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

Dark Mist Sword: First Form Attack
Attack

Dark Mist Sword: Third Form Attack
Attack

Protection
Skill
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Drawing Slash
Attack
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Dark Mist Secret Ark: Slash
Ego Skill
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Check all the epiphany cards available for Rin

Dark Mist Secret Art: Destruction
Skill
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Dark Mist Secret Art: Annihilation
Attack
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Dark Mist Inner Art
Skill
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Dark Mist Secret Art: Black Dance
Attack
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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.

Fantastic single-target damage output (when set up correctly).
Has Card Draw.
Great self-damage scaling while Dark Mist Stance is maintained and when played with Skill-heavy allies.
No AoE Cards.
Must maintain Dark Mist Stance to remain effective.
Other Combatants' Attack Cards end Dark Mist Stance, restricting your team options.
Rin is a 5-Star Void-aligned Striker Combatant that sits in the mist, waiting to cut their opponents down with haste.
Rin utilizes “Dark Mist Stance” to enhance her abilities. She enters this stance through specific cards and only exits the stance when another Combatant plays an Attack Card. While the stance is active, most of Rin's cards gain additional effects that allow her to deal fantastic single-target damage while also buffing herself, improving AP efficiency and increasing hit counts, damage multipliers and more. Playing Rin is all about chaining together attacks and staying in her stance as consistently as possible.
As Rin wants to remain in Dark Mist Stance as much as possible to be effective, she isn't looking to be paired with Combatants who require Attack Cards to be played consistently to be effective. She's best poised as a Primary DPS to be supported by the other two team members. Whilst Rin does offer targeted Card Draw and even AP management, she is best paired with units who can offer some consistent Deck Cycling to ensure she can get into Dark Mist Stance to begin with. Rin's Attack Cards also feature multi-hitting quite consistently, taking great advantage of additive damage buffs. Any Combatant who can offer these buffs to Rin can truly make her lethal.
Rin doesn't have any AoE anywhere in her kit, but has incredible single-target damage output. In content where AoE damage is key, Rin may struggle compared to some other Combatants, and vice versa.
If you like the thought of methodical gameplay to maximize your output, Rin might be the character you've been looking for.
Dark Mist Stance: Dark Mist Stance is a keyword on almost all of Rin’s cards; some allow her to enter it while others gain bonus effects while she’s within it. Dark Mist Stance can be tracked either via the buff menu or an icon under the team HP bar, which is either lit up or not based on whether the stance is active. After entering, Rin will remain within the stance until another Combatant uses an Attack Card, after which she’ll immediately exit it.



Drawing Slash II
Attack
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Dark Mist Secret Art: Destruction IV
Skill
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Dark Mist Secret Art: Annihilation II
Attack
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Dark Mist Inner Art II
Skill
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Dark Mist Secret Art: Black Dance
Attack
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Drawing Slash II
Attack
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Dark Mist Secret Art: Destruction IV
Skill
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Dark Mist Secret Art: Annihilation V
Attack
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Dark Mist Inner Art II
Skill
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Dark Mist Secret Art: Black Dance
Attack
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Drawing Slash II
Attack
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Dark Mist Secret Art: Destruction IV
Skill
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Dark Mist Secret Art: Annihilation II
Attack
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Dark Mist Inner Art II
Skill
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Dark Mist Secret Art: Black Dance
Attack
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Persona
Skill
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Sadism
Skill
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CRIT Rate > CRIT DMG
Void DMG% >= ATK%
ATK%
CRIT Rate% = CRIT DMG% > ATK > ATK%
Rin’s Signature Potentials offer significant damage boosts as well as some additional functionality, making them a high priority to unlock.
3-1: Adds Dark Mist Stance to her Basic Attacks, making it an absolute must-have as soon as possible to ensure consistent starts to battles.
5-1: Increases both of Rin’s Basic Attacks by +5% and if her ATK is greater than 500, grants a further +5% boost.
7: When Rin’s ATK is over 600, she gains +5% Crit Rate and for every 40, grants a further 1% up to a cap of 10% for a total of 15%.
RFS-17 is assuming use with Narja / other forms of Cost-Reduction for Rin's main damage cards. Mask of Flames assumes a niche build with high Vulnerable uptime.










RFS-17 is assuming use with Narja / other forms of Cost-Reduction for Rin's main damage cards. Mask of Flames assumes a niche build with high Vulnerable uptime.










RFS-17 is assuming use with Narja / other forms of Cost-Reduction for Rin's main damage cards. Mask of Flames assumes a niche build with high Vulnerable uptime.










RFS-17 is assuming use with Narja / other forms of Cost-Reduction for Rin's main damage cards. Mask of Flames assumes a niche build with high Vulnerable uptime.







RFS-17 is assuming use with Narja / other forms of Cost-Reduction for Rin's main damage cards. Mask of Flames assumes a niche build with high Vulnerable uptime.









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.
The recommended Card Engraving is [Umbra Engraving 5: Add 2 Hit(s) [Exhaust +2]] as it increases the [Exhaust] count of the recommended Persona Card (which is [Exhaust 5] base but goes up to [Exhaust 9] with both Engravings) but also makes the Attack Card much stronger, as well).
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%.
+30% Damage Amount of 1-cost or lower Attack Cards.
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: Eternal Hunger. +Draw, ++AP (Also 1 Additional Skill for Rin's Black Dance)
Forbidden: Gesture of Freedom. Permanent Cost-Reduction to one card, can be manipulated.
Forbidden: Portrait of Fury. ++Draw, +Damage
Forbidden: Ecstasy of Violence. +Damage

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

Dark Mist Secret Art: Annihilation
Attack
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Dark Mist Secret Art: Annihilation I
Attack
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Dark Mist Secret Art: Annihilation II
Attack
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Dark Mist Secret Art: Annihilation III
Attack
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Dark Mist Secret Art: Annihilation IV
Attack
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Dark Mist Secret Art: Annihilation V
Attack
Show Effects
Dark Mist Secret Art: Annihilation I: The card now has a higher base ratio. Do note that being able to play this card effectively compared to Annihilation V can be dependent on your teammates and Divine Epiphanies, as playing it 5 times (via Destruction IV), alongside Black Dance, can be quite AP-expensive. Moreover, it will likely be worse damage than Annihilation II, assuming you have additive buffs that multihitters are commonly played with.
Dark Mist Secret Art: Annihilation II: Now, the card hits 4 times if in Dark Mist Stance, but does less base damage on each hit. For maximising damage, this will be the best option alongside additive buffs, but this can be dependent on your teammates and Divine Epiphanies since it raises the AP needs a sizeable amount.
Dark Mist Secret Art: Annihilation III: The card gains 100% Crit-damage as an effect. This can be quite strong and will cause close in damage to Annihilation II, especially if you have very low buffs. Do note that being able to play this card effectively compared to Annihilation V can be dependent on your teammates and Divine Epiphanies, as playing it 5 times (via Destruction IV), alongside Black Dance, can be quite AP-expensive. Moreover, it will likely be worse damage than Annihilation II, assuming you have additive buffs that multihitters are commonly played with.
Dark Mist Secret Art: Annihilation IV: The card now has a higher base ratio and gives itself a 100% multiplicative buff. This effectively means it's a 1-hit with a self-buff that is comparable to 2-hits in a vacuum, which, while it may sound nice, is vastly outscaled via alternative options in damage with buffing and allies Rin can utilise well off her multi-hits (as ally buffs will scale further and further past this on multi-hit versions of it). Also note that being able to play this card effectively compared to Annihilation V can be dependent on your teammates and Divine Epiphanies, as playing it 5 times (via Destruction IV), alongside Black Dance, can be quite AP-expensive. Moreover, it will likely be worse damage than Annihilation II, assuming you have additive buffs that multihitters are commonly played with.
Dark Mist Secret Art: Annihilation V: The card gains Cost Reduction on other Rin attacks for their next use, but loses its extra hit. This effectively will make it so your Black Dance is free to play every time Annihilation and Black Dance are moved by Destruction, saving you 1 AP. For comfort and general use, this will be the best option, as it lowers the AP needs a sizeable amount, but it significantly lowers her damage compared to Annihilation II, III, or Neutral as a trade-off.
Neutral: Target Neutral Epiphany: Morale 1.
Because Rin is a multi-hitter, she can scale very well off of additive buffs and with 4 duplicates of Destruction IV, this will end up actually being up to 5 Morale since it can be replayed up to 5 times via Destruction IV. However, this can be dependent on your teammates and Divine Epiphanies, as playing it 5 times alongside Black Dance can be quite expensive.
Divine: Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Vulnerable 2, Weakness Attack.

Dark Mist Inner Art
Skill
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Dark Mist Inner Art I
Skill
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Dark Mist Inner Art II
Skill
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Dark Mist Inner Art III
Skill
Show Effects

Dark Mist Inner Art IV
Upgrade
Show Effects

Dark Mist Inner Art V
Upgrade
Show Effects
Dark Mist Inner Art I: The buff is now 80% instead of 40%. This is a great option if you wish to maximise the buff you give to Rin’s attacks from herself. But it can require you to play it before Rin’s other cards, and can be awkward since oftentimes Rin will prefer to just keep a skill in hand for +1 hit on Black Dance rather than use it.
Dark Mist Inner Art II: Now draws 2 cards of Rin when in Dark Mist Stance, along with retaining Dark Mist. This is incredibly strong as Rin is a unit who loves target draw and often needs it. This is a reworked card which previously did not have this effect.
Dark Mist Inner Art III: The card now makes 1 Annihilation base Epiphany with [Ephemeral]. This has amazing synergy with Black Dance, as it can be held in hand for a +1 hit on it and be used after your Black Dances are for no loss. However, it can be expensive to play as the skill itself costs 1 and the Annihilation it makes also costs 1, for a total of 2 extra AP.
Dark Mist Inner Art IV: You now gain Dark Mist Stance at the start of the turn. While the effect on this isn’t amazing, it’s worth considering if you have cards played at the end of the turn that will remove Dark Mist Stance, but otherwise maintain it, such as when Rin is played alongside Veronica, who may remove it via Ballistas at the end of the turn.
Dark Mist Inner Art V: The buff is now a permanent 50%. This requires no special turn-order as it is a consistent, permanent buff and will thin Rin’s deck after it is played. Because of its consistency and ease of use, it is generally the recommended choice.
Neutral: Target Neutral Epiphany: Morale 1.
With Morale 1, the effective additive buff on this to Rin's attacks is 60%. This is slightly weaker than Inner Art I, but isn’t so much worse that you won’t happily take it in scenarios you would also take Inner Art I.
Divine: Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.
Drawing Slash I: The card now has a slightly higher base ratio. This is simply just an increase in damage, but it will tend to do less damage than Drawing Slash II because it scales with buffs less and will not buff your other cards as a Neutral Epiphany can.
Drawing Slash II: The buff effect on this card is changed to be +1 hit in Dark Mist Stance. This will be the best card for the damage of the card itself, as it scales very well with the buffs allies Rin is usually played with and her multi-hitter playstyle.
Drawing Slash III: The card now has a much higher base ratio (over doubled), but cannot be used unless you are in Dark Mist Stance and loses its previous Dark Mist Stance multiplicative buff. The Dark Mist Stance buff this card gives itself can now be much higher than the base version. This is simply just an increase in damage, but it will tend to do less damage than Drawing Slash II because it scales with buffs less and will not buff your other cards as a Neutral Epiphany can.
Drawing Slash IV: The Dark Mist Stance buff this card gives itself can now be much higher than the base version, with it scaling based on the number of cards in hand. This is simply just an increase in damage, but it will tend to do less damage than Drawing Slash II because it scales with buffs less and will not buff your other cards as a Neutral Epiphany can.
Drawing Slash V: Now, the card has a much higher base ratio and keeps its buff in Dark Mist Stance, but costs a whopping 2AP over its previous 0-cost. This is simply just an increase in damage, but it will tend to do less damage than Drawing Slash II because it scales with buffs less and will not buff your other cards as a Neutral Epiphany can.
Neutral: Target Neutral Epiphany: Morale 1.
This will often be played before most of your important attacks, as it can free up space to have more Skill Cards in hand, so using it as a buff for all future hits is generally preferred over prioritizing its own damage, which Morale 1 Epiphany can do.
Divine: Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Vulnerable 2, 1 AP.