Epiphany Bonus
When entering Chaos, obtain 1 random Rare Card with an activated Epiphany.

Best Build Guide
Check all the starting cards & the EGO Card available for Anika

Blaster Swing
Attack

Hold Position
Skill

Ignition Slash
Attack
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Buffalo Dive
Ego Skill
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Check all the epiphany cards available for Anika

Shock Gun
Attack
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Reloading
Skill
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Warming Up
Skill
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Rampage Trigger
Attack
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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.
When entering Chaos, obtain 1 random Rare Card with an activated Epiphany.
Increase Damage, Shield, and Healing Amounts of Basic Cards by 2/20%.
Increase Damage, Shield, and Healing Amounts of Common Cards by 2/20%.
Adds Lead to the Blaster Swing card and the Position Hold card.
Increase Damage, Shield, and Healing Amounts of Unique Cards by 2/20%.
+2/10% Critical Chance.
+5% Damage Amount to Anika's Blaster Swing.
If Anika's Attack is 250 or higher, add an additional +10% to the modifier.
Increases the chance for a Divine Epiphany to appear by 25%.
+2.4/12% Critical Damage.
If Anika's Attack is 500 or higher, +10% Attack.
The following effect is added to Rampage Trigger: On Ravage, move from Draw Pile to hand.
When allies activate a Lead card, gain 1 Next Turn Stampede, and when allies activate a Finale card, gain 2 Next Turn Stampede.
Stampede: +5% Damage Amount to ally Attack Cards and apply 2x that amount for Anika. At the end of the turn, remove effect (max 5 stacks).
Increase the level of [Basic Card Upgrade], [Signature Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
For Buffalo Dive, +50% Damage Amount and increase Tenacity Damage by 1.
Increase the level of [Basic Card Upgrade], [Signature Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
On Ravage by allies, gain 2 Stampede and 1 AP (1 time per turn).

High buffing capabilities with Neutral epiphanies.
Provides a strong source of Tenacity Damage.
Flexible playstyle, can be played as either a Carry or Support.
If playing as a support, teams may suffer from sustain as Anika doesn’t have any healing.
Doesn’t provide much card draw.
Anika is the first post-release 4-Star combatant, an Order-Attribute Striker combatant that hacks, slashes and blasts their enemies away with their gunsword.
Anika is a Support combatant who utilizes Lead cards. Many of Anika’s cards feature the Efficiency: tag that grants additional effects if the card has its cost reduced, counting cost-reduction Divines. Anika also provides additive damage buffs and additional Tenacity Damage via their Shockwave debuff.
Efficiency
Efficiency is an additional effect that activates when a card is activated and in a Cost-Reduced state, such as either through the Lead tag or potentially even via Cost-Reducing Divine Epiphanies.
Shockwave
Shockwave is a debuff that lasts a single turn and causes the enemy inflicted with Shockwave to take double Tenacity Damage from cards, additionally when the enemy inflicted is in a Ravaged state, they take an additional +50% damage when dealt damage.
Stampede
+5% Damage Amount to ally Attack Cards and apply 2x that amount for Anika. At the end of the turn, remove effect (max 5 stacks)
Hand-Lock
For 1 turn, cannot move or Draw cards to hand (except for Turn Draw)




Ignition Slash
Attack
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Shock Gun
Attack
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Reloading
Skill
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Warming Up
Skill
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Energy Barrier
Skill
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Deck utilizes the higher base cost combined with cost-reduction synergy on Anika's starter 2-cost 'Efficiency:' card in order to play a lot of Morale buffs for effectively no cost. Playing her [Finale] card at the end of a turn will make her cost very little Draw as well, making her a competitive option for carries who want a buffer for low cost but have decent draw generation.
This is not an exhaustive list of teams this deck can be used in, merely examples pooled from Team Database to reference as a launch board.
Ravager (Anika Variant)




Ignition Slash
Attack
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Ignition Slash
Attack
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Shock Gun
Attack
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Reloading
Skill
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Warming Up
Skill
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Pulverize
Attack
Show Effects
Deck works the same as the Generic version but uses higher cost options since Sereniel generates a lot of AP and has no need to worry about those costs. Anika can effectively cap out Morale (20) alone in Sereniel teams because of Sereniel's low AP needs.
This is not an exhaustive list of teams this deck can be used in, merely examples pooled from Team Database to reference as a launch board.
Ravager (Anika Variant)




Ignition Slash
Attack
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Ignition Slash V
Upgrade
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Reloading
Skill
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Warming Up
Skill
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Deck uses Anika as the main buffer for Anika, Hugo, and Chizuru on-top of providing one additional Extra Attack for every Chizuru Moonslash. This effectively means the team gains an additional Extra Attack for every Chizuru BA on-top of Hugo's existing 2, which makes it so Chizuru is now doing 5 hits (2 normal, 3 EA) for every Basic Attack, turning her into a vastly more competitive driver than previous iterations of the team, with the main drawback being a lack of sustain.
This is not an exhaustive list of teams this deck can be used in, merely examples pooled from Team Database to reference as a launch board.
Hugo Driver (Chizuru - Anika Variant)
Anika is able to buff Sereniel more than alternative options and works well with Sereniel's low Draw needs in her teams, making her a competitive option versus buffers like Cassius especially for modes where Cassius cannot be played on the team because of other team commitments.
Because Anika's main drawback is lack of Draw support, Veronica can effectively cover this to make Anika more of a competitive option with many hypercarries.
When sustain is not an issue, Anika can enable much higher efficiency on Chizuru raising her cap as a driver a rather substantial amount versus previous iterations.
When sustain is not an issue, Anika can enable much higher efficiency on Chizuru raising her cap as a driver a rather substantial amount versus previous iterations but suffers from a variety of AP and Draw concerns.

Crit Rate > Crit DMG
ATK% >= Order DMG%
ATK%
CRIT DMG% > CRIT Rate% => Extra DMG% > ATK > ATK%
CRIT RATE% = CRIT DMG% >= Unique Card DMG% > Common Card DMG% = Basic Card DMG%







Often need to keep basic shield in for shield related buffs.





























Introduces Memory: Cards. These cards are all Opener 0-cost Upgrades (cards that play for free at start of combat and give a permanent buff with a condition for the combat). Characters that can activate these conditions get effects similar to the levels of previous best seasons (Refines/Engraves) but can be extremely niche or character-specific.
These cards all have 4 diff effects (but different activation conditions). DMG% self, DMG% allies, ATK% self, ATK% allies. Generally speaking, self buffs are recommended for carries/dps and ally buffs are recommended for supports.
Memory: Desire
Anika can activate Increased Tenacity Damage easily and it is a top-recommendation for a S5 deck to get the effect.
Several/All Memory cards can be activated via ally cards instead, so any Memory: card can work with specific allies and it is worth taking that into consideration.
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 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

Ignition Slash
Attack
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Ignition Slash I
Attack
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Ignition Slash II
Attack
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Ignition Slash III
Attack
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Ignition Slash IV
Attack
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Ignition Slash V
Upgrade
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Reloading
Skill
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Reloading I
Skill
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Reloading II
Skill
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Reloading III
Upgrade
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Reloading IV
Skill
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Reloading V
Skill
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Most cards use very common divines: AP, Cost-Reduction, Draw, etc. if no special Divines are mentioned, assume standard options like: AP, Cost-Reduction, Draw, Vulnerable 2, etc.
[Target Neutral Epiphany: 1 Morale]
This card is a rare case of Neutral epiphanies being generally preferable to specific epiphanies; thus, it is recommended to ignore normal epiphanies and build 1 Morale. This is largely because Anika's own buffs do not stack as favorably as Morale nor are they as strong, and Anika's Efficiency mechanic enables higher Morale generation than most competitors.
[General Role]
Reloading is a Finale card that provides additional targeted draw of Anika’s Lead cards for the next turn. Reloading I improves the range to all Lead cards in the deck and can be considered when paired with other combatants who also have multiple Lead cards.

Shock Gun
Attack
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Shock Gun I
Attack
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Shock Gun II
Attack
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Shock Gun III
Attack
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Shock Gun IV
Attack
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Shock Gun V
Attack
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Most cards use very common divines: AP, Cost-Reduction, Draw, etc. if no special Divines are mentioned, assume standard options like: AP, Cost-Reduction, Draw, Vulnerable 2, etc.
[Target Neutral Epiphany: 2 Morale]
This card is a rare case of Neutral epiphanies being generally preferable to specific epiphanies; thus, it is recommended to ignore normal epiphanies and build 2 Morale. This is largely because Anika's own buffs do not stack as favorably as Morale nor are they as strong, and Anika's Efficiency mechanic enables higher Morale generation than most competitors.
[General Role]
Shock Gun deals damage to an enemy and inflicts the Shockwave debuff on enemies, dealing additional Tenacity damage whilst in a cost-reduced state. Shock Gun’s available epiphanies don’t offer much variation, Base Shock Gun paired with a Morale neutral epiphany is the best choice available.

Warming Up
Skill
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Warming Up I
Skill
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Warming Up II
Skill
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Warming Up III
Skill
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Warming Up IV
Skill
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Warming Up V
Skill
Show Effects
Most cards use very common divines: AP, Cost-Reduction, Draw, etc. if no special Divines are mentioned, assume standard options like: AP, Cost-Reduction, Draw, Vulnerable 2, etc.
[Target Neutral Epiphany: 2 Morale]
This card is a rare case of Neutral epiphanies being generally preferable to specific epiphanies; thus, it is recommended to ignore normal epiphanies and build 2 Morale. This is largely because Anika's own buffs do not stack as favorably as Morale nor are they as strong, and Anika's Efficiency mechanic enables higher Morale generation than most competitors.
[General Role]
Warming Up reduces the cost of the next card that Anika plays, also drawing a Lead Attack Card of Anika’s if in a cost reduced state. Warming up II provides a substantial damage buff to the next 2-Cost or higher Attack-Card Anika plays and can be considered if playing Anika as a primary DPS unit. The base copy of Warming Up with a Morale Neutral and Cost-Reduction will be one of the best options.
Most cards use very common divines: AP, Cost-Reduction, Draw, etc. if no special Divines are mentioned, assume standard options like: AP, Cost-Reduction, Draw, Vulnerable 2, etc.
[Target Neutral Epiphany: 3 Morale]
This card is a rare case of Neutral epiphanies being generally preferable to specific epiphanies; thus, it is recommended to ignore normal epiphanies and build 3 Morale. This is largely because Anika's own buffs do not stack as favorably as Morale nor are they as strong, and Anika's Efficiency mechanic enables higher Morale generation than most competitors.
[General Role]
Ignition Slash deals upfront damage to a single enemy and inflicts heavy Tenacity Damage, while also granting AP if used in a Cost-Reduced state. Ignition Slash’s various epiphanies don’t drastically change the card, outside of Ignition Slash V - Base Ignition Slash with a Morale Neutral Epiphany will be the most viable option.
[Special Notes]
Ignition Slash V offers some synergy with Basic Attack units, can considered if pairing Anika with units who can use their Basic-Attack cards multiple times per turn.