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

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Check all the starting cards & the EGO Card available for Fei

Azure Flame
Attack

Melancholy
Skill
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Exorcist's Formation
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Heavenscleaver
Ego Skill
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Check all the epiphany cards available for Fei

Soliloquy
Skill

Night Rain
Skill
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Soulfire Dance
Attack

Blazing War Dance
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 Fei

Heavensfall
Attack
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Inferno Rhapsody
Attack
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Inferno Rhapsody: Heaven
Attack
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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 Azure Flame card: 1 Flame Arts
Increase Damage, Shield, and Healing Amounts of Unique Cards by 2/20%.
+2/10% Critical Chance.
+5% Damage Amount to Fei's Azure Flame and if Fei'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 Fei's Attack is 600 or higher, +5% Void Attribute Damage Amount, and for every 20 Attack exceeding 600, add an additional +2% to the modifier (additional +10% max).
Adds the following effect to the Blazing War Dance card: Increase Damage Amount of Inferno Rhapsody moved to hand by 100% until used.
At the start of battle, gain 6 Descent, and for each turn, when the first Heavensfall is created, gain 2 Descent.
When the Inferno Rhapsody card is activated, inflict 30% of the Damage inflicted as Fixed Damage.
Increase Heavenscleaver‘s Descent by 2 and add the following effect: Add 2 Hits to the next Heavensfall.
At the start of battle, +80% Damage Amount to Heavensfall.
Increase the Potential levels of [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] by 3.
At the start of battle, +120% Damage Amount to Flame Arts.
At the start of battle or each time 3 Heavensfall cards are used, gain 1 Judgment Upon the Wicked.
Judgment Upon the Wicked: Add 3 Hits to Heavensfall, and when the effect is activated, remove Judgment Upon the Wicked.

High draw efficiency and consistency.
Strong early turn burst with Signature Card and Ego Skill.
Lots of built-in synergy and flow within her own kit.
Requires specific teams and playstyles to play around Fei’s X-cost cards, if using them.
Fei’s high action count and hit count is punished by several different enemies.
No self-buffing capabilities, reliant on allies to deal optimal damage.
Can sometimes use or need a large amount of hand space because of creation, draw, and move effects.
Fei is a 5-Star Void Ranger combatant who lights the battlefield ablaze with her Inferno Rhapsody, extinguishing enemies and calling the heavens down upon them.
Fei's game plan revolves around her "Inferno Rhapsody" cards, which are created from "Exorcism Formation". Fei uses "Inferno Rhapsody" as a low-cost way to stack up her "Flame Arts" buff and draw cards while dishing out some moderate damage. When doing so, Fei will be firing off extra-attacks at enemies and generating stacks of "Descent" each time a card is drawn. Upon reaching 8 stacks of "Descent", - Fei will create a copy of "Heavensfall" in her hand to dish out even more damage.
As Fei wants to be drawing cards to generate her “Descent” stacks, you’ll want to be pairing her with combatants who can offer consistent deck cycling, as consistent cycling then turns into consistent damage. When drawing multiple cards via a single card, it will grant a stack of “Descent” for each card drawn. Pairing Fei with other combatants who can draw multiple cards at a time will push Fei’s potential damage output, think units such as Veronica or Beryl. As Fei does bring some solid card draw of her own via her “Soliloquy” and “Soulfire Dance” cards, she is able to fulfill her “Descent” buff quite self-sufficiently.
The majority of Fei’s damage comes from her Attack-Cards “Inferno Rhapsody” and “Heavensfall” - with some extra damage coming from an Extra Attack when Fei reaches 3 stacks of “Flame Arts”. As all of Fei’s attacks have relatively low base damage values and multiple of Fei’s Attack-cards are also multi-hitters. As Fei offers few forms of self-buffing from her cards themselves, pairing Fei with supporting combatants who can offer additive damage buffs, such as Morale, will help elevate her damage to the next level, think of units like Rei.
Fei can be built to be played as a sub-DPS with some of the epiphanies offered in her kit due to her low-cost cards and in-built card draw, but as Fei creates multiple pseudo-bricks in the draw pile, it can somewhat reduce her effectiveness in that role, better positioning her to be your primary carry. Fei also utilizes cards that have an “X” cost, as these cards consume all AP. It’s important to have forethought to ensure you’re planning your turn accordingly to maximize their output and avoid awkward situations where you don’t want to use all of your remaining AP for the turn.
Fei's main weaknesses are her low damage values and high action count due to the nature of her card spam. Buffs on enemies such as Fortitude will significantly hinder her damage unless paired with other combatants who can offer substantial damage buffs. On top of this, due to the amount of card draw and card creation, hand size can become a factor you’ll need to play around with as well.
When coming into Chaos or Sortie, Fei brings enough utility of her own to function well enough without being too reliant on other combatants. However, Fei doesn’t absolutely steamroll through this content due to her lower base values, but still dishes out plenty of damage on her own. You’ll still be wanting to look for and pair her with combatants who help with her lower base values.
Fei’s playstyle is all about using her “Inferno Rhapsody” Attack-Cards to build up stacks of her “Flame Arts” buff. Once Fei reaches 3 stacks of “Flame Arts”, she will deal a random extra-attack to an enemy and then will lose all stacks of “Flame Arts”. On top of this, Fei wants to draw cards each turn to stack her “Descent” buff to 8. Upon reaching 8 stacks of “Descent”, Fei creates a “Heavensfall” in her hand and removes 8 stacks of “Descent”.
Inferno Rhapsody - Inferno Rhapsody is a 0-Cost Attack Card that deals 70% damage to a single enemy and grants a singular stack of the buff “Flame Arts”. If this card grants the 3rd stack of “Flame Arts”, while also drawing you a card. Fei’s standard way to generate stacks of her “Flame Arts” buff, providing solid damage and the ability to fuel Descent stacks.
Flame Arts - The “Flame Arts” effect that is granted via Fei’s cards doesn’t provide any inherent effect; instead, when it reaches 3 stacks, Fei will fire off an Extra Attack at a random enemy, dealing 120% damage and removing 3 stacks.
Descent - Descent is a buff that Fei can obtain through her “Exorcism Formation” card and by her “Inferno Rhapsody: Heaven” cards, stacking up to 8 times. When Fei reaches 8 stacks of “Descent”, she will remove all stacks and create a copy of “Heavensfall” in her hand. Extremely important to try and stack up as much as possible, as a large portion of Fei’s damage comes from her “Heavensfall” card.
Heavensfall - A 0-Cost Attack card that has the [Ephemeral] and [Exhaust] tags, deals 100% damage to a single enemy 3 times. This is where a large amount of Fei’s damage comes from. This card can only be created up to a maximum of 10 times per turn, however.
Inferno Rhapsody: Heaven - An alternative variant of Fei’s standard “Inferno Rhapsody” card that can be obtained via the 5th Epiphany on “Exorcism Formation”. This variant deals slightly more base damage, still costing 0-AP to cast and grants 1 stack of “Flame Arts”, but dealing 110% Damage instead. When “Inferno Rhapsody: Heaven” grants the 3rd stack of “Flame Arts”, instead of drawing a card, it will instead grant 3 stacks of “Descent”. This variant lowers Feis potential draw output but significantly increases Fei's potential “Heavensfall” generation.




Exorcist's Formation IV
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Soliloquy V
Skill

Soliloquy I
Skill

Night Rain IV
Skill
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Soulfire Dance IV
Skill
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Soulfire Dance V
Upgrade
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Blazing War Dance
Skill
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Soliloquy I
Skill

Night Rain IV
Skill
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Night Rain IV
Skill
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Blazing War Dance
Skill
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CRIT Rate > CRIT DMG
ATK% >= VOID DMG%
ATK%
CRIT Rate% > CRIT DMG% > ATK > ATK%
CRIT RATE% = CRIT DMG% >= Unique Card DMG% > Common Card DMG% = Basic Card DMG%
3-1: Fei’s 3-1 Potential grants her starting Basic Attack-Card an additional effect of granting 1 “Flame Arts” stack upon use. Not overly important as Fei will be removing this card, but it will help with Chaos or Sortie content early on.
5-1: Fei’s 5-1 Potential grants an additional +5% damage to Fei’s starting Basic Attack-Card Azure Flame. Additionally, if Fei’s attack is 500 or greater, it adds another +5% for a total of +10%. Again, not overly impactful, but will assist with early Chaos or Sortie runs.
7: Fei’s 7 Potential grants Fei +5% Void-Attribute damage if her attack is 600 or greater, increasing by 2% for each 20 Attack past 600 up to a maximum of +10%, for a total of +15%. A substantial damage increase that should be unlocked ASAP.













































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 Attack Cards by 20%.
+30% Damage Amount of 1-cost or lower Attack Cards.
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)

Exorcist's Formation
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Exorcist's Formation I
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Exorcist's Formation II
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Exorcist's Formation III
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Exorcist's Formation IV
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Exorcist's Formation V
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Soliloquy
Skill

Soliloquy I
Skill

Soliloquy II
Skill

Soliloquy III
Skill

Soliloquy IV
Skill

Soliloquy V
Skill
Soliloquy I: Draws 3 and Discards all 1-cost+ drawn. This option can be an extremely strong draw tool in many teams that have basically only 0-cost cards. It can also be used to fuel a lot of Discard to trigger Extra Attacks via Nia’s Soul Riff III.
Soliloquy II: Draw 2 0-Cost cards of Fei’s. As most of Fei’s cards are 0-cost’s, notably her Inferno Rhapsody, this is a powerful tool for enabling Fei to self-cycle her cards.
Soliloquy III: Now costs 1 but activates 3 Inferno Rhapsody from Draw-Pile on enemies and gives [Descent] 2 for each. Since [Descent] is already derived from Draw, this effectively doubles the [Descent] gain over other options off the card itself, which can be worth it for [Descent] builds but might not be in builds that would prefer a cheaper skill to play around.
Soliloquy IV: Draw 1 and activate if Fei card (costs less than 2 and not X-cost), then draw 2 more. This is an extremely powerful draw and (effective) AP engine when used alongside effects like Nia’s Adagio or Precision Aim but can be inconsistent to set-up.
Soliloquy V: Draw an X-cost and add +1 to its X-cost effect. This can be a key card in some X-cost Fei builds, but it can be hard to manipulate effectively and X-cost builds will often be played with allies who can generate enough AP to get full value off of them which hinders the usefulness of this.
Neutral: Target Neutral: N/A. Because Draw cards are barred from Draw neutrals (with a few exceptions), Fei does not have access to neutral epiphanies that are particularly valuable to her or her playstyle.
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 AP, Cost-Reduction (Night Rain III)

Night Rain
Skill
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Night Rain I
Skill
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Night Rain II
Skill
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Night Rain III
Skill
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Night Rain IV
Skill
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Night Rain V
Skill
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Night Rain I: When the Streak: effect is activated, Draw 2 Inferno Rhapsody. This enables much more consistency but offers less competitive edge in terms of damage than alternative choices.
Night Rain II: [Flame Arts] 2, next [Flame Arts] activation gain an additional [Flame Arts] 2 (when Streak: is active). This can be used to gain a decent number of extra attacks on a 0-cost skill, which makes it very efficient with Divines factored in.
Night Rain III: Gain [Flame Arts] 1 for every [Flame Arts] in Graveyard, now costs 1. This can enable effectively 2-3 powerful Extra Attack’s when optimized perfectly, but this comes at the massive caveat of it effectively needing to be played after all/most Inferno Rhapsody cards for full value (meaning Draw divines on it are less useful and Draw needs go up considerably).
Night Rain IV: Move to hand at turn start is a very powerful effect, enabling Divines like Start of Turn Draw 2 extremely well and improving consistency. The effect outside of the Move is rather lackluster, with main reason for taking this being an extremely consistent and strong Draw when combined with Divines.
Night Rain V: Next X-Cost card gains +2. This is extremely strong when used with X-cost cards on Fei, especially since you have more control over it than options like Soliloquy V when multiple X-cost cards are in deck.
Neutral: Target Neutral: N/A. 0-Cost skill neutral epiphanies for Rangers aren’t particularly valuable for Fei’s playstyle and not recommended to hunt 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: Draw 1, 1 AP, Cost-Reduction (Night Rain III)

Soulfire Dance
Attack

Soulfire Dance I
Attack

Soulfire Dance II
Attack
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Soulfire Dance III
Attack

Soulfire Dance IV
Skill
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Soulfire Dance V
Upgrade
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Soulfire Dance I: X-cost that Draws for cost used and does hits for cost used. This can be extremely expensive to play around when not optimized perfectly but in teams that make AP but also have exclusively 0-costs (as many Fei teams will) this can be extremely effective.
Soulfire Dance II: X-cost that activates Inferno Rhapsody in graveyard for each cost used. Out of the X-cost options, this is the highest recommendation as it costs the least to optimize for and can get the highest value (off of one-card) especially when combined with Exorcism Formation IV.
Soulfire Dance III: X-cost that increases damage of next [Descent] creation greatly. For [Descent] based builds, this is an extremely important card to maximize the damage from the created card but otherwise can be a massive AP-sink that isn’t worth it.
Soulfire Dance IV: This enables a large amount of additional extra attacks alongside more Heavensfall creations, making it the premier recommendation alongside Soulfire Dance V because of [Unique] rules.
Soulfire Dance V: Now a 2-cost [Unique] upgrade that adds 1 hit to every [Flame Arts] activation. This is extremely strong and consistent, dropping the loops needed from other X-costs with similar strength in many set-ups, with its main draw back being it cannot be duped.
Neutral: Target Neutral: N/A. Most epiphanies offer effects more enticing than neutrals, but the base card isn’t significantly worse than epiphany versions, so it’s worth considering if using mainly for the hit or draw effects.
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
Exorcist's Formation I: Inferno Rhapsody now does a small amount of extra damage. This bonus in damage is drowned out by buffs quite easily, making it not highly recommended outside of Sortie or Chaos.
Exorcist's Formation II: Fei now draws 1 of her Inferno Rhapsody at turn start. This increases the consistency of Fei in a reliable way, but with Night Rain IV already offering a similar method that doesn’t conflict with one of her main sources of buffing damage (like Exorcism IV & Exorcism V) it’s not a de facto choice.
Exorcist's Formation III: Mainly for OTK, this is effectively the same as Exorcism Formation II but Draws 2, only once. This is a slight upgrade to II for OTK or set-ups with poor turn-1’s, but otherwise not a recommended choice.
Exorcist's Formation IV: [Flame Arts] now does an additional Extra Attack on activation, doubling its hit count and giving Fei a reliable source of Extra Attack. This option vastly increases the efficiency of extra dmg on Fei and increases total hits more than most Exorcism Formation options, making it the go-to recommendation.
Exorcist's Formation V: Inferno Rhapsody now gains [Descent], only 6 are made. Reducing the creation load to 6 can be a benefit in some cases, and for builds based around [Descent] this can be the recommended option. This playstyle gets significantly stronger with E2+ but it can be less of a desired epiphany for E0 builds because [Descent] gets stronger with more Ego Manifestations.
Neutral: Target Neutral: NA. Ranger neutral epiphanies for Upgrades don’t particularly benefit Fei, nor do they justify losing the high QoL that alternative epiphanies give.
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: Start of Turn Draw 2, Cost of Ego Skills -1 this turn, Morale/Resolve