To learn more about Rin check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Rin 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.
12706
9505 + 3201
1254
883 + 371
944
654 + 290
134
122 + 12
10%
10% + 0%
150%
150% + 0%
32%
0% + 32%
0%
0% + 0%
Rin 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!
Osore Expedition
Cooldown: 0
Tags: Taunt, Single Ctrl
Rin smashes a single enemy with her gourd, dealing 2 hit(s) of 80% damage with additional damage equivalent to 40% DEF; each hit has a 25% chance to inflict a 1-turn [Taunt].
Level 2: Increases the rate of additional DMG Dealt based on own DEF to 35%.
Level 3: Increases the chance of inflicting [Taunt] to 15%.
Level 4: Increases the rate of additional DMG Dealt based on own DEF to 40%.
Level 5: Increases the chance of inflicting [Taunt] to 25%.
[Taunt]: Automatically casts 1 skill(s) on the taunting enemy and cannot take any other action.
Source Guard
Cooldown: 4
Tags: DEF+, Shield
Rin kicks her gourd, releasing an Anima aroma to protect all allies, applying a 2-turn [DEF+] and a [Shield] equal to 270% DEF to all allies.
Level 2: Increases shield to 210% of DEF.
Level 3: Increases shield to 240% of DEF.
Level 4: Increases shield to 270% of DEF.
Level 5: Reduces Skill CD by 1 turn(s).
[DEF+]: Increases DEF by 60%.
[Shield]: Absorbs an equal amount of damage.
Wrathful Drama
Cooldown: 4
Tags: AoE Ctrl, Taunt, ATK-
Rin leaps, enlarging her gourd with Anima to smash all enemies, dealing 160% damage with additional damage equivalent to 75% DEF; there is a 75% chance to inflict a 1-turn [Taunt] and a 2-turn [ATK-].
Level 2: Increases the rate of additional DMG Dealt based on own DEF to 75%.
Level 3: Increases the chance of inflicting [Taunt] and [ATK-] to 75%.
Level 4: Increases the duration of [ATK-] to 2 turn(s).
Level 5: Reduces Skill CD by 1 turn(s).
[Taunt]: Automatically casts 1 skill(s) on the taunting enemy and cannot take any other action.
[ATK-]: Decreases ATK by 40%.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Shield Provided +8%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Effect ACC +12%
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
Rin is the go-to tank option for any player lacking a Tiamat, offering great utility in PVE, but unfortunately, she often ends up 5th or 6th in the order of priority when fielding your team, making her seem weaker than she is.
If you think of a pure Tank from other games, Rin is that in Etheria Restart. She brings a Taunt of both S1 and S3, she applies a teamwide [DEF+] and a Shield in a single S2, and her S3 even inflicts an [ATK-] on the whole enemy team.
On paper, all of her kit is extremely synergistic and screams defense. The problem lies in how the game revolves around SPD and Turn meter manipulation. Would you rather take less damage from hits, or simply reduce the number of hits and increase your own number of turns? This simple, yet crucial part of the game makes Rin appear like an ugly duckling, offering a lot of utility but never seeming quite as appealing as the numerous offensive options.
Still, in PVE, Rin finds her place in most content where her fairly long CDs aren’t too punishing, so in short and also very long fights if she’s accompanied by Turn meter buffers in the latter.
In PVP, Rin plays the best against Bruisers, reducing their damage and improving your team’s survivability a great amount, but on the contrary her low SPD makes her almost unusable against the faster setups, unlike Viper who helps the team simply by existing.
Very good self-synergy.
Sometimes the best offense is a good defense, buying time for your DPS and Healers to do their job safely.
Taunt is exceedingly rare, and works on most bosses that are immune to other controls.
Makes your clears slower, since she offers nothing but defensive utility.
Has no way in her kit to shrug off Controls, which hard counter her.
Long CDs, even with high skill levels.
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 that allows Rin to cycle faster in longer battles - it help with both applying debuffs and shielding allies.
Best Module Sets:
You can use
2
Before the main body acts, it increases its [DEF] by 700 for 2 turns, and applies a [Shield] equal to 400% of its own [DEF] to the main body Animus, and the Animus ally with the lowest current HP percentage for 2 turns.
Cannot stack with similar effects applied by other Shells.
Grants the wearer 700 DEF for 2 turns, as well as applying a sizable shield to an ally for 2 turns. It has a 1-turn initial cooldown, but after that, it will maintain the 700 DEF buff 66% of the time and keep the shield active often. Primarily used on dedicated DEF scalers.
A more defensive option - trades cycling potential for the ability to Shield an ally.
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.
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.
3
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.
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: HP +10%
8/8: HP +10%. At the start of each wave of battle, grants Immunity for 1 turn. Immunity = [Cannot be inflicted with any debuff].
Grants immunity to the wearer at the start of battle, protecting them from controlling effects. Primarily used in PVP to counter control compositions dominating your team - more of a niche pick in PVE.
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.
SPD (Until Desired) > Effect ACC (Until Desired) > HP% > DEF% > HP > DEF
Rin has four stats to pay attention to across gear:
-
Rin synergies aren't available yet. They will be added soon!
Teams
Rin teams aren't available yet. They will be added soon.
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