To learn more about Ein check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Ein check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Investment tips
Teams
Profile
Normal Attack
Sniper Rifle
Mode: Charge
Ammo: 6
Reload: 2s
■ Affects Target(s).
Deals 69.04% of ATK as damage.
Charge Time: 1 sec
Full Charge Damage: 250% of damage.
Deals 200% damage when attacking core.
Feather Standby
Passive
Cooldown: -
■ Activates when entering battle. Effects self.
Summons 4 Near Feathers.
■ Activates when entering Burst Skill Stage 3. Affects self.
ATK ▲ 70.12% for 10 sec.
Feather Shot
Passive
Cooldown: -
■ Activates when Near Feather is summoned. Effects 1 random enemy unit(s).
Near Feather Attack: Deals 90.81% of final ATK as true damage.
■ Activates when attacking with Full Charge. Affects self.
Charge Damage ▲ 80% for 1 shot(s).
Feather-All Range
Active
Cooldown: 40s
■ Affects self.
Summons 6 Near Feathers.
True Damage ▲ 55.3% for 10 sec.
Charge Damage ▲ 140.68% for 10 sec.
■ Affects 10 enemy unit(s) with the highest DEF.
Deals 300.02% of final ATK as true damage.
Review
A juvenile scientist with genuine love for fashion, a rather unlikely yet deadly combination that bridges logics and expressions, Ein holds a promising future commanders must protect. As a Missilis Attacker, she fights with a unique armament that periodically deals true damage to a random enemy, Near Feathers. She is also capable of maintaining a steady rhythm with her regular Sniper Rifle, boosting her ATK and Charged Damage at opportune moments.
Ein has middling AoE capabilities but remarkable single-target lethality. Despite satisfactory performance across multiple game modes, Solo Raid remains her principal battlefield. All things considered, we expect her performance to conveniently surpass Scarlet's in similar setups with even higher growth potential as her ATK buff is less diluted. Her kit also accepts True Damage buffs, which Scarlet cannot make use of. Overall, she is a very promising unit that might have a chance to still be relevant in the future in element-neutral Raids, replacing Scarlet and going together with SAnis, or maybe in the True Damage team alongisde treasured up Laplace and Frima. It all really depends on the boss' design.
If you care about Raids, then yes, you should. Her True Damage counters the boss Mirror Container very well, which is obvious since it is designed exclusively for her. This boss barricades itself with layers of DEF buffs, and units without enough ATK will struggle at penetrating its rock-hard defenses. Outside of this boss, she still has a high chance of being deployed alongside SAnis in everyone's favorite easy-to-run team.
As a bonus, she can also be used in PvP as a tauntable delayed AoE damage dealer, despite still not being quite meta. Similar to SBS and 2B, her hard counter is any taunter + immunity (from Biscuit, for example) who can redirect her Near Feathers' attacks away from key units. However, unless taunted, her drones will able to punish squishies throughout Full Burst, and let's not forget the guaranteed small AoE damage upon activation.
Now, if you don't care much about Raids or PvP, and can still reach top ranks without her, then there is no rush getting her. In fact, she will be obtainable from Standard. By doing this, you can instead get SHelm/SAnis or save for future units. A wonderful collab shall indulge us any week now.
Last but not least, do NOT use Gold Tickets on her.
Admirable performance in Campaign due to her semi-sequential attacks, which can be considered a delayed wave clear. This is similar to how Modernia takes time to clear waves, but that also means she can clear mobs that spawn a bit later. Meanwhile, instant wipes will only clear mobs that are currently on the screen. Ein's S2 allows her to spread Near Feathers' damage across multiple enemies, which is better for Low Deficit as enemies are more delicate, and together with her small AoE + Basic Attack, she can multitask and hunt down tanks at the same time. However, she is not as effective in High Deficit because you want to kill mobs as quickly as possible, suffering from the same fate SBS endures. If the damage pool is overly spread out, then no one dies, basically.
Ein provides herself with a massive ATK lift every time the team enters Burst Stage 3. In High Deficit, where units' ATK and mobs' DEF converge, her basic attack damage will still be somewhat stable. Moreover, her skills deal True Damage, ignoring enemy's DEF!
Damage wise, Ein surpasses Scarlet against solo bosses, but her wipe is not as strong as Scarlet's when it comes to confronting too many mobs at the same time. She is similar to Sakura in a way that their effectiveness rises significantly as the number of enemies decreases. This allows them to focus their skill attacks on a single target. But, does this mean they are bad against adds? Not really. Their attacks are still, well, a wave-clearing tool. And for Ein specifically, she has a small screenwide AoE in her Burst Skill, which should be enough for eradicating low-HP critters.
Let's not forget to mention that Ein is a True Damage dealer, which again, allows her to be paired with niché supports like FrimaT (Frima Treasure). This frees up the more generic supports for those with straightforward attack methods, enhancing compositional flexibility in Solo Raids.
Ow, we didn't expect another PvP superstar to be released. Summer Sakura introduced a delayed barrage alongside a well-executed targeted chip damage. Now, we are showcased a guaranteed small AoE damage (untauntable) paired with substantial AoE pressure! While there is randomness in play with Near Feathers, it is almost impossible for them not to strike an enemy or two. Unless taunted, they can deal considerable damage across 10s, inflicting continuous chip damage. Her approach is similar to SBS (more destructive in total but without the guarantee) and 2B (no guarantee + countered by Rosanna). Since she is already outfitted with an ATK + True Damage buff, she is not as reliant on DMG buffs/debuffs as the other wipers, but you still need them because her multipliers are not enough alone.
Ein is a damage dealer, and her performance is determined mainly by two things: her normal attacks & Near Feathers' cumulative damage. Against bosses with exposed cores and with buffs that empower regular attacks (i.e. Reload Speed/Core Damage), her normal attacks tend to hold a greater share. Otherwise, her damage will mainly come from Near Feathers, which also synergizes with True Damage buffs provided by herself and other fringe units. This assumes that her skills are adequately leveled, as she is heavily skill-dependent.
### What is True Damage?
True Damage is a type of damage that bypasses DEF completely. For example, a unit with 300 ATK hitting a unit with 100 DEF would normally have a modified ATK of 200. However, if it is True Damage, the ATK will pass through unprocessed, staying at 300.
Having True Damage is a tactical advantage as it allows Ein to benefit from niché supports, like FrimaT. If better supports or partners as her B3 will ever be released, then she will be dominating alongside them. She can also handle enemies of high DEF, like Mirror Container, without compromising her damage. Being an Electric, she also pairs well with SAnis.
A simple skill, easy to explain. Ein's S1 summons 4 Near Feathers upon entering battle, which helps provide a tiny bit of Burst Energy to help cycle through Full Burst(s) faster. Apart from this, she also provides herself with a substantial ATK buff, which activates every time the team enters Burst Stage 3, even when she is not activating her Burst Skill! This allows her to strengthen her basic damage during her own and during other units' Full Burst(s).
The ATK buff takes effect before Burst Skill is activated since it triggers upon entering Burst Stage 3 (when B3 choices appear). Therefore, it also affects her Burst Skill damage!
Here is where the real fun begins. Let us start dismantling Near Feathers:
### Near Feather Facts
- Whenever a Near Feather is summoned (i.e. whenever Ein uses Burst Skill), the feathers shoot lasers on random enemy units on the screen and deal True Damage. If there is one enemy, all the damage is dealt to that one single opponent.
- In normal team comps, at the start of the stage/battle, every ~3 seconds, there is one shot from Near Feathers which helps cycle through rotations faster in both PvE and PvP.
- Every time Ein uses Burst Skill, there are 34 instances of Near Feather dealing damage, with 1-4 of them occurring after Full Burst ends.
- During the downtime of when Ein is not in her own Burst, there are usually 6 instances of Near Feathers dealing damage (with CDR), in relation to S1.
- Near Feathers can CRIT but not Core Hit. They are affected by Full Burst Multiplier (0.5×) but not Damage Distance (0.3×).
All of these help Ein deal immense damage during her Burst, which can be used either as a screen-clearing tool or as a focus-target DPS, kind of like how Distributed Damage works. But, this is not her only damage source. Ein has one trick up her sleeve left to show—increasing her Charge Damage considerably after every Fully Charged shot. This makes her a super auto-friendly unit to use, minimizing the need to spam like one would with Alice or Trony. You would still want to perform quick shots between Full Bursts to accelerate rotations, however.
Simply put, her Burst Skill summons Near Feathers, which activates her Skill 2 and allows her to unleash a rain of destruction, repeatedly dealing True Damage to enemies while also enhancing her True Damage and Charge Damage even further!
Finally, she has a 'small' True Damage nuke. These tiny multipliers are not to be scoffed at as they actually benefit from the ATK buff from S1, True Damage buff from Burst Skill, and Full Burst Bonus Multiplier (0.5×) all at once!
Ein has a lot of ATK buff in her kit, which activates every time the team enters Burst Stage 3. We can safely assume that the uptime is very high, so constant dilution is to be expected. Thus, she scales better with Elemental DMG, but after that, there is nothing better than ATK. You will need a bunch of Max Ammo too, so rotations become more efficient and her basic attacks become more prominent.
Essential: None
Ideal: 4× Elemental Damage, 4× ATK, 1~2× Max Ammo
Passable: Max Ammo, Charge Speed, CRIT Rate, CRIT DMG
Priority: Medium
Skill 1: 7-10
Huge ATK buff warrants an upgrade to the fullest.
Skill 2: 7~10
Her main source of True Damage (aka Near Feathers). Also increases Charge Damage.
Burst Skill: 7~10
A major portion of her powerful short-lasting buffs resides here. True Damage, Charge Damage all significantly contribute to her DPS. Also increases Nuke Damage.
With Reload Speed team, Resilience is the best. Otherwise, Bastion is the best if you have at least 1× Max Ammo, else use Resilience for more comfortable magazine handling.
Capable of unleashing great amounts of True Damage, allowing her to handle high-DEF enemies like a boss.
Her personal ATK and True Damage buffs are massive, and the former has high uptime.
Noteworthy Charge Damage buffs that empower her basic attacks.
Auto-friendly SR unit.
Small but useful AoE damage in Burst Skill that can benefit from all active Full Burst buffs.
Having True Damage means she can be paired with True Damage buffers, whom no one else wants, freeing up the generic supports for generic units.
Damage is quite stable and does not fluctuate too much regardless of whether there is a core or not.
So... frickin'... cute!
Heavily skill-dependent.
Does not pair well with Charge Damage buffs because of severe dilution.
ATK is slightly diluted for Ein.
Against multiple enemies, her focus target damage, especially against bosses, is lowered substantially due to spread.
Her Near Feathers are tauntable in PvP.
An alluring bait banner alongside Summer units and just before a potential collab, but she is not limited and can be put in Wishlist.
The skill description is too vague. You need to test her in practice to understand the secret details.
Story (low deficit)
Story (high deficit)
Bossing
PVP
Investment Tips
Here's the explanation for all the numbers and colors used in the guide:
More info:
PVE investment
1/1/1 → 4/4/4 → 7/7/7 (→ 10/10/10)
PVP investment
1/1/1 → 4/4/4 → 7/7/7 (→ 10/10/10)
Priority
Medium
This Overload (OL) Recommendations and Priority guide unravels in detail everything you need about a character in terms of priority, overload targets (effects), and order of acquisition, alongside some notes to explain our thinking process.
For OL targets and order of acquisition, we decided to divide the target effects into several categories.
Overload effects are ordered by importance from Left to Right, which means anything on the left provides more value than the right. Effects that belong to the same group generate too similar an impact to make a difference (and are sometimes interchangeable). Try to follow this order as faithfully as possible for maximum mileage.
Additional tips:
Essential
-
Ideal
4× Elemental Damage
4× ATK
1~2× Max Ammo
Passable
Max Ammo, Charge Speed, CRIT Rate, CRIT DMG
Priority
Medium
Consider OL-ing her only after you finish building the meta ones.
Resilience Cube
Bastion Cube
Destruction Cube
Onslaught Cube
Adjutant Cube
Tempering Cube
Vigor Cube
Endurance Cube
With Reload Speed team, Resilience is the best. Otherwise, Bastion is the best if you have at least 1× Max Ammo, else use Resilience for more comfortable magazine handling.
Teams
The Boring SAnis Team
Mode: Bossing || Element: Electric
A pretty simple team that all of us have seen on the leaderboards. Dorothy provides CDR, Anis: Sparkling Summer & Ein step on the DPS pedal, and Privaty provides the necessary Reload Speed buffs, as well as Ammo Reduction for Anis: Sparkling Summer. The B2s are the survivability supports to ensure the team stays alive.
-
Syuen’s Minions
Mode: Tribe Tower || Element: All
Ein's Best Bossing team
Mode: Union / Solo Raids || Element: Electric
True Damage Team... Completed?
Mode: Bossing || Element: All
While we need more potent replacements over Rem and Dolla/Helm: Aquamarine for a better True Damage team, this can absolutely perform at a decent level! The downside is that Frima (Treasure) and Laplace need to have their Favorite Items, which are expensive time investments. Frima also needs Treasure Phase 3 to be a viable support, which can take up to 1.5 months to get.
-
High Power Nuke (3RL)
Mode: PVP || Element: All
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