
To learn more about Cinderella: Crystal Wave check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Normal Attack
Minigun
Mode: Normal
Ammo: 300
Reload: 2.5s
■ Affects Target(s).
Deals 5.57% of ATK as damage.
Deals 200% damage when attacking core.
Beauty-Full
Passive
Cooldown: -
■ Activates upon reloading to max ammunition while in the Preparation for Change state. Affects self.
Changes the weapon in use: Snipe Mode.
Charge Time: 1 sec.
Damage: 62.13% of final ATK.
Full Charge Damage: 250% of damage.
Max Ammunition Capacity: 15 rounds (max ammunition effect refreshes after reloading).
Additional Effect 1: Gains Pierce.
Additional Effect 2: Activates when performing a Full Charge attack.
Expends ammo. Amount: 40 round(s).
Additional Effect 3: Charge time is fixed at 1 sec.
Removal Condition: Reloading to max ammunition while in the Preparation for Change state.
■ Activates at the start of battle. Affects self.
Beauty-Full: Attack Damage ▲ 24% continuously.
■ Activates upon reloading to max ammunition. Affects self.
Preparation for Change: Reload time is fixed at 3 sec for 6 sec. Removed upon firing the last bullet.
■ Activates every 5 sec. Affects the enemy unit nearest to the crosshair.
Deals 900% of final ATK as damage.
■ Activates each time total ammo consumed by allies reaches 200. Affects all allies.
Fills Burst Gauge by 12%.
Mode Swap
Passive
Cooldown: -
■ Activates at the start of battle and when using Burst Skill. Affects self.
Decoy: Creates an avatar with 70.34% of the skill user's final Max HP. This effect is continuous.
■ Activates at the start of battle. Affects self.
ATK ▲ 29% continuously.
■ Activates when Snipe Mode takes effect. Affects self.
Destroy: Damage to Parts ▲ 26.21% continuously.
Removes Pinpoint.
■ Activates at the start of battle and when Snipe Mode is removed. Affects self.
Pinpoint: Damage dealt when attacking core ▲ 26% continuously.
Removes Destroy.
■ Activates when entering Full Burst after this unit uses her Burst Skill.
Effect varies according to this unit's current mode. Only one effect is applied.
■ Activates while in Snipe Mode. Affects all enemies (including parts).
Effect 1: Deals 1189.66% of final ATK as damage.
■ Activates while not in Snipe Mode. Affects all enemies with activated cores.
Effect 1: Deals 833.79% of final ATK as core strike damage.
Glass Slippers Full Contact W
Active
Cooldown: 40s
■ Affects self.
Attack Damage ▲ 92% for 10 sec.
ATK ▲ 65% for 10 sec.
■ Affects the enemy with the highest final ATK.
Deals 6000% of final ATK as Burst Skill damage.

Review
There is one or more features of this unit that have inconsistent behavior. This could be a bug. Until ShiftUp addresses it or provides clarification, we will mark this unit as bugged.
Did you hear the sound of something breaking? Well, that's because Cindy's Glass Slippers just shattered the ceiling. Meet Cinderella: Crystal Wave, a brand new B3 DPS that surpasses all records, even RRH's. She can adapt her weapons to the type of enemy faced, with Sniper Rifle being perfect for when Pierce is advantageous and MG being perfect against enemies with core. Just reload again within 6s of any full reload to swap mode, as long as she hasn't shot her final bullet.
Compared to
Snow White: Heavy Arms: Cindy has a higher peak single-target damage, but she doesn't provide Damage Taken—which makes her weaker than SWHA team damage wise. Her burst gen utility is also less flexible as, like Siren’s, it needs high-RoF weapons. However, she can easily fill in as a battery in Solo Raid due to the vast number of meta MGs.
Compared to
Rapi: Red Hood: In Bossing, SCindy can be said as a successor in all but 1 element (Fire). Aside from her higher damage on paper, her ability to Pierce allows her to dominate bosses that specifically require Pierce such as Ultra and benefit from Pierce DMG▲. She also has a screenwide nuke that helps a lot with Mobbing and handy burst gen support, which RRH doesn’t have. That said, in practice, they don't really compete with each other because RRH can go B1. RRH can also benefit from Explosive DMG▲.
In conclusion, SCindy is a strong unit. She packs enough destruction to shine in Neutral Bossing & Mobbing. Together with her utility (burst gen), she does enough to deserve SSS. The only things she's bad at are PvP and OL investment costs (MG mode), which is why SWHA is more suitable for beginners.
She is a must have. We wouldn't say she is at the critical level of "if you don't have her, you should quit" because there are other good options such as SWHA & RRH. However, if you don’t have one of them, SCindy becomes a steal. Not having SCindy also means significant disadvantage in all Solo Raid elements due to her overwhelming damage & utility in Neutral.
Besides, since she is a limited Pilgrim, which has 1% rate, you are safe to use your Gold Mileage. In fact, try your best to obtain her, even if that means exhausting all your gem mines. Remember, she will only rerun again NEXT YEAR. If you don’t get her now, you are bricked for AN ENTIRE YEAR!
In NIKKE, dupes are not necessary for units to function. They only give extra stats, help new commanders level past 160 wall, or unlock Favorite Item/Treasure.
SCindy has nice self-ATK▲, and she is one of the best units in the game. If you are a competitive SR player, especially in the Iron element, and have tons of gems/Gold Mileage enough not to brick yourself in future banners, consider getting MLB or higher. Otherwise, save your gems.
SCindy starts fights with an MG, but she can swap to SR later. Each mode differs in characteristics:
Machine Gun:
Has higher basic attack DPS at 334.2%/s.
Does not benefit from Pierce DMG▲.
More reliant on Max Ammo buffs (skills/OL) and Reload Speed.
S2 Nuke only hits enemies with core.
S2 Nuke is treated as a body hit with core damage (does not trigger abilities activating on core hit) and can be buffed by Core DMG▲.
Sniper Rifle:
Has lower basic attack DPS at 155.3%/s.
Can Pierce & benefit from Pierce DMG▲.
Less reliant on Max Ammo buffs (skills/OL) and Reload Speed.
Ammo refund does not work in SR mode.
S2 Nuke hits all enemies and parts.
When hitting parts, S2 Nuke benefits from Parts DMG▲.
The general recommendations are:
Always stay in MG mode for the highest single-target DPS unless the enemy favors Pierce (such as Ultra).
If the boss has neither core nor parts, MG mode still has a higher DPS despite not having a nuke, unless the team grants Pierce DMG▲.
If your SCindy has no Max Ammo lines and cannot be paired with Reload Speed buffers (such is the case for beginners), SR mode has better DPS.
Swapping weapon as SCindy is guaranteed to be damage loss because you need to reload twice consecutively. However, using a more favorable weapon will always yield more damage down the line. To swap weapon:
In any mode, finish a full reload. This is a regular reload, so Reload Speed can speed it up.
Then, within 6s, perform another reload. The reload must finish (not start) within 6s.
However, if she has shot her final bullet before 6s, she will not swap weapon.
This special reload has a fixed duration of 3s and cannot be sped up with Reload Speed.
However, you can still use Instant Refill, such as Siren’s Burst—or Ammo Reduction, such as Privaty (Treasure)’s—to skip it.
■ Activates when entering Full Burst after this unit uses her Burst Skill.
Effect varies according to this unit's current mode. Only one effect is applied.
■ Activates while in Snipe Mode. Affects all enemies (including parts).
Effect 1: Deals 1189.66% of final ATK as damage.
■ Activates while not in Snipe Mode. Affects all enemies with activated cores.
Effect 1: Deals 833.79% of final ATK as core strike damage.
SCindy delivers a screenwide nuke when the team enters Full Burst after she uses Burst Skill.
This screenwide nuke benefits from 1.5× Full Burst multiplier.
In MG mode, this screenwide nuke benefits from all “upon entering Full Burst” buffs.
In SR mode, this screenwide nuke doesn’t benefit from some “upon entering Full Burst” buffs such as Maxwell’s S1 and Miranda (Treasure)’s S2. This could be a bug.
Depending on mode, SCindy’s S2 Nuke, changes behavior:
In MG Mode: Cindy deals damage to all enemies with core, which means it does not apply to Nikkes in PvP nor coreless bosses. This is treated as a body hit that deals core damage (does not trigger abilities activating on core hit) and can be buffed by Core DMG▲.
In SR Mode: Cindy deals damage to all enemies and parts (separately). Hitting multiple parts increases this damage exponentially. When hitting parts, S2 Nuke also benefits from Parts DMG▲.
■ Affects self.
Attack Damage ▲ 92% for 10 sec.
ATK ▲ 65% for 10 sec.
■ Affects the enemy with the highest final ATK.
Deals 6000% of final ATK as Burst Skill damage.
SCindy delivers a lethal single-target attack against the enemy with the highest final ATK upon using Burst Skill. This is the strongest single-target nuke in the game.
Constitutes the majority of her damage.
In PvE Mobbing, while this should ideally hit elites and stage targets, it may hit weaker Raptures that have higher ATK, such as Kamikazes. This makes her unwieldy, but if you can kill those mobs first to ensure the nuke targets correctly, it can be game-changing.
In PvE Bossing, this always hits the boss unless the boss spawns mobs that have higher ATK than them, such as Harvester. Kill them first before using Burst Skill.
In PvP, this is just a regular single-target nuke like HelmTr’s. It’s stronger, but it’s still useless most of the time because it’s taunt-able and can be played around. Thanks to elemental advantage, it might one-shot a taunting MoranTr if she doesn’t have massive Damage Taken▼ or Immunity.
In teams such as shown above (taken from an unoptimal run against Annihilio SR), pre-reload is important. Without Reload Speed, you want SCindy to never stop shooting in her Burst AND off Full Burst.
Shooting in Her Burst: More personal damage.
Shooting off Full Burst: More burst gen for team.
You can achieve this by manually reloading her during the other B3’s Burst. In this case, start reloading when the other B3’s Burst is ~5s from ending or when you are waiting for cooldown (such as with Liter and Volume early on due to their needing to ramp up).
We are very tempted to put her in SSS, but after rigorous testing, we determined that spot doesn’t belong to her yet. Firstly, we would like to state that SCindy is the best of SS alongside SWHA. They both have amazing Neutral performance and great burst gen, great AoE, great single-target, and can be used to bruteforce stages up to 45% deficit easily. Now, the problem is what comes after that at >45% deficit:
SCindy and SWHA are meta Campaign DPS in their own respective elements. SCindy can clear up to 49.9% deficit in Iron-weak and SWHA in Water-weak (usually with PrivT).
On the other hand, RRH is meta in two elements: Fire & Iron, thanks to her double element kit. This is what actually cements her spot in SSS. Great value for end game!
SCindy’s and SWHA’s burst gen utility is not enough to compensate for this lack of versatility as it does not really help if you already have other sources such as Anis: Star.
They both also have some serious gameplay problems:
SCindy lacks continuous AoE, which proves fatal in later chapters, where mobs come in waves rather than at once. Her Burst Skill also requires intense micro-management to ensure perfect Burst Skill landing, which might not even be possible.
SWHA lacks true AoE, which proves fatal when she is swarmed. Her damage being “distributed” across multiple Raptures and her long 3.2s charge time, as well as her tendency to unintentionally trigger Volleyballs without killing them, can be episodic pain points.
In conclusion, SCindy is still a frightening unit. Anyone who is not as Campaign-competitive as the craziest players will find her topping damage graphs and not see any problem. This is because SS is already a competitive rank, and SS looks like SSS to most players. We just want to show that there is a gap, not wide but there. We have been discussing internally on how to display these gaps better. A Campaign Tier List rework is brewing.
Insane damage and utility in Iron-weak and Neutral. Nothing matches her, except, well, SWHA. Her being one of the best DPS for Iron-weak is self-explanatory, so let’s discuss her Neutral performance more:
High Damage: She has the highest single-target damage in the game, both against enemies with and without core.
Frontloaded Damage: Most of her damage is almost instant when she uses Burst Skill and enters Full Burst. Abuse short-but-strong buffs such as Liter’s ATK▲. She can also be the final Burst Skill user in a Solo Raid run, if that final Full Burst is short (like 3s long).
Weapon Flexibility: If the enemy favors Pierce or benefits only SR weapons in effective range, or if she is paired with Pierce DMG▲ buffers, she can swap to SR to maintain stable damage. Unlike RRH who falls off against Ultra, SCindy can handle most if not all types of bosses.
Burst Gen Utility: SWHA, Siren, and Anis: Star are key units in Solo Raid due to their burst gen utility, supporting both top and filler comps. SCindy now joins them, despite her more restricted version of only working with high-RoF weapons. Pair her with MG units or units with medium burst gen such as Neon: VE to get smooth rotations.
The only catch is, like most MG users, they need a lot of Max Ammo, so OL investments are on the expensive side. However, if you build her optimally, expect a substantial boost in Raid performance across all elements!
SCindy’s primary use in PvP is her seemingly detrimental low burst gen—she can deliberately sabotage the team’s burst gen, which is useful for creating slow Blanc Indom and Noah teams. Previously, we often used Mihara: Bonding Chain or Cinderella, but having another option isn’t bad.
Her secondary use is her single-target nuke that can be situationally strong on Attack against certain comps. Remember, she doesn’t have a screenwide nuke against coreless enemies in MG mode. This nuke is the strongest in game, which means she is guaranteed to kill anyone, especially a taunting MoranTr due to elemental advantage, as long as they don’t have massive Damage Taken▼ or Immunity.
Her tertiary use is her high-RoF weapon, which can be used in Blanc Indom teams for higher odds of winning Indom Wars (a phenomenon where two units with Indomitability duel with each other). If both Indomitability end at the same time, the unit with the highest RoF usually wins, unless one has lifesteal.
Her main weaknesses are high feed as MG (important against Jackal or Scarlet), low burst gen for cases other than the ones mentioned above, and decoy potentially giving enemy extra burst gen if she is placed in P1 or P2, or even P3 against high-range RLs such as Anis: Star and TVesti.
In theory, Cinderella has two build paths. This is because her MG mode is heavily reliant on Max Ammo, whereas her SR doesn’t. However, since SCindy’s highest DPS is in MG mode, unless the enemy favors Pierce, it is always recommended to build toward MG build aka “the generalist”.
Primary Goal: 4× ELE, 4× ATK, 3× Max Ammo
We want both ELE & ATK due to her being a powerful DPS in both Iron-weak and Neutral. Her DPS also drastically drops without at least 3× Max Ammo (best is ~188% incl. SR 15 Doll [not significantly higher nor lower]) outside Reload Speed teams, which might not be hers outside Iron-weak. If you want to chase 12/12, get a 4th Max Ammo or a Crit line, prioritizing Crit DMG.
188% Max Ammo breakpoint is taken from the length of 2 rotations divided by 60. With 2.5s CDR, the length of 2 rotations is 25 seconds. Since SCindy’s reload takes 2.5s, and she has to wind up, she only shoots at full speed for 20s. The wind-up eats ~34 ammo. The total ammo needed is 1234. Divide that by 142.86% due to Bastion to get 864. Subtract that by 300, then divide by 300 to get ~188%.If your SCindy has significantly higher ammo, you may have to manual her to reload early to avoid her reloading in her own Burst. This can lead to damage loss if you have to manual someone else at that time.
If your SCindy has significantly lower ammo, manualing to avoid reload is impossible without losing damage. This is because she does not have enough ammo to last for 2 rotations.
For such a strong unit, don’t cheap out on her!
Skill 1: 10
Increases ATK DMG, damage dealt every 5s, and burst energy supplied every 200 ammo consumed by the team.
Skill 2: 10
Increases ATK, decoy HP, miscellaneous buffs such as Parts DMG and Core DMG, and screenwide nuke damage.
Burst Skill: 10
Improves buffs on Burst and gigantic single-target nuke damage.
SCindy’s cube in PvE depends on three things:
If she is in Reload Speed team, Resilience is the best unless Point (3).
If she is outside Reload Speed team:
If she is in MG mode, Bastion is the best.
If she is in SR mode, Resilience is the best because ammo refund does not work in SR mode.
If the enemy has parts that SCindy can hit in either MG or SR mode, Destruction is the best, if it is similar in level (up 2-4 levels of difference in Iron-weak due to ELE value). Ideally pair with Reload Speed buffers in this setup.
SCindy’s cube in PvP depends on whether she needs survivability or you want the opposite:
Tempering for extra survivability.
Vigor to redirect Blanc Indom and extra survivability.
Bastion or any other high-level cubes if survivability is not desired.
PvE Notes: The strongest unit in the game deserves the best Doll. Big boobas, big damage, big presence. Just SR 15. Jokes aside, she has plenty of self-ATK▲, and the tiny Max Ammo boost can help get her closer to the 188% Max Ammo breakpoint. CP padding is nice for Campaign & Tower.
PvP Notes: Not the smartest unit due to numerous disadvantages that backfire, but she still has some uses as explained in PvP usage analysis. Higher-level Doll grants Damage Reduction and extra CP that are always welcome in Arena.
One of the strongest DPS in game with great burst gen utility, SWHA-level or close in Bossing.
Can swap weapons depending on the type of enemy faced and buffs given by allies, ensuring stable damage.
More beginner-friendly than most meta MG B3 as her SR mode is not reliant on Max Ammo OL. People who are unable to build her yet can enjoy semi-competitive damage.
Has the strongest single-target nuke and screenwide nuke if not second strongest.
Good synergy with Liter due to her frontloaded Burst damage.
Decoy protects from damage and debuffs. Since she has high ATK during Burst, she often gets targeted in Solo Raid.
SR mode S2 Nuke can hit parts, multiplying its damage, especially with overkill.
MG mode S2 Nuke is the first nuke in game that scales with Core Damage.
Does not scale with Charge Speed, making OL cheaper.
If desired, she can pair with ZweiTr or MirandaTr. In MG mode, her S2 Nuke receives all Full Burst buffs, including MirandaTr’s guaranteed crit. SR mode is a little bugged; check cons.
Bikini Cindy… do not wake us up from this dream.
First Pilgrim to do the deed with the Commander.
In Mobbing, her screenwide nuke is one-time, but in later chapters, continuous AoE is more preferable.
In Mobbing, her Burst Skill nuke can misfire on the wrong enemy due to it targeting the highest final ATK. Micro-management may be necessary, if it’s even possible.
In Bossing, such as against Harvester, this can also happen. Make sure to kill the mob first.
Burst gen only works in high-RoF teams, but this is enough to cement her serviceability in all SR elements and complement mid-tier batteries such as Neon: VE.
Decoy can accelerate enemy’s burst gen in PvP if she is poorly positioned.
Ammo refund does not work on SR mode.
Swapping mode takes a lot of time, costing damage, despite yielding more if a favorable weapon is chosen.
MG mode S2 Nuke does not hit enemies without core (Nikkes in PvP and some bosses).
SR mode S2 Nuke does not receive Full Burst buffs from some sources, such as MirandaTr’s S2 and Maxwell’s S1, which could be a bug.
Like other meta MG B3, she wants 3× Max Ammo alongside 4× ELE 4× ATK, which get expensive real fast.
Seasonal limited; obtain her (and her dupes) now, or be bricked for 1 year.
We can't decide whether her Black bikini is better than her White one.
We cannot see her Black suit in battle :(
Investment Tips
PVE investment
4/4/4 → 7/7/7 → 10/10/10
PVP investment
4/4/4 → 7/7/7 → 10/10/10
Priority
Meta
Notes
SCindy is a very strong unit in both Iron-weak and Neutral. For such a versatile unit, getting ELE, ATK, and at least 3× Max Ammo is recommended. She is not always used with Reload Speed buffers.
SCindy is a very strong unit in both Iron-weak and Neutral. For such a versatile unit, getting ELE, ATK, and at least 3× Max Ammo is recommended. She is not always used with Reload Speed buffers.
PVE Priority
10/10
PVE Comment
The strongest unit in the game deserves the best Doll. Big boobas, big damage, big presence. Just SR 15.
PVP Priority
3/10
PVP Comment
Not the smartest unit due to numerous disadvantages that backfire, but she still has some uses. Check Full Review for more info.

Resilience Cube

Bastion Cube

Destruction Cube

Tempering Cube

Vigor Cube

Bastion Cube
Teams
Beautiful Inheritance
Mode: Bossing || Element: Iron
Beautiful Inheritance II
Mode: Campaign || Element: Iron
Summer + Snow = Warmth
Mode: Union / Solo Raids || Element: Iron
Slipper-y Rockets
Mode: Campaign || Element: Iron
MGs Team Up!
Mode: Union / Solo Raids || Element: Wind
Annihilio Can Only Shudder
Mode: Union / Solo Raids || Element: Wind
This team combines Liter's ATK▲ with SCindy's frontloaded damage as well as NeonVE's medium burst gen with SCindy's. Nayuta, Liter, and XLud make SCindy's burst gen trigger more frequently. XLud also gives Damage Taken. Good rotation has none of them reloading outside Full Burst to maximize burst gen. Don't forget to pre-reload SCindy as this team has no Reload Speed buff. NeonVE + SCindy should be able to abuse Liter's higher CDR cap.
Ludmilla: Winter Owner can be replaced by Mihara: Bonding Chain for higher personal damage but less team damage.