
Best Build Guide
Last updated: 10/April/2026
Check all the starting cards & the EGO Card available for Diana

Disruption Fire
Attack

Protect Me
Skill
Show Effects

With All My Heart!
Attack
Show Effects

Radiant Smile
Ego Skill
Show Effects
Check all the epiphany cards available for Diana

C'mere、Milk & Pong!
Skill

Pistol of Purification
Attack
Show Effects

Blooming Love
Skill
Show Effects

Liberated Feelings
Attack
Show Effects
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 Diana

Heart Shaker
Skill
Show Effects

Heart Breaker
Attack
Show Effects

Cupid Shot
Attack
Show Effects

Strong single-target damage.
Can avoid or completely eliminate most AP costs with [Quietus].
Heavy Discard Archetype synergy allows play with other Discard-focused characters.
Not overly reliant on Divine Epiphanies to function.
Minimal access to true AoE.
Can clog the deck in long fights unless planned around.
Maximum Save Data damage potential is draw RNG reliant.
Diana is a 5-Star Hunter combatant who deals Passion damage, both literally and figuratively - showering her enemies with a rapid flurry of heart-shaped bullets.
Diana is focused on generating multiple low-cost Heart Bullet cards, which allow her to fire off lengthy barrages of Extra Attacks while also applying the “Resonance” debuff, which allows for even more Extra Attacks. Outside of being a veritable machine gun, Diana is also extremely cost-effective thanks to the [Quietus] tag she introduces, which allows her to cheat out cards for free by discarding them, effectively allowing her to function on a tight AP budget with no real loss of efficacy.
Diana benefits most from teammates who offer high Draw Power, Deck Cycling and Discard outlets so she can draw into her combo pieces and then bypass the AP costs of her [Quietus] cards. Diana also has an extremely high hit count, allowing her to greatly benefit from other combatants who can offer additive damage buffs, making bringing characters with Morale-type buffs highly recommended. The combination of Diana’s low AP costs, high hit and ability to draw and discard her own [Quietus] cards makes her a fully functional unit with just her own base deck in Chaos, making her a capable inclusion in most Chaos teams while also still allowing her a strong niche in discard or max hit count strategies in Save-based modes.
When it comes to weaknesses, Diana’s main one is her lack of AoE, which, while definitely a downside, can be alleviated with various Epiphanies offered to her and the fact that her high hit count can take out large swarms of low HP enemies quickly enough. One other consideration when playing Diana is that her card generation, if not properly handled through careful gameplay or by taking specific Epiphanies, can clog the deck to the point she can’t execute her combo properly each turn. This is usually only a concern in longer Save data-based game modes, but if you don’t have a plan for it, your Diana can lose efficacy fast in extended battles.
All up, Diana has an extremely fluid playstyle that has the ability to do well in most content. If your ideal playstyle is all about comboing off and unleashing a barrage of bullets, Diana may just steal your heart.
Resonance: Resonance is an infinitely stackable debuff applied to enemies by multiple of Diana’s cards. Whenever a card is discarded, the Resonance debuff activates - causing the combatant who inflicted the debuff (Diana in this case) to attack each enemy inflicted by Resonance for 80% Extra Attack Damage, and then reduces the amount of Resonance stacks on that target by 1.
Note: If 3 enemies each have a stack of Resonance and a card is discarded, all 3 stacks will trigger and be consumed for 3 individual attacks.
[Quietus]: [Quietus] is a keyword that causes the tagged card to activate when discarded. When doing so, that card is no longer able to be moved out of the Used Card pile for the rest of the turn. Cards discarded by [Quietus] always get their full effect. [Quietus] cards with both an on-play effect and a discard effect will activate both effects when discarded.
Note : [Quietus] does NOT activate if discarded during the end of the turn; [Quietus] will only activate when a card has been discarded via a card effect.
Bullet Cards: Diana’s kit is completely focused on generating “Heart Bullets”, which come in 2 varieties: Heart Breaker and Heart Shaker. Both of which have an active effect and a discard effect, each of which is important. There is also a third Heart Bullet type, but this is only accessible after using Diana’s Ego Skill. To understand the rest of Diana’s kit, it’s vital to understand each of these bullets first.
Heart Breaker: Heart Breaker is a 0-Cost [Bullet / Haste / Exhaust] Attack card which, after generation, will make up the bulk of many of Diana’s combos, as well as being a good chunk of her damage too.
Active Effect: Deals 80% damage and then discards a random Bullet in hand. The damage of this effect isn’t that important, but the discard part is very much so for starting or executing many of Diana’s combos.
Discard Effect: Deals 120% Extra Attack damage on a hit, which is much more substantial than the active effect after all of Diana’s Extra Attack scaling. Ideally, you trigger the discard effect as much as possible.
Heart Shaker: Heart Shaker is a 0-Cost [Bullet / Haste / Exhaust] Skill Card that isn’t as impactful or easy to generate as Heart Breaker, but is superior for damage output in most cases, thanks to its higher hit count potential through its Resonance application.
Active Effect: Applies one Resonance to an enemy, then discards a card from the draw pile. This card's active effect can situationally hit a [Quietus] card in the deck and gain value, but the discard effect is usually much better.
Discard Effect: Applies 2 Resonance to a random enemy, which is equivalent to two separate extra attacks, making it the best damage-based effect of all the active and discard effects of both Heart Bullets.
Cupid Shot: Cupid Shot is only usable after activating Diana’s ego skill and is a 1-Cost [Bullet / Quietus] Attack Card that deals 120% Damage to an enemy and 60% Extra Attack Damage to random enemies for each bullet card in hand (Each Bullet-based Extra Attack is an individual hit). Once in circulation, this is one of Diana’s highest value attack cards, which, when played correctly, can easily score 5+ hits all in one card use.
Tip: This card does NOT have the [Exhaust] tag; ideally, you’ll want to be activating <b>Disruption Fire</b> is Diana’s basic Attack card, a 1-Cost attack that deals 100% damage to an enemy. This card is extremely standard outside of the fact that Diana’s 3-1 Potential causes it to also discard 1 random card of Diana’s on use. This doesn’t redeem the card for Save Data decks, but does make it a solid card in Chaos before acquiring all of Diana’s other cards and some Epiphanies.
Use Diana’s Ego Skill as early as possible into the battle to get this card into rotation.

With All My Heart!
Attack
Show Effects

With All My Heart! IV
Skill
Show Effects

With All My Heart! IV
Skill
Show Effects

Pistol of Purification
Attack
Show Effects

Blooming Love IV
Skill
Show Effects

Persona
Skill
Show Effects

Negotiate
Skill
Show Effects

With All My Heart! I
Attack
Show Effects

With All My Heart! IV
Skill
Show Effects

Pistol of Purification
Attack
Show Effects

Blooming Love IV
Skill
Show Effects

Persona
Skill
Show Effects

With All My Heart! IV
Skill
Show Effects

With All My Heart! IV
Skill
Show Effects

Pistol of Purification
Attack
Show Effects

Blooming Love IV
Skill
Show Effects

Persona
Skill
Show Effects




CRIT Rate > ATK% = CRIT DMG
Passion DMG% = ATK%
ATK%
Extra DMG% > CRIT Rate% = CRIT DMG% > ATK >= ATK%
CRIT RATE% > CRIT DMG% >= Unique Card DMG% > Common Card DMG% = Basic Card DMG%
3-1: Diana’s 3-1 grants an additional effect to her Basic Attacks, causing them to now discard 1 random card of Diana’s from her hand on use. This node is a useful [Quietus] enabler early on in Chaos runs, but as Diana usually opts to remove all her Basics in Save Data decks, it isn’t too impactful there. It’s always worth getting due to the low cost of unlocking this Potential though.
5-1: Diana’s 5-1 Potential provides an additional +5% damage to her Basic Attack card, and if Diana’s Critical Chance is greater than 20%, adds +5% damage. Very standard for the 5-1 Potential, mostly beneficial against Chaos content. Can be skipped if all you care about is Save Data; however, you will need it to unlock 5-2 to improve Divine Epiphany chance.
7: Diana’s Potential 7 grants her +4% Extra Damage amount if her Critical Chance is above 10%, and for every 5% above 10% - adds an additional +1% to that modifier up to a cap of 8% (12% total). This is a must-have node for any serious Diana player as it's a major boost to her overall output in both Chaos and Save.












































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
Forbidden: Eternal Hunger. +Draw, ++AP (Ally Reliant)

With All My Heart!
Attack
Show Effects

With All My Heart! I
Attack
Show Effects

With All My Heart! II
Attack
Show Effects

With All My Heart! III
Attack
Show Effects

With All My Heart! IV
Skill
Show Effects

With All My Heart! V
Upgrade
Show Effects

C'mere、Milk & Pong!
Skill

C'mere、Milk & Pong! I
Skill
Show Effects

C'mere、Milk & Pong! II
Skill

C'mere、Milk & Pong! III
Skill
Show Effects

C'mere、Milk & Pong! IV
Skill
Show Effects

C'mere、Milk & Pong! V
Skill
Show Effects
C'mere、Milk & Pong! I: The card now generates Heart Breakers instead of Heart Shakers and applies 1 Resonance for the next 3 extra attacks of a different combatant. This is a great option for building Resonance in more supportive or sub-dps Diana builds, typically builds played with DPS like Renoa or Hugo, who also do a lot of extra attacks. However, it can be hard to get value from its additional effect in many Diana teams, making it only recommended in scenarios where Diana is being used as more of a sub-DPS for another extra attack DPS.
C'mere、Milk & Pong! II: The card now discards up to 2 cards from hand and creates Heart Shakers for every card discarded + 1 via this card. This is a great option in many builds, provided they can activate the Resonance fully, as Heart Shakers are 2 hits each when discarded if all Resonances are used, which is more than any other Bullet type Diana can make. However, it can sometimes be a less reliable choice in scenarios where you do not do a lot of discards or are not using Pistol of Purification III, as it can be hard to activate all of the Resonance stacks she can make. Still, it is a great option purely for giving more discard ability even in teams that are not built around Heart Shaker DPS.
C'mere、Milk & Pong! III: The cost of the card changes to 0 and the effect becomes a transformation of all 0-cost [Exhaust] cards in hand into random Heart Bullets. While this can be quite strong with certain units who can make a lot of 0-cost [Exhaust] cards, like Tiphera, its randomness and the fact that the cards you’re converting are lost will generally be less consistent than alternative options for most content and is not a high recommendation to shoot towards unless you have a very specific combo in mind.
C'mere、Milk & Pong! IV: Now creates 1 of each Heart Bullet in hand. While this can be lower potential than alternative options, it has almost no drawback with it effectively just giving 2-3 Resonance, 1 Heart Shaker and 1 Heart Breaker. The lack of high requirements to play around makes this the go-to Epiphany for C’Mere for most decks, keeping the card in.
C'mere、Milk & Pong! V: Card is now a [Retain / Unique] that creates 1 Heart Shaker on every ‘[Retain]’ trigger and can convert all Heart Shakers in hand into Heart Breakers, if played manually. This is a solid card in prolonged fights, given you have the handspace for it, as it can effectively give a free Heart Shaker every turn with no downsides besides needing 2 hand space.
Neutral: Target Neutral Epiphany: Draw 1.
Draw 1 gives an efficiency similar to Divine's, enabling a much easier cycle and saving save data points for other areas of set-up like Neutral cards.
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, Cost-Reduction, 1 AP (C’Mere Milk & Pong! III).

Pistol of Purification
Attack
Show Effects

Pistol of Purification I
Attack
Show Effects

Pistol of Purification II
Attack
Show Effects

Pistol of Purification III
Attack
Show Effects

Pistol of Purification IV
Attack
Show Effects

Pistol of Purification V
Attack
Show Effects
Pistol of Purification I: Now gains 3 Resonance and activates Resonance 5 extra times if discarded (total of 6 Resonance activations). This is the go-to Epiphany as it not only gives Resonance but also activates 6 of them, making it great for both Resonance generation and activation.
Pistol of Purification II: Becomes a card that applies 1 Resonance for the next 5 [Haste] attack cards used. This is a great effect in scenarios where you are using a lot of [Haste] attack cards, which Diana’s own Heart Breaker builds often will. However, it lacks the Resonance consumption effect of other Epiphanies, making this variant primarily useful for decks with incredibly high discard amounts plus many [Haste] cards.
Pistol of Purification III: Simply activates Resonance 10 times on the target. Diana can potentially make close to 40 Resonance a turn in some super-optimized builds, which is an amount of discards that is not easily achievable; however, this card can lessen the amount of discards you need by 10, which makes it an amazing option in scenarios where you are generating a lot of Resonance (such as Heart Shaker builds).
Pistol of Purification IV: Changes to a card that scales its damage based on the number of [Bullet] cards discarded. While this can be weak in some sustained scenarios, it has an incredibly high cap in damage as there are ways to discard a great number of [Bullet] cards a turn via ego skills like Nia or Renoa’s, alongside additional card effects, making this a great option to consider for OTK content with Diana.
Pistol of Purification V: The card now does AOE damage and activates Resonance applied to all enemies 2 times. While this can be a nice AOE option for Diana, it can be awkward to use because Resonance is almost exclusively a single-target debuff, but this effect works best if you have applied it to many enemies; thus, it's an AOE option that lacks a way of applying the debuff in AOE for its best effect (besides Blooming Love II).
Neutral: Target Neutral Epiphany: Draw 1.
Draw 1 gives an efficiency similar to Divine's, enabling a much easier cycle and saving save data points for other areas of set-up like Neutral cards.
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: Vulnerable 2, Weakness Attack.

Blooming Love
Skill
Show Effects

Blooming Love I
Skill
Show Effects

Blooming Love II
Skill
Show Effects

Blooming Love III
Skill
Show Effects

Blooming Love IV
Skill
Show Effects

Blooming Love V
Upgrade
Show Effects
Blooming Love I: Draws 1 [Quietus] card, discards 1, and creates 2 random Heart Bullets IF the discard target was an ally combatant and not Diana herself. This is a great Epiphany if being used in a more supportive or sub-DPS role, such as when used alongside Renoa, as she will often discard other targets and not just herself in these situations.
Blooming Love II: Draws 2 [Quietus] cards, discards 2, and applies 1 Resonance to all enemies for the combined AP cost of the discard targets (max 6). This is the premier AOE option, when used alongside Pistol of Purification V, but it does have a lot of asterisks as it requires you to have high-cost cards to discard and multiple targets to get full value. Moreover, Diana is still not a highly recommended AOE unit even with these two Epiphanies together, as they lack synergy with most of the rest of her kit.
Blooming Love III: Discards up to 3 [Bullet] cards and draws a [Quietus] card for each discarded -1 (max 2, min 0). This effectively just increases the amount of potential discard and draw of the original card, but it can end up lowering in value if you lack specific [Bullet] targets or don’t have a specific build that wants to discard [Bullet] targets to begin with.
Blooming Love IV: Discards all [Bullet] cards from hand and does an extra attack for each discarded. This is a great option for additional damage, but it suffers from Diana already discarding a ton of [Bullet] cards herself, from her [Bullet] cards themselves, which can make it difficult to actually get full value out of. The go-to epiphany for damage.
Blooming Love V: Is now a [Unique] upgrade that draws 1 [Quietus] card a turn, automatically, if none are in hand. This is a comfort Epiphany as it will passively almost always get value when using Diana and has little to no downsides. In some scenarios, it might be preferred to use another Epiphany for the given situation, but it’s unlikely this Epiphany won’t at least be as good as well.
Neutral: Target Neutral Epiphany: N/A.
Blooming Love lacks Draw neutral access because of its innate draw and has extremely important epiphany options that might be avoided from taking a neutral instead.
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, Morale/Resolve (Blooming Love V).
With All My Heart! I: Now creates 3 Heart Breakers. This is the go-to Epiphany for many builds as it has the highest generation of Heart Breakers you can easily achieve.
With All My Heart! II: The card now only makes 1 Heart Breaker but can draw 2 [Exhaust / Bullet] cards. This is not an especially strong Epiphany in very optimized setups, for most scenarios; however, it can help to alleviate issues with card-order in some decks or recover from not exhausting all of your [Bullet] cards on previous turns. For example, it can help if you are forced to discard some Heart Breakers early in a round but don’t want them to clog your draw next turn, so you can redraw them later in the same turn via this card.
With All My Heart! III: Now becomes a card that changes all 1-cost or lower [Exhaust] cards in hand into Heart Breakers. This can be quite strong with certain characters who can make a lot of 1-cost [Exhaust] cards, like Kayron, or in specific boss scenarios where they make a lot of [Exhaust] status ailments of 1-cost. However, it requires you to know what specific scenario you are building towards and is not a general-use recommendation.
With All My Heart! IV: Changes to a 2-cost that still creates 2 Heart Breakers but also applies [Quietus] to all [Bullet] cards in hand. This is extremely strong as it can functionally double the value of many [Bullet] cards and can be played for free, as it has [Quietus] itself; however, it can be hard to achieve the perfect timing on this to get its full value. It also commonly wants to be played with With All My Heart! I, which can make it awkward to farm as dual Epiphany decks require careful planning in Chaos to achieve. Playing Diana decks effectively with this Epiphany present can also mostly eliminate deck-clogging issues, thanks to most Heart Bullets discarded being played, which also exhausts them.
With All My Heart! V: Becomes an upgrade that creates 2 Heart Breakers in hand at the start of the turn and an additional 1 (for a total of 3) if less than 5 are currently owned. This can be a great way to passively generate Heart Bullets on Diana; however, it requires a lot of handspace at the start of the turn, which can be hard to play around–especially since this is an option that would likely get more value in more Sub-DPS/Supportive Diana decks that might not have as much free handspace to allocate to her.
Neutral: Target Neutral Epiphany: Draw 1.
Draw 1 gives an efficiency similar to Divine's, enabling a much easier cycle and saving save data points for other areas of set-up like Neutral cards.
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.