To learn more about Dinah check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Dinah check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
Teams
Profile
All stats shown below are for max level, fully upgraded character, but without any Modules or Shells equipped. The yellow number shows the combined stats, the white number shows the base stats, and the green number shows the stats gained from Prowess.
15990
10992 + 4998
756
551 + 205
1184
872 + 312
132
120 + 12
18%
10% + 8%
150%
150% + 0%
32%
0% + 32%
0%
0% + 0%
Dinah skills currently show the 'maxed' description by default (so it includes the level up effects already). We will update the descriptions to be in-line with level 1 as soon as possible!
Blade Mastery
Cooldown: 0
Tags: Steal Turn Meter, Single DMG
The blade pierces through the void; Dinah deals 240% damage to a single enemy with a 40% chance to steal 15% Turn Meter.
Level 2: Increases damage multiplier to 220%.
Level 3: Increases the effect of Action Steal to 15%.
Level 4: Increases damage multiplier to 240%.
Level 5: Increases the chance of Action Steal to 40%.
Blade Torrent
Cooldown: 3
Tags: DMG Boost, Single DMG
Dinah sees through enemy openings, dealing 2 hit(s) of 140% damage to a single enemy, with each hit having a 80% chance to inflict 2 stack(s) of [Erosion]; if the target doesn't have [Erosion], increases inflicted stacks to 3.
Level 2: Increases damage multiplier to 130%.
Level 3: Increases the chance of inflicting [Erosion] to 80%.
Level 4: Increases damage multiplier to 140%.
Level 5: If successfully inflicted on a target who has no [Erosion] effect, increase the stacks of [Erosion] inflicted to 3 stacks.
[Erosion]: Upon receiving the next [CRIT] damage, consumes 1 stack to add true damage equal to 60% of the attacker’s ATK, and increases the attacker’s [Turn Meter] by 6%. Dual Thorn Dinah cannot trigger this effect.
Pristine Cleaver
Cooldown: 4
Tags: Debuff, DEF-, Vulnerable
Nothing should have flaws, just as no enemy should escape in battle: Dinah deals 4 hit(s) of 70% damage to all enemies, with each hit having a 40% chance to inflict a 2-turn [DEF-]; if the target already has [DEF-], instead has a 25% chance to inflict a 2-turn [Vulnerable]; if the target already has [Vulnerable], instead has a 40% chance to inflict 2 stack(s) of [Erosion].
Level 2: Increases damage multiplier to 65%.
Level 3: Increases the chance of inflicting [Erosion] to 40%.
Level 4: Increases damage multiplier to 70%.
Level 5: Reduces Skill CD by 1 turn(s).
[DEF-]: Decreases DEF by 60%.
[Vulnerable]: Increases DMG Taken by 30%.
[Erosion]: Upon receiving the next [CRIT] damage, consumes 1 stack to add true damage equal to 60% of the attacker’s ATK, and increases the attacker’s [Turn Meter] by 6%. Dual Thorn Dinah cannot trigger this effect.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Effect ACC +12%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
CRIT Rate +8%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Generic PVE
Aurora
DokiDoki
Terrormaton
Union Boss + Phantom
PVP
SR Dinah has great capabilities as a debuffer, with her S3 being the main focus of her kit. Her S1 can steal turn meter, letting her get her turns quicker while slowing the enemies. The S2 can apply [Erosion], increasing the damage of the next attack if it is a critical hit by adding true damage to it, while also increasing that attacker’s turn meter by 6%. The true damage is a fixed value, determined only by the corresponding amount of Attack of the Animus that triggers it.
Her S3 hits 4 times, and each time has a chance to apply a [DEF-], and if a [DEF-] is applied or was already active, the hits apply [Vulnerable] instead, which can further proc into [Erosion] if both preceding debuffs are on the enemy. Vulnerable, DEF- and Erosion all increase the damage the enemy takes, making it a dangerous combo for a lot of PVE content.
Using Dinah with either turn meter manipulators or damage buffers is going to give you maximum mileage from her kit. Dinah is an extremely synergistic offensive Debuffer, allowing just about every damage dealer to do very high levels of damage when two or three of her debuffs are on the enemy.
In PVP however, Dinah struggles as she is neither fast nor tanky by nature, and her debuffs can all be separately found on more efficient Animus, or simply be ignored in order to construct more flexible teams.
Cheap to get going, as S3 is all she really needs.
Amazing Damage Buffing, to the point where she is viable in most Inferno challenges.
Can provide extra Turn Meter to your main DPS.
Poor uptime on her S3.
Can feel fragile and fairly slow compared to other Debuffers.
Immunity fully counters her.
Build
For Early Game build tips when it comes to what modules and Shells to use before you start farming Red rarity, check our dedicated guide:
The builds below are tailored more toward PVE and we only mention PVP in some places - like for alternative Shells or Module choices. But PVE is our focus.
1
After the main body's turn, a Follow-up Attack on the main target dealing 240%+4200 damage, applies [SPD+] for 3 turns to the main Animus, applies and increases their Turn Meter by 25%.
Widely used and incredibly potent all-around supportive option, granting a 25% gauge boost on use as well as [SPD+] boost with 100% uptime. It also deals decent damage when used. Possesses most of the best supportive matrixes, further adding to its flexibility and wide use cases. Loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.
The go-to Shell for any debuffer that allows them to cycle faster in longer battles. If you already have a Speed buffer in your team though, the value of Jackal Guard drops quite a bit, but since Timeweave is present there, it's still worth using in longer PVE battles.
Best Module Sets:
You can use
2
Before the owner acts, unleashes the owner Animus' full potential making their next skill cost no CD and increasing their SPD by an additional 10% for 2 turn(s).
The cooldown of the skill can't be reduced.
An absurdly strong combo Shell that allows the wearer to skip the cooldown of the ability used on the turn this Shell is active. The wearer can use their ultimate or skill twice back to back, unlocking usually impossible personal and team combos. Also grants the wearer a 10% SPD boost after use for 2 turns. Mainly used in PvE burst/combo compositions or PVP. Can be used on both Supports and DPS situationally.
An alternative to Jackal Guard for more burst oriented teams as it allows the debuffer to use their S3 twice in row, increasing the chance to land the debuffs or stack them (when possible). Used in PVE one-shot teams and in PVP.
Best Module Sets:
Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.
1
When the owner Animus is about to die, halves their current Turn Meter, removes all effects on them, recovers 60% of their Max HP, and puts them into a 1-turn [Iced] state.,
The cooldown of the skill can't be reduced.
Allows the wearer to cheat death once every 6 turns. Upon dying, they will instead recover 60% HP and enter a special state, becoming immune to turn meter reductions, debuffs, buffs, and also gaining 200% increased DEF until the start of their next turn. A powerful option for keeping vulnerable high-value units alive in PVP.
2
Before the owner takes action, if the owner has any debuffs, dispels 2 debuff(s) and increases their Effect RES by 25% for every 1 debuff(s) dispelled, lasting for 2 turn(s).
A PVP-focused shell option offering a 2-turn debuff cleanse and up to 50% Effect RES at turn start with a 4-turn cooldown. A solid option for characters who need to ensure they aren’t taken out of the fight by stuns, freezes, or other debilitating effects on their opening turn.
3
Before the owner takes action, deals 2 hit(s) of 100% +2500 damage to the target with the highest ATK and extends the duration of non-control debuffs inflicted by the owner this turn by 1 turn(s) (excluding [DoT]), then increases the owner Animus's Effect ACC by 50% in the current turn.
A strong supportive option for debuff-focused characters. On use, the Shell grants 50% Effect ACC and causes any non-control and non-DoT debuffs applied during the turn it's activated to be extended by one turn. This shell also deals a non-negligible amount of damage with its 2 hits on use. A top choice for any character looking to improve uptime and accuracy for their debuffs.
Below you can find the calculations for specific module sets - split per slot. Click on the dropdown to reveal the information. The % comparison are made against no set equipped.
1
6/12: Effect ACC +18%
12/12: Effect ACC +18%. At the start of the turn, there is a 35% chance to reduce CD of all Animus skills by 1 turn.
A potent specialist option for supports, allowing cooldown times to occasionally be reduced. Though requiring 12 Matrixes to fully activate puts it in conflict with the universal 12P Swiftrush set, forcing you to skip on the full effect of Swiftrush, opting for 12P Timeweaver 8P Swiftrush and 6P inferno instead. Timeweave allows to cycle the skills faster, especially early on when you don't have them leveled up - so they have very long cooldowns.
2
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order.
1
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order. 8-PC Swiftrush is enough for PVE, because the value of Timeweave is that big.
2
4/8: DEF +10%
8/8: DEF +10%. After being attacked, advances Turn Meter by 10%.
A powerful specialist option for Supports and, in some cases, DPS characters. When used in PVP, it can allow you to ‘catch up’ against teams that move before you, giving you a chance to fight back. In PvE, it can be a strong gauge boosting tool in fights against many enemies or bosses that hit your team incredibly frequently.
1
6/6: SPD +15% & Effect ACC +20%
The go-to option for most supports, thanks to its presence on many of the best supportive Shells and the strong SPD and Effect ACC it grants. Can be used on some DPS setups if Shell requirements demand it.
1
6/12: Effect RES +18%
12/12: Effect RES +18%. When the total DMG taken in a turn exceeds 20% of Max HP, the excess DMG is additionally reduced by 55%.
Exceptional anti-burst defensive set, most notably used in PVP to prevent enemies from one-shotting your team with aggressive combo compositions. It can also be used in specific PvE encounters, but it is far more niche.
SPD (Until Desired) > Effect ACC (Until Desired) > HP% > Flat HP
Dinah has three stats to pay attention to across gear:
S3 is the priority as it's the only source of DEF- in Dinah kit, so you want to use it as often as possible and increase the chance of landing the debuffs. S2 is next with S1 being last.
Dinah synergies aren't available yet. They will be added soon!
Teams
The teams below come from our Teams database and showcase ANY team with Dinah present within in all content available in the game.
Terrormaton F2P Team #1
Content: Terrormaton || Team type: F2P || Time: 0-1m
Sharon #1
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
Rengokutsu #4
Content: Grim Pursuit || Team type: F2P || Time: 1-2m
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