Characters / Night Chains / Ren
Ren
RE

Ren

SSR
Faction
Night Chains
Position
Front-line
Role
Offense
Night Chains Executor

A young Night Chains executor with a uniquely styled outfit. If you overlook the seemingly hefty weapon in her hand, she might just appear to be an ordinary girl enthusiastic about fashion. However, as she engages in more battles, it quickly becomes apparent from the extent of destruction in her surrounding environment that she's far from an "ordinary girl." How should one treat her to bring her peace?

Debuff Buff Control Draw Cost Frost Fire
Stats
HP
78020
ATK
817
DEF
742
Obliterating Smash

Obliterating Smash

2Cost

Wield the Morningstar to deal DMG to nearby enemies once and inflict [Stun], [Corrupt] and [Chill].
For each stack of [Injure], [Confuse], [Scorch] and [Gaze] on the target, deal an extra hit.

DMG: 3500% (Frost); Extra hit 500% (Frost).

Crushbone

Crushbone

0Cost

Wield the Morningstar to deal DMG to all enemies once and inflict [Break], [Injure] and [Ignite].
For each stack of [Corrupt], [Confuse], [Scorch] and [Gaze] on the target, deal an extra hit.

DMG: 2500% (Fire); Extra hit 500% (Fire).

Dark Plume

Dark Plume

3Cost

Summon the familiar [Jackdaw] that gazes upon the target, inflicting [Confuse] and 1 stack of [Gaze].
[Jackdaw] is [Familiar]. It deals Frost [Basic Attack] and absorbs DMG for Ren.
[Jackdaw] inherits Ren's ATK, DEF, and 25% of her HP. Up to 5 [Jackdaws] can exist at the same time.
When [Jackdaw] dies, for each [Gaze] stack on the target, deal Psychic DMG once and inflict [Scorch].
When there are 5 [Jackdaws] on the field, change this card's effect to: Fully heal all [Jackdaws], and inflict [Confuse] and 1 stack of [Gaze] on the target.

DMG: [Jackdaw] 300% (Frost); 1000% (Psychic).

Mirage Horizon

Mirage Horizon

4Cost Ultimate

Requirement Cooldown: 30 seconds. Whenever gaining or removing 1 [Inhibition] stack, reduce the cooldown by 3 seconds.

Extend the [Mirage Horizon], lasting 6 seconds. During this period:
Deal Psychic DMG to all enemies once per second.
Grant [Invisible] to self and ally [Familiars].
Allies under [Invisible] effect deal 50% more Final DMG.