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

Lashing
Attack

Upward Slash
Attack

Tyr's Vow
Skill
Show Effects

Vulture Ejection
Attack
Show Effects

Charisma of Resolve
Ego Skill
Check all the epiphany cards available for Khalipe

Greatsword Aquila
Attack

Overpower
Skill
Show Effects

Rally
Skill
Show Effects

Absolute Protection
Skill
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.

Great single target, AoE damage and Shielding all at the same time.
Can cast Vulture Ejection (and Rally Epi 3) for free with [Celestial].
Awesome targeted Card Draw.
Decent AoE Tenacity Damage.
Access to even more supportive capabilities through Epiphanies.
Requires a 2 AP or higher card to trigger [Celestial].
Without [Celestial] activations, she's just left with many high-cost AP cards that often aren't worth their full price.
Khalipe is a 5-Star Instinct Vanguard that functions as a hybrid DPS/Tank that deals AoE Defense-Based Damage whilst still outputting sufficient shielding to protect her team.
Khalipe's cards are incredibly AP expensive, but her best card, Vulture Ejection, can mitigate this with its [Celestial] tag. [Celestial] cards are used for free whenever you use another card that costs 2 AP or more, allowing Khalipe to spend big once and automatically play her most powerful card for free. Her Vulture Ejection card also generates stacks of "Silver Veil", up to a maximum of 3. When it reaches 3 stacks, Khalipe removes all stacks of Silver Veil and deals heavy Defense-Based damage to all enemies.
Outside of this, Khalipe has targeted Card Draw, decent Tenacity Damage and some good utility Epiphany upgrades. Thanks to how much shielding and damage Khalipe can bring to the table, combined with being able to reliably activate her [Celestial] tagged cards on her own, it grants her incredible team flexibility when deciding who to pair her with.
When deciding on a team, Khalipe definitely favors Combatants who can offer low-cost deck cycling to ensure she has as many [Celestial] cards in her hand at once to chain together, as there’s no limit to how many [Celestial] cards can activate after playing a 2-cost card.
Khalipe’s gameplan truly is simple: hold as many copies of Vulture Ejection as possible, activate any 2-cost card and watch her enemies get picked to shreds while setting up huge shields in the process.
Defense Scaling: Like other Vanguards, all of Khalipe’s damage-dealing abilities scale off of her DEF stat instead of ATK. This allows her to improve her damage and shielding capabilities all at once, on top of improving the team's general tankiness. Do note that her Potential 7 does require hitting an ATK threshold, so you can’t neglect her ATK entirely.
Celestial: Khalipe’s Signature Card Vulture Ejection has the [Celestial] tag. While a card with [Celestial] is in your hand and you use a card that costs 2 AP or more, it will automatically cast from hand. Avoid playing your [Celestial] cards directly unless necessary; instead, use other high-cost cards to trigger them for free!
Note: Multiple [Celestial] cards can be triggered after using a singular 2-cost or higher card.
Silver Veil: Khalipe’s Signature Resource is a 3 charge gauge called Silver Veil, which is displayed under her character status bar at the top of the screen. Upon gaining all three charges, she deals 400% Defense-based damage to all enemies and loses all charges.
[Retain]: [Retain] allows you to hold onto cards for a turn without discarding them. Vulture Ejection is difficult to play without an activator, so its [Retain] tag helps a lot with its consistency. Absolute Protection also allows you to [Retain] your entire hand for a turn, which is great for setting up big burst turns.
Ultimate: Khalipe’s Absolute Protection has the [Finale] tag, which ends the turn immediately upon use.

Vulture Ejection II
Skill
Show Effects

Overpower IV
Skill
Show Effects

Rally III
Skill
Show Effects

Vulture Ejection
Attack
Show Effects

Overpower
Skill
Show Effects

Rally
Skill
Show Effects

Persona
Attack
Show Effects


CRIT Rate > CRIT DMG
Instinct DMG%
DEF%
CRIT Rate% = CRIT DMG% > DEF > DEF%
Khalipe’s signature Potential unlocks are strong but not transformational. Here is a breakdown of what to expect.
3-1: Converts Upward Slash from single target to AoE, at the cost of dealing -40% less damage. Improving its late-game staying power, substantially elevating it to a card worth keeping around even in high-end Khalipe decks.
5-1: A small increase in damage to Upward Slash and Lashing. Khalipe can easily reach the DEF stat threshold.
7: Meaningful increase in both damage and shielding for Vulture Ejection. Requires investment into Khalipe’s ATK.
Phytotype Synthetic does not work for allies despite wording. Can still be used to slightly increase Khalipe damage, though.





































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 on supports; 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 is [For each Lux Engraving, +15% Damage Amount to ally Attack Cards for 1 turn] or [Attunement: Decrease Cost by 1 until used].
The most common Equipment Engraving to optimize for is the stacking [When Action Count of enemies is increased by allies, +50% Damage Amount to Ally Attack Cards for 1 turn (1 time per turn)] and [When a card of this unit is activated, 30% to increase Action Count of all enemies by 1 (1 time per turn)], but it's possible to use a variety of other options for a specific set-up (like Discard [Quietus] Engravings when playing high [Quietus] builds or Umbra Engravings just to meet the threshold for certain Persona cards).
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.
At the start of battle, Draw 1 Exhaust card(s) of this unit.
At the start of the turn, if an Exhaust card is in Draw Pile, have a 30% chance to Draw 1 Exhaust card(s).
If Damage is completely blocked, at the start of the next turn, increase Damage Amount of allies by 10% for 1 turn (1 time per turn).
When Drawing an Exhaust card of this unit through an ally ability, activate immediately (1 time per turn).
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. Supportive options are recommended for supportive units (like Tentacle or Harp effects).
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 1-card, can be manipulated.
Forbidden: Eternal Hunger. +Draw, ++AP (Ally Reliant)
Forbidden: Portrait of Fury. ++Draw
Forbidden: Guidance of Futility. +++Survivability

Vulture Ejection
Attack
Show Effects

Vulture Ejection I
Attack
Show Effects

Vulture Ejection II
Skill
Show Effects

Vulture Ejection III
Attack
Show Effects

Vulture Ejection IV
Attack
Show Effects

Vulture Ejection V
Attack
Show Effects

Greatsword Aquila
Attack

Greatsword Aquila I
Attack

Greatsword Aquila II
Attack

Greatsword Aquila III
Attack
Show Effects

Greatsword Aquila IV
Attack
Show Effects

Greatsword Aquila V
Attack
Show Effects
Greatsword Aquila I: Card now does slightly more damage and buffs Vulture Injection slightly more. Generally speaking, Khalipe is recommended to be played for her AP-efficiency (low AP requirements because of [Celestial]), so needing to use a 2-cost card for a bit more damage is not recommended.
Greatsword Aquila II: Now gains a permanent additive 40% buff every time it is used. Generally speaking, Khalipe is recommended to be played for her AP-efficiency (low AP requirements because of [Celestial]), so needing to use a 2-cost card for a bit more damage is not recommended. Moreover, this Epiphany, specifically, scales extremely slowly (can only be used once per turn, so it would take an absurd number of turns for its buff to be meaningful in any way).
Greatsword Aquila III: The card gives 1 Silver Veil. While using Khalipe for a bit more damage isn’t usually recommended, this is by far the best value option because Silver Veil is where most of her damage will come from and this enables potentially 1 more Silver Veil proc a turn in certain Khalipe damage set-ups.
Greatsword Aquila IV: Now has [Retain] and gives an additive 60% buff to the next Vulture used. This is essentially an extra 60% ratio damage once per turn, provided you just leave this in hand. While nice, it’s a completely irrelevant boost in damage to the point where it takes up 1 hand-space versus just having air, which brings up a legitimate question of ‘is it worth it?’.
Greatsword Aquila V: Gains [Retrieve 3]. Generally speaking, Khalipe is recommended to be played for her AP-efficiency (low AP requirements because of [Celestial]), so needing to use a 2-cost card for a bit more damage is not recommended. Let alone this card, which would now require you to play a 2-cost card 4x in one turn (8 AP) just to get full value out of it.
Neutral: Target Neutral Epiphany: N/A. Vanguards have really poor neutral epiphany access making it not a recommended option to look out for.
Divine: Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.

Overpower
Skill
Show Effects

Overpower I
Skill
Show Effects

Overpower II
Skill
Show Effects

Overpower III
Skill
Show Effects

Overpower IV
Skill
Show Effects

Overpower V
Skill
Show Effects
Overpower I: Now gain 1 Damage Reduction per enemy. The additional effect is nice, but it’s on a 2-cost card, which is an insanely expensive price to pay for an effect that can be gotten from 1 or 0-cost cards (Owen giving similar shielding on 1-cost Wind Riding IV with 3 Damage Reduction and no condition, for example), or even just random divine epiphanies.
Overpower II: Now gains the effect of applying 2 Vulnerable if the target is Ravaged, or 2 Weaken if not. The additional effect is nice, but it’s on a 2-cost card, which is an insanely high price to pay for an effect that can be gotten from 1 or 0-cost cards, or even just random Divine Epiphanies.
Overpower III: Tenacity Damage is increased by 1 (now 2 Tenacity Damage). The additional effect is nice, but it’s on a 2-cost card, which is an insanely high price to pay for an effect that can be gotten from 1 or 0-cost cards, or even just random Divine Epiphanies.
Overpower IV: Now gains an additional 40% shield based on the number of cards in hand. The go-to Epiphany if you aren’t removing this card, as it is an EXTREMELY high ratio shield (around 800% shield with potentials), making it a premier choice for maximizing shield amount for characters like Maribell, who do damage based on shield.
Overpower V: The action count of all enemies is increased by 5. The additional effect is nice, but it’s on a 2-cost card, which is an insanely high price to pay for an effect that can be gotten from 1 or 0-cost cards, or even just random Divine Epiphanies.
Neutral: Neutral Epiphanies are not recommended on this card since it’s a pretty hard card to make work in Save Data with its base effect and 2-cost.
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).

Rally
Skill
Show Effects

Rally I
Skill
Show Effects

Rally II
Skill
Show Effects

Rally III
Skill
Show Effects

Rally IV
Skill
Show Effects

Rally V
Skill
Show Effects
Rally I: Gains 1 Silver Veil. Any option between Rally Epiphanies will depend on what type of Draw you prefer for your team (with basically no bad options), as their effects are all extremely similar.
Rally II: Gains 1 Silver Veil and now target draws a [Celestial] card instead of your ‘highest cost’ card. Any option between Rally Epiphanies will depend on what type of draw you prefer for your team (with basically no bad options), as their effects are all extremely similar.
Rally III: Gains 1 Silver Veil and now is a 2-cost that has [Celestial]. Since most Khalipe builds will generally have a way of activating [Celestial] through allies, this is the go-to Epiphany as it essentially becomes free.
Rally IV: Gains 1 Silver Veil, loses its target draw (now just Draw 1), but gains additional shielding based on card cost drawn. In general, this will be the highest shield amount from Rally, but it can be slightly lower if drawing a 0-cost card. Any option between Rally Epiphanies will depend on what type of draw you prefer for your team (with basically no bad options), as their effects are all extremely similar.
Rally V: Generally speaking, this Epiphany not giving Silver Veil will make it a worse choice; however, in builds where you don’t care at all about Khalipe’s damage (which isn’t completely uncommon), the target draw could be preferred.
Neutral: Target Neutral Epiphany: N/A. Vanguards have really poor neutral epiphany access making it not a recommended option to look out for.
Divine: Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.
Vulture Ejection I: Removes the shield effect but has a much higher base damage ratio (close to double). This is the Epiphany of choice when prioritizing Khalipe damage over all else, though she still tends to fall FAR behind other units as a Damage Dealer, so she is not as commonly recommended as a damage unit as she is a shielding unit.
Vulture Ejection II: Removes the damage effect but increases the base shield ratio. This is the only Epiphany that can get draw 1 Divine, so it’s the easiest to use for free shielding with no downsides (both Draw 1 and costs nothing, making it a truly free card).
Vulture Ejection III: Gains a slight buff to both the damage and shielding effects. This is an all-around OK option, but you can get the same damage and more shielding from Vulture V, so it is not a high recommendation.
Vulture Ejection IV: Now has ‘[Retain]: 100% Shield’. This is a rather weak option that tends to be anti-synergistic with Khalipe’s playstyle and the [Celestial] tag since the [Retain] will not activate if any card above 2-cost is played that turn.
Vulture Ejection V: Now gains 40% shield for each card in hand, similar to Overpower IV. With 7 cards in hand, this is already the best shielding card of all the options, on top of keeping its damage (only needing 5 to usurp Vulture Ejection III), both the most versatile Vulture Epiphany and also the highest cap shield one when using for a shield support specifically.
Neutral: Target Neutral Epiphany: 1 AP, Vulnerable.
This card has access to very strong Neutral Epiphanies, such as AP or Vulnerable, which can allow Khalipe to act in a passive Supportive role, such as applying Vulnerable in AOE or giving you 1 AP upon the [Celestial] activation.
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 (Vulture Injection II), Vulnerable 2.