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 Hilde

Multishot
Attack

Bowguard
Skill

Quiver Reload
Skill
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Matrix Overlay
Ego Skill
Check all the epiphany cards available for Hilde

Plasma Rain
Attack
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Draw & Release
Skill

Big Game Ranger
Upgrade
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Vortex Arrow
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.
Check all the generated cards available for Hilde

Homing Arrow
Attack
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Homing Arrow (Fracture)
Attack
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Homing Arrow (Grand)
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%.
+20% Damage Amount to the Multishot card.
Increase Damage, Shield, and Healing Amounts of Unique Cards by 2/20%.
+2.4/12% Critical Damage.
+5% Damage Amount to Hilde's Multishot. If Hilde's Extra Damage (stat) is 6% or higher, add an additional +5% to the modifier.
Increases the chance for a Divine Epiphany to appear by 25%.
+2/10% Critical Chance.
+7% Instinct Attribute Damage Amount. If Hilde's Extra Damage (stat) is 6% or higher, add an additional +8% to the modifier.
Change the following effects for Vortex Arrow:
Increase Draw by 1, +60% Damage Amount, and change the Damage Amount increase for each Attack Card Drawn through an ability this turn by to +90%.
At the start of battle, +10% to Hilde’s Critical Chance.
At the start of the turn or when an enemy is defeated, gain 1 Double Tap.
Double Tap: When Homing Arrow is activated, 300% Extra Attack to the enemy with the lowest Health, and decrease Double Tap by 1 (max 5 stacks).
Change the Weakness Damage Amount taken effect of Matrix Overlay from +15% to +25%.
For each Hit an ally performs, gain 1 Find the Gap.
Find the Gap: Increase Damage Amount of Hilde's Extra Attacks by 5% (max 8 stacks).
Increase the level of [Basic Card Upgrade], [Signature Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
When Find the Gap reaches 8 stacks, +15% additional Critical Chance to Instinct-Attribute allies.
Increase the max stack of Zero In to 100, and at the start of the turn, gain 15 Zero In.
For each stack of Zero In, +1% Critical Damage to Zero In. (max +45%)

Considerable draw power throughout her kit.
AP Friendly.
Solid source of AoE damage.
Inconsistent sources of damage, split between DoT / Extra-Attacks / Multi-Hits / Larger singular attacks that can make it difficult to specialize into.
Even though Hilde has solid AoE damage, there isn’t really any content that demands it currently.
Hilde is a 5-Star Void Ranger that provides backup support for their team, providing solid draw power whilst scattering the battlefield with a barrage of arrows to lower their enemies defences. Hilde never misses the mark and can still shoot to kill as well.
Hilde’s strategy revolves around her various different “Homing Arrows” that she’s able to create from her “Quiver Reload” Skill-Card. Hilde is unable to activate these cards manually, however, whenever they’re drawn from the deck they will immediately activate due to the “Attunement” effect, when played - cause Hilde to draw a card from the deck, allowing Hilde to cycle through the deck whilst still outputting some considerable damage of their own.
Hilde is looking to be paired with other DPS units who can leverage additive damage buffs to their advantage. Due to “Ionization” providing additional damage opposed to a multiplicative damage multiplier, units who fire many smaller attacks or multi-hit will be able to ramp up their damage with Hilde on the team. Hilde also doesn’t demand a ton of AP to function effectively either, thanks to many of her cards featuring the [Lead] tag and “Homing Arrow” self activating, this can help alleviate her AP requirements to allow you to dedicate more resources to the primary carry on the team.
When deciding on a supportive unit for Hilde to be paired with, units who can help supplement Hilde with additional draw and additive damage buffs will help keep things moving throughout a fight. Even though Hilde has a solid amount of draw on her own, pairing her with another unit who can also draw cards will ensure you’re able to continually cycle into “Homing Arrow” to activate its “Attunement” effect to draw more cards and so on. Because “Homing Arrow” has a lower base damage value, additive damage bonuses will help with her damage output, especially when using her AoE Attack-Cards.
Hilde can slot quite comfortably into most teams when being brought into Chaos or Sortie. Hilde is quite AP friendly and won’t take away from the rest of the team's resources. Hilde has multiple different sources of AoE damage to deal with encounters that have multiple enemies, whilst still having considerable single target damage to deal with boss encounters thanks to her “Zero In” buff.
Hilde’s main weakness comes from being split between a DPS and a Support style character. Hilde’s own damage output is split up between Extra-Attacks, DoT Damage, weaker hitting AoE attacks and stronger single-target nukes. This can make things awkward when wanting to capitalize on synergies that typically favor one of these styles, opposed to all of them all at once.
Hilde’s playstyle circulates around creating copies of “Homing Arrow”. “Homing Arrow” is an Attack-Card that cannot be directly activated, it activates whenever it’s drawn due to the additional [Attunement] effect. It fires an Extra-Attack Damage to the enemy with the lowest HP and will draw a card. “Homing Arrow” also has the [Exhaust] tag which will remove it from the deck afterwards. Hilde wants to create as many cards of these as possible to continue firing off Extra-Attacks whilst drawing additional cards to fuel her teammates' plays.
Hilde has 3 different types of “Homing Arrow” available to her via the various epiphanies offered to her “Quiver Reload” [Upgrade] card. Each of these cards function quite similarly but each offer a different playstyle. Every variant of “Homing Arrow” has the [Exhaust] tag.
Homing Arrow - The default variant of “Homing Arrow”. This variant is the most vanilla option Hilde is presented with but is also the variant that can be created the most.
Homing Arrow (Fracture) - Homing Arrow (Fracture) is the AoE variant. Still drawing 1 card when activated, instead deals 50% Extra-Attack Damage to all enemies opposed to a single target and also inflicts 1 stack of “Fracture” to all enemies.
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. This variant allows Hilde to function as a damage over time unit, whilst also offering a consistent source of Harmful Effects to be inflicted on her enemies. Note : When activated, this will deal one instance of 1200% DoT Damage to the enemy if they have 30 stacks of Fracture. Unlike Agony, where they would be inflicted with 20 different instances of damage.
Homing Arrow (Grand) - Homing Arrow (Grand) is the hardest hitting version, dealing a much higher 500% Extra-Attack to the enemy with the highest HP. Still drawing a card when played as well. This variant is the least accessible as “Quiver Reload” only creates 1 copy of this card in your Draw Pile. This offers more upfront damage but less potential draw power.
Zero In (Buff) - “Zero In” is granted whenever Hilde hits an enemy when under the effects of her [Upgrade] Card “Big Game Ranger”. By default, stacks up to a maximum of 60 times and activates at the of the turn to deal 35% Extra-Attack Damage to the enemy with the highest HP per stack of “Zero In”. This is a huge portion of Hilde’s single target damage, dealing up to 1900% damage when at max stacks.
Ionization (Debuff) - “Ionization” is inflicted by Hilde’s “Plasma Rain” card. “Ionization” can stack up to 12 times, lasts indefinitely and causes enemies inflicted with this debuff to take +8% additional damage taken for each stack of “Ionization”. Hilde benefits from this slightly more than her allies, dealing an additional +4% to enemies inflicted with “Ionization” for a total of +12% per stack.




Quiver Reload I
Skill
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Plasma Rain I
Attack
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Big Game Ranger II
Upgrade
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Vortex Arrow
Attack
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CRIT Rate > CRIT DMG
ATK% >= Instinct DMG%
ATK%
Extra DMG% > CRIT Rate% > CRIT DMG% > ATK > ATK%
CRIT RATE% = CRIT DMG% >= Unique Card DMG% > Common Card DMG% = Basic Card DMG%
3-1: Hilde’s 3-1 Potential increases the damage dealt by Multishot by an additional +20%. Primarily useful for some extra-damage when early in Chaos or Sortie prior to Multishot being removed.
5-1: Hilde’s 5-1 Potential grants an additional +5% Damage to Multishot, and if Hilde’s Extra-Damage Stat is 6% or higher, adds an additional +5% to that modifier for a total of +10%. Again, primarily useful for Sortie and Chaos.
7: Hilde’s 7 Potential grants +7% Instinct Attribute Damage, increasing by an additional +8% if her Extra-Damage stat is 6% or higher. Quite a solid damage increase that should be prioritized.
Tentacle vs Criticism depends largely on which ally Hilde is being played with and who is doing most of the damage. With Hugo it's recommended to do Tentacle but with Arabella it is recommended to do Criticism, for example.









Tentacle vs Criticism depends largely on which ally Hilde is being played with and who is doing most of the damage. With Hugo it's recommended to do Tentacle but with Arabella it is recommended to do Criticism, for example.










Tentacle vs Criticism depends largely on which ally Hilde is being played with and who is doing most of the damage. With Hugo it's recommended to do Tentacle but with Arabella it is recommended to do Criticism, for example.










Tentacle vs Criticism depends largely on which ally Hilde is being played with and who is doing most of the damage. With Hugo it's recommended to do Tentacle but with Arabella it is recommended to do Criticism, for example.







Tentacle vs Criticism depends largely on which ally Hilde is being played with and who is doing most of the damage. With Hugo it's recommended to do Tentacle but with Arabella it is recommended to do Criticism, for example.









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)

Quiver Reload
Skill
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Quiver Reload I
Skill
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Quiver Reload II
Skill
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Quiver Reload III
Skill
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Quiver Reload IV
Upgrade
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Quiver Reload V
Upgrade
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Plasma Rain
Attack
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Plasma Rain I
Attack
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Plasma Rain II
Skill
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Plasma Rain III
Attack
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Plasma Rain IV
Attack
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Plasma Rain V
Attack
Plasma Rain I: Gains Attunement: 2 Ionization to a random enemy. This effectively doubles the Ionization application of the card, in single-target, at-worst but can also be used to
Plasma Rain II: Becomes a skill, gains draw 1, ionization buff//debuff increases, and loses the damage effect. As the damage effect is pretty minor anyway, improving the buff and effectively getting one of the most important divines for free is a rather substantial increase in the efficacy of this card that makes this an option always worth considering.
Plasma Rain III: Now applies 3 Fracture to all enemies if this card triggers defeat. This is an incredibly niche effect that requires very specific timing.
Plasma Rain IV: Now a 3-cost with [Ignition] that does piercing damage and applies more ionization. The increase in ionization isn’t much and piercing tends to be a relatively useless upgrade to cards, making this not an especially desirable option even if its 0-cost from [Ignition].
Plasma Rain V: Loses the ionization buff and becomes 2-cost but gains an innate ‘Draw 1 Attack Card of this Unit’ and Streak: Decrease cost by 1 effect. Both of the effects are a ton of QoL, with the main factor holding it back is Hilde having a high consistency that doesn’t need to make a ton of sacrifices for QoL in consistent setups, as she already likely is.
Neutral: Target Neutral: Draw 1, Mark 1. Draw neutral can offer higher consistency and Mark neutral can offer more damage than alternative epiphanies in some cases, both are valuable options depending on the build.
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 Common Card, Draw 1 Card of this Unit

Draw & Release
Skill

Draw & Release I
Skill
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Draw & Release II
Skill
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Draw & Release III
Skill

Draw & Release IV
Skill

Draw & Release V
Skill
Draw & Release I: Now increases the damage buff to the drawn cards slightly. This isn’t a large increase and damage and will typically be outvalued simply from a Mark neutral, making it a lower recommendation that is situational to builds that use Neutral multi-hits on Hilde which might prefer this over a neutral epiphany.
Draw & Release II: Now applies 1 Fracture for next 3 Extra Attacks. This can greatly increase Fracture generation in a Fracture based build, but is otherwise can feel unremarkable.
Draw & Release III: Now moves all cards from hand to draw and redraws based on move. This has incredibly high synergy with Attunement: effects but is currently held back by the lack of meaningful Attunement:’s for it to properly abuse and the lack of guarantee to immediately redraw the proper cards that can make its ‘chain’ inconsistent.
Draw & Release IV: Now draws 2 [Lead] cards instead of Attack cards. In [Lead] heavy decks or when used in a more supportive role, this can be greatly preferred but is more niche than the generic options that fit her more popular carry playstyle.
Draw & Release V: Is now a 2-cost which increases next Attack Card a large multiplicative amount. The major issue with this card is the main benefactors of this buff in Hilde are not classified as Attack Card (Fracture & Zero In) which makes this buff rather underwhelming.
Neutral: Target Neutral: Mark 1. Mark 1 can allow Hilde to do a decent amount of additional damage from the card itself compared to other Draw and Release options, but there might be more specialized epiphanies preferred in the build than a simple generic Mark that it’s important to consider ‘3-star’ options that are situational but can be preferred over it. Still, the additional hit from Mark will typically be a larger damage increase than the small buff increase of Draw & Release I, making it one of the highest recommendations.
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

Big Game Ranger
Upgrade
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Big Game Ranger I
Upgrade
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Big Game Ranger II
Upgrade
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Big Game Ranger III
Upgrade
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Big Game Ranger IV
Upgrade
Show Effects

Big Game Ranger V
Upgrade
Show Effects
Big Game Ranger I: Increases Zero In generation to 3 per hit. Many Hilde teams can already hit the maximum Zero In stacks needed, making this less of an upgraded than it might seem. Still, it can be needed in some setups.
Big Game Ranger II: Now 0-cost, gains [Initiation], and Draws 2. This essentially gives 3 different free Divine effects, which is incredibly strong QoL that reduces all set-up load that would otherwise be present on Turn-1 in many Hilde builds.
Big Game Ranger III: Now gains an effect of gaining an additional 2 Zero In on ‘Attunement:’ activation. This can allow for more Attunement: generation similar to epiphany I, but this generation is not needed in a lot of builds.
Big Game Ranger IV: On harmful effect application, now applies 5 Zero In, removes on-hit effect. This can easily max out Zero In, in teams that apply a lot of harmful effects, this can be the de facto choice but will otherwise be not preferred.
Big Game Ranger V: No longer gains Zero In from any other means but gets 30 Zero In each turn for free. Because most other options make more Zero In throughout the turn, this is not recommended. However, it can be rather strong in roguelike modes like Sortie and Chaos where you are not planning to perfectly optimize her build.
Neutral: Target Neutral: Agony 2 at the Start of Turn. In content which promotes applying a lot of debuffs and DoT heavy content / teams, this can offer another method of applying a DoT passively.
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 Morale/Resolve
Quiver Reload I: Now creates 4 Homing Arrow and draws 1 immediately. An upgrade from base epiphany that improves both consistency and damage, it’s an epiphany that can work in many different teams and builds without even needing divines.
Quiver Reload II: Gains an additional Fracture effect which applies 1 Fracture on Homing Arrow. This is ideal when optimizing Fracture damage, for most teams, as it offers one of the highest Fracture outputs Hilde can get.
Quiver Reload III: Homing Arrow ratio changes to be much higher but only 1 is made per Quiver. This version of Homing Arrow has a lot of potential with certain multiplicative buffs.
Quiver Reload IV: Becomes a [Unique] Upgrade which can create up to 10 Homing Arrow a turn but requires you to defeat multiple enemies to do so, making 2 Homing Arrow per defeat. This is an extremely situational epiphany but extremely strong and efficient in situations where its situation shines (respawning enemies/adds).
Quiver Reload V: Is now a [Unique] upgrade which makes it create 3 Homing Arrow start of turnIn many builds, there’s not a lot of downsides to having 1 of these alongside non-Unique versions of Quiver, but there’s also not a lot of upsides.
Neutral: Target Neutral: Draw 1, Mark 1. Draw neutral can offer higher consistency and Mark neutral can offer more damage than an additional homing arrow of Quiver 1 in some cases, both are valuable options depending on the build.
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, Draw 1 (Excluding Quiver I)