To learn more about Khalipe check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Last review update
Season 1
Last build update
Season 1
Last profile update*
26.11.2025
*Profile update means updates done to reviews/builds/gear within a season - showing the last date we changed anything on this page.
To learn more about Khalipe check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Gear
Deck & Teams
Profile
Lashing
Upward Slash
Tyr's Vow
Show Effects
Vulture Ejection
[Celestial][Retain]
Show Effects
Greatsword Aquila
Overpower
Show Effects
Rally
Show Effects
Absolute Protection
[Finale]
Show Effects
Charisma of Resolve
Ego Skill
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. There are also Divine variants of Epiphany cards, but we're still working on gathering them.
Vulture Ejection I
[Celestial][Retain]
Show Effects
Vulture Ejection II
[Celestial][Retain]
Show Effects
Vulture Ejection III
[Celestial][Retain]
Show Effects
Vulture Ejection IV
[Celestial][Retain]
Show Effects
Vulture Ejection V
[Celestial][Retain]
Show Effects
Greatsword Aquila I
Greatsword Aquila II
Greatsword Aquila III
Show Effects
Greatsword Aquila IV
[Retain]
Show Effects
Greatsword Aquila V
[Retrieve 3]
Show Effects
Overpower I
Show Effects
Overpower II
Show Effects
Overpower III
Show Effects
Overpower IV
Show Effects
Overpower V
Show Effects
Rally I
Show Effects
Rally II
Show Effects
Rally III
[Celestial]
Show Effects
Rally IV
Show Effects
Rally V
Show Effects
Epiphany Bonus
Potential 1
Basic Card Upgrade
Potential 2
Common Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Unique Card Upgrade
Potential 4
Critical Chance Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Health Proficiency
Potential 6
Unique Stat Upgrade
Potential 7
Sleeping Memory
Manifest Ego 1
Awakening Memory
Manifest Ego 2
Vivid Memory
Manifest Ego 3
Inner Memory
Manifest Ego 4
Complete Memory
Manifest Ego 5
Liberated Memory
Manifest Ego 6
Review
DMG [5/5]
Shielding [4/5]
AP Efficiency [2/5]
Utility [3/5]
Khalipe is an AoE Damage Dealer-Shielder hybrid who's capable enough at both to fill both roles by herself, which grants her incredible team flexibility. 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 or more, allowing Khalipe to spend big once and automatically play her most powerful card for free. Outside of this, Khalipe has targeted card draw, decent Tenacity Damage, and some good utility Epiphany upgrades.
However, Khalipe loses some of her value in situations where you are confident in your survival, such as boss battle modes like Basin of Hyperspace and Nebula Distortion where having access to more card draw, AP or offensive Buffs and debuffs is more valuable than what Khalipe’s kit can bring, having only some conditional Vulnerability application with Overpower’s Epi 2 and her Ego skill to improve the team’s damage potential.
In the end, Khalipe is a solid choice for most teams, especially those that can activate her Celestial cards, offering solid damage and shielding. If you’re looking for a character that will make clearing Chaos easy and ‘chill’, Khalipe is a great choice, as she combines great damage with defensive capabilities. Just keep in mind that she can lag behind in teams and game modes that prioritize damage and speed clears above all.
Decent ST damage, top-tier AoE damage, and great Shielding - this is a very rare combination.
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.
Damage does not scale very well against high-level enemies, especially tanky bosses.
Poor offensive buff/debuff application.
The ratings below are based on the Basin of Hyperspace Dimensional Twilight game mode and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.
Dimensional Twilight
Chaos Mode
Charisma of Resolve
Ego Skill
Khalipe’s Ego skill costs a whopping 5 EP to activate, but brings plenty of value to justify its cost. It deals very solid AoE damage and adds a copy of Vulture Ejection to your hand, which will remain in your deck until the end of battle. More Vulture Ejection means more free AoE damage and Shields to cheat out with Celestial. Use this skill early on in a long fight, if possible, to reap its maximum benefits.
Lashing
A standard starter attack card. One of the weakest cards of Khalipe’s starting deck. Doesn’t get any meaningful upgrades outside of some stats from Potentials 2 and 5-1.
Upward Slash
One of your primary activators for Celestial cards, especially in the early game. Very powerful starter card after activating Khalipe’s Potential 3-1, which makes it fully AoE.
Tyr's Vow
Show Effects
Basic shielding starter card. Nothing special, but shielding is always valuable, especially on DEF-focused characters.
Vulture Ejection
[Celestial][Retain]
Show Effects
One of Khalipe’s best cards. Offers solid AoE damage and shielding for a hefty 3 AP, though its Celestial tag means you’ll usually cast this for free. Vulture Ejection’s Retain tag ensures you can hang onto it until you draw a 2+ cost activator. This attack also grants 1 Silver Veil each time it’s used for passive AoE damage.
Greatsword Aquila
Deals a solid amount of AoE damage. It increases its own cost and damage when Vulture Ejection is in hand, which makes it a flexible card that only costs 2 AP when it matters most.
Overpower
Show Effects
Grants a large amount of Shield on use and deals 1 Tenacity damage to all enemies, allowing her to perform decently regardless of Attribute Weakness. This card benefits from the additional AP, stress reduction, and enemy delay reaped from breaking enemies, especially multiple at once.
Rally
Show Effects
Provides a decent Shield, but more importantly draws the highest cost card from your deck. Unless it’s already in your hand or in the Discard Pile, this is basically guaranteed to be Vulture Ejection, making Rally a fantastic tutor card for 1 AP.
Absolute Protection
[Finale]
Show Effects
An X-cost shielding card that also Retains all cards in hand for a turn. The X-cost offers great flexibility, and Retaining your hand improves the opportunity cost of playing a big X-cost effect with all your AP. The [Finale] tag ends the turn immediately after Absolute Protection is used, but its X-cost means you’ll be on 0 AP and will likely want to end the turn anyway; it’s still an important thing to keep in mind if you want to weave in Ego Skills and 0-cost cards.
KKhalipe’s signature Potential unlocks are strong but not transformational. Here is a breakdown of what to expect.
Khalipe’s gameplay is as simple as it comes: draw Vulture Ejection with Rally (or generate it with her Ego Skill), Retain it until you draw a card costing 2 or more, then play that card to cheat out Vulture Ejection for free. For defense, Khalipe can play Overpower for some Shields and Tenacity Damage to reap the rewards from breaking an enemy, or play Absolute Protection to turtle for a turn before retaliating with Retained cards.
When you’re facing down a lot of damage, use Full Protection to fully defend for a turn while saving cards for the next turn. Use Rally or her teammates’ Draw effects to cycle back to Vulture Ejection, play her hardest-hitting attacks for some juicy DEF-scaling AoE damage, and stack up Silver Veil for even more damage.
Dupes review aren't available yet. We will add them soon!
Best Cards
Note
For every Epiphany, we're colored their name based on how useful we think it is compared to the other variants. Here's the key to the colors:
- Epiphany Name - the best variant,
- Epiphany Name - a good variant,
- Epiphany Name - a niche variant.
Khalipe best epiphanies aren't available yet. They will be added soon.
Gear
The Memory Fragments & Equipment suggestions below are based on calculations we did. If you want to check the damage formula and how scaling the damage works in CZN, check this guide.
[2-PC]: +25% Critical Damage.
[2-PC]: +12% Defense.
[4-PC]: When there are 4 or more cards in hand, increase Damage Amount of Instinct Cards by 20%.
If you’re not able to maintain Agony on all enemies and you’re able to maintain 4 cards in hand most turns (which shouldn’t be hard), this set combination comes out ahead of 2/2/2 in damage for Khalipe, assuming you don’t mind giving up the potential of 2P Seth’s Scarab and slightly higher shielding.
Line of Justice [4-PC]
In a lot of cases, flat sub-stats are better than percentage ones when it comes to HP, ATK and DEF. The reason behind this is that in CZN the characters stats are pretty low and you get more value from flat bonus rather than percentage one based on calcs.
Crit Rate% = Crit DMG% > DEF > DEF%
Our best Partner recommendation try to balance both the raw damage boost they provide based on our calculations with the additional utility provided by the skill - combined with how it interacts with the characters's kit. We have rated each partner based on how much additional damage and the utility they provide. Read the comments under each Partner to better understand our reasoning.
The Defense-Based Damage of the assigned combatant's Instinct cards is increased by 15/30%.
The assigned Combatant's Defense-Based Damage and Shield Amount for the Celestial card becomes +25/50%.
Deal 200% Defense-Based Damage. Draws 1 highest-cost cards.
The assigned combatant's Defense is increased by 12/24%.
When the assigned combatant targets a Vulnerable enemy, +10/20% Defense-based Damage of Attack cards.
For 1 turn, gain 2 Morale.
For 1 turn, gain 1 Fortitude.
The assigned combatant's skill card shield gain is increased by 10/20%.
When the assigned combatant gains Shield, 20/40% chance to gain 1 Counterattack.
Gain 100% Shield. Draw 1 Card.
The assigned combatant's Defense is increased by 12/24%.
When the assigned combatant targets a Vulnerable enemy, +10/20% Defense-based Damage of Attack cards.
For 1 turn, gain 2 Morale.
For 1 turn, gain 1 Fortitude.
The assigned combatant's skill card shield gain is increased by 10/20%.
When the assigned combatant gains Shield, 20/40% chance to gain 1 Counterattack.
Gain 100% Shield. Draw 1 Card.
The equipment recommendations are based on items obtainable in Season 1’s Chaos - Laboratory 0. If you’re running content outside of Season 1, it’s possible some options may not be available for acquisition, or that other options not obtainable in Lab 0 may be better.
Deck & Teams
Important!
CZN is a game of randomness; sometimes you’ll be offered generic or Divine epiphanies that are stronger than a character's standard five options. In these cases, breaking the listed build can result in an even more powerful save. Adjust as you see fit!
Khalipe currently has two slightly different build paths depending on how you’re using her. The only difference between the styles is that one uses Rally III and the other uses Rally II. Check the Epiphany Alternatives section to understand the differences and trade-offs between the two builds.
When playing Chaos or Zero System, most of Khalipe’s cards are very solid early in runs; the information below refers to endgame min-maxed Khalipe decks. Keeping her starter cards around, especially early, is fine.
Dupe Priority
Vulture Ejection III
Khalipe has many good cards, but the card you absolutely want to dupe above all others is Vulture Ejection, as it’s responsible for the majority of Khalipe’s damage and a substantial part of her shielding, all while being triggerable off of other high-cost character cards. Whether you’re playing her as a sub DPS shielder or a main DPS, this is the card to go for in as many copies as possible.
Khalipe’s shielding is great enough that she is a solid choice in any team that can support the up-front AP costs required to trigger Celestial. Because of this, she’s fairly universal and makes for a great survivability boost to any composition with the resources to spare. With that said, here are a few notable synergies with her:
Important!
If you’re losing runs when playing a damage-focused composition either to sanity or dying, consider using a team with more defensive characters - so including both a shielder and healer. This is especially important in the Zero System mode.
Thanks to Celestial Khalipe works alongside most high-cost DPS, as using their core damage cards will trigger a lot of her core strategy.
Khalipe + Mika is a core that is strong alongside any character, as shielding, healing, and damage are mostly covered. Bring more damage or more support - either works.
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2/2/2 only offers Khalipe higher damage than 4/2 when Agony is consistently on enemies, or if you value the early power from 2P Seth’s Scarab, otherwise, it loses out to the large multiplier on 4P Instinctual Growth. However, 2/2/2 does grant slightly higher shielding thanks to higher defense and the ability to run 2P Healers for more survivability if you value that more than damage.