Chaos Zero Nightmare (CZN)Mei LinBuild and Guide

Character
Introduction

Best guide and build for Mei Lin from Chaos Zero Nightmare (CZN). Mei Lin is a 5 character from the Striker class and Passion attribute, who belongs to the Terrascion [Planet-Born] faction.

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.

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 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

Cards
Starting Cards:
Card Image
1

Strike

Attack
Attack

100% Damage.​
Card Image
1

Flame Dragon Guardian

Skill
Skill

100% Shield.​

Show Effects

Card Image
1

Flame Dragon's Jewel

Upgrade
Upgrade

[Unique][Initiation]

Increases Damage Amount of Attack Cards of this unit by 20%.
When an Attack Card is used, 1 Passion Weakness to the target.​

Show Effects

Epiphany Cards:
Card Image
1

Rising Dragon Spire

Attack
Attack

100% Damage.
2 Ember.
Combo: Add 1 hit(s).

Show Effects

Card Image
0

Unity of Attack and Defense

Skill
Skill

Draw 2 Basic Card(s) of this unit.
Decrease Cost of those cards by 1 for 1 turn.​
Card Image
1

Spirit of the Aromata

Skill
Skill

[Retain]

For 1 turn, when using an own card +20% own Damage Amount.​

Show Effects

Card Image
2

Flame Dragon's Sovereignty

Attack
Attack

[Weakness Attack]

300% Damage.
Destroy: Retain Embers.​

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Ego Skill:
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6

Heavenly Flame Dragon

Ego Skill

Next 4 own Basic Attack Card(s), 1 extra Hit(s).
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
1

Flame Dragon's Jewel I

Upgrade
Upgrade

[Unique][Initiation]

Increases Damage Amount of Attack Cards of this unit by 30%.
When an Attack Card is used, 1 Passion Weakness to the target.​

Show Effects

Card Image
1

Flame Dragon's Jewel II

Upgrade
Upgrade

[Unique][Initiation]

Increase Damage Amount of Attack Cards of this unit by 20%.
When using an Attack Card, 1 Tenacity Damage to the target.​

Show Effects

Card Image
1

Flame Dragon's Jewel III

Upgrade
Upgrade

[Unique][Initiation]

Increase Damage Amount of Attack Cards of this unit by 20%.
When using an Attack Card, 1 Ember and 1 Passion Weakness to the target.​

Show Effects

Card Image
1

Flame Dragon's Jewel IV

Upgrade
Upgrade

[Unique][Initiation]

Increase Critical Chance of this unit by 30%.
On Critical Hit, 1 Tenacity Damage, 1 Ember.​

Show Effects

Card Image
2

Flame Dragon's Jewel V

Upgrade
Upgrade

[Initiation]

Upon Ravage, 300% Damage to the target.​

Show Effects

Card Image
1

Rising Dragon Spire I

Attack
Attack

100% Damage.
2 Ember.
Combo: Add 2 hit(s).

Show Effects

Card Image
1

Rising Dragon Spire II

Attack
Attack

150% Damage.
3 Ember.
Combo: Add 1 hit(s).

Show Effects

Card Image
2

Rising Dragon Spire III

Attack
Attack

200% Damage.
Next Passion Card used, 1 extra Hit.​

Show Effects

Card Image
1

Rising Dragon Spire IV

Attack
Attack

100% Damage.
Next own Basic Attack Card used, 2 extra Hits.​

Show Effects

Card Image
2

Rising Dragon Spire V

Attack
Attack

150% Damage.
For 1 turn, each Passion Card used, 1 extra Hit.​
Card Image
0

Unity of Attack and Defense I

Skill
Skill

Draw 2 Basic Card(s) of this unit, decrease Cost by 1, increase Damage and Shield Gain Amounts of those cards by 50% for 1 turn.

Show Effects

Card Image
0

Unity of Attack and Defense II

Skill
Skill

Move 2 Basic Card(s) of this unit to hand.
Decrease Cost of those cards by 1 for 1 turn.​
Card Image
2

Unity of Attack and Defense III

Skill
Skill

Draw 2 own Basic Card(s).
Choose up to 2 card(s) in hand to Exhaust. For each card,2 Morale, 2 Resolve for 1 turn.

Show Effects

Card Image
0

Unity of Attack and Defense IV

Upgrade
Upgrade

Create 2 Strike card(s).
Decrease Cost of those cards by 1.​
Card Image
2

Unity of Attack and Defense V

Upgrade
Upgrade

[Unique]

Increase Damage Amount of Basic Cards of this unit by 100%.​

Show Effects

Card Image
1

Spirit of the Aromata I

Skill
Skill

[Retain]

For 1 turn, when using a Passion Card +20% own Damage Amount.​

Show Effects

Card Image
1

Spirit of the Aromata II

Skill
Skill

[Retain]

For 1 turn, when using an own card +30% own Damage Amount.​

Show Effects

Card Image
0

Spirit of the Aromata III

Skill
Skill

[Initiation]

For 1 turn, when using an own card +20% own Damage Amount.​

Show Effects

Card Image
1

Spirit of the Aromata IV

Skill
Skill

[Retain]

For 1 turn, when using an own card, 1 Ember on a random enemy.​

Show Effects

Card Image
1

Spirit of the Aromata V

Skill
Skill

[Retain]

For 1 turn, when using an own card, +50% own Basic Card Damage Amount.​

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

Strike cards gain an additional 1 stack of Ember.
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% Mei Lin's Strike Damage.
If Mei Lin'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 Chance.
7

Unique Stat Upgrade

Potential 7

If Mei Lin's Attack is greater than 600, +4% Weak Point Damage.
For every 50 Attack exceeding that value, +1% (up to an additional +8%).
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

Flame Dragon's Sovereignty card now strikes Critical Hit to Ravaged targets,
E2

Awakening Memory

Manifest Ego 2

If Mei Lin’s cards deal Damage, apply 1 Ember on the target
E3

Vivid Memory

Manifest Ego 3

Heavenly Flame Dragon's effect, which adds an extra Hit for the next 4 Basic Attack cards, now changes to the next 6 cards.
E4

Inner Memory

Manifest Ego 4

If Mei Lin’s attack Ravages an enemy, gain 1 Flame Dragon Awakens.
Flame Dragon Awakens: For 1 turn, Mei Lin’s Attack Card Damage Amount +20% and Damage against Ravaged targets, extra +20%.
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

Whenever Mei Lin gains Flame Dragon Awakens twice, 100% Fixed Damage to all enemies and inflict 3 Ember
Stats (level 60)
HP
376
DEF
155
ATK
467
Gallery

Review

Introduction
Performance Profile

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. 

Pros & Cons
Pros

  • 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.

Cons

  • Ego Skill is expensive

  • No AoE Cards.

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.

T0.5

Chaos Mode

T0.5

Season Save Data

?

Great Rift

Key Mechanics
  • 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.

Potential

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.

Dupes Review
E0

Base

Base performance of the character.

E1
100.00%

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.

E2
100.00%

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.

E3
100.66%

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.

E4
102.88%

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.

E5
104.45%

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.

E6
104.45%

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.

Cards & Ego Skill
Card Image
6

Heavenly Flame Dragon

Ego Skill

Next 4 own Basic Attack Card(s), 1 extra Hit(s).
Heavenly Flame Dragon

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.

Card Image
1

Strike

Attack
Attack

100% Damage.​
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!

Card Image
1

Flame Dragon Guardian

Skill
Skill

100% Shield.​

Show Effects

Flame Dragon Guardian

Basic Shield card that can be drawn and used for 0 cost via Unity of Attack and Defense, but is otherwise unremarkable.

Card Image
1

Flame Dragon's Jewel

Upgrade
Upgrade

[Unique][Initiation]

Increases Damage Amount of Attack Cards of this unit by 20%.
When an Attack Card is used, 1 Passion Weakness to the target.​

Show Effects

Flame Dragon's Jewel

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.

Card Image
1

Rising Dragon Spire

Attack
Attack

100% Damage.
2 Ember.
Combo: Add 1 hit(s).

Show Effects

Rising Dragon Spire

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.

Card Image
0

Unity of Attack and Defense

Skill
Skill

Draw 2 Basic Card(s) of this unit.
Decrease Cost of those cards by 1 for 1 turn.​
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. 

Card Image
1

Spirit of the Aromata

Skill
Skill

[Retain]

For 1 turn, when using an own card +20% own Damage Amount.​

Show Effects

Spirit of the Aromata

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.

Card Image
2

Flame Dragon's Sovereignty

Attack
Attack

[Weakness Attack]

300% Damage.
Destroy: Retain Embers.​

Show Effects

Flame Dragon's Sovereignty

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

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
★★★★
Err
★★★★★
Err
Err
★★★★★
Err
★★★
Err

Epiphanies:

  • Neutral [★★★★] - Target Neutral Epiphany: N/A.
    The Neutral Epiphany effects on this card don’t even matter that much, it’s rated as 4-stars merely because the base card already gives its most important effect (Passion Weakness Imprint) so it’s completely acceptable to take any Neutral Epiphany on this if not offered Flame Dragon’s Jewel I or III and focus on meditating another card with stricter options like Rising Dragon Spire.
  • Err
    [★★★★★] - The card gains a small buff to its damage increase effect. The Passion Weakness Imprint on this card is essential for any scenario where the enemy isn’t already weak to Passion units, as it is the final multiplier on your damage and Mei Lin’s final Potential node enables her to have a higher multiplier for Passion Weakness than other units do — giving her an even greater advantage from this effect.
  • Err
    [] - The card loses Passion Weakness Imprint but will now do Tenacity Damage for every attack. Not only does Passion Weakness Imprint already increase your Tenacity Damage (if the enemy isn’t already Passion weak), making the change rather low-value, but Tenacity Damage in general is just not that high value and can actively interfere with her capitalizing on ember buffs.
  • Err
    [★★★★★] - You will now make Embers for every attack you do, which can be a nice bit of additional damage on Ravage (especially if ravaging with Spire, as it applies to all hits of it). But more importantly, the Passion Weakness Imprint on this card is essential for any scenario where the enemy isn’t already weak to Passion units, as it is a final multiplier on your damage and Mei Lin’s final Potential node enables her to have a higher multiplier for Passion Weakness than other units do — giving her an even greater advantage from this effect.
  • Err
    [★★★] - While this card is SIGNIFICANTLY worse versus any enemy who doesn’t have Passion Weakness (or if you are playing with an ally who can give Passion Weakness Imprint to Mei like Selena or Lucas), it is exceptionally strong in scenarios where you have Passion Weakness from another source already and can allow you to easily hit 100% Crit Rate, vastly increasing her DPS ceiling (again ONLY when you already have Passion Weakness, though).
  • Err
    [] - You lose all previous buffs and effects, but you do one extra 300% hit on Ravage. The gain from having around 1 attack extra a turn is much less than the buffs the other cards will allow you to utilize for all Mei Lin attacks.

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.

Card 2
Neutral Epiphany
Card Image
1

Rising Dragon Spire I

Attack
Attack

100% Damage.
2 Ember.
Combo: Add 2 hit(s).

Show Effects

Card Image
1

Rising Dragon Spire II

Attack
Attack

150% Damage.
3 Ember.
Combo: Add 1 hit(s).

Show Effects

Card Image
2

Rising Dragon Spire III

Attack
Attack

200% Damage.
Next Passion Card used, 1 extra Hit.​

Show Effects

★★
Card Image
1

Rising Dragon Spire IV

Attack
Attack

100% Damage.
Next own Basic Attack Card used, 2 extra Hits.​

Show Effects

Card Image
2

Rising Dragon Spire V

Attack
Attack

150% Damage.
For 1 turn, each Passion Card used, 1 extra Hit.​
★★★★★

Epiphanies:

  • Neutral [] - The Neutral Epiphany on this card is not recommended; all Rising Dragon Spire cards are primarily damage-based cards and the damage of any version that isn’t Rising Dragon Spire V is incomparably worse.
  • Rising Dragon Spire I
    [] - The card now gains one additional hit on combo for a total of 3-hits. This is not recommended, as all Rising Dragon Spire cards are primarily damage-based cards and the damage of any version that isn’t Rising Dragon Spire V is incomparably worse.
  • Rising Dragon Spire II
    [] - The card now has a slightly higher base ratio value for its damage. This is not recommended, as all Rising Dragon Spire cards are primarily damage-based cards and the damage of any version that isn’t Rising Dragon Spire V is incomparably worse.
  • Rising Dragon Spire III
    [★★] - Instead of increasing its damage directly, this card now gives an extra hit to the next Passion card. This is not recommended, as all Rising Dragon Spire cards are primarily damage-based cards and the damage of any version that isn’t Rising Dragon Spire V is incomparably worse.
  • Rising Dragon Spire IV
    [] - This is not recommended, as all Rising Dragon Spire cards are primarily damage-based cards and the damage of any version that isn’t Rising Dragon Spire V is incomparably worse.
  • Rising Dragon Spire V
    [★★★★★] - The card now gives you an extra hit for every Passion card played before it, including allies. This is the hallmark of Mei Lin’s kit and the number one reason why every boss is now given ‘Elasticity’ (they will take effectively no damage past 7-hits from multihit cards). It allows you to scale her hits to rather crazy amounts, especially alongside Veronica, who acts as both your Draw unit and also a unit who will give you around 5-10 extra Passion cards, which translates to 5-10 extra hits on this card.

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).

Card 3
Neutral Epiphany
Card Image
0

Unity of Attack and Defense I

Skill
Skill

Draw 2 Basic Card(s) of this unit, decrease Cost by 1, increase Damage and Shield Gain Amounts of those cards by 50% for 1 turn.

Show Effects

Card Image
0

Unity of Attack and Defense II

Skill
Skill

Move 2 Basic Card(s) of this unit to hand.
Decrease Cost of those cards by 1 for 1 turn.​
★★★★★
Card Image
2

Unity of Attack and Defense III

Skill
Skill

Draw 2 own Basic Card(s).
Choose up to 2 card(s) in hand to Exhaust. For each card,2 Morale, 2 Resolve for 1 turn.

Show Effects

★★
Card Image
0

Unity of Attack and Defense IV

Upgrade
Upgrade

Create 2 Strike card(s).
Decrease Cost of those cards by 1.​
★★
Card Image
2

Unity of Attack and Defense V

Upgrade
Upgrade

[Unique]

Increase Damage Amount of Basic Cards of this unit by 100%.​

Show Effects

Epiphanies:

  • Neutral [] - As you will likely play Mei Lin with Veronica or some other form of draw, the value from merely drawing your Basic Attacks is quite low. Moreover, this pales in comparison to Unity of Attack and Defense II, which allows you to not only draw your basics, but play them an extra time for every use of it.
  • Unity of Attack and Defense I
    [] - This allows you to draw your Basic Attacks once and increases their damage if drawn by this. However, this pales in comparison to Unity of Attack and Defense II, which allows you to not only draw your basics, but play them an extra time for every use of it since it can move them from the used pile–not just draw.
  • Unity of Attack and Defense II
    [★★★★★] - This enables Mei Lin to play her Basic Attacks an extra time every turn, per number of Unity of Attack and Defense II’s that she has in her deck. This not only gives her 2 Extra Attacks for every use, but will also activate 3 buffs from Aromata and Spire V, since every Unity II will be 3 Passion cards played.
  • Unity of Attack and Defense III
    [★★] - Now, the card will draw your Basics and allow you to target [Exhaust] 2 cards for an extra buff. This can be useful if Mei Lin is used with characters who make cards that you want to [Exhaust], like Incinerate effects, but she typically isn’t. Moreover, the cost of 2 makes it hard to play and this pales in comparison to Unity of Attack and Defense II, which allows you to not only draw your basics, but play them an extra time for every use of it.
  • Unity of Attack and Defense IV
    [★★] - For OTK setups, this can effectively give you the same amount of value as Unity II, as it will allow you to play 1 Passion card (Unity) and play 2 extra Basic Attacks. However, it will not only give less value after Turn 1 but will fill your draw with the extra basics it made, making it extremely hard to use after Turn 1 and, even worse overall, even if you can use it.
  • Unity of Attack and Defense V
    [] - Your Basics now do more damage. With no other buffs, this is basically doubling the damage of her basics, but Mei Lin has a lot of self-buffs that dilute the value. Moreover, this pales in comparison to Unity of Attack and Defense II, which allows you to not only draw your basics, but play them an extra time for every use of it.

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 4
Neutral Epiphany
★★
Err
★★★★★
Err
★★★
Err
★★
Err
Err
★★

Epiphanies:

  • Neutral [★★] - Target Neutral Epiphany: N/A.
    The Neutral Epiphany on this card doesn’t matter, but the base card can be situationally as good as Aromata, if all of Mei’s team’s Passion card usage is Mei herself (which is not typically the case, but can be for certain OTK set-ups). Still, it’s flat-out worse than Aromata I or II, making it not the recommended choice.
  • Err
    [★★★★★] - The go-to choice, as this allows you to gain an effective 1 Morale (20% additive buff) for Mei Lin for every Passion card played, including allies. This allows characters like Veronica to buff her damage for every card they play. Additionally, it synergizes amazingly with Spire V, which also increases her hit count for every Passion card played.
  • Err
    [★★★] - This will be superior to Aromata I, ONLY in scenarios where Mei Lin is the only Passion unit on your team. This is essentially a 1.5x increase in value compared to the base Epiphany or Aromata III.
  • Err
    [★★] - The card now costs 0. For the same reasons as Neutral Epiphanies, this can be a solid choice for certain teams where Mei Lin is the only Passion unit. Still, it’s flat-out worse than Aromata I or II, making it not the recommended choice.
  • Err
    [] - You lose your buff gain, but the card now gives 1 Ember on own card use. Because Embers cap out at 5 and only affect one attack, this will basically always be worse than just using another option.
  • Err
    [★★] - The card now gives a 50% additive boost to Mei Lin Basics, which can be situationally useful for OTK set-ups with boss Elasticity (hit-count capped at 7) built around Mei Lin Basics. However, it will typically still be worse than playing around buffing Spire V versus alternative options.

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

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
98.96%

[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.

95.28%

[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.

Specialist Loadout

[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 .

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
Passion DMG% >= ATK%
Imagination
ATK%
Substats:

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.

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 135.16%

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 121.77%

Passive - Eyes on the Target

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.

Skill - Blood Stalker - 3 EP cost

Deal 350% Damage.

-

3
5 Turns 120.70%

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.

-

4
5 Turns 114.18%

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 111.90%

Passive - Eyes on the Target

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.

Skill - Blood Stalker - 3 EP cost

Deal 350% Damage.

-

6
5 Turns 110.41%

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.

-

7
5 Turns 105.01%

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.

-

8
5 Turns 100.39%

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.

-

9
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.

-

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
    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
    Rage Potion
     
  • 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
    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
    Rage Potion
     - A rare to get Arena exclusive Accessory, but one which is a top option for characters that appreciate Multiplicative damage scaling over additive when played around correctly. Still a usable option for characters that prefer additive scaling, but usually there are better and easier to access alternatives.
  • 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
  • Standard Dragon Spire - This build utilizes Mei Lin’s ability to buff herself via Aromata and Flame Dragon’s Jewel via playing passion cards, then plays a lot of her Basic Attacks via Unity II’s move basic effect. Generally, Mei Lin will play with Veronica and/or other passion supports to stack her buffs even further before using her Spires as a massive multihit finisher.
  • Elasticity Counter Build (OTK) - The 4 Spire set-up can be rather unsustainable outside of OTK for AP costs (without divines), but it’ll be the most effective way to kill OTK bosses. The setup is otherwise the same as the standard build, only utilizing more ally passion cards than her own (such as Owen with Residual Herb).
  • Elasticity Counter Build - The only change from the OTK version is this having 3 Spires, as it is much easier to play around its AP cost when there are only 3.
Removal
  • Flame Dragon Guardian
     - Most Mei Lin builds will opt to remove the shield card.
  • Flame Dragon's Sovereignty
     - Most Mei Lin builds will opt to remove her signature card, as its effect is often lost or hard to play around consistently especially with its 2AP Cost.
Conditional Removal

-

Copying
  • Unity of Attack and Defense
     - The most popular builds tend to copy this at least once to get extra stacks of Mei Lin’s buffs from passion card use.
  • Rising Dragon Spire
     - Most builds want at least one copy of Spire, especially if against an enemy with elasticity.
Best Synergies
  • Veronica is a Passion unit, which allows her to stack Aromata’s buff. Moreover, she has access to [Retrieve] cards, which allow her to play a greater number of Passion cards than most other allies for Mei Lin.
  • Veronica doubles as an extremely strong draw unit.
  • With Rosaria (4-star partner), she can give Morale on skill use occasionally for greater buffing. Veronica can also activate various equipment buffing effects well, like Quantum Collector (20% multiplicative buff on upgrade-use for 1 turn).
Best Teams
Chaos Teams
Generic - Chaos
Save Teams
Mei Lin Hyper-Carry
Support
Owen
Rei
Narja
Cassius