GODDESS OF VICTORY: NIKKE Sin: Swift Bunny Pull Guide: Modes, Teams and Resource Plan

Sin: Swift Bunny is scheduled to enter GODDESS OF VICTORY: NIKKE Special Recruit at 5:00 a.m. UTC+9 on September 24, 2026 and remain available until 4:59:59 a.m. UTC+9 on October 15. She is a Water Code, Missilis Attacker who uses the Blink Carrot sniper rifle and occupies Burst III, but her real pull value depends on how her Engage and Stance modes perform in live combat. Commanders who plan optional spending can review Topuplist and its NIKKE top-up page for in-game currency, while the decision framework below is designed to prevent spending before the account has a reason to use her.
The confirmed banner and role facts
Sin: Swift Bunny is an SSR member of Real Kindness manufactured by Missilis Industry. Her weapon is a charge-type sniper rifle with a six-round magazine and a two-second reload in the currently published skill data. Her Special Recruit starts one week after the September 17 update, which is important because it gives players time to collect event rewards and observe Guilty: Mighty Bunny before committing to a second new banner.
The banner follows the standard Special Recruit structure described for this update: 4% total SSR probability, 2% for the featured unit, one Gold Mileage Ticket per pull, and a direct featured-unit exchange for 200 Gold Mileage Tickets. Unused Gold Mileage carries forward after the banner ends. That means the real guarantee is not a rising pity counter. It is a permanent currency balance that can be spent on a current featured unit.
Banner item | Confirmed detail | Planning impact |
|---|---|---|
Special Recruit period | September 24, 5:00 a.m. to October 15, 4:59:59 a.m. UTC+9 | There is no need to decide during the first hour; testing time is available. |
Combat identity | SSR, Water Code, Attacker, Burst III, Missilis, sniper rifle | She competes for a damage slot and does not solve Burst I, Burst II, or sustain by herself. |
Recruit rate | 4% for any SSR and 2% for Sin: Swift Bunny | Each pull is independent; a large Gem balance is not a guaranteed copy without mileage. |
Gold Mileage | One ticket per Special Recruit pull; 200 tickets exchange for the featured Nikke and do not expire with the banner | Existing mileage is the safest route for players who want certainty. |
Why her two modes matter more than the headline Burst
Published pre-release skill text gives Sin two states: Bunny Mode: Engage and Bunny Mode: Stance. Her kit checks her state at battle start and when a full charge is held for at least one second. The two modes do not simply add different colors to the same damage. Engage changes applicable attacks into true damage through Noise Bullets, while Stance uses Enhanced Bullets to raise CRIT Rate and CRIT Damage.
This creates a meaningful target question. True damage becomes more valuable against enemies whose Defense substantially suppresses ordinary damage, while the CRIT mode depends on reliable critical hits and how her final damage formula interacts with external buffs. Neither mode should be declared universally superior before controlled live tests. A campaign stage with several low-Defense enemies, a high-Defense boss, and a shooting-range target can produce different rankings.
The kit also rewards a deliberate charge rhythm. Holding a full charge for at least one second is a mode condition, while her Burst temporarily changes her weapon behavior. Charge Speed can shorten the trip to full charge, but it does not automatically prove that the one-second hold condition disappears. Players should test manual input and auto-battle separately because an ideal manual sequence may not be reproduced by the AI.
What the current skill numbers say
The currently published level 10 text lists a permanent 15.35% self ATK increase at battle start. A fully charged shot outside the Swift Carrot weapon state gains a one-shot Normal Attack damage multiplier increase of 100% and Charge Damage increase of 52.12%. These effects point toward a unit that concentrates resources on her own firing cycle rather than acting as a general team buffer.
In Engage mode, her normal attacks and Swift Carrot shots deal true damage. In Stance mode, the published text lists 35.14% CRIT Rate and 75.12% CRIT Damage for Sin herself. When Burst is used, Swift Carrot fixes charge time at 0.5 seconds for five seconds, uses a 300% full-charge multiplier, and changes the basic damage line during the window.
Her Burst Skill has a 40-second cooldown. It grants a five-second 110% Attack Damage increase and hits all enemies for 516.6% of final ATK in the current text. The same target then receives an additional mode-dependent hit: Stance lists 958.9% of final ATK, while Engage lists 854.6% as true damage. These are pre-release published values and should be checked against the English live client on September 24 before Skill Manuals or overload resources are committed.
What her kit does not provide
Sin is Burst III, so she cannot start or advance Full Burst through the first two stages. She also does not replace a healer, shielder, or cooldown-reduction support. A valid team still needs a reliable Burst I, a Burst II, enough survivability for the content, and at least one additional Burst III or flex damage slot for rotation continuity.
This matters because a strong personal damage kit can still be a poor pull for an account missing structural roles. A new player with weak Burst I and Burst II options gains less from a fourth interchangeable Burst III Attacker than from completing a stable Full Burst core. A developed account that already covers those roles can judge Sin by the narrower question of whether it needs another Water damage profile.
Who has the clearest reason to pull?
Accounts missing a modern Water Burst III attacker
The clearest candidate is an account that can already build complete teams but lacks Water damage for Fire Code targets. Sin's banner begins on the same day as a Fire Code Solo Raid season, giving endgame players an immediate environment in which Water damage is relevant. That timing does not prove she will be mandatory, but it makes her role easier to evaluate quickly.
Players who can use both boss and wave damage
Her Burst hits all enemies and then adds a large same-target hit based on mode. That structure suggests potential value in stages where a priority target appears with surrounding enemies, rather than a kit limited to pure single-target or pure screen clearing. Live tests should measure whether the five-second weapon window produces enough follow-up damage after the initial Burst.
Manual players willing to manage charge state
Commanders who actively control sniper timing can test when to hold a full charge, which mode to enter, and how to align the five-second Burst window with team buffs. Players who rely almost entirely on auto should wait for evidence that the AI selects and maintains the desired state consistently.
Who should wait or skip?
Wait if the account already has multiple invested Water Burst III attackers and no shortage of raid teams. The marginal value of another damage dealer depends on whether Sin replaces a weaker slot, not whether her isolated damage screenshot is large. Also wait if Skill Manuals, gear, and manufacturer equipment are too scarce to build her within a reasonable period; an unbuilt copy does not solve an active roster problem.
Skip or delay if the account lacks a functional Burst I/Burst II foundation, urgently needs sustain, or is preserving 200 Gold Mileage for a future limited priority. Gold Mileage does not expire, so spending it is an opportunity-cost decision. The banner lasting until October 15 allows players to collect more data rather than treating September 24 as a one-day deadline.
Sin: Swift Bunny versus Guilty: Mighty Bunny
Both new characters are Water Code, Missilis Attackers with sniper rifles, but their advertised jobs are different. Guilty: Mighty Bunny focuses on a heavy single-target Burst attack and is available from September 17 to October 8. Sin follows on September 24, boosts her own offense, hits multiple enemies with Burst, and adds a mode-dependent priority-target hit.
For players choosing one, the correct comparison is not costume preference or raw Burst percentage alone. Test which unit improves the account's weakest Water raid squad, whether the content needs focused boss damage or mixed-target coverage, and which character works with the available supports. Because the banners overlap from September 24 through October 8, there is a two-week comparison window. Use it.
A low-risk pull sequence
Before September 24: Count Gems, Advanced Recruit Vouchers, and Gold Mileage separately. Do not convert a mixed inventory into an optimistic number of pulls.
On release day: Read the English in-game skill text, complete any trial or preview content, and confirm whether the mode trigger matches the published wording.
During the first 48 hours: Look for manual and auto tests against both low-Defense waves and high-Defense bosses. One shooting-range result cannot answer every mode question.
Choose a hard stop: Decide in advance whether the plan is zero pulls, voucher-only pulls, a fixed Gem budget, or a 200-ticket exchange.
Recheck before October 15: Use the remaining banner time to compare the real roster improvement with future priorities.
This sequence protects the account from the most expensive error: starting with a vague plan, missing the unit, and continuing only because earlier pulls feel "wasted." Those pulls already produced Gold Mileage and do not require another pull. A stopping rule should be based on remaining resources and future value, not sunk cost.
How to value 200 Gold Mileage
A Commander with 200 tickets can obtain Sin directly without accepting more banner variance. That is especially attractive when the character fills a verified roster gap and the player wants to preserve Gems for another banner. A Commander with 170 tickets should not describe the unit as "30 pulls away" unless those 30 Special Recruit pulls are already funded; mileage progress and a guaranteed exchange are different states.
Players far below 200 tickets need to treat the 2% featured rate honestly. The chance is favorable compared with many gacha systems, but it is not certainty. Advanced Recruit Vouchers from the 14-day EXPO CHECK-IN and event rewards reduce the Gem cost, while every Special Recruit pull builds permanent Gold Mileage even if Sin does not appear. That carryover is valuable, but it should not be used to justify unlimited pulling.
Team shell and rotation tests
Start with a conventional shell: one 20-second Burst I, one 20-second Burst II, Sin as a Burst III damage dealer, another Burst III for alternating rotations, and a flex slot for healing, buffing, or elemental coverage. The exact names depend on the account. The purpose of the shell is to isolate Sin's performance without creating a team that can only Burst once every 40 seconds.
Run three tests. First, compare Engage and Stance against the same boss while keeping supports and gear constant. Second, compare manual control with auto-battle to see whether mode selection and full-charge holding remain consistent. Third, record damage outside Burst and during the five-second Swift Carrot window. A unit with a strong Burst screenshot can still lose total damage if the downtime cycle is weak or difficult to automate.
Skill and gear investment without overcommitting
Do not pre-spend all Skill and Burst Manuals before the live values are visible. Unlock the kit, raise all skills to an inexpensive baseline, then prioritize the skill that controls her persistent self-buff and the Burst that creates her five-second damage window. High-level investment should follow measured gains, not the assumption that every attacker needs identical skill levels.
For overload lines, ATK and Elemental Damage are the cleanest offensive candidates when applicable. Max Ammunition can reduce reload downtime on a six-round sniper rifle, while Charge Speed may improve responsiveness. However, a one-second full-charge hold condition means Charge Speed must be tested rather than automatically ranked first. CRIT lines also need to be evaluated alongside Stance's large self-CRIT bonuses so the build does not overpay for stats already supplied by the kit.
Event resources that affect the decision
COIN RUSH SHOWDOWN includes STORY I, STORY II, a Challenge Stage, an event map, Lost Relics, development materials, and an event shop. STORY II opens on September 24, the same day as Sin's banner. The 14-day EXPO CHECK-IN includes Advanced Recruit Vouchers and development materials. Collect these before finalizing the cash or Gem requirement.
The event also arrives with THREE COMPANY RUMBLE and a Limited Select Recruit containing six returning winter units. Those are separate resource decisions. Do not treat every simultaneous banner, costume, and pass as one package that must be completed. Rank the account's needs first, then assign vouchers, Gems, mileage, and optional spending to the highest-value item only.
Pull verdict before live testing
Sin: Swift Bunny has a coherent reason to exist: she is a Water Burst III Attacker who can choose between true-damage pressure and a high-CRIT state, then compress a large part of her output into a five-second Burst weapon window. That is enough to make her worth testing, especially for accounts lacking Water raid depth.
It is not enough to call her mandatory before release. Her actual value depends on the mode trigger in manual and auto play, target Defense, Burst-window execution, and competition from the account's existing Water attackers. Pull when she fills a measured gap and the account has a defined stop. Wait when the roster already covers her job or when 200 Gold Mileage is reserved for a higher priority.
FAQ
When does Sin: Swift Bunny release?
Her Special Recruit begins on September 24, 2026 at 5:00 a.m. UTC+9 and ends on October 15 at 4:59:59 a.m. UTC+9.
What role does Sin: Swift Bunny play?
She is an SSR Water Code, Burst III Attacker from Missilis who uses a charge-type sniper rifle. She provides personal damage rather than replacing Burst I, Burst II, or sustain roles.
What is the difference between Engage and Stance?
Engage converts the applicable attacks into true damage, while Stance increases her CRIT Rate and CRIT Damage. Her Burst adds a different priority-target hit depending on the active mode.
Should I use 200 Gold Mileage Tickets on her?
Use mileage when live testing confirms that she fills a real roster gap and certainty is worth more than preserving the tickets for a future unit. Gold Mileage carries over, so there is no need to spend it simply because the banner is active.
Where can I prepare in-game currency for the banner?
Commanders planning optional purchases can use Topuplist and the NIKKE recharge page. Confirm the correct account and server details before submitting a top-up.







