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Rin is a 4-star Earth Soul Weaver whose basic Ring Throw has a 75% chance to strip a buff while pushing her own turn forward, and whose ultimate Showtime heals the whole team based on a target's max Health and grants one random helpful buff for 3 turns (a big Attack boost, Crit Chance, Crit Damage, Defense, extra healing, Dodge, or immunity). Her damage and healing both scale off her own max Health. Her second skill hits one target, can lower its Defense, and has a 50% chance to immediately follow up with another Ring Throw. She is not a cleaver: every attack she makes lands on a single enemy.

Counters

  • Buff-dependent attackers and stacked-buff bruisers — Her basic attack has a 75% chance to dispel a buff every single turn at no cooldown, and her turn-pushing self-boost lets her cycle it often, peeling away the attack, crit, or defensive buffs those heroes lean on.
  • Targets behind shields and untouchable defensive states — Because her dispel comes for free on her main attack, she can pop barriers, immortality, invincibility, or stacked protective buffs that would otherwise wall out her allies before her team commits.
  • Tanky single targets she wants softened — Her dance can apply Defense Down for 2 turns and her HP-scaling hits ramp up against high-Health enemies, helping her team punch through a sturdy priority kill while she keeps chipping with repeated Ring Throws.
  • Debuff and damage-over-time teams pressuring your back line — Showtime heals everyone off a target's max Health and can hand out immunity to debuffs, blunting incoming control and lingering damage while keeping fragile allies topped up.

Countered by

  • Enemies who steal or shorten your buffs — Showtime's value is a single random buff per cast on a 5-turn cooldown, so a hero who steals that buff or cuts its duration erases the upside and can even turn it against you.
  • Foes who strip or cleanse what she sets up — Her one Defense Down from the dance and the team buff from Showtime are both removable; a dispel on your buffs or a cleanse of her Defense Down undoes her contribution and she has no passive to re-secure it.
  • Debuff-immune and immunity-granted targets — Her dispel and Defense Down simply bounce off enemies under immunity, and immunity also blocks the Defense Down her team relies on, leaving her offense to thin single-target HP-scaling hits.
  • Unhealable pressure and burst that outpaces her — An unhealable debuff shuts off both her team heal and Showtime's restore, and with healing on a 5-turn cooldown plus only single-target damage, a fast wide-hitting team can collapse allies faster than she can answer one target at a time.
Who counters Rin? — full guide ›

Skills

S1Ring Throw

Throws rings at the enemy to attack, with a 75% chance to dispel one buff, and increases Combat Readiness of the caster by 15%. Damage dealt increases proportional to the caster's max Health.

S2Dazzling DanceCD 2

Dazzles the enemy with a dance, with a X chance to --decrease Defense-- for 2 turns, before a 50% chance to use Ring Throw. Damage dealt increases proportional to the caster's max Health.

Decrease Defense
S3ShowtimeCD 5

With an elegant dance, recovers Health of all allies proportional to the target’s max Health before granting one random buff for 3 turns.

Random BuffsIncrease Attack (Greater)Increase Crit ChanceIncrease Crit DamageIncrease DefenseHealingDodge UpImmunity
Soulburn −10 soulsExtends duration of buffs granted by this skill by 1 turn.