To learn more about Nine check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Last review update
Season 2
Last build update
Season 2
Last profile update*
09.02.2026
*Profile update means updates done to reviews/builds/gear within a season - showing the last date we changed anything on this page.
To learn more about Nine check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Epiphanies
Gear
Deck & Teams
Profile
Slash
Back-Edge Parry
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Hew
[Unique][Initiation][Exhaust][Ephemeral]
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Experienced Strike
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Fatal Strike
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Counterblade
[Unique]
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Fighting Spirit
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Hew Lv. 1
[Unique][Exhaust][Ephemeral]
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Hew Lv. 2
[Unique][Exhaust][Ephemeral]
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Hew Lv. 3
[Unique][Exhaust][Retain]
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Hew (Ironclad) Lv. 1
[Unique][Exhaust][Ephemeral]
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Hew (Ironclad) Lv. 2
[Unique][Exhaust][Ephemeral]
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Hew (Ironclad) Lv. 3
[Unique][Exhaust][Retain]
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Hew (Extreme) Lv. 1
[Unique][Exhaust][Ephemeral]
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Hew (Extreme) Lv. 2
[Unique][Exhaust][Ephemeral]
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Hew (Extreme) Lv. 3
[Unique][Exhaust][Ephemeral]
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Hew (Extreme) Lv. 4
[Unique][Exhaust][Ephemeral]
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Hew (Extreme) Lv. 5
[Unique][Exhaust][Retain]
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Hew (Flash) Lv. 1
[Unique][Ignition][Exhaust][Retain]
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Hew (Flash) Lv. 2
[Unique][Ignition][Exhaust][Retain]
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Hew (Flash) Lv. 3
[Unique][Ignition][Exhaust][Retain]
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Hew (Massacre) Lv. 1
[Unique][Exhaust][Ephemeral]
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Hew (Massacre) Lv. 2
[Unique][Exhaust][Ephemeral]
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Hew (Massacre) Lv. 3
[Unique][Exhaust][Retain]
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Hew (Ambush) Lv. 1
[Unique][Exhaust][Retain]
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Hew (Ambush) Lv. 2
[Unique][Exhaust][Retain]
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Hew (Ambush) Lv. 3
[Unique][Exhaust][Retain]
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Exploit Opening
[Exhaust 2][Retrieve][Retain]
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Reflection: Zero
Ego Skill
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Epiphany cards are special evolutions for the cards you can obtain while playing the roguelike mode. Only some cards in the character's deck can get Epiphany effects. Since there's quite a lot of them, we don't display them by default - press the button below to show them. There are also Divine variants of Epiphany cards, but we're still working on gathering them.
Hew (Ironclad)
[Unique][Initiation][Exhaust][Ephemeral]
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Hew (Extreme)
[Unique][Initiation][Exhaust][Ephemeral]
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Hew (Flash)
[Unique][Initiation][Ignition][Exhaust][Retain]
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Hew (Massacre)
[Unique][Initiation][Exhaust][Ephemeral]
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Hew (Ambush)
[Unique][Initiation][Exhaust][Retain]
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Experienced Strike I
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Experienced Strike II
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Experienced Strike III
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Experienced Strike IV
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Experienced Strike V
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Fatal Strike I
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Fatal Strike II
Fatal Strike III
[Unique][Ignition][Retain]
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Fatal Strike IV
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Fatal Strike V
[Retain]
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Counterblade I
[Unique]
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Counterblade II
[Unique]
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Counterblade III
[Initiation][Unique]
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Counterblade IV
[Unique]
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Counterblade V
[Unique]
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Epiphany Bonus
Potential 1
Basic Card Upgrade
Potential 2
Common Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Unique Card Upgrade
Potential 4
Critical Chance Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Critical Damage Proficiency
Potential 6
Unique Stat Upgrade
Potential 7
Sleeping Memory
Manifest Ego 1
Awakening Memory
Manifest Ego 2
Vivid Memory
Manifest Ego 3
Inner Memory
Manifest Ego 4
Complete Memory
Manifest Ego 5
Liberated Memory
Manifest Ego 6
Nine full image isn't available yet. It will be added soon
Review
ST Damage [4/5]
AoE Damage [3/5]
AP Efficiency [2/5]
Utility [2/5]
Nine is an Order attribute Vanguard who excels at dealing high single-target damage, positioning her as one of the strongest OTK (One Turn Kill) units in the game, thanks to her signature card Hew - an attack you’ll always have in your hand and which levels up as you use it. Nine also has the potential to sacrifice some of her standard single-target damage to branch out into different playstyles through her varied Epiphany options. Doing this can allow Nine to act as a Shielder, AoE damage dealer, or even counterattack specialist.
In all modes of play, Nine’s game plan is simple but effective. Her main card, Hew, has initiation and will start in your hand. It also has exhaust and the new mechanic incinerate, which triggers when the card it’s on is exhausted, and in the case of Hew, adds another copy of Hew to your hand, but at a higher level (which deals more damage).
One way to play Nine effectively is to activate Hew as many times in one turn as possible. Hew does have a limit on how many times it’ll add back in a single turn from incinerate, but you should try to max that out every turn you can when playing this way. This can be hard in Chaos, but it should be your target in Save with this strategy. The catch with this plan is that Hew has a high AP cost of 3, so you’ll have to use the rest of Nine’s kit in order to activate it multiple times per turn. The main card that helps with this is Fighting Spirit, a 1AP card that activates the highest cost Nine card in hand. So the basics are spam Fighting Spirit as much as possible to activate Hew as many times in one turn as you can!
The other way to play Nine is aiming for a single massive hit with Hew by stacking buffs and debuffs while levelling Hew up to maximum through other means. This can either be achieved in a single turn or by waiting multiple turns, with the trade-off being that those turns skipped are lost damage but result in a stronger hit at the end. This playstyle is a valid alternative to using all levels of Hew each turn, but needs more specific builds and a large amount of buffing/debuffing in order to compete.
When it comes to team building, Nine is usually looking to be your primary damage dealer thanks to her high damage output. Her build can be altered to support shielding and sustain, but that’s not the norm. She also doesn’t have any AP generation or Draw. Because of this, she is best paired with characters who can provide one or the other or both, ideally at the same time, as well as bringing some buffs to the table. But if you decide to go for the counterattack variant, you’ll want characters who excel at generating counterattack stacks.
For accessing Nine’s different playstyles, it can be done so by swapping out Hew’s max damage option for utility variants, which change the way you build your deck, and who you support her with. Nine has counterattack synergy with her Hew (Ambush) epiphany; whenever your Ally counterattacks, it also triggers your Hew, opening up an entirely different playstyle. Hew (Massacre) offers AoE damage, at the cost of single-target damage. Hew (Ironclad) generates a large amount of shield every time Hew is used. Lastly, Hew (Flash) can be used to solve AP issues when played in Exhaust-based combo decks.
When thinking of scaling Nine’s damage due to her much higher than average base numbers on her cards, she benefits greatly from multiplicative damage buffs over smaller additive buffs, such as Morale stacking. Nine also has a low hit count, which allows her to maximize Vulnerability to its fullest. You’ll want to be looking for as many multiplicative buffs to maximize her damage output while avoiding additive ones.
Strong single-target damage.
Very easy deckbuilding, not reliant on divine epiphanies like some other characters.
Flexible playstyles, able to swap to strong AoE or shielding.
Absurd ability to do ridiculously large single hits of damage with set-up.
Her main combo card will always be in hand.
Best decks don’t require many points, so many Neutral cards can be used if desired.
No card draw.
Most builds are AP heavy.
Take a bit to get going in Chaos due to Hew’s high cost.
The ratings below are based on the Season Save Data modes and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.
Season Save Data
Chaos Mode
Reflection: Zero
Ego Skill
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Reflection Zero is Nine’s Ego Skill. It costs 6 Ego Points to use and will deal DEF-Based damage to every enemy. Furthermore, it will also increase the damage it deals by 50% by Exhausting the two highest cost cards in your hand. The damage increases per cost of the cards you exhausted (e.g., exhausting a 3 cost Hew + a 1 cost card will result in a 200% damage increase) - This can be a double-edged sword as you don’t get to choose the other card you want to exhaust. A fine tool for levelling up Hew, but it can be awkward to use due to its downside. Doesn’t meaningfully affect Nine’s damage output, though.
Slash
Slash is Nine's basic attack. It deals moderate defense-based damage, and when you have her potential node 3-1 activated, it also increases the damage of Exhaust-based cards by 15% for the turn, stacking up to twice. This basic attack is better than most characters thanks to its higher-than-average damage and buffing, which can be solid in Chaos, but once you get deeper into runs or are aiming for save decks, this card is usually removed.
Back-Edge Parry
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Back-Edge Parry is Nine’s other basic starting card; it provides a shield with no other effects. This card is always the first removal target.
Hew
[Unique][Initiation][Exhaust][Ephemeral]
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Hew is Nine’s bread and butter skill, which her entire kit revolves around. Hew starts as a 3-cost attack card with 4 tags, [Unique], [Exhaust], [Ephemeral], and [Initiation]. It also has another pseudo tag called [Incinerate]. Outside of that, it deals Defense-Based damage to a single enemy. Incinerate is an additional effect that occurs when the card is exhausted. What makes Hew worth using, and Nine a functional character, is this card's Incinerate effect, which, upon triggering, creates a new copy of Hew to your hand but with a higher level, so base Hew will add Hew Lv1 upon incineration. Each level of Hew increases the base damage of the card up to a limit depending on the epiphany you’re using (All Hew variants go up to Lv3, with the exception of Hew (Extreme), which goes up to Lv5). When using the maximum level Hew, the Incinerate effect changes to creating a new base copy of Hew, but at the start of the next turn. Note: Divine and Standard epiphanies on this card are not applied to levelled up versions and therefore have much less effect on Nine’s most important card.
Experienced Strike
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Experienced Strike is a 1-cost single-target attack card that deals Defense-Based damage and also provides 20% of the damage dealt as shield. It also has an added effect that provides a 20% (multiplicative) damage boost to Exhaust cards for 1 turn. This effect changes with the various epiphanies, which can change the way you build your deck. The main choice, though, is usually similar to its base effect, as buffing Hew’s damage usually comes out as the top priority.
Fatal Strike
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Fatal Strike is also a 1-cost single-target attack card that deals Defense-Based damage. It has the added effect of dealing increased damage by 20% for each cost of the highest-cost card in your hand that has the [Exhaust] tag, and will then also exhaust that card. Eg, Exhausting a 3-cost Hew will increase the damage by 60%. This card helps provide an additional source of exhaust for Hew to ensure you’re cycling through every Lv. each turn to maximize your damage output. Very useful in Hew (Extreme) decks that have 6 full Lvl’s of Hew to get through per turn.
Counterblade
[Unique]
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Counterblade is a 0-cost Upgrade card that has the [Unique] tag. When a shield is gained through an ability, you gain 1 Honed Edge stack, up to a maximum of 3 stacks. Honed Edge provides a 20% multiplicative damage increase to attack cards that deal Defense-Based damage. This buff only lasts a single turn and will need to be built back up each turn. Certain Epiphanies allow Nine to gain Honed Edge, so be on the lookout for those.
Fighting Spirit
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Fighting Spirit is a 1-cost Skill card that activates the highest cost attack card(s) of Nine in hand, and then exhausts the card(s) used. This card allows you to bypass the high cost of Hew and is the key card you’ll want to duplicate during your Chaos runs. When using this card, the main downside is that you are not able to choose your target for Hew, unless you have Nine at E1 or above.
Potential Priority
Crit Rate% > Crit DMG% > Unique Card DMG% > Common Card DMG% = Basic Card DMG%
Here's some information about Nine's Potentials:
Base
EGO 1
Grants Nine the ability to now pick a target when using the Fighting Spirit card. This provides a decent quality of life but isn’t game-changing by any means.
EGO 2
Grants Nine an additional card at the start of battle, “Exploit Opening”. Exploit Opening is a 0-cost Skill card that has the tags [Exhaust 2 / Retrieve / Retain]. It’s a targeted Skill Card that de-buffs an enemy unit with 1 stack of Vulnerability and deals 1 Tenacity damage. Exhaust 2 allows you to use the card twice before it moves to the exhaust pile, and retrieve moves the card from the graveyard to your hand, but will result in the Retrieve tag being lost. This is a fine boost to Nine in Chaos, but in most Save mode decks, Nine should already have ample access to Vulnerability on her most impactful cards, so it is less powerful.
Note: Calculations are using Millennium Arbor, meaning this Ego has a little impact, but not a lot. In builds that have permanent Vulnerability from teammates, its damage contribution would be 0 outside of Tenacity.
EGO 3
Her E3 node provides an additional +150% damage to her Ego skill, and increases the bonus damage granted from exhausting the two highest cost cards in your hand from +50% to +100% per cost of each card. Eg, Exhausting a 3 Cost Hew + a 1 cost card will now result in a +400% damage increase instead of +200%. Nine’s Ego skill is not a major part of her damage, so while this is a big boost to its power, it’s not a large overall damage increase over the course of longer fights where multiple high-level hues easily overshadow it.
EGO 4
Nines E4 grants a buff whenever one of her cards is exhausted. Nine will be granted 1 stack of Improvisation per the cost of the card that was exhausted. Exhausting a 3-cost Hew will grant 3 stacks of Improvisation. Improvisation grants an additive +50% damage to Defense-Based damage to Nine's attack cards for 1 turn. This node does more for Nine’s other attack cards outside of Hew, as all versions of Hew already have a high base value, where additive damage isn’t as impactful as multiplicative damage increases. Regardless of its low impact on Hew still ends up being an ok damage increase across the board.
EGO 5
Boosts the base damage increase of Nine’s potentials from 20% to 26%. Usually not too relevant on most characters, but on Nine, as most of her scaling comes from her base damage, this Ego unlock is better on her than average, still not a game-changer though.
EGO 6
When a Hew card is activated, Nine deals an additional 15% of the damage dealt to the target as fixed damage. If Nine were to hit an enemy for 10000 Damage, they would take an additional 1500 damage on top. This is a very nice damage increase, but unfortunately, this extra hit cannot Cri,t meaning it truly is just another 15% damage on top of your usual Hew damage.
Best Epiphanies
Note
We have given a star rating for each Epiphany, showing how strong and useful it is - with 1★ being the lowest rating and 5★ the highest.
Hew (Extreme)
[Unique][Initiation][Exhaust][Ephemeral]
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Hew (Ironclad)
[Unique][Initiation][Exhaust][Ephemeral]
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Hew (Massacre)
[Unique][Initiation][Exhaust][Ephemeral]
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Hew (Ambush)
[Unique][Initiation][Exhaust][Retain]
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Hew (Flash)
[Unique][Initiation][Ignition][Exhaust][Retain]
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Epiphanies:
Divine Epiphanies:
Similar to neutral epiphanies, Divines will only be applied to the base version (the starting version and the version created through max lvl Hew Start of Turn effect). While this makes divines significantly less valuable on Nine, if you have excess PTS, which is common on Nine, you can consider taking the ‘Vulnerable 2’ divine for up to 2 vuln per turn.
Experienced Strike I
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Experienced Strike II
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Experienced Strike III
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Experienced Strike IV
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Experienced Strike V
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Epiphanies:
Divine Epiphanies:
The best Divines to aim for are -1 cost reduction and Vulnerable 2 on hit. These aren’t mandatory, but are both nice inclusions if you can hit them.
Fatal Strike I
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Fatal Strike II
Fatal Strike III
[Unique][Ignition][Retain]
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Fatal Strike IV
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Fatal Strike V
[Retain]
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Epiphanies:
Divine Epiphanies:
The best Divines to aim for are -1 cost reduction and Vulnerable 2 on hit. These aren’t mandatory, but are both nice inclusions if you can hit them.
Counterblade I
[Unique]
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Counterblade II
[Unique]
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Counterblade III
[Initiation][Unique]
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Counterblade IV
[Unique]
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Counterblade V
[Unique]
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Epiphanies:
Divine Epiphanies:
Divine epiphanies provide negligible value on this card; therefore, an epiphany that synergizes with your build should be prioritized over divines.
Gear
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.
[4-PC]: +20% Critical Chance of cards that cost 2 or more.
The theoretical maximum damage set for Nine, but only after you achieve sufficient Card DMG% (multiplicative) from other sources. The reason for this is that the Crit Rate from this set affects Hew, even if you trigger it with Fighting Spirit and at high Card DMG% saturation, it becomes more valuable as Crit Rate isn’t a stat that is easily accessible.
Note: Use
Tetra's Authority [2-PC]
Executioner's Tool [2-PC]
[4-PC]: Increases Damage Amount of Justice and Order Exhaust Attack Cards by 30% (5 times per turn).
Beast’s Yearning at standard levels of Card DMG% (multiplicative) and gear levels is about on par with the damage output of 4P Line of Justice for Nine in save data game modes. But in Chaos, it’s usually able to pull ahead as the equipment and decks of your combatants are usually much weaker, leading to less saturation of Card DMG%, diminishing Line of Justice’s advantage. The higher your Card DMG%, the more this set falls behind Line of Justice in save data modes. This is particularly relevant when running with characters like Orlea with huge buffs.
Note: Use
Tetra's Authority [2-PC]
Executioner's Tool [2-PC]
[4-PC]: When Attack Cards are used, increase Damage Amount of Order Cards by 10% for 1 turn (Max 2 times).
A worse version of Beast’s Yearning in almost all scenarios; you should only use it if you already farmed it. Has all the same strengths and weaknesses as Beast’s Yearning, will be more useful with a low amount of Card DMG% (multiplicative), but falls off when you have a lot of it.
Note: Use
Tetra's Authority [2-PC]
Executioner's Tool [2-PC]
[2-PC]: +25% Critical Damage.
[2-PC]: +12% Defense.
2/2/2 is also a viable option on Nine and allows her to maintain okay damage while also having the flexibility of choosing between many options for the third 2P. Black Wing is being used for the displayed calculations, but if you’re able to consistently secure Agony on your target, Cursed Corpse should be used instead. This will lead to a large increase in damage compared to what is shown. All up 2/2/2 has the potential to beat out 4P Bullet and 4P Beast if you have a lot of Card DMG% or if you’re able to apply Agony. Otherwise, it’s just a nice, flexible choice to use if you don’t want to farm new sets.
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.
Crit Rate% = Crit DMG% > DEF > DEF% >>> ATK > ATK%
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.
The assigned Combatant’s Defense is increased by 8/16%.
When the assigned Combatant’s Exhaust Card is Exhausted or activated, the Defense-Based Damage Amount of the next Attack Card used is increased by 20/40%. (max 1 stack).
When the assigned Combatant Exhausts a card with a cost of 2 or higher, gain 100/200% Fixed Shield. (1 time per turn)
250% Defense-Based Damage.
5 Caustic Remarks.
Caustic Remarks: Increase Damage Amount taken by 20%, if a Shield is active, increase by an additional 10%. When the effect is activated, decrease Caustic Remarks by 1.
Best option for Nine when it comes to damage and utility in both sustained and burst encounters, beating out every single other option. As this is only really an option for extreme Nine investors, though, check S1 Alcea for more details, as it works the same, just with lower numbers.
Warning! Patch notes were released today that Alcea is bugged and she will be fixed on the 25th of February. This will impact her performance. We will update the calculations and her ratings after the change goes live and we will be able to test it.
The assigned Combatant’s Defense is increased by 8/16%.
When the assigned Combatant’s Exhaust Card is Exhausted or activated, the Defense-Based Damage Amount of the next Attack Card used is increased by 20/40%. (max 1 stack).
When the assigned Combatant Exhausts a card with a cost of 2 or higher, gain 100/200% Fixed Shield. (1 time per turn)
250% Defense-Based Damage.
5 Caustic Remarks.
Caustic Remarks: Increase Damage Amount taken by 20%, if a Shield is active, increase by an additional 10%. When the effect is activated, decrease Caustic Remarks by 1.
One of the two top-tier choices of Nine, but notably not the clear-cut best option despite being her signature partner. To understand the difference between the two and when to use each, here are the main things to consider:
Considering all this, if you’re likely to be playing Nine in shorter fights or where burst damage matter Alcea is the clear winner, but if consistency is key and long fights are likely, Wilhelmina might have an edge. Of course, if you can’t reliably use Ego skills, Alcea also takes a huge blow.
Passive:
EGO:
The assigned combatant's Defense is increased by 12/24%.
When the assigned combatant targets a Vulnerable enemy, +10/20% Defense-based Damage of Attack cards.
For 1 turn, gain 2 Morale.
For 1 turn, gain 1 Fortitude.
As mentioned above, a competitive alternative to Alcea for those not looking to splash out on a signature or who prefer consistency and or benefit over much longer fights. Using Wilhelmina in most content is completely fine; the only thing you’re missing out on is the burst potential granted by Alcea’s Ego Skill.
Passive:
EGO:
The assigned combatant's Defense is increased by 12/24%.
When the assigned combatant targets a Vulnerable enemy, +10/20% Defense-based Damage of Attack cards.
For 1 turn, gain 2 Morale.
For 1 turn, gain 1 Fortitude.
A notable downgrade in damage potential compared to max copies, which is fine to use as a gateway for Nine, but should be upgraded as soon as you're able to in order to maximize damage.
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.
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.
Deck & Teams
Important!
CZN is a game of randomness; sometimes you’ll be offered generic or Divine epiphanies that are stronger than a character's standard five options. In these cases, breaking the listed build can result in an even more powerful save. Adjust as you see fit!
Important!
If you’re losing runs when playing a damage-focused composition either to sanity or dying, consider using a team with more defensive characters - so including both a shielder and healer. This is especially important in the Zero System mode.
For Chaos, Nine has a few supports who both keep her alive and offer additional benefits such as damage boosts, AP generation, or card draw. We recommend bringing at least one of these to your runs. Outside of this, the third and final slot can be any character you’d like; you can bring another support, a shielder, or another damage dealer to help Nine take down enemies quicker.
Generic - buffing:
Generic - comfort:
One-Hew Wonder:
Double Buff:
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Base performance of the character.