
Best Build Guide
Last updated: 15/March/2026
Check all the starting cards & the EGO Card available for Nine

Slash
Attack

Back-Edge Parry
Skill
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Hew
Attack
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Reflection: Zero
Ego Skill
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Check all the epiphany cards available for Nine

Experienced Strike
Attack
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Fatal Strike
Attack
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Counterblade
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Fighting Spirit
Skill
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Epiphany cards are special evolutions for the cards you can obtain while playing the roguelike mode. Only some cards in the character's deck can get Epiphany effects. Since there's quite a lot of them, we don't display them by default — press the button below to show them.
Check all the generated cards available for Nine

Hew Lv. 1
Attack
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Hew Lv. 2
Attack
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Hew Lv. 3
Attack
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Hew (Ironclad) Lv. 1
Attack
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Hew (Ironclad) Lv. 2
Attack
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Hew (Ironclad) Lv. 3
Attack
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Hew (Extreme) Lv. 1
Attack
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Hew (Extreme) Lv. 2
Attack
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Hew (Extreme) Lv. 3
Attack
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Hew (Extreme) Lv. 4
Attack
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Hew (Extreme) Lv. 5
Attack
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Hew (Flash) Lv. 1
Attack
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Hew (Flash) Lv. 2
Attack
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Hew (Flash) Lv. 3
Attack
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Hew (Massacre) Lv. 1
Attack
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Hew (Massacre) Lv. 2
Attack
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Hew (Massacre) Lv. 3
Attack
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Hew (Ambush) Lv. 1
Attack
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Hew (Ambush) Lv. 2
Attack
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Hew (Ambush) Lv. 3
Attack
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Exploit Opening
Skill
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Strong single-target damage.
Very easy deckbuilding, not reliant on divine epiphanies like some other characters.
Flexible playstyles, able to swap to strong AoE or shielding.
Absurd ability to do ridiculously large single hits of damage with set-up
Her main combo card will always be in hand.
Best decks don’t require many points, so many Neutral cards can be used if desired
No card draw.
Most builds are AP heavy.
Take a bit to get going in Chaos due to Hew’s high cost.
Nine is an Order attribute Vanguard who excels at dealing high single-target damage, positioning her as one of the strongest OTK (One Turn Kill) units in the game, thanks to her signature card Hew, an attack you’ll always have in your hand and which levels up as you use it. Nine also has the potential to sacrifice some of her standard single-target damage to branch out into different playstyles through her varied Epiphany options. Doing this can allow Nine to act as a Shielder, AoE damage dealer, or even counterattack specialist.
In all modes of play, Nine’s game plan is simple but effective. Her main card, Hew, has initiation and will start in your hand. It also has exhaust and the new mechanic incinerate, which triggers when the card it’s on is exhausted, and in the case of Hew, adds another copy of Hew to your hand, but at a higher level (which deals more damage).
One way to play Nine effectively is to activate Hew as many times in one turn as possible. Hew does have a limit on how many times it’ll add back in a single turn from incinerate, but you should try to max that out every turn you can when playing this way. This can be hard in Chaos, but it should be your target in Save with this strategy. The catch with this plan is that Hew has a high AP cost of 3, so you’ll have to use the rest of Nine’s kit in order to activate it multiple times per turn. The main card that helps with this is Fighting Spirit, a 1AP card that activates the highest cost Nine card in hand. So the basics are spam Fighting Spirit as much as possible to activate Hew as many times in one turn as you can!
The other way to play Nine is aiming for a single massive hit with Hew by stacking buffs and debuffs while levelling Hew up to maximum through other means. This can either be achieved in a single turn or by waiting multiple turns, with the trade-off being that those turns skipped are lost damage but result in a stronger hit at the end. This playstyle is a valid alternative to using all levels of Hew each turn, but needs more specific builds and a large amount of buffing/debuffing in order to compete.
When it comes to team building, Nine is usually looking to be your primary damage dealer thanks to her high damage output. Her build can be altered to support shielding and sustain, but that’s not the norm. She also doesn’t have any AP generation or Draw. Because of this, she is best paired with characters who can provide one or the other or both, ideally at the same time, as also bringing some buffs to the table. But if you decide to go for the counterattack variant, you’ll want characters who excel at generating counterattack stacks.
For accessing Nine’s different playstyles, it can be done so by swapping out Hew’s max damage option for utility variants, which change the way you build your deck, and who you support her with. Nine has counterattack synergy with her Hew (Ambush) epiphany; whenever your Ally counterattacks, it also triggers your Hew, opening up an entirely different playstyle. Hew (Massacre) offers AoE damage, at the cost of single-target damage. Hew (Ironclad) generates a large amount of shield every time Hew is used. Lastly, Hew (Flash) can be used to solve AP issues when played in Exhaust-based combo decks.
When thinking of scaling Nine’s damage due to her much higher than average base numbers on her cards, she benefits greatly from multiplicative damage buffs over smaller additive buffs, such as Morale stacking. Nine also has a low hit count, which allows her to maximize Vulnerability to its fullest. You’ll want to be looking for as many multiplicative buffs to maximize her damage output while avoiding additive ones.
Incinerate: Cards with incinerate trigger additional effects when exhausted.
Honed Edge: Honed Edge provides a 20% (multiplicative) damage buff to all of Nine’s defense-based damage per stack, up to a maximum of 3.
Honed Edge+: Can be obtained from one of Nine’s epiphanies and replaces Honed Edge. Is functionally identical to the standard Honed Edge but also affects teammates as well as Nine.




Hew (Extreme)
Attack
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Counterblade I
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Fighting Spirit
Skill
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Hew (Extreme)
Attack
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Fatal Strike III
Skill
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Counterblade I
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Hew (Flash)
Attack
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Counterblade I
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Fighting Spirit
Skill
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CRIT Rate > CRIT DMG
Order DMG
DEF%
CRIT Rate% = CRIT DMG% > DEF > DEF% >>> ATK > ATK%
CRIT RATE% = CRIT DMG% >= Unique Card DMG% > Common Card DMG% = Basic Card DMG%
3-1: Nine’s 3-1 potential adds an additional effect to her starting attack card “Slash”. When using Slash, it grants a buff that lasts until the end of the turn that increases the damage of cards that have the [Exhaust] tag by 15% (Multiplicative) per stack, to a maximum of 2. This can help in the early stages of Chaos for some extra damage. Not relevant in most cases in Save modes, though.
5-1: Nine’s 5-1 potential grants an additive 5% damage to Nine's basic attack card “Slash”, and if Nine's defense is greater than 250, it adds an additional 5% for a total of 10%. This isn’t a crucial node to be taking, but it can help in the earlier stages of Chaos.
7: Nine’s 7 potential grants +5% Order Attribute damage if her Defense stat is over 300, for every 10 defense over 300, it will also grant an additional 2% up to a maximum of 10%, meaning 350 defense will be the breakpoint to fully utilize this potential node, granting a total of 15% order attribute damage. This node provides a solid damage boost across the board for Nine and is worth capitalizing on.
Tip: Make sure you’re always hitting 350 DEF on the character sheet if possible to fully unlock this potential’s power; if you’re not, consider swapping some memory fragments around.
Foggy Crystal Ball and RFS-17 are recommended if using Hew (Flash) as it will reduce to 0-cost when played correctly, otherwise not.












City of Mist is a high recommendation because of extremely high odds of getting Contaminated Helmet, one of the best equipment for increasing DEF-Based DPS damage. However, Swamp of Judgment is still preferred when optimized perfectly (when getting Senectus/Cthulu Armor).
Foggy Crystal Ball and RFS-17 are recommended if using Hew (Flash) as it will reduce to 0-cost when played correctly, otherwise not.






















Foggy Crystal Ball and RFS-17 are recommended if using Hew (Flash) as it will reduce to 0-cost when played correctly, otherwise not.











Foggy Crystal Ball and RFS-17 are recommended if using Hew (Flash) as it will reduce to 0-cost when played correctly, otherwise not.










Foggy Crystal Ball and RFS-17 are recommended if using Hew (Flash) as it will reduce to 0-cost when played correctly, otherwise not.










Introduces Desire Cards. Desire Cards are cards that primarily exist to give a strong passive buff from meeting certain Desire Thresholds (3/5/7) which can only be done by having multiple ally decks also made in Season-4.
For Desire Threshold, it’s common to run 1 Claim / 1 Survival / 1 Inquiry for use in a variety of builds; however, it's also common to just do 3 ‘X’ to meet effect easier or do 2 'X' / 1 Inquiry (to keep Sample Collection as Card Effect). This is extremely dependent on ally desire cards and individual team building goal.
’X’ refers to a ‘Placeholder for Specific Desire Threshold Goal’, i.e. if you are building your team for 7 Claim then you might do 2 Claim / 1 Inquiry.
Introduces Persona Cards and Engravings. Persona Cards are powerful cards that introduce new playstyles or ways of buffing/debuffing. Engravings are effects that can be applied to both the Persona Cards and Equipment, functioning near identically to Refinements of Season-2 but with new effects.
There is no recommended Card Engraving, often times it will be specific to the team or skipped entirely (focusing just on Equipment Engravings).
The most common Equipment Engraving to optimize for is [When 15 or more cards are in Graveyard, +15% Critical Damage to Attack Cards of this unit], but this effect does not stack, so other equipment Engravings that increase damage can also be used.
Introduces Refinements, effects on Equipment that allow one to get additional Equipment effects for no Faint-Cost (post-S2), and God’s Hammer, a powerful effect that gives a random copy of any other Equipment effect on-top of current Equipment but costs 10 Faint Memory and is only gained from the Boss.
Increase Damage Amount of Attack Cards by 20%.
When an Attack Card is activated on a target in a Vulnerable state, +15% Critical Chance.
Because God’s Hammer is completely RNG at the end of the run, we do not have a specific recommendation since the player has very little control over the decision but for ATK-based Attackers usually ATK% gear is considered best and DEF-based Attackers DEF% gear is considered best.
Introduces Forbidden Cards, powerful cards that create new synergies and can only be acquired once per run (can be duped at one event or via save data editing).
Forbidden: Gesture of Freedom. Permanent Cost-Reduction to one card, can be manipulated.
Forbidden: Portrait of Fury. ++Draw, +Damage
Forbidden: Ecstasy of Violence. +Damage
Forbidden: Eternal Hunger. +Draw, ++AP (Ally Reliant)

Hew
Attack
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Hew (Extreme)
Attack
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Hew (Ironclad)
Attack
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Hew (Massacre)
Attack
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Hew (Ambush)
Attack
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Hew (Flash)
Attack
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Experienced Strike
Attack
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Experienced Strike I
Attack
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Experienced Strike II
Attack
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Experienced Strike III
Attack
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Experienced Strike IV
Attack
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Experienced Strike V
Attack
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Experienced Strike I: Provides a slightly higher damage value and a 30% multiplicative damage buff compared to 20% on the base card. Not a bad choice, but definitely not the most optimal if presented with a strong Neutral Epiphany.
Experienced Strike II: Increases the Experienced Strike II card damage by 30% (multiplicative) if a card was exhausted. Because of the inherent 20% DMG-Based shield of this card, it will be one of the better shielding options for Nine. However, taking this card comes at the cost of buffs, which are usually more important to Nine’s strategies, making it a less common choice to use.
Experienced Strike III: Changes the buff to increase all shield gain from Skill Cards, including allies, by 30% (multiplicative). This makes it a strong option to pair with shield skills of a high base ratio. If all you want is to maximize shielding, this Epiphany is strong, but in most Nine builds, damage is the focus, making this Epiphany less attractive compared to other choices.
Experienced Strike IV: Adds an effect which gives +60% additive bonus based on the number of [Exhaust] cards in hand for a max value of +540% ratio, but this version has no base increase in ratio from other Epiphany options, leaving it at 186% base vs the 252% of others. If you can get max value from its buffs and afford to play it, it can be a good additional damage card. However, it usually requires a lot of focus to maximize its value, which can interfere with Nine’s core Hew strategy, making it tough to include easily.
Experienced Strike V: The Counterattack option for Nine. Whenever a card with [Exhaust] is activated, gain 1 Counterattack. This is the best option for Counterattack-based Nine builds, as Nine doesn’t have any other ways to generate Counterattack built into her kit. This card has its uses in Counterattack builds, but doesn’t fit into Nine’s usual game plan outside of that, reducing it to a specialist niche option.
Neutral: The best Epiphany for Experienced Strike is, in most cases, a Neutral Epiphany, as none of the Signature options are major contributors in most builds. Some of the options to look out for are: Vulnerability 1.
Divine: The best Divines to aim for are -1 Cost Reduction and Vulnerable 2 on hit. These aren’t mandatory, but are both nice inclusions if you can hit them.

Fatal Strike
Attack
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Fatal Strike I
Attack
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Fatal Strike II
Attack

Fatal Strike III
Skill
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Fatal Strike IV
Skill
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Fatal Strike V
Attack
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Fatal Strike I: Similar to Experienced Strike I, it has slightly higher values than the base card, but ultimately, a strong Neutral Epiphany will be preferred if presented with the option.
Fatal Strike II: Better scaling than Fatal Strike I and also does not consume cards to activate. But the increased AP cost of 2 makes it hard to use and the loss of exhausting a card in some Nine builds is actually a downside.
Fatal Strike III: Able to instantly change Hew into its max level version if 5 exhausts happen while it is in hand or you have the AP to play it. This can be useful in Nine builds that have less interest in using all levels of Hew and instead want a single attack they can stack maximum buffs on. Strong in those combo-based decks, but not generically useful like other Epiphanies.
Fatal Strike IV: The effect is changed to [Exhaust] 2 random [Exhaust] cards of other Combatants and increases the next Attack Card by 30% (multiplicative) until used. This can be valuable for scenarios where you can manipulate your hand to guarantee value on its random [Exhaust], such as having it hit a card with an ‘Incinerate’ effect. Or there are specific ally [Exhaust] cards that you get value from exhausting. However, this takes proper planning and deck building to facilitate; otherwise, you’ll just [Exhaust] the key cards you need.
Fatal Strike V: The bonus effect is changed to give 80% damage for each ally that has Counterattack, up to a max of 240%. However, much like Experienced Strike IV, the highest scaling on it is far surpassed by even low scaling on Hew, so it's usually just better to build around Hew instead.
Neutral: Similar to Experience Strike, the best Epiphany for Fatal Strike is, in most cases, a Neutral Epiphany, as none of the Signature options are major contributors in most builds. Some of the options to look out for are: Vulnerability 1.
Divine: The best Divines to aim for are -1 Cost Reduction and Vulnerable 2 on hit. These aren’t mandatory, but are both nice inclusions if you can hit them.

Counterblade
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Counterblade I
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Counterblade II
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Counterblade III
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Counterblade IV
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Counterblade V
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Counterblade I: The most consistent way for Nine to obtain Honed Edge stacks without another team member fulfilling the requirements. As Nine is focused on exhausting Hew multiple times in a turn, this Epiphany will give you the most consistent damage and uptime.
Counterblade II: Increases shield gain by a multiplicative 15%, which is great for shielding that has high base ratios. But retains Honed Edge acquisition method of needing shielding, which limits its use to Nine compositions that are able to shield multiple times per turn, restricting her team-building options.
Counterblade III: Similar to the base card, but now it is given the [Initiation] tag, meaning you’ll always have this in your opening hand to immediately start gaining stacks and dishing out damage. But you may need to have a consistent shielder on the team to maintain 3 stacks, as the only Shield Nine provides is from Experienced Strike. Gaining shields via sources such as Equipment or a Partner does not grant stacks of Honed Edge.
Counterblade IV: Specific to Counterattack-focused builds. The buff is also changed to Honed Edge+. The buff differs from the standard Honed Edge as it now also affects your teammates, giving Nine some teamwide utility. Strong in Counterattack-based teams but not useful outside of them.
Counterblade V: Sacrifices the ability to generate Honed Edge completely, but activates a Hew card in your hand at the start of the turn. This reduces Nine’s reliance on Fighting Spirit or hard using Hew and removes AP pressure from her. This choice can be very useful for some Extreme builds that aim to use the majority of the cards levels for damage, but the fact that you don’t control when the Hew is used can interfere with rotations. Also, this Epiphany has no use in single-hit Nine builds.
Neutral: The Neutral Epiphanies are not utilized well by Nine herself.
Divine: Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.
Hew (Extreme): Extreme is the only Hew Epiphany with different level scaling, having lower starting ratios but much higher ending ratios and overall higher damage potential. Because of this, it’s the clear choice for most Damage-based Nine builds, provided you can play in a way that allows you to get through all levels each turn.
Hew (Ironclad): Nine’s most defensive option for Hew. The Ironclad Epiphany has a flat 240% Shield at all levels of Hew and the same damage ratios as all Hew Epiphanies besides Extreme. The Ironclad Epiphany can be used to allow her to generate substantial shields, repositioning her as a DEF-damage hybrid character if that’s what you’re after.
Hew (Massacre): The AoE variant of Hew. When used, instead of attacking a single enemy, it targets all enemies, but deals 10% less damage per target. This is a multiplicative reduction, which is a significant trade-off for multi-target damage. Can be taken if you absolutely need pure AoE damage, but puts Nine in competition with other dedicated AoE order damage dealers like Yuki and Amir.
Hew (Ambush): Removes the [Ephemeral] tag whilst adding the [Retain] tag. Whenever an ally Counterattacks, it activates itself. While this might seem conditionally strong, it can currently activate only once per turn (no matter how many Counterattacks you activate), which means its relative value is quite low on top of being very conditional.
Hew (Flash): Flash receives Cost Reduction upon [Exhaust] card used, including ally [Exhaust] cards. This allows [Exhaust] heavy teams to remove Hew’s biggest downside and allow all its levels to be played each turn freely in theory. To do this, though, you’ll need a very specific team capable of spamming a huge amount of [Exhaust] cards each turn, something which isn’t always possible to achieve.
Neutral: Unfortunately, as Hew exhausts itself and creates a new copy of a card, Neutral and Divine Epiphanies are only applied to the base version, so besides the Hew created from the max level: Start of Turn create effect, you will not get any additional value from Neutral or Divine Epiphanies. Thus, they are not recommended.
Divine: Similar to Neutral Epiphanies, Divines will only be applied to the base version (the starting version and the version created through max level Hew Start of Turn effect). While this makes Divines significantly less valuable on Nine, if you have excess Save Data, which is common on Nine, you can consider taking the ‘Vulnerable 2’ Divine for up to 2 Vulnerability per turn.