
Shinku is a space-type heroine in NTE With two stances and variable gameplay, she's closely tied to her Charge reaction: her passive talent buffs both her team, herself, and the Remora-targeting buds. Her second passive is situational, as it encourages gameplay that focuses on pinpointing massive damage and frequent deviations, which will not be convenient for everyone.
The build is expensive: stats are easy to balance even without a signature arc, but finding an alternative is difficult. Composing a squad can also be challenging, as the heroine is aimed at being a hyper-carry in groups with Lakshana and Anima Espers—most decks with them are already complete, and you'll have to choose who to replace them.
| Rating | S+ position in tier lists |
| Rarity | S-rank |
| Appeared in-game | July 8, 2026 (Patch 1.2) |
| Attribute | Cosmos |
| How to Get the Character | Limited board Before Dawn |
| Type | Hybrid |
| Role | Damage |
| Date of birth | August 13 |
| Faction | Bureau for Combating Anomalies, OS-2 |
How to Get the Character

In the first half of patch 1.2 from July 8 to July 29, 2026 An exclusive "Before Dawn" board is available, where Shinku can be dropped.
Strengths and Weaknesses

Dragon Girl is a primary damage dealer, welcoming to newcomers and not burdened with heavy mechanics. She can lead a pack of A-class starting heroes or standard Legendaries. Her downsides include difficulty choosing gear and her reliance on awakenings, which tie together parts of her skill set and raise her damage output to a competitive level.
| Strengths | Weaknesses |
| Despite the variety of effects, the presence of two stances and alternative energy scales, the gameplay is very simple. | Doomed to be compared to something more accessible Chiz and without investments it may be inferior to it in damage. |
| The character trait allows you to not lose damage in battles with passive bosses, for example, with Sea prisoner. | Tied to the timings of her own and her team's rotations: she wants to be on the field for a long time and without interruption, but also requires constant Charge activation. This issue is resolved by waking up E3. |
| Distributes the energy from the Charge to all heroes in the squad and increases the damage from the cycle's activations, significantly increasing the effectiveness of such a stack. | Among the "Hybrid" type arches, there are few available options with suitable passives. |
| In his second form, he moves quickly and can walk on walls, making exploration and non-combat timed modes easier. | For comfortable play, it requires at least two awakenings. |
The Best Shinku Build in Neverness to Everness

Shinku's build will require a strong focus on ATK and key bonuses—total and attribute damage. Crits remain a priority, but their build is simplified by the console's passive (+64% critical damage) and the main stat in arcs that often include critical chance.
Which arc to use
The Signature is the best option with a strong defense ignoring buff and an ideal base for all stats. Its budget-friendly, but not free, replacement is the Fluff of Fury with bonuses to crits and attack power.
From the "Hybrid" F2P weapons, we recommend taking a closer look at the arc "The time will come" on k/sh - passive is well suited for standard Charge units.
| Arc | The effect |
|
Signature of "The Red Mirage" (5⭐) ATK 37-570 Crit Rate: 9.6-24% |
ATK + 20-32%After activating the superpower, it receives + 32-51.2% to space damage, and the damage dealt is ignored 12-19.2% Protect targets. Lasts 20 seconds; repeated casts refresh the timer. |
![]() Fluff of Ferocity (5⭐) ATK 33-512 ATK: 11-27.5% |
+ 4-7.2% to critical damage for 10 seconds after landing a critical hit. Stacks up to 10 times. Duration resets when retriggered. |
![]() A Time Will Come (4⭐) | F2P option ATK 31-475 Crit Rate: 8-20% |
+10-18% to ATK, +10-18% to protection and +10-18% to HP if there are at least 3 different types of Espers in the team. |
In extreme cases, you can put Camellia Society with high base stats as a "plug", because the girl will not be able to use the weapon's passive.
Choosing a cartridge for the console
The console attribute favors a build based on Lost Radiance, which requires two Type III modules. Alternatively, the versatile Shadow Creed can be used, but this will sacrifice the 32% critical damage bonus.
| Cartridge and the effect | Recommendation |
![]() Lost Radiance × 2: Cosmos +10%. × 4: After using a super ability, the hero ignores 25% of enemy defense. The effect lasts 20 seconds and cannot stack. |
Standard equipment for space espers that significantly increases damage after activating the ultimate. |
![]() Shadow Creed × 2: ATK +10%. × 4: After activating the skill, increases ATK by another 25% for 20 seconds. |
Increases ATK by 35% and can be used until a "perfect" cartridge from the first set is obtained. |
Recommended attributes in modules
Choose pieces based on the priority of characteristics:
| Console parts | "Upper" stats | "Lower" stats |
| Cartridge | Critical Chance > Space Bonus > Critical Damage > ATK% | Critical Damage > Critical Chance > Damage Bonus % > ATK % |
| Modules | ATK and HP are constant |
To comfortably complete the endgame, aim for the following stats:
- OZ — 20,000+;
- ATK — 2,000-2,600+;
- crit chance. strike — 70-80%;
- CRIT DMG — 90-100% and higher;
- damage bonus — 10% and more;
- bonus to space — 42% and higher.
How to place modules
Install Type III parts, or "corners" or horizontal and vertical straight pieces, in the empty spaces. The maximum critical damage bonus of 64% is only achieved with the "Lost Radiance" cartridge.
Shinku Squads in NTE

Dragon Girl requires group building around the Charging with Partners cycle Lakshana и anima — she can receive up to +50% ATK during these buffs. With awakenings, the heroine can more often go into the "pocket" without suffering a damage penalty, but before she receives them, she remains a selfish core.
Best allies
As the lead hero in the group, Shinku requires heroes with long buffs or fast rotations.
![]() |
A driver that can single-handedly ensure stable operation of Remora and Tsvetenie. |
![]() |
A secondary damage dealer with decent damage and the ability to duplicate the skills of allies. |
![]() Edgar (Survival: Cosmos) |
A healer whose skills come in handy in risky games with perfect dodges. |
![]() |
She deals damage from her ultimate stance, but her rotation is faster and more adaptive. She's a good counter to Remora's cycles with her charged basic attack. |
![]() Jiuyuan (Damage: Anima) |
Flowering Applicator with a convenient booster for this cycle: with it you can generate more buds. |
![]() Mint (Damage: Anima) |
A free anime hero that can be placed if rarer characters of this type are busy or unavailable. |
![]() Haniel (Buff: Psyche) |
A budget buffer that distributes buffs from the "pocket" to the team. |
![]() Sakiri (Buff: Incantation) |
A support with the ability to pull enemies in and reduce their defenses. It's important to carefully switch to her from Anima Espers, avoiding activating Sorcery. |
Endgame Team Samples
The best girl packs include the Charging cycle and are built with three sub-DDs:
![]() Shinku |
![]() Hathor |
![]() Jiuyuan |
![]() Zero |
![]() Shinku |
![]() Hotori ![]() Edgar |
![]() Jiuyuan ![]() Mint |
![]() Hathor |
![]() Shinku |
![]() Jiuyuan |
![]() Hathor |
![]() Sakiri ![]() Haniel |
Shinku isn't a weak hero and, even without investment, has no trouble covering combat content. Her main problem is that, since release, she's been forced to compete with other damage dealers for a limited pool of sub-DPS and support heroes during the Blossom and Remora cycles.













