Shinku is a Cosmos-type S-class fighter from C.S.U. Division 2, the same Bureau of Anomaly Control unit as Mint, and she headlines the Version 1.2 gacha. She is an aggressive on-field main DPS built around fast melee kicks, a stacking resource, and a full-body transformation that rewrites her kit mid-fight. Because Chiz has been the only Cosmos main attacker, Shinku slots in as the second serious damage option for the element.
Quick answer: Shinku builds Defiant Spirit through her attacks, spends it with her Ultimate to enter the Surging Crimson state for 13 seconds, and does most of her damage inside that window. Her Charge Cycle Enhancement passive shares Charge with off-field allies, so she wants a Charged-reaction team.

Shinku’s Version 1.2 banner and release window
Shinku is the Phase 1 headliner for Version 1.2, with Iroi following in Phase 2. Her Phase 1 banner runs through July 23, 2026, so if you want her, that is the window to plan pulls around. She will be a limited-time character, which means saving Solid Dice and Annulith ahead of time is the safe play.
Note: Her exact launch day has been listed both as the Version 1.2 update itself and as July 10, 2026. Treat the update rollout as the anchor and check the in-game banner schedule to confirm the precise start before spending.

Shinku kit overview
| Ability | What it does |
|---|---|
| Basic Attack: Special Combat Arts | Up to 5 melee hits, Cosmos DMG, grants Defiant Spirit |
| Empty Arrow (drop attack) | Airborne Basic Attack, Cosmos DMG on landing, scales with fall height |
| Redirect Skill: High-Speed Breach | Dash-in multi-hit Cosmos DMG, grants Defiant Spirit |
| Ultimate: Crimson Fury | Consumes all Defiant Spirit, enters Surging Crimson |
| Support Skill: Assault Tactics | Knee strike, Cosmos DMG, grants Defiant Spirit and Charge sharing |
| Passive: Solo Action | Off-field allies gain the same Charge the active character gains |
Her combat loop is deliberate rather than spammy. You build the Defiant Spirit gauge, transform, unload a finisher chain, then repeat. Holding the Basic Attack button during the 3rd, 4th, or 5th hit branches into an altered attack for flexible combo routing, and a Critical Dodge lets her answer with a counter kick that also chips the target’s Break Gauge.
Surging Crimson: the transformation window
Surging Crimson is the core of her damage. Casting Crimson Fury spends all Defiant Spirit and flips her into this state for 13 seconds. While active, her damage, interrupt resistance, and mobility all go up, and switching characters ends it early, so you commit to the window once you start it.
Inside Surging Crimson, her whole kit changes. Basic Attack: Special Combat Arts becomes Tidal Assault, and her attacks now generate Fading Reason instead of Defiant Spirit. Redirect Skill: High-Speed Breach is replaced by Crimson Blade from the Heavens, which consumes all Fading Reason for a heavy downward claw strike.
| Finisher | How it triggers |
|---|---|
| Crimson Judgement | Press Ultimate as Surging Crimson is about to end to dash between targets; each Crimson Blade from the Heavens cast adds one extra segment |
| Dragonflame Verdict | Press Ultimate again after all Crimson Judgement uses are spent, or after the state ends, for a wide-area finisher |

Intimidating Gaze and passive damage boosts
Intimidating Gaze is her signature Peculiarity. If Shinku stays on-field in combat for more than 5 seconds without attacking, she enters the state and gains one stack per second, up to 8 stacks. Each successful Critical Dodge while in the state grants an extra stack, and switching characters clears both the state and the stacks.
When she finally attacks, she exits the state and unleashes Instant Onslaught, adding bonus damage on top of that hit. Every stack raises the extra damage by 100%, so a fully stacked opener hits hard. Her Reverse Scale passive also raises Ultimate damage against non-Boss targets by 50%, which makes her clear speed against mobs strong.

Awakening (dupe) effects
Dupes do not stack raw power. Instead, each Awakening unlocks an effect you can freely toggle, so even a single copy can meaningfully change how she plays.
| Awakening | Effect |
|---|---|
| To Know, To Balance | Damage ignores 12% of the target’s DEF |
| Intel Turns Into Blades | Ultimate hits cut target Cosmos RES by 8% for 20s |
| Advantage Established | +20% damage during Surging Crimson |
| Strike to Kill | Intimidating Gaze cap raised to 16; adds the knockback and paralysis effect at max stacks |
| Intel Superiority | During Surging Crimson, +50% DEF, +50% interrupt resistance, and HP recovery after Crimson Blade from the Heavens |
| Know Every Secret | +30% multipliers on Crimson Blade, Crimson Judgement, and Dragonflame Verdict; two skills gain target pull-in |
| Doubled Capacity | Basic, Redirect, and Ultimate levels +1; Intimidating Gaze survives character swaps and builds off-field |
| Unhindered Passage | Damage ignores an extra 15% of target DEF |
Best build: cartridge and stats
The recommended Console is Lost Radiance. Its Epic 2-set grants +10% Cosmos DMG, and the Legendary 4-set makes her damage ignore 25% of the target’s DEF for 20 seconds after her Ultimate. That penetration lines up with her burst window and helps against high-DEF bosses.
| Slot | Priority |
|---|---|
| Main Stats | CRIT Rate / CRIT DMG > Cosmos DMG Bonus > ATK Bonus |
| Sub-Stats | CRIT Rate / CRIT DMG > Universal DMG Bonus > ATK Bonus |

Credit: Perfect World Games
Best teams for Shinku
Shinku wants a Charged-reaction core. Because her Solo Action passive copies the active character’s Charge to off-field allies, she accelerates the whole team’s Energy generation, which in turn feeds her Ultimate. Since the Ultimate drives most of her damage, the goal is simple: funnel Charge into her so she can transform as often as possible.
| Team | DPS | Support line |
|---|---|---|
| Charged | Shinku | Hathor (Lakshana), Esper Zero (Instant Cycle), Iroi (Anima / Healer) |
| F2P | Shinku | Skia (Lakshana), Esper Zero (Instant Cycle), Mint (Anima) |
Swap options exist depending on what you own. Chiz can replace Esper Zero to lean into Break and improve Energy during Charged rotations, while Nanally or Jiuyuan can take Iroi’s slot for follow-up attacks or ranged damage-over-time coverage.

Strengths and open questions
Her biggest strength is a distinct, readable damage loop. Build resource, transform, execute the finisher chain, repeat, with solid AOE coverage across her multi-hit skill, her dash Ultimate, and her wide-area finisher. The Charge-sharing passive adds team value on top of her personal output.
The main uncertainty is cycle rate. If her Charged setup is too slow to keep triggering reactions, she may depend heavily on specific teammates to keep the transformation loop rolling. She also draws a direct comparison to Chiz as either a replacement or a firepower-focused alternative in the Cosmos slot, and that trade-off will come down to how consistently your team can fuel her Ultimate.






