
Best Build Guide
Last updated: 15/March/2026
Check all the starting cards & the EGO Card available for Beryl

Launcher
Attack

Charge Launcher
Attack

Barrier
Skill
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Opening Found
Attack
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Maximum Output Charged Shot
Ego Skill
Check all the epiphany cards available for Beryl

Charged Shot
Attack
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Guilty Pleasure
Skill
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Unlimited Firepower
Skill
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Heavy Weapons Specialist
Skill
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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 Beryl

Opening Found
Attack
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Charged Shot
Attack
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High Single Target Potential when [Retain] hold effect are effectively used.
Strongest damaging cards have [Retain], allowing for greater combat flexibility.
Access to strong, but [Exhaust]-based, Card Draw, which has powerful alternative Epiphany effects.
Limited AoE only accessible via Ego Skill.
Must wait one or multiple turns for card damage to scale via [Retain] hold mechanics.
Higher than average AP costs across cards.
Beryl is a Justice attribute Ranger that is focused on the [Retain] keyword. Beryl offers solid damage at the cost of having high AP requirements for some of her most damaging cards. Beryl's base "Opening Found" and "Charged Shot" cards both have the [Retain] tag, which will provide additional effects when they've been retained. This keyword helps with AP management as she can hold onto these cards for when the time is right or when you have AP available to use them.
Beryl has Card Draw via her "Guilty Pleasure" card alongside card creation via "Heavy Weapons Specialist" to generate a card to hold onto to unleash at the right time. Thanks to this, Beryl has a very flexible playstyle that allows her to fall out of a standard DPS role into a more supportive DPS role. Beryl does offer some inbuilt ways to assist with AP management with Heavy Weapons Specialist.
Due to her high AP costs on her damage-dealing cards, she is best paired with supports who offer support via AP management. Berly also lacks AOE damage outside of her Ego skill, so potentially in content where AoE is key, Beryl may struggle in this department.
Beryl can also trigger the [Retain] effect of cards outside of the usual end-of-turn window with a specific Epiphany on her Guilty Pleasure card, thus creating potential synergies with any cards that heavily benefit from being retained. Beryl is strictly limited to her own cards.
Due to the amount of flexibility in Beryl’s different Epiphanies, she can fit into a Support role to provide Draw Power, a Primary DPS and even a Sub-DPS.
[Retain]: Some of Beryl’s best cards have the [Retain] tag, which allows them to be held in the hand and not Discarded between turns.
[Retain] Hold Effects: To complement [Retain], many cards have special effects that trigger when held in hand via the [Retain] mechanic. These can be one-off effects that require one turn or infinitely scaling ones that encourage Retaining as long as possible. Regardless of which it is, capitalizing on these effects is crucial to doing well with Beryl.

Opening Found V
Upgrade
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Guilty Pleasure IV
Skill
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Unlimited Firepower V
Upgrade

Spore Harvester
Skill
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Negotiate
Skill
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Through Opening Found V duped four times, she is able to do 4 extra attacks for every [Retain] card of hers owned in hand at the end of the turn. This can be very strong and relatively easy to pull off, for little effort, but has very clearly capped damage and few ways to improve it quickly or consistently. With seasonal cards like Contaminated Spores and Forgotten Grave, she can set up especially fast and shines for a lot of players, especially versus bosses with elasticity as she has one of the only multihit attacks immune to it. [ZONE: Burning Life. While it is possible to farm decks outside of Burning Life, they take a significant number of turns to ramp up, which loses a mass amount of damage. Thus, the premier recommendation is Burning Life for the Contaminated Spore cards.]
Deck Code: v6l7OxZ2pd9G6cOGsRzXPZ-7QcZiX5JV04GWAQG12WazgGSPqh_Lc9AH3PCyzFvv__yuSADonRLJYAKxM8NUJCm99cgwpMdVdR8reQvnBUDV

Opening Found V
Upgrade
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Guilty Pleasure I
Skill
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Guilty Pleasure I
Skill
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Unlimited Firepower V
Upgrade




CRIT Rate > CRIT DMG
Justice DMG% > ATK%
ATK%
Extra ATK DMG% > CRIT Rate% = CRIT DMG% > ATK > ATK%
Beryl’s Signature Potentials are all completely damage-focused, making them a high priority to unlock.
3-1: Increases the multipliers of both the Launcher and Charge Launcher Basic Attacks by +20%.
5-1: Further increases Launcher and Charge Launcher damage multipliers by +5% with an additional +5% bonus granted if Crit DMG exceeds 160%.
7: Boosts Opening Found Damage after unlocking, but also boosts Charged Shot damage as well if Crit DMG exceeds 230%.













































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.
The most common Card Engraving to take for Attack Persona Cards is [For each Lux Engraving, 1 Mark to random enemies ] or [Attunement: Decrease Cost by 1 until used].
For Skill Persona Cards [When this card is Discarded, activate this card] is the recommended choice, provided you are playing this unit with a way to facilitate its discard.
The most common Equipment Engraving to optimize for is [When 5 or more cards have been created through abilities by allies, +30% Damage Amount to Extra Attacks of this unit (1 time per turn)]. This effect stacks. But, other damage increase effects are viable just significantly worse for Extra Attack units than the dedicated Engraving.
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.
Increase Damage Amount of Extra Attacks by 25%.
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 one card, can be manipulated.
Forbidden: Portrait of Fury. ++Draw, +Damage
Forbidden: Ecstasy of Violence. +Damage

Opening Found
Attack
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Opening Found I
Attack
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Opening Found II
Attack
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Opening Found III
Attack
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Opening Found IV
Attack
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Opening Found V
Upgrade
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Charged Shot
Attack
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Charged Shot I
Attack
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Charged Shot II
Attack
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Charged Shot III
Attack
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Charged Shot IV
Attack
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Charged Shot V
Attack
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Charged Shot I: Its [Retain] buff is slightly higher. None of the effects on any of these cards really matter, since it is a card only typically kept for an extra Beryl [Retain] to have in hand, so it typically isn’t even played when it isn’t removed.
Charged Shot II: Changed buff from [Retain] to [Combo], meaning it does not gain its buff from ending turn / [Retain] activation, but through a Justice card being played before it, instead. None of the effects on any of these cards really matter, since it is a card only typically kept for an extra Beryl [Retain] to have in hand, so it typically isn’t even played when it isn’t removed.
Charged Shot III: Now is a 3-cost that decreases its cost by 1 on [Retain], but loses its previous damage buff. None of the effects on any of these cards really matter, since it is a card only typically kept for an extra Beryl [Retain] to have in hand, so it typically isn’t even played when it isn’t removed.
Charged Shot IV: [Retain] damage buff is much higher, but can only be activated once. None of the effects on any of these cards really matter, since it is a card only typically kept for an extra Beryl [Retain] to have in hand, so it typically isn’t even played when it isn’t removed.
Charged Shot V: Now has a lower ratio and lower buff, but hits two times instead of once. None of the effects on any of these cards really matter, since it is a card only typically kept for an extra Beryl [Retain] to have in hand, so it typically isn’t even played when it isn’t removed.
Neutral: Target Neutral Epiphany: N/A.
None of the effects on any of these cards really matter, since it is a card only typically kept for an extra Beryl [Retain] to have in hand, so it typically isn’t even played when it isn’t removed.
Divine: Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.

Guilty Pleasure
Skill
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Guilty Pleasure I
Skill
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Guilty Pleasure II
Skill
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Guilty Pleasure III
Skill
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Guilty Pleasure IV
Skill
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Guilty Pleasure V
Skill
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Guilty Pleasure I: Now gains 1 Morale. This Morale is permanent and is just great both for supporting allies and also Beryl herself. Moreover, all Guilty Pleasure Epiphanies are great and generally have no downside to keeping them.
Guilty Pleasure II: Now decreases the cost of one random Beryl card in hand by 1 for 1-turn. This is a great Supportive effect, essentially turning Guilty Pleasure into not only a Turn 1 draw card but also an AP card. Moreover, all Guilty Pleasure Epiphanies are great and generally have no downside to keeping them.
Guilty Pleasure III: Also gain 2 Draw at the start of the next turn. The additional effect can be very nice in scenarios where you specifically need a bit of Extra Draw in only the first 2 turns (usually for playing Upgrades). Moreover, all Guilty Pleasure Epiphanies are great and generally have no downside to keeping them.
Guilty Pleasure IV: Changes to a card that activates Beryl's [Retain] effects and only has 1 Draw. This is an incredibly strong card that is BiS in some Beryl builds, but it is rated lower because it is not universally good, as it requires specific Neutral cards, such as Season 2’s Contaminated Spore, to make good use of it, which Beryl will not always have access to.
Guilty Pleasure V: Gains [Unique] but also is now [Exhaust 2] instead of [Exhaust 1], meaning it can be played one more time. This is an amazing Epiphany since the downside is relatively small in most Beryl builds, as she will not copy Guilty Pleasure in most of her builds. Moreover, all Guilty Pleasure Epiphanies are great and generally have no downside to keeping them.
Neutral: Target Neutral Epiphany: Morale 1.
Literally the same as Epiphany 1 if taking Neutral Morale, and all Guilty Pleasure Epiphanies are great and generally have no downside to keeping them.
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 AP.

Unlimited Firepower
Skill
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Unlimited Firepower I
Skill
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Unlimited Firepower II
Skill

Unlimited Firepower III
Skill

Unlimited Firepower IV
Skill
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Unlimited Firepower V
Upgrade
Unlimited Firepower I: Bigger shield and higher buff (120% additive buff from the base 80%). While the shield might be situationally useful, the buff being worse than Unlimited Firepower III makes it hard to justify going for it since Beryl is typically not used for shielding.
Unlimited Firepower II: Buff is now applied to all Beryl attacks, but it only lasts for 1-turn so it can’t be carried over multiple turns like the other buffs. While this would normally be a benefit for many characters, Beryl’s primary Attack Card Opening Found III tends to prefer a playstyle that skips turns for one massive multi-hit. However, this can still be a great choice in some Beryl builds that do Attack Cards every turn, specifically with multihit Neutrals.
Unlimited Firepower III: Loses the shield, but the buff is doubled from its previous amount (160% additive buff from the base 80%). The best card for maximizing the buff for Beryl’s own Attack Cards (generally Opening Found III). Not typically used in Opening Found V builds that are Beryl’s most popular damage builds, by far, though.
Unlimited Firepower IV: Now, a higher shield, but more importantly, the buff can affect allies as well. This is a great option when using Beryl as a support for other units.
Unlimited Firepower V: The card is now an Upgrade that gives Beryl Attack Cards a 30% multiplicative buff. The go-to Epiphany in many Beryl builds that can’t get rid of the card because of removal limitations, as it will go away after being played once.
Neutral: Target Neutral Epiphany: Draw 1.
Neutral Epiphanies can offer value similar to Divine Epiphanies, at the cost of this having less buffing than Firepower I or Firepower III. Still, the QoL of getting essentially a Divine effect for no save data point cost essentially is invaluable and worth considering in builds that keep this card.
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.
Opening Found I: Slightly higher base damage. Generally speaking, DPS Beryl will utilize Extra Attacks via Opening Found V as opposed to Attack Cards, and if using Attack Cards, Opening Found III will be better with a slight amount of buffs, so this is not the recommended Epiphany.
Opening Found II: Now is 0-cost when retained once. Generally speaking, DPS Beryl will utilize Extra Attacks via Opening Found V as opposed to Attack Cards, and if using Attack Cards, Opening Found III will be better with a slight amount of buffs, so this is not the recommended Epiphany.
Opening Found III: The previous +1 hit on [Retain] effect is upgraded to +2 hits, with slightly less base damage per hit. The highest damage Attack Card from Beryl with a minimal amount of additive buffs, but it isn’t typically used because Opening Found V builds generally have much higher damage and are much easier to use.
Opening Found IV: Now gains an additive 80% buff every time it is retained. Generally speaking, DPS Beryl will utilize Extra Attacks via Opening Found V as opposed to Attack Cards, and if using Attack Cards, Opening Found III will be better with a slight amount of buffs, so this is not the recommended Epiphany.
Opening Found V: Changes to an Upgrade that does an Extra Attack for each Beryl card with [Retain] at the end of the turn. The go-to Epiphany for a damage-based Beryl build since she can do a ton of Extra Attacks with very little effort via duping this and retaining her own cards.
Neutral: Target Neutral Epiphany: N/A. Vanguards have really poor neutral epiphany access making it not a recommended option to look out for.
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: Attack Weakness, -1 Cost Reduction, Morale/Resolve (Opening Found V).