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

Elimination
Attack

Sphere
Skill
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Echo of Futility
Attack

Rift of Nothingness
Ego Skill
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Check all the epiphany cards available for Kayron

Brand of Annihilation
Attack
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Black Hole
Attack
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Oath of Vanity
Upgrade
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Echoes of True Abyss
Attack
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 Kayron

Futility
Status
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Futility
Attack
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Incredible single-target and AoE damage potential.
Has many gameplay-altering Epiphanies - both mechanically and damage-wise.
Becomes stronger the longer the fight drags on.
High AP costs can be bypassed with smart play.
Many very AP expensive cards on top of Void also costing AP.
Main mechanic Void is not fully functional without the Gold Card Oath of Vanity.
Can clog its own hand and deck with Void, which is too expensive to use if not careful.
Gains so much power from Epiphanies that his base deck can feel awkward and underwhelming.
Hard to play.
Almost feels reliant on his signature partner Bria, to function at a basic level.
Kayron is a Void Psionic that wreaks havoc by truly harnessing the Void to deal devastating AoE and single-target damage.
Kayron has extremely expensive AP costs across the board and demands AP to function due to his "Futility" cards that are created from various sources in his kit. Futility by default are 1 Cost "Status Ailment" cards that feature the [Exhaust] tag, but can be changed into Attack Cards through his "Oath of Vanity" Upgrade card. Kayron can infinitely scale as his "Black Hole" card deals heavy base damage and does extra damage for each exhausted "Futility" card. He can also deal some serious AoE damage via his "Brand of Annihilation", which is a 3 Cost Attack Card that reduces its cost by 1 for each card exhausted this turn.
Kayron relies heavily on supporting characters who can provide AP management via either Cost Reduction to help alleviate his high costs or pure AP Generation to ensure he can [Exhaust] any Futility cards created so he can maximize his damage output consistently, whilst not leaving any unwanted Futilitys to be cycled back into your deck as you very rarely want to be clogging your deck with them.
With most of, if not all of Kayron's qualities being of a pure Damage Dealer, he's positioned to be your main DPS on a team, best paired with other supporting characters who can assist with his high AP demands.
Because of Kayron’s extremely high AP demands, he can struggle in Chaos early, especially if he hasn't obtained his "Oath of Vanity" Upgrade card to turn his Futility cards from dead-weight bricks into damage/healing cards. He can shine in Save Data content where your supports have been built properly to help with his insane AP demands to be able to reach that true late-game scaling monster that he is.
Futility: A status ailment card created by many of Kayron’s cards that costs 1AP, does nothing on use, but is exhausted after. Can be upgraded to deal damage and heal with Oath of Vanity and Epiphanies.
X: Some of Kayron’s cards/Epiphanies specify X. X means the card will consume all available AP when used and scale the X value in the effect by the amount used.




Echo of Futility V
Attack

Echo of Futility V
Attack

Black Hole II
Attack
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Oath of Vanity IV
Skill
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Echoes of True Abyss
Attack




Echo of Futility V
Attack

Brand of Annihilation IV
Attack
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Oath of Vanity IV
Skill
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Echoes of True Abyss
Attack




Echo of Futility V
Attack

Brand of Annihilation IV
Attack
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Brand of Annihilation IV
Attack
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Oath of Vanity IV
Skill
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Echoes of True Abyss
Attack

Persona
Attack
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CRIT Rate > CRIT DMG
Void DMG% > ATK%
ATK%
CRIT Rate% = CRIT DMG% > ATK > ATK%
Kayron’s Signature Potentials offer huge damage boosts as well as key additional functionality, making them a high priority to unlock.
3-1: Increases the multiplier of Kayron’s Basic Cards by a whopping +50% and causes them to generate a Futility when played. Absolutely key to helping get Kayron off the ground faster.
5-1: Further increases the damage of Kayron’s Basic Attack by 5%, or 10% if his Attack stat is 500 or more.
7: If Kayron’s ATK is 600 or higher, he gains +5% Crit DMG and for every 40 over 600, he gains a further 1% up to a cap of 10% for 15% total.











































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.
When an Attack Card is activated on a target in a Vulnerable state, +15% Critical Chance.
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

Echo of Futility
Attack

Echo of Futility I
Attack

Echo of Futility II
Attack
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Echo of Futility III
Attack
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Echo of Futility IV
Attack

Echo of Futility V
Attack

Brand of Annihilation
Attack
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Brand of Annihilation I
Attack
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Brand of Annihilation II
Attack
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Brand of Annihilation III
Attack
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Brand of Annihilation IV
Attack
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Brand of Annihilation V
Attack
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Brand of Annihilation I: Brand now has a significantly higher ratio, but otherwise the same effects. This is generally the go-to for most builds pre-E1 Kayron, as it is hard to quickly exhaust the needed amount of cards for Brand III without E1.
Brand of Annihilation II: Brand now does 2-hits, but is no longer AOE. This is one of Kayron’s best Epiphanies for single-target damage, with it being a high ratio 2-hit combo. However, Kayron generally uses his Brand more for AOE scenarios, so this is less of a universal choice.
Brand of Annihilation III: Brand is now 7-cost but will permanently reduce its cost for every Futility card exhausted in the current battle. While this is definitely the go-to for E1+ Kayron, it can be hard to exhaust the needed amount quickly, without it making it slightly less of a universal choice for recommendations.
Brand of Annihilation IV: Brand is now always 1-cost but can scale its damage for any card exhausted, including allies, by +40%. It has the highest damage potential of any brand, but requires you to exhaust a very high number of cards to reach it. Generally speaking, it will not be used outside of OTK but is his premiere card for T1 OTK-based builds, as there are a lot of ways to exhaust many cards in one turn, but fewer ways to do so consistently.
Brand of Annihilation V: Brand is now always 2-cost, but it gains 3 Agony application if a card was exhausted. This is flat-out worse than Neutral Epiphanies, which will give you 4 Agony and enable you to still reduce the Brand cost to 0, making it not recommended in the slightest–even if you were building for Agony application.
Neutral: Target Neutral Epiphany: Morale 4.
If, for some reason, you want to play buffer Kayron, he can theoretically be one of the best buffers in the game, as with 3 [Exhausts], you can make Brand 0-cost for that turn and give 4 Morale for every Brand you play. That being said, he is generally never used in a more Supportive/Buffing playstyle and the Morale buff from this does not synergize well with Kayron’s own kit.
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: Weakness Attack, Vulnerable 2, 30% Damage Increase.

Black Hole
Attack
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Black Hole I
Attack

Black Hole II
Attack
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Black Hole III
Attack
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Black Hole IV
Attack
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Black Hole V
Upgrade
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Black Hole I: Black Hole will activate 2 Futility on use, but gains its scaling effect. This essentially is trading 2 AP to save 2 AP (and gain 1 Additional Hit but lose 1 Draw), when you could instead delete Black Hole and just play the 2 Futilities manually at that point. Moreover, it just has much worse damage Potential in the long run because it lacks the infinite scaling of the base Brand or Brand II.
Black Hole II: Black Hole gains a higher base ratio and now scales at a higher rate of +60% per Futility exhausted. The go-to option for any scaling-based build, which is typically where Black-Hole matters most.
Black Hole III: It has much worse damage potential in the long run because it lacks the infinite scaling of the Base Black Hole or Black Hole II.
Black Hole IV: It has much worse damage potential in the long run because it lacks the infinite scaling of the Base Black Hole or Black Hole II.
Black Hole V: Black Hole now adds additional Fixed Damage for every Futility exhausted. Some builds that do not play Black Hole or cannot afford to (like OTK setups with Brand IV) will choose to take this simply to easily get rid of it. However, it has much worse damage Potential in the long run because it lacks the infinite scaling of the Base Brand or Brand II.
Neutral: The Neutral Epiphany access on this card tends to bring very little value to Kayron; however, it can be worth considering simply because the base card can be better in scaling-based builds than other options.
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: Weakness Attack, Vulnerable 2, 30% Damage Increase.

Oath of Vanity
Upgrade
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Oath of Vanity I
Upgrade
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Oath of Vanity II
Upgrade
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Oath of Vanity III
Upgrade
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Oath of Vanity IV
Skill
Show Effects

Oath of Vanity V
Upgrade
Show Effects
Oath of Vanity I: The card is now 0-cost and gains [Initiation]. This can be a great option if you want consistent activation for an attack Futility-based build.
Oath of Vanity II: The base values of Futility change from 100%DMG/100%HEAL to 150%DMG/150%HEAL. For attack Futility, this is the best option for healing, so it is preferred if you need the extra survivability.
Oath of Vanity III: The heal effect is removed and it now does 200% base damage. For attack Futility, this is the best option for damage, so it is preferred if you want the extra damage in a build where you use attack Futility.
Oath of Vanity IV: This exhausts a large number of Status Ailments/Futility once for free, usually on Turn 1 and gives you draw for all exhausted cards. If you are unsure of what to build, this is the go-to option since it will get high value in all content. Even in builds where you would prefer to attack Futility, it tends to perform well still, as you can rely on Supportive builds to circumvent the loss in survivability and get value out of this Epiphany’s strong Turn 1.
Oath of Vanity V: This is an option if you just want to get rid of the Epiphany or avoid using attacks, but aren’t offered Oath IV. In Season 2’s Great Rift, this has seen some play for precisely that, as hitting enemies directly can be a detriment; however, it is strictly worse than Oath IV at doing this job, as it doesn’t give as strong of utility since the additional Agony damage is completely negligible and Kayron seldom runs a 2P Agony Set.
Neutral: Target Neutral Epiphany: N/A.
There is no specific Epiphany that you are aiming for, but the base Epiphany card can be preferred over certain other options. For example, this could be preferred over Oath IV if you want to use Active Futility (Futility attacks) or it could be preferred over Oath III if you want to keep the extra healing. That being said, even in scenarios where it can be preferred over other options, it will still typically be preferred to take another option like Oath II or Oath I.
Divine: Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.
Echo of Futility I: The base damage on Echo gets a significant buff and you now make 3 futility per Echo. The base damage on this will be superior to Echo V up until 1-3 turns of futility made, on top of scaling your Black-Hole much faster so it is generally superior to Echo V (the go-to option) in low-turn / OTK content, if you can afford its 1AP cost.
Echo of Futility II: Echo now scales at a rate of 20% per futility exhausted. Comparing this to Echo V, it will be superior in damage, assuming you are exhausting every futility, up until 21 futility exhausted. Which means for most content, this will be a superior damage option but lacks the significant QoL of being 0-cost making it harder to play.
Echo of Futility III: Echo’s Futility created now gains [Ephemeral], which automatically exhausts it if it is in hand at the end of the turn. This effectively makes the cost of exhausting both Futility 1 AP (or 0 with Cost Reduction), instead of the 2 to play them manually. This can allow for much easier set-ups to scale your Black Hole faster.
Echo of Futility IV: Echo is now X-cost, which means it takes your current AP and gains additional effects based on AP spent. In this case, it gains the effects of making futility equal to your AP spent +1 meaning it can theoretically make you up to 10 futility (an entire hand). In the current balance of the game, X-costs tend to be rather weak and hard to play around. On-top of the fact that this card has the distinct disadvantage of making you a lot of futility that you need AP to exhaust, but using all the AP you would use to exhaust it. That being said, it was recently buffed to do more damage and we did see a boss (Rita’s Great-Rift) that X-cost attacks, like this, were useful against.
Echo of Futility V: The card is now 0-cost and scales its base ratio at a rate of 30% per futility made, infinitely, but has a very low initial base ratio of 30% (36% with Potentials). For most existing content, this is the go-to Epiphany. It can scale to a higher level quite fast compared to most Epiphanies (only being worse than Echo II until you make exhaust more than 21 futility, or if you are not exhausting the futility for some reason). Moreover, its base 0-cost makes it much easier to play around because of Kayron’s very high AP requirements. It was also buffed recently to start at a much higher ratio than it previously did (effectively + 4 futility created from previous iteration).
Neutral: Target Neutral Epiphany: N/A.
The Neutral epiphany access of Psionics isn't particularly beneficial to Kayron.
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, Vulnerable 2, 1 AP (Echo V).