secret Art: Annihilation II

Attack
Attack

[Haste]

50% Damage x 2.
Dark Mist Stance: +2 Hit(s).​

Show Effects

★★★★
Card Image
1

Dark Mist Secret Art: Annihilation III

Attack
Attack

[Haste]

100% Damage x 2.
Dark Mist Stance: +100% Critical Damage.​

Show Effects

★★★
Card Image
1

Dark Mist Secret Art: Annihilation IV

Attack
Attack

[Haste]

250% Damage.
Dark Mist Stance: Increase Damage Amount by 100%.​

Show Effects

Card Image
1

Dark Mist Secret Art: Annihilation V

Attack
Attack

[Haste]

180% Damage.
Dark Mist Stance: Decrease Cost of all cards of this unit in hand by 1 for 1 turn.

Show Effects

★★★★

Epiphanies:

  • Neutral [★★★] - Target Neutral Epiphany: Morale 1.
    Because Rin is a multi-hitter, she can scale very well off of additive buffs and with 4 duplicates of Destruction IV, this will end up actually being up to 5 Morale since it can be replayed up to 5 times via Destruction IV. However, this can be dependent on your teammates and Divine Epiphanies, as playing it 5 times alongside Black Dance can be quite expensive.
  • Dark Mist Secret Art: Annihilation I
    [★★] - The card now has a higher base ratio. Do note that being able to play this card effectively compared to Annihilation V can be dependent on your teammates and Divine Epiphanies, as playing it 5 times (via Destruction IV), alongside Black Dance, can be quite AP-expensive. Moreover, it will likely be worse damage than Annihilation II, assuming you have additive buffs that multihitters are commonly played with.
  • Dark Mist Secret Art: Annihilation II
    [★★★★] - Now, the card hits 4 times if in Dark Mist Stance, but does less base damage on each hit. For maximising damage, this will be the best option alongside additive buffs, but this can be dependent on your teammates and Divine Epiphanies since it raises the AP needs a sizeable amount.
  • Dark Mist Secret Art: Annihilation III
    [★★★] - The card gains 100% Crit-damage as an effect. This can be quite strong and will cause close in damage to Annihilation II, especially if you have very low buffs. Do note that being able to play this card effectively compared to Annihilation V can be dependent on your teammates and Divine Epiphanies, as playing it 5 times (via Destruction IV), alongside Black Dance, can be quite AP-expensive. Moreover, it will likely be worse damage than Annihilation II, assuming you have additive buffs that multihitters are commonly played with.
  • Dark Mist Secret Art: Annihilation IV
    [] - The card now has a higher base ratio (250%) and gives itself a 100% multiplicative buff. This effectively means it's a 1-hit for 500% damage, which, while it may sound nice, is vastly outscaled via alternative options in damage with buffing and allies Rin can utilise well off her multi-hits. Also note that being able to play this card effectively compared to Annihilation V can be dependent on your teammates and Divine Epiphanies, as playing it 5 times (via Destruction IV), alongside Black Dance, can be quite AP-expensive. Moreover, it will likely be worse damage than Annihilation II, assuming you have additive buffs that multihitters are commonly played with.
  • Dark Mist Secret Art: Annihilation V
    [★★★★] - The card gains Cost Reduction on other Rin attacks for their next use, but loses its extra hit. This effectively will make it so your Black Dance is free to play every time Annihilation and Black Dance are moved by Destruction, saving you 1 AP. For comfort and general use, this will be the best option, as it lowers the AP needs a sizeable amount, but it significantly lowers her damage compared to Annihilation II, III, or Neutral as a trade-off.

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.

Card 4
Neutral Epiphany
★★★
Card Image
1

Dark Mist Inner Art I

Skill
Skill

Retain Dark Mist Stance for 1 turn.
Dark Mist Stance: +80% Damage Amount to Attack Cards of this unit for 1 turn.​

Show Effects

★★★
Card Image
0

Dark Mist Inner Art II

Skill
Skill

Retain Dark Mist Stance for 1 turn.
Dark Mist Stance: +40% Damage Amount to Attack Cards of this unit for 1 turn.

Show Effects

★★★
Card Image
1

Dark Mist Inner Art III

Skill
Skill

For 1 turn, Retain Dark Mist Stance.
Create 1 Dark Mist Secret Art: Annihilation Card(s) and apply Ephemeral to that Card.​

Show Effects

★★★
Card Image
1

Dark Mist Inner Art IV

Upgrade
Upgrade

At the start of the turn, obtain Dark Mist Stance.​

Show Effects

★★★
Card Image
1

Dark Mist Inner Art V

Upgrade
Upgrade

If in Dark Mist Stance state, increase Damage Amount of Attack Cards of this unit by 50%.

Show Effects

★★★★★

Epiphanies:

  • Neutral [★★★] - Target Neutral Epiphany: Morale 1, Draw 1.
    With Morale 1, the effective additive buff on this to Rin's attacks is 60%. This is slightly weaker than Inner Art I, but isn’t so much worse that you won’t happily take it in scenarios you would also take Inner Art I.
    With Draw 1, you get a quality of life equivalent to a Divine that can make it worth taking over an Upgrade and lessen the draw strain Rin can impose with her beefy decks.
  • Dark Mist Inner Art I
    [★★★] - The buff is now 80% instead of 40%. This is a great option if you wish to maximise the buff you give to Rin’s attacks from herself. But it can require you to play it before Rin’s other cards, and can be awkward since oftentimes Rin will prefer to just keep a skill in hand for +1 hit on Black Dance rather than use it.
  • Dark Mist Inner Art II
    [★★★] - The card now costs 0. For Rin, who tends to be extremely AP-expensive with Destruction IV moving 2 1-cost cards to hand up to 4 times a turn, every AP you save can matter and the 0-cost bonus of this is not to be sneezed at for that reason. It is worth considering if you are very tight on AP and need to pinch corners but want to keep the card’s buff (and for some reason can’t take Inner Art V or aren’t offered it).
  • Dark Mist Inner Art III
    [★★★] - The card now makes 1 Annihilation base Epiphany with [Ephemeral]. This has amazing synergy with Black Dance, as it can be held in hand for a +1 hit on it and be used after your Black Dances are for no loss. However, it can be expensive to play as the skill itself costs 1 and the Annihilation it makes also costs 1, for a total of 2 extra AP.
  • Dark Mist Inner Art IV
    [★★★] - You now gain Dark Mist Stance at the start of the turn. While the effect on this isn’t amazing, it’s worth considering if you have cards played at the end of the turn that will remove Dark Mist Stance, but otherwise maintain it, such as when Rin is played alongside Veronica, who may remove it via Ballistas at the end of the turn.
  • Dark Mist Inner Art V
    [★★★★★] - The buff is now a permanent 50%. This requires no special turn-order as it is a consistent, permanent buff and will thin Rin’s deck after it is played. Because of its consistency and ease of use, it is generally the recommended choice.

Divine Epiphanies:

Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.

Gear

Memory Fragments

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.

Recommended Loadout
95.08%

[2-PC]: +25% Critical Damage.

[2-PC]: +12% Attack.

Flex

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.

93.18%

[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.

Specialist Loadout

[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.

Main and sub-stats

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.

Ideal
CRIT Rate > CRIT DMG
Desire
Void DMG% >= ATK%
Imagination
ATK%
Substats:

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.

Partners

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.

1
5 Turns 141.62%

Passive - The Path to Mastery

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.

Skill - Binding Knot - 3 EP cost

Deal 250% Damage. +10% assigned combatant's attack card damage for each owned buff for 1 turn.

-

2
5 Turns 119.45%

Passive - The Path to Mastery

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.

Skill - Binding Knot - 3 EP cost

Deal 250% Damage. +10% assigned combatant's attack card damage for each owned buff for 1 turn.

-

3
5 Turns 112.27%

Passive - Poltergeist

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.

Skill - Light of Judgment - 3 EP cost

Deal 100% Damage to all enemies. Draw 1 Attack card(s) from the assigned combatant with cost of less than or equal to 1.

-

4
5 Turns 110.88%

Passive - Arachnid Domain

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.

Skill - Arachnid Web - 2 EP cost

Deal 250% Damage. Apply Weakness Attack to 1 assigned combatant's random Attack cards in hand.

-

5
5 Turns 103.52%

Passive - Arachnid Domain

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.

Skill - Arachnid Web - 2 EP cost

Deal 250% Damage. Apply Weakness Attack to 1 assigned combatant's random Attack cards in hand.

-

6
5 Turns 100.00%

Passive - Guard

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.

Skill - Giant Bazooka - 2 EP cost

Deal 120% Damage to all enemies.

-

7
5 Turns 97.31%

Passive - Poltergeist

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.

Skill - Light of Judgment - 3 EP cost

Deal 100% Damage to all enemies. Draw 1 Attack card(s) from the assigned combatant with cost of less than or equal to 1.

-

Equipment

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.

Weapon
Weapon
DPS
  • Equipment
    Intellect of Discord
     
  • Equipment
    Dagger That Tricked the Shadow
     
  • Equipment
    RFS-17
     
  • Equipment
    Sword Reflected in the Lake
     
  • Equipment
    Obsidian Sword
     
Support
  • -
Armor
Armor
DPS
  • Equipment
    Fairy King's Crown
     
  • Equipment
    Mask of Flames
     
Support
  • Equipment
    Star-Lit Cloak
     
  • Equipment
    Vine Camouflage
     
Trinket
Trinket
DPS
  • Equipment
    Amorphous Cube
     
  • Equipment
    Quantum Collector
     
Support
  • Equipment
    Sphere of Randomness
     
Comments - Weapons
  • Equipment
    Intellect of Discord
     - Offers a huge 18% Combat Attack passively which for most Attack scalers makes this weapon the defacto best in slot weapon if you're able to acquire it alongside the correct save and don't have another better Mythic equipment options.
  • Equipment
    Dagger That Tricked the Shadow
     - 12% Crit DMG is always a competitive option if you can find it in your runs and nothing better turns up or is required for your build.
  • Equipment
    RFS-17
     - One of the strongest Legendary Weapons for any combatant that deals the majority of their damage via 0 cost abilities either naturally or as a result of discounts. Note: Depending on the Epiphanies you choose for Rin and whether your team has other cost reduction mechanics will determine if this weapon is either one of the best choices for your RIn or mostly worthless. Make sure to pay attention to your build before deciding to comimit to it.
  • Equipment
    Sword Reflected in the Lake
     - A generic weapon that provides a large 25% (Multiplicative) damage boost but only while you hold 6 cards or more. This is a strong legendary equipment providing you can satisfy its conditions while using the majority of your highest damaging abilities, but this is much easier said than done making it only situationally good in certain decks.
  • Equipment
    Obsidian Sword
     - Very easy to find and grants 12% (Multiplicative) damage to everything. It's never the best, but if you have nothing else you should definitely grab it.
Comments - Armor
  • Equipment
    Fairy King's Crown
     - The Crit Rate this armour provides is almost always in demand and a competitive option making it a piece worth seeking out unless you're able to obtain better more specialized options.
  • Equipment
    Mask of Flames
     - Provides a 35% (Multiplicative) damage boost against enemies which are vulnerable. Powerful on characters that value multiplicative damage boosts (less so on those that don't) but only so long as you can consistently keep Vulnerable applied.
  • Equipment
    Star-Lit Cloak
     - A generic defensive option usable by all combatants making it a fine supportive addition if no other options are found. However not generally as enticing as direct damage or more immediate utility options for most builds.
  • Equipment
    Vine Camouflage
     - An easy to get and nice inclusion for teams that have use for a powerful (but conditional) survival mechanic. Usually not the most optimal choice within the armor slot for most characters but if you miss no all other options is very easy to pick up as a fall-back.
Comments - Trinkets
  • Equipment
    Amorphous Cube
     - The go-to generic damage accessory for most characters that is trivially easy to use and always for the most part a solid addition for any character that can make use of additive damage. Wont beat out more specialized options but always a great fallback.
  • Equipment
    Quantum Collector
     - Grants 20% (multiplicative) damage to the wearer any time any combatant uses an upgrade card (no limit) but only for 1 turn. In specific teams targetting low turn count kills this can be the best accessory available, but in longer fights, or low upgrade teams it loses a lot of its appeal.
  • Equipment
    Sphere of Randomness
     - An exceptionally powerful generic support trinket that grants both 1 draw and 1 AP at the start of battle turbo charging your early game. Is a Mythic item meaning it wont be suitable for every character, but on those who can afford to run it and don't need other accessories in this slot is well worth slotting in if it comes up in your runs.

Deck & Teams

Recommended Build
Build Comments
  • Multi-Hit Rin - The build utilizes Destruction to move her Annihilation and Black Dance cards to hand multiple times a turn, up to a total of 4 times. For max value on Black Dance, it is recommended to have some way to fill up your hand with skill cards. In season 2, this can be achieved via Contaminated Spores quite easily, but it can also be done through supports with innate [Retain] skills like Orlea. Note: The AP-Cost is incredibly high which is generally recommended to be met by Narja or a permanent form of cost-reduction, but other AP batteries or divines can work.
  • Discount Rin - Discount Rin functions the same as Multi-Hit Rin, only it uses an Annihilation that reduces the cost of Black Dance, making your AP requirements much more manageable without an AP battery or divines.
Removal
  • Protection
     - Removed in basically any Rin deck.
Conditional Removal
  • Dark Mist Sword: First Form Attack
     
    Dark Mist Sword: Third Form Attack
     - Either Basic Attack can be kept in Rin’s build to enable you to more easily enter Dark Mist Stance, especially if you do not have E4. However, you can also use other avenues or Rin cards to do so.
  • Drawing Slash
     - This is often kept as a way to enter Dark Mist Stance, but it can be removed if you have an alternative way to.
Copying
  • Dark Mist Secret Art: Destruction IV
     - In most popular Rin builds, this will always be the preferred dupe as it allows you to re-use her strong multihit cards multiple times a turn.
Best Synergies
  • Nia’s Adagio V enables you to easily get all of your necessary Rin cards in hand, which is typically needed to get full value out of Rin’s cards before you pop off with them.
  • She can give additional additive buffs through her Rhythm Boost (if at least E2), which will give Rin the equivalent of 1-Morale (20% additive buff) to all hits.
  • If Rin is holding the Dimensional Cube, Nia can easily activate its 45% additive buff for her.
Best Teams
Chaos Teams
Generic - Chaos
Save Teams
Rin Hyper-Carry
Support
Nia
Veronica
Cassius