
Best Build Guide
Last updated: 27.05.2026
Check all the starting cards & the EGO Card available for Adelheid

Gather Around
Attack

Fairy's Protection
Skill
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Once Upon A Time
Skill
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Happy Ending
Ego Skill
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Check all the epiphany cards available for Adelheid

Protect Us
Skill
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Friends from Fairy Tales
Upgrade
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Truth Behind A Story
Attack
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Garden of Secrets
Upgrade
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Epiphany cards are special evolutions for the cards you can obtain while playing the roguelike mode. Only some cards in the character's deck can get Epiphany effects. Since there's quite a lot of them, we don't display them by default — press the button below to show them.
Check all the generated cards available for Adelheid

Doggie
Attack
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Teddy
Skill
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Doggie (Pack)
Attack
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Doggie (Morphed)
Attack
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Teddy (Morphed)
Skill
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Add Blessing to Gather Around and Fairy's Protection cards.
+1.6/8% Health.
+5% Shield Gain Amount to Adelheid's Fairy's Protection. If Adelheid's Defense is greater than 250, add an additional +5% to the modifier
+1.6/8% Defense.
If Adelheid's Defense is greater than 300, +5% Void-Attribute Damage Amount. For every 10 Defense exceeding 300, add an additional 2% to the modifier (additional +10% max).
For the Garden of Secrets card, decrease Cost by 1 and add +100% Shield Gain Amount.
Gain the Bliss of Dreams effect for each Blessing Adelheid applies or creates. At the start of the turn, gain the Bliss of Dreams effect for each Blessing card in possession
Bliss of Dreams: Increase Damage Amount of allies by 3% (max 10 stacks)
+200% Shield Gain Amount to Happy Ending. Changes the restrictions of the Fixed Heal equal to Shield in possession effect to (does not exceed 50% of max HP).
At the start of battle, apply Blessing to any number of cards in hand.
When a Blessing Upgrade Card is used, apply Blessing to 1 random card in Draw Pile.
For Bliss of Dreams, decrease max stacks by 5 and change the increased Damage Amount effect to 8%. At the start of the turn, if Bliss of Dreams is 5, Draw 1 Blessing card.

Very consistent Shielding output for low investment.
Very solid draw power.
Extremely versatile for Chaos/Sortie.
Mediocre damage output.
Doesn’t beat out specialized units in buffing/draw.
Adelheid is a 5-Star Void Vanguard that wants to protect her friends from the horrors of Chaos. She does so by telling various Fairy Tales to bring her friends to life whilst granting her allies a Protective Blessing.
Adelheid nearly has it all when it comes to being a defensive support. She offers an extremely consistent source of Shielding thanks to the [Blessing] tag that requires next to no AP investment to get rolling. In addition to this, she can also retain a portion of the Shield generated each turn thanks to her Mythic card “Garden of Secrets”. Adelheid also has a solid source of draw included in her kit that allows her to cycle the deck efficiently. Adelheid brings additive damage buffs to the table as well, further enhancing her supporting capabilities. She does almost everything you want in a defensive support quite well, making her a Jack of “most” trades, but master of none.
Adelheid’s kit positions her to be an extremely consistent support in Chaos or Sortie, thanks to how much utility is jam-packed into her kit. In Save Data content, however, if you’re looking for a dedicated draw/Shielding/buffing unit, Adelheid may not suit your needs. Due to the cap that her [Blessing] can provide, she doesn’t have the ability to provide as much Shielding compared to some other Vanguards available, but in content where you may be taking consistent damage to wear down your Shield, Adelheid is amazing. Whilst Adelheid does have the option to deal damage through her created “Doggie” card, the “Friends from Fairy Tales” has the [Unique] tag, which prevents you from fully leaning into a more offensive-focused playstyle with Adelheid, too. However, Adelheid will still be an extremely potent unit on her own, even though she doesn’t have a direct edge over other combatants.
Adelheid does have synergy when paired with other combatants who benefit from stacking Shield or deal damage based on your Shield value, thanks to her steady Shield generation, combined with offering 25% Shield Retention from her Mythic card “Garden of Secrets”.
With the amount of utility Adelheid brings, her overall game plan is still quite simple: apply the [Blessing] tag to cards to generate Shield when they’re played, cycle through your deck through “Protect Us” to obtain more [Blessing] tagged cards, while debuffing their enemies to boost her team's damage output.
Blessing: If a card has the [Blessing] tag, when that card moves from hand to the Graveyard (even when activated), if your current Shield value is less than 30% of your maximum health, your team will gain a 60% Fixed Shield. This is the bread and butter of Adelheid’s defensive output. Simply by playing cards that have the [Blessing] tag, she can generate a solid amount of Shield for next to no investment of her own.
Note: When [Blessing] activates, it will use Adelheid’s Defense stat for the Shielding value, even if the card that is activated is owned by another combatant.
Doggie: A 0-Cost Attack Card that has the [Blessing] and [Haste] tags. A single target attack card that deals 60% Defense-Based damage 4 times to an enemy. This is the offensive card that can be created from her “Friends from Fairy Tales” card. Adelheid can be played as a sub-DPS thanks to this card. Paired with additive damage buffs, this card can deal some solid damage on a budget. This card can also be modified through various Epiphanies from “Friends from Fairy Tales” to increase its potential damage output further. As Adelheid is more primed to be a defensive wall than a DPS option, this will likely be chosen less than her other option, Teddy.
Teddy: A 0-Cost Skill card that has the [Blessing] and [Haste] tags. When played, it Shields for 200% and grants 2 stacks of Damage Reduction. The more defensive option that’s created from “Friends from Fairy Tales”. Providing a solid upfront 200% Shield whilst also granting a flat 15% Damage Reduction. If you’re aiming to play Adelheid as a brick wall for your teams, this will be your go-to card. This also has an improved version that can be generated via the 5th Epiphany for “Friends From Fairy Tales”.
Decks not named in this section are generally not recommended to be bought. This does not mean they have no use ever or are not viable, but that our opinion is there are better uses for currency because they are too niche or easy to make with minimal save data editing tools.
[Once Upon A Time] - This is extremely similar to Adelheid's recommended optimized decks for most content. It follows similar logic & guide to the 'RE: Adelheid' deck in Adelheid's deck recommendation.


Once Upon A Time II
Skill
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Protect Us IV
Skill
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Truth Behind A Story
Attack
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Garden of Secrets
Upgrade
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Forbidden: Gesture of Freedom
Skill
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Adelheid can drive Amir's Metallization effect and act as an efficient buffer.






HP%
HP%
DEF%
DEF > DEF% > HP > HP% > Ego Regen
CRIT Rate
Void DMG%
DEF%
CRIT Rate% = CRIT DMG% > DEF > DEF% >>> ATK > ATK%
DEFENSE% = HEALTH% >= Unique Card DMG% > Common Card DMG% = Basic Card DMG%
3-1: Adelheid’s 3-1 Ego grants her starting Basic Cards “Gather Around” and “Fairy’s Protection” the [Blessing] tag. A pretty solid Potential to unlock to assist with some extra Shielding when starting Chaos/Sortie runs.
5-1: Adelheid’s 5-1 Ego increases the Shield provided by her “Fairy’s Protection” card by +5%. If her Defense is greater than 250, it applies an additional +5% to that modifier. A small increase to her defensive capabilities early in Chaos/Sortie, prior to having her Basic Cards removed.
7: Adelheid’s Potential 7 increases her Void-Attribute damage modifier by +5% if her Defense is greater than 300, for every 10 Defense exceeding 300 - add an additional 2% to that value up to a maximum of +10%, for a total of +15% Void-Attribute damage. Overall, a relatively lackluster Potential for Adelheid as she primarily fills a support role in a team and won’t be a primary Damage Dealer, but still provides a decent damage increase when played as a sub-DPS role.


















Phytotype Synthetic does not effect allies, contrary to wording.




















Introduces Desire Cards. Desire Cards are cards that primarily exist to give a strong passive buff from meeting certain Desire Thresholds (3/5/7) which can only be done by having multiple ally decks also made in Season-4.
For Desire Threshold, it’s common to run 1 Claim / 1 Survival / 1 Inquiry for use in a variety of builds on supports; however, it's also common to just do 3 ‘X’ to meet effect easier or do 2 'X' / 1 Inquiry (to keep Sample Collection as Card Effect). This is extremely dependent on ally desire cards and individual team building goal.
’X’ refers to a ‘Placeholder for Specific Desire Threshold Goal’, i.e. if you are building your team for 7 Claim then you might do 2 Claim / 1 Inquiry.
Introduces Persona Cards and Engravings. Persona Cards are powerful cards that introduce new playstyles or ways of buffing/debuffing. Engravings are effects that can be applied to both the Persona Cards and Equipment, functioning near identically to Refinements of Season-2 but with new effects.
The most common Card Engraving to take is [For each Lux Engraving, +15% Damage Amount to ally Attack Cards for 1 turn] or [Attunement: Decrease Cost by 1 until used].
The most common Equipment Engraving to optimize for is the stacking [When Action Count of enemies is increased by allies, +50% Damage Amount to Ally Attack Cards for 1 turn (1 time per turn)] and [When a card of this unit is activated, 30% to increase Action Count of all enemies by 1 (1 time per turn)], but it's possible to use a variety of other options for a specific set-up (like Discard [Quietus] Engravings when playing high [Quietus] builds or Umbra Engravings just to meet the threshold for certain Persona cards).
Introduces Refinements, effects on Equipment that allow one to get additional Equipment effects for no Faint-Cost (post-S2), and God’s Hammer, a powerful effect that gives a random copy of any other Equipment effect on-top of current Equipment but costs 10 Faint Memory and is only gained from the Boss.
At the start of battle, Draw 1 Exhaust card(s) of this unit.
At the start of the turn, if an Exhaust card is in Draw Pile, have a 30% chance to Draw 1 Exhaust card(s).
If Damage is completely blocked, at the start of the next turn, increase Damage Amount of allies by 10% for 1 turn (1 time per turn).
When Drawing an Exhaust card of this unit through an ally ability, activate immediately (1 time per turn).
Because God’s Hammer is completely RNG at the end of the run, we do not have a specific recommendation since the player has very little control over the decision. Supportive options are recommended for supportive units (like Tentacle or Harp effects).
Introduces Forbidden Cards, powerful cards that create new synergies and can only be acquired once per run (can be duped at one event or via save data editing).
Forbidden: Gesture of Freedom. Permanent Cost-Reduction to 1-card, can be manipulated.
Forbidden: Eternal Hunger. +Draw, ++AP (Ally Reliant)
Forbidden: Portrait of Fury. ++Draw
Forbidden: Guidance of Futility. +++Survivability

Once Upon A Time
Skill
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Once Upon A Time I
Skill
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Once Upon A Time II
Skill
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Once Upon A Time III
Skill
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Once Upon A Time IV
Skill
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Once Upon A Time V
Upgrade
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Protect Us
Skill
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Protect Us I
Skill
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Protect Us II
Skill
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Protect Us III
Skill
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Protect Us IV
Skill
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Protect Us V
Skill
Protect Us I: Now draws 1 [Blessing] for the next 3 [Blessing] cards played. This is Adelheid’s go-to Epiphany, as it will effectively just be a Draw 3 effect. Its main advantage over alternative options is the draw being staggered, meaning it draws the 3 in 3 separate instances, saving handspace. Its main drawback is that it costs 1 and only draws a specific tag, while alternative options from characters like Veronica or Renoa have fewer restrictions or cost 0AP.
Protect Us II: Now activates on 0-cost draw. This Epiphany is basically a worse version of alternative options (Protect Us I), which you have more control over and can draw more through, since the condition of Protect Us I is not hard enough to meet that an alternative condition like this is especially appealing (in Save Data modes).
Protect Us III: Adelheid is now able to draw 3 with this card--only the cost will be randomized 0-2. Let's compare Veronica, who has an Epiphany on Repose that straight up REDUCES the cost of cards drawn by 1, and it's an incredibly unpopular option on her... This one not only doesn't reduce but can ADD cost. If you want to gamble and force this, go ahead, but we don't see it seeing any relevant play, especially being on a 1-cost card for some reason, adding even more of a drawback to it (if it were 0-cost and could therefore get +1 AP divine, you could offset most of the drawback in many builds).
Protect Us IV: Now is a 0-cost that draws 1 guaranteed, then draws an additional 1 if a [Blessing] tagged card is drawn. This Epiphany has a lot of potential and no downsides; the issue comes from maximizing this card's potential despite a ton of possible inconsistencies in most decks. This Epiphany also becomes much stronger with E4, which allows you to apply more [Blessing] quickly and warrant building around this more easily. The 0-cost means it also gains access to AP divine, allowing you to use Adelheid for additional AP.
Protect Us V: The Epiphany now draws 2 of Adelheid's cards, with an additional buff to their Shielding/damage. This is a decent Epiphany, but it is much more specific and sustain-based, while other Epiphanies will be much more generically viable for current content.
Neutral: Vanguards have the worst Neutral Epiphany access in the game, assuming there aren't stealth changes or unexpected outliers. Neutrals are not a high recommendation for Save-Data.
Divine: Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Draw 1, -1 Cost-Reduction, 1 AP (Protect Us IV).

Friends from Fairy Tales
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Friends from Fairy Tales I
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Friends from Fairy Tales II
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Friends from Fairy Tales III
Upgrade
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Friends from Fairy Tales IV
Upgrade
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Friends from Fairy Tales V
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Friends from Fairy Tales I: The Epiphany now creates 1 Doggie, which gains an additive buff based on the number of [Blessing] cards in the deck. This being [Unique] means it's her sole multi-hit card with a multi-hit carry effect, making it extremely hard to play around compared to other multi-hitters since it's just a 4-hit card and much worse than other buff options. Moreover, it'll typically be much worse than her alternative DPS setup with Friends from Fairy Tales III.
Friends from Fairy Tales II: Now, Teddy moves to hand when the enemy damages you. The go-to Epiphany, as it either gives you an additional free use of Teddy or a free draw of it, every turn, versus most enemies.
Friends from Fairy Tales III: Now creates 4 Doggies with (Pack) that essentially increases their damage for the number of Doggies in hand. They also have [Link] and [Quietus]. This is probably her best damage-based card, with it being usable in builds built for Adelheid Carry, but otherwise a never-take.
Friends from Fairy Tales IV: Now gives 1 [Counterattack] on Teddy use and retains Counterattack. Good in Counterattack builds, but not especially noteworthy and otherwise never preferred over other options.
Friends from Fairy Tales V: Now creates a (Morphed) Doggie. This enables you to freely change it between Doggie and Teddy based on whether you played an Attack or Skill card before it (playing a Skill card changes to Doggie, an Attack card changes to Teddy). Basically, it's now more versatile and slightly stronger, with it allowing you to choose between them. The only issue is, you're almost never choosing Doggie to begin with, so it has virtually no use for this 'versatility'.
Neutral: Vanguards have the worst Neutral Epiphany access in the game, assuming there aren't stealth changes or unexpected outliers. Neutrals are not a high recommendation for Save-Data.
Divine: Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Draw 1, -1 Cost-Reduction.

Truth Behind A Story
Attack
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Truth Behind A Story I
Attack
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Truth Behind A Story II
Attack
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Truth Behind A Story III
Attack
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Truth Behind A Story IV
Attack
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Truth Behind A Story V
Attack
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Truth Behind A Story I: Card now applies Weaken 2. The go-to Epiphany, if you're keeping this card, you will likely be using it for its buff. Do keep in mind that dupes of this card do not stack the buff, only the turn counter.
Truth Behind A Story II: Now moves 2 [Blessing] cards from the discard pile but loses its original buff effect. Moving from discard isn't that useful since it doesn't trigger draw effects and doesn't allow re-use (only moving from the Graveyard does). However, it does have a strong niche with certain units like Heidemarie, where it allows you to replay their discard effects when you otherwise wouldn't be able to.
Truth Behind A Story III: The card now increases the Shield of Teddy by a large amount. Buffs to Shields are quite uncommon, especially at this strength, so with this card increasing the Shield by the amount it does, it's a premier choice when prioritizing survivability or Shield gain.
Truth Behind A Story IV: Becomes a stronger card that buffs itself further for how many [Blessing] cards are in hand on cast. A decent damage card you might take in a DPS build, but its 2-cost and relatively low damage-ratio make it not especially strong nor recommended.
Truth Behind A Story V: Now increases action count by 4. Unless you really need to increase enemy action count, this is rather pointless, and there are usually better ways to do so (Rally, Wanderer, etc.).
Neutral: Vanguards have the worst Neutral Epiphany access in the game, assuming there aren't stealth changes or unexpected outliers. Neutrals are not a high recommendation for Save-Data. This is rated 4-stars merely because the buff effect is lost on most other Epiphanies, which makes it preferred over them in many teams Adelheid is used in. Do keep in mind that dupes of this card do not stack the buff, only the turn counter.
Divine: Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Treated as a Common Card, Draw 1 Common Card, -1 Cost-Reduction, Draw 1 Card of this Unit.
Most cards use very common divines: AP, Cost-Reduction, Draw, etc. if no special Divines are mentioned, assume standard options of AP, Cost-Reduction, or Draw.
[General Role]
Once Upon A Time is the signature card for applying [Blessing] to cards, alongside providing key set-up in a variety of builds. Notably, Once Upon a Time II is commonly used to sculpt one's opening hand as it is a 0-cost [Initiation] card that lets the player choose which card to replace it with, at the start of battle.
[Special Divines]
It is sometimes recommended to take the Common Draw 1, this Card counts as a Common Card Divine in order to facilitate necessary combos with Once Upon A Time II and further Adelheid's early-turn draw strength. But, typical Divines (AP, Cost-Reduction, etc.) are much more common.