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 Arabella

Diagonal Slash
Attack

Crimson Domain
Skill
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Scream For Me
Attack
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Pathetic End
Ego Skill
Check all the epiphany cards available for Arabella

Observer’s Pleasure
Skill
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Hollow Verdict
Attack
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Sadistic Restraint
Attack
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The Art of Unmaking
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 the following effect to the Diagonal Slash card: 1 Fracture.
Increase Damage, Shield, and Healing Amounts of Unique Cards by 2/20%.
+2/10% Critical Chance
+5% Damage Amount to Arabella's Diagonal Slash card.
If Arabella's Attack is 500 or higher, add an additional +5% to the modifier.
Increases the chance for a Divine Epiphany to appear by 25%.
+2.4/12% Critical Damage
If Arabella's Attack is 600 or higher, +5% Instinct Attribute Damage Amount, and for every 20 Attack exceeding 600, add an additional +2% to the modifier (additional +10% max).
+50% Damage Amount to The Art of Unmaking and change the increase Damage Amount by 15% for each type of harmful effect the target has (max 120%) effect to increase Damage Amount by 20% (max 180%).
At the start of battle, inflict 1 Fracture Amplification on the enemy with the highest HP.
When Arabella activates the Fractures that she inflicted, she inflicts 3 Fracture on all enemies (4 times per turn).
Change the following effects for Pathetic End: +200% Damage Amount, change the Fixed Damage equal to 30% of the Damage Amount taken by all enemies to 50%, and change the condition of not exceeding 1,000% of Arabella’s Attack per turn to 1,500%.
Each time Arabella inflicts or activates her Fracture, gain 1 Deconstruction Analysis.
Deconstruction Analysis: Increase Damage Amount of Arabella’s Fracture by 5% (max 6 stacks).
Increase the level of [Basic Card Upgrade], [Signature Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
When Arabella activates Fractures that she inflicted, additionally inflict 1 Fracture on the target inflicted with Fracture Amplification.
Increase the max stack limit of Deconstruction Analysis by 4, and +50% Critical Damage to the Fractures that Arabella inflicts on the Fracture Amplification target.

Great AoE damage.
Great DoT damage
Good Self-Draw options
Unable to deal Weakness Attack on her Fracture damage which is where a large portion of her damage comes from.
Can be very AP-expensive to play
Lacks ways to buff Fracture significantly
Single-Target damage not as good as her AoE damage.
Arabella is a 5-Star Instinct Striker Combatant who dominates the battlefield, torturing their enemies with Malice. Arabella is also the 3rd limited combatant, meaning they cannot be acquired via the standard banner once their banner ends.
Arabella’s playstyle is based around inflicting the “Fracture” debuff. “Fracture” is a debuff that activates during the end of the turn dealing damage for each “Fracture” the enemy is affected by. Arabella brings the ability to bypass the standard activation window for “Fracture” and ‘detonate’ them to deal upfront burst damage. Arabella can easily inflict “Fracture” to all enemies, further enhancing her already solid AoE damage.
Arabella has multiple different sources of damage in their kit that have varying different damage values, because of this - when deciding on what supporting units to pair with Arabella will depend on the deck that you’re planning on playing. “Fracture” deals one instance of damage whenever it triggers, as “Fracture”s damage value ramps quite quickly, seeking out combatants or buffs that offer multiplicative damage buffs will be valuable if you’re planning on triggering “Fracture” as many times per turn as possible. Additive Damage buffs can still be very beneficial to Arabella too, as many of her attacks are multi-targetting and also multi-hit, Arabella can still leverage these buffs extremely well.
Arabella’s goal is to inflict “Fracture” as much as possible on their enemies and triggering it via their “Hollow Verdict” or “Sadistic Restraint” cards to deal its damage upfront, instead of waiting until the end of the turn for it to activate.
Fracture - Fracture is a stacking debuff that stacks up to a maximum of 30 times. Fracture activates at the end of the turn - dealing 40% DoT Damage for each stack of Fracture on that enemy, when activated it will decrease “Fracture” stacks by half..
Fracture Amplification - Fracture Amplification is a debuff that is applied to enemy units, whenever “Fracture” is inflicted to any enemy unit - the unit that is currently affected by “Fracture Amplification” is also given a stack of “Fracture”. If there is only 1 enemy, applies 2 “Fracture” instead and increases Arabella’s “Fracture” damage amount by 20%. “Fracture Amplification” can only affect 1 enemy unit at a time.



Scream For Me I
Attack
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Observer’s Pleasure V
Upgrade
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Hollow Verdict V
Attack
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Sadistic Restraint II
Attack
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Sadistic Restraint V
Attack
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Scream For Me IV
Attack
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Observer’s Pleasure V
Upgrade
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Hollow Verdict II
Attack
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Hollow Verdict V
Attack
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Sadistic Restraint II
Attack
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The Art of Unmaking
Attack
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Scream For Me I
Attack
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Observer’s Pleasure V
Upgrade
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Hollow Verdict V
Attack
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Sadistic Restraint
Attack
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Scream For Me IV
Attack
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Observer’s Pleasure V
Upgrade
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Hollow Verdict II
Attack
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Hollow Verdict V
Attack
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Sadistic Restraint II
Attack
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The Art of Unmaking
Attack
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Testing description





CRIT Rate > CRIT DMG
ATK% >= Instinct DMG%
ATK%
DoT DMG% => CRIT DMG% > CRIT Rate% > ATK > ATK%
CRIT RATE% = CRIT DMG% >= Unique Card DMG% > Common Card DMG% = Basic Card DMG%
3-1: Arabella’s 3-1 Potential improves their starting Basic-Attack Card. Granting it to inflict 1 Fracture to all enemies. Provides a nice boost to Arabella’s early power when in Chaos/Sortie but unutilized in Save Data content.
5-1: Arabella’s 5-1 Potential improves upon their Basic-Attack Card again, increasing the damage dealt by an additional +5% and a further 5% when Arabella’s attack is 500 or higher. Again, only useful in Chaos/Sortie.
7: Arabella’s 7 Potential grants Arabella +5% Instinct-Attribute Damage when their Attack Stat is 600 or higher. For every 20 Attack past 600 - grants an additional +2% to this modifier up to a maximum of +10%. Provides a very nice damage boost to Arabella and should be invested in as soon as possible.









































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; 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.
There is no recommended Card Engraving, often times it will be specific to the team or skipped entirely (focusing just on Equipment Engravings).
The most common Equipment Engraving to optimize for is [When 15 or more cards are in Graveyard, +15% Critical Damage to Attack Cards of this unit], but this effect does not stack, so other equipment Engravings that increase damage can also be used.
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.
There are no recommended specific Refinements.
+15% Critical Hit on Vulnerable, only works on Attack Cards, which makes it not synergistic with Arabella's main damage of Fracture.
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 but for ATK-based Attackers usually ATK% gear is considered best and DEF-based Attackers DEF% gear is considered best.
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: Portrait of Fury. ++Draw, +Damage
Forbidden: Ecstasy of Violence. +Damage

Scream For Me
Attack
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Scream For Me I
Attack
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Scream For Me II
Attack
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Scream For Me III
Attack
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Scream For Me IV
Attack
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Scream For Me V
Attack
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Observer’s Pleasure
Skill
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Observer’s Pleasure I
Skill
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Observer’s Pleasure II
Skill
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Observer’s Pleasure III
Skill
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Observer’s Pleasure IV
Skill
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Observer’s Pleasure V
Upgrade
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Observer’s Pleasure I: While this can be used in AOE, the sheer amount of Fracture efficiency gained from the alternative AOE epiphany, Observer’s Pleasure IV, far surpasses this one’s additive bonus (~= 5 Morale) in many cases.
Observer’s Pleasure II: This being additive buffs makes it scaling with Fracture somewhat strange, but it is still a very solid epiphany that can push damage higher assuming you can compensate for Fracture application in some way.
Observer’s Pleasure III: The AOE Fracture and Vulnerable is quite nice, but the buff is a bit strange as it is a multiplicative buff to the base ratio of Attack Cards, but most of Arabella’s damage in her best builds will not be from Attack Cards. Moreover, Arabella’s best Attack Cards are low ratio attacks, which makes the additive buff strange.
Observer’s Pleasure IV: For AOE scenarios, this can be the best option as it allows for extreme efficiency on Fracture and high amounts to be applied in total. However, it will be rather lackluster in scenarios without AOE, which is almost all content currently.
Observer’s Pleasure V: This is the go-to epiphany as it is able to passively reset your Fracture Amplication at the start of every turn and apply the most amount of Fracture in non-AOE scenarios.
Neutral: Target Neutral: Vulnerable, Morale. Applying 1 Vulnerable or gaining 1 Morale is rather low value, especially considering alternative options can give the equivalent of 4-5 additional morale over the neutral morale epiphany AND ignore morale cap.
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, Draw 1 Common Card, Draw 1 Card of this Unit, AP.

Hollow Verdict
Attack
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Hollow Verdict I
Attack
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Hollow Verdict II
Attack
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Hollow Verdict III
Attack
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Hollow Verdict IV
Attack
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Hollow Verdict V
Attack
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Hollow Verdict I: Ability to trigger ally Fracture could be strong. The issue is there are no allies that can currently capitalize on this well, as even Hilde cannot make enough Fracture enough a turn to make this an especially viable build path.
Hollow Verdict II: This allows Fracture to be triggered twice on the Fracture Amplification target, making it especially efficient in Single-Target and the current go-to recommendation for most content.
Hollow Verdict III: One of the best AOE epiphanies for Arabella, but it is worse than alternatives in ST scenarios.
Hollow Verdict IV: Agony is considered horrendously bad in the current state of the game, which makes this epiphany extremely hard to get value out of.
Hollow Verdict V: This epiphany can be needed to maximize Fracture, but ideally other options would likely be preferred if enough Fracture could be made (which is hard to do outside of AOE scenarios).
Neutral: Target Neutral: Vulnerable, Morale. On cards with very important effects to builds on the epiphanies, like Hollow Verdict, it is generally not recommended to take Neutral epiphanies.
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: -1 Cost Reduction, Draw 1 Common Card, Draw 1 Card of this Unit

Sadistic Restraint
Attack
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Sadistic Restraint I
Attack
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Sadistic Restraint II
Attack
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Sadistic Restraint III
Attack
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Sadistic Restraint IV
Attack
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Sadistic Restraint V
Attack
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Sadistic Restraint I: Ability to trigger ally Fracture could be strong. The issue is there are no allies that can currently capitalize on this well, as even Hilde cannot make enough Fracture enough a turn to make this an especially viable build path.
Sadistic Restraint II: The go-to epiphany for Single-Target as it's a strong card by itself (being a 4-hit) on-top of being one of the best ways for activating a lot of Fracture quickly. This can also be a rather strong card for a multi-hit focused Attack Card build, alongside buffers like Cassius. It can enable the highest hit-count of any Arabella build.
Sadistic Restraint III: Defeat: is a very difficult condition to trigger, so this is a hard epiphany to make use of.
Sadistic Restraint IV: This is a kind of complicated card with a lot of set-up that has trouble getting adequate pay-off in current content. It could become stronger if we get a way to easily increase its cost and then decrease it, but at base it requires more effort to get less pay-off (in same number of hits) as Sadistic Restraint II
Sadistic Restraint V: This is recommended to be used alongside Sadistic Restraint II, as it is also important for maximizing hitcount in her Attack Card build.
Neutral: Target Neutral: Vulnerable, Morale.
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: -1 Cost Reduction, 2 Vulnerable
Scream For Me I: For gaining the most amount of Fracture as quickly as possible, this is one of the best epiphanies.
Scream For Me II: This being a multiplicative buff for Attack Card's is quite strange since many of Arabella's Attack Card base ratios are quite low, and a lot of her damage comes from Fracture, not Attacks.
Scream For Me III: The AOE Fracture Application on this can be quite high, making it a premiere option for maximizing Fracture on all Targets, rather than one main target.
Scream For Me IV: This is an amazing option for most builds as it increases Arabella's self-draw to reduce the deck-strain she has.
Scream For Me V: If you have a reason to apply a lot of different effects quickly, this can be nice, but there are usually avenues to do so through allies for Arabella herself that don't sacrifice her Fracture application card.
Neutral: Target Neutral: Morale 2. After turn-1, Arabella's recommended builds generally can hit max Fracture without needing Scream for Me I. This makes a neutral option that provides an additional buff, like Morale 2 very competitive.
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: -1 Cost Reduction, 2 Vulnerable, Draw 1 Card of this Unit, Draw 1 Common Card