Shinku is a Cosmos-type S-class character from CSU Division 2 (the same faction as Mint) and the Phase 1 banner headliner for Version 1.2. Based on leaked kit information and official Co-Ex Test trailer footage, she plays as an aggressive on-field main DPS built around melee combat — fast kicks, layered resource management, and a transformative burst window.
As Chiz is currently the only Cosmos-type main attacker, Shinku is highly anticipated as a new primary damage dealer for this element. She's already generating significant community discussion, partly because her element and synergy with Remora and Charge formations position her as either a Chiz replacement or a strong alternative for players who want more firepower in that slot.
Version 1.2 is expected to launch on July 2, 2026, with Shinku headlining Phase 1 from July 2 to July 23, followed by Iroi in Phase 2.

Shinku's Kit at a Glance
|
Ability |
Function |
|
Basic Attack (5-hit) |
Cosmos damage, gains Wrath per combo |
|
Branch Attack |
Hold during hits 3/4/5, flexible combo routing |
|
Drop Attack |
Cosmos damage scaling with height (up to 200%) |
|
Normal Skill (E) |
Mobility + multi-hit Cosmos damage + 2 Wrath |
|
Ultimate (Q) |
Consumes Wrath → triggers Frenzy state |
|
Passive |
On-field energy shared to standby characters |
Basic Attack and Wrath Building

Shinku's basic attack chain runs up to five hits, all dealing Cosmos damage, and generates Wrath with each combo. Wrath is her primary pre-ultimate resource — the currency she needs to enter her transformed state — so she rewards players who stay on field and complete full combo strings rather than quick-swapping in and out.
Her branch attack adds a layer of active decision-making: holding the basic attack button during the third, fourth, or fifth hit of the chain triggers a branch input. This gives her flexibility in combo routing — you're not locked into a fixed timing window — and suggests her optimal loop will look something like: hits 1 → 2 → 3 → hold branch → skill → into ultimate, with variation depending on the combat situation.
One thing currently unconfirmed is whether Wrath is gained per hit or per completed combo. That detail will affect how fast her loop actually runs and how punishing enemy interruptions are.
Drop Attack: Height Scaling Bonus

Her drop attack deals Cosmos damage on landing, with damage scaling up to 200% based on fall height. The kit explicitly calling out height scaling is worth noting — it suggests the devs expect Shinku to spend some time airborne, and that her skill or branch routes may include aerial components. That said, drop attacks in action RPGs are usually secondary to the main loop unless a character is specifically built around them, so treat this as a situational bonus for now rather than a core damage source.
Normal Skill: Mobility + Wrath
Her kit revolves around building Wrath to enter an enhanced Frenzy state, dealing heavy damage. The normal skill contributes to this directly: it gives Shinku quick repositioning, deals multi-hit Cosmos damage, and adds two Wrath on use. For a melee on-field DPS, having mobility, damage, and resource generation packed into a single skill button is efficient — it means she's not sacrificing damage windows to reposition or waste the skill on pure utility.
Ultimate and Frenzy State

Shinku's first Ultimate consumes all stacked Wrath, deals multi-stage Cosmos damage to nearby targets, and pushes her into the Frenzy (Runaway) state. While in Frenzy, her normal attack, skill, and ultimate buttons are all replaced by enhanced Frenzy versions.
Inside Frenzy, her new five-hit combo generates a second resource called Runaway E-Charge rather than Wrath. The branch attack during Frenzy also triggers on hits three, four, or five and generates two Runaway E-Charge on use. Based on the current leak picture, this charge then feeds into an enhanced Frenzy skill and ultimately a Breath Finisher — a wide-range ending attack that closes out the Frenzy window before she resets to normal state and begins the loop again.
The full loop looks like: build Wrath → spend Wrath entering Frenzy → build Runaway E-Charge inside Frenzy → spend E-Charge on enhanced skill → fire the Breath Finisher → return to normal state → repeat.
One gap worth flagging: the Frenzy skill description is currently incomplete in the leaked data. Since the skill is a core damage component of the Frenzy window, its absence makes it hard to estimate Shinku's actual ceiling just yet.
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Passive: Team Energy Sharing
Shinku's passive is arguably the most team-impactful part of her kit. When the on-field character gains energy, standby characters also receive the same amount. In a Charge-reaction team — where Lachana, Cosmos, and Anemo elements combine to grant the active character extra ultimate energy — this means your off-field units benefit from every charge proc too. The entire team reaches ultimates faster, which tightens rotation windows and makes rotation-heavy compositions run more smoothly.
Together with Mint, Shinku and Iroi create a pressure-heavy, synergistic team core. Iroi is a ranged healer whose healing scales off Max HP, and she actively buffs ally attack and crit damage while deploying up to three independent sheep summons. The energy-sharing passive ties this trio together: Shinku generates Charge procs while dealing damage, Iroi stays alive in the back row and charges up faster, and Mint fills the flex slot as sub-DPS or utility.
Strengths and Weaknesses

Shinku's core appeal is a satisfying and mechanically distinct damage loop. She has a clear identity — build resource, transform, execute finisher, repeat — rather than just pressing buttons and hoping numbers appear. Her AOE coverage is solid across the loop (multi-hit skill, area Ultimate, wide Breath Finisher), and her passive adds team value beyond personal damage.
The main open questions are cycle rate and the missing Frenzy skill. If her Frenzy window is too slow to trigger charge reactions consistently, she may need specific teammates to function. The comparison with Chiz is also real: Chiz is a free, fully awakeable Cosmos S-class who already works in Charge teams, which raises the bar for what Shinku needs to offer to justify a pull, especially for free-to-play accounts.
Should You Pull Shinku?
Shinku looks strong on paper and should land well for players who want a Cosmos main DPS with an engaging playstyle. If your account lacks a reliable main DPS, Shinku should generally be your top priority in 1.2.
Consider pulling if you're running a Charge-focused team and want a more dynamic on-field DPS than what you currently have, or if you're building toward a Shinku + Iroi + Mint core for longer content. Consider skipping or waiting if Chiz already covers your Cosmos DPS slot well, or if you'd rather hold resources for Iroi's support kit, which may offer broader long-term utility across multiple team archetypes.
The leaked kit has strong bones. Once the missing Frenzy skill details surface, the picture will be clearer — but nothing in what's available so far is a red flag.
FAQ
Is Shinku better than Chiz?
Based on leaked kit, Shinku is likely stronger than Chiz in optimized Charge teams — especially with Iroi supporting. However, Chiz is free and fully awakeable, which makes her hard to beat from a resource-efficiency standpoint for free-to-play players. If you've already invested heavily in an A6 Chiz, the upgrade case for Shinku is less urgent.
Does Shinku need Iroi to function?
Not strictly, but the two are designed with clear synergy in mind. Iroi keeps Shinku alive during aggressive frontline play and boosts crit damage, while Shinku's passive energy-sharing helps Iroi reach ultimates faster. They work well together but each can slot into other team setups.
When does Shinku's banner release?
Phase 1 of NTE 1.2 is expected to run from July 2 to July 23, 2026, though Hotta Studio hasn't officially confirmed the date. Keep an eye on official channels for final confirmation.
Is Shinku F2P friendly?
She's a limited-time S-class banner character, so pulling her requires Annulith savings. Her base kit is functional without duplicates based on what's currently known, but the Frenzy skill gap means we don't have a complete F2P damage estimate yet.
What element is Shinku?
Cosmos. She fits naturally into Charge-reaction teams (Lachana + Cosmos + Anemo) and Remora or Blossom setups depending on who you pair her with.

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I'm a game guide writer with over 20 years of experience playing all types of games, especially anime-style RPGs, gacha and sports games. I love finding smart ways to beat tough levels without spending too much money. By studying game mechanics and character systems, I create easy tips to help players save time and resources. When I'm not gaming, I watch anime to get inspiration for strategies. My goal? To help you enjoy games more and stress less – even when facing "impossible" bosses! Let’s make gaming fun and affordable together!





