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

Strike
Attack

Flame Dragon Guardian
Skill
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Flame Dragon's Jewel
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Heavenly Flame Dragon
Ego Skill
Check all the epiphany cards available for Mei Lin

Rising Dragon Spire
Attack
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Unity of Attack and Defense
Skill

Spirit of the Aromata
Skill
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Flame Dragon's Sovereignty
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.

Self Card Draw/searching and AP cost reductions.
Incredible self-buffing capabilities.
Can apply Passion Weakness on enemies to always deal Tenacity Damage and gain attribute damage bonus herself and Passion Allies.
Outstanding burst single-target damage.
Ego Skill is expensive
No AoE Cards.
Mei Lin is a 5-Star Striker that belongs to the Passion attribute. Mei Lin excels at dealing single-target damage to knock her enemies out.
Mei Lin is capable of constantly applying Passion Weakness to enemies, ensuring she almost always has an Attribute advantage to maximize her damage output. Mei Lin can also inflict "Ember" on her enemies, which provides extra damage to Attack Cards when they're used on enemies that will be put into a Ravaged state or are currently in one.
Mei Lin has phenomenal AP efficiency and consistency thanks to her "Unity of Attack and Defense" card. She has great self buffs and can dish out some incredible damage without much help from other Combatants. Mei Lin is primed to be your key DPS in a team and benefits best from other Combatants who can provide buffs to supplement their damage output.
Her glaring weakness is her lack of AoE damage; none of her cards or various Epiphanies have the ability to provide in this area. In content where AoE is needed, she may fall short. Whilst Mei Lin has Card Draw on her own, it's limited to her own cards, so she will still want to be paired with another unit who can assist with Card Draw to ensure she can activate as many of her cards as possible in a single turn.
Mei Lin plays almost like a fighting character, chaining together long strings of Attack Cards to form potent ramping combos to continue her assault.
Passion Weakness: A debuff that causes the enemy to be treated as though they are Passion weak for all Combatant attacks while it remains active. It is duration-based, not hit-count-based.
Attack Weakness/Weak Point Damage: Makes an Attack Card deal damage as if it had an elemental advantage.
Ember: Applies a stacking debuff to the enemy. When the enemy is Ravaged, or hit while in a Ravaged state, deal +30% damage per Ember stack and consume all stacks (up to 5 stacks).
Combo: Gain additional effect after activating another card of the same elemental type.
Ravage/Ravaged: Enemies in this status have had their Tenacity Bar fully broken.
Tenacity Damage: Depletes enemies' Tenacity Bar. 1 Tenacity Damage is 1 Bar of the gauge.



Strike
Attack

Flame Dragon's Jewel I
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Rising Dragon Spire V
Attack

Unity of Attack and Defense II
Skill

Unity of Attack and Defense
Skill

Spirit of the Aromata I
Skill
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Persona
Skill
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Strike
Attack

Flame Dragon's Jewel I
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Rising Dragon Spire V
Attack

Unity of Attack and Defense II
Skill

Spirit of the Aromata I
Skill
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Persona
Skill
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Strike
Attack

Flame Dragon's Jewel I
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Rising Dragon Spire V
Attack

Unity of Attack and Defense II
Skill

Spirit of the Aromata I
Skill
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Spirit Kefox
Skill
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Persona
Skill
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CRIT Rate > CRIT DMG
Passion DMG% >= ATK%
ATK%
CRIT Rate% = CRIT DMG% > ATK > ATK%
Mei Lin’s 3-1 is one you’ll want to pick up quickly, while her other signature Potentials add damage stats to her kit based on her Attack stat. If you’re hitting those stat thresholds, they are also definitely worth grabbing.
3-1: Causes Strike to add 1 Ember stack to the enemy on use. Makes it easier to generate stacks of Ember for more bonus damage when breaking or hitting broken enemies.
5-1: Adds an extra 5% base damage to Strike. Additionally, if Mei Lin’s Attack is greater than 500, an additional 5% is added, for 10% total.
7: Adds 4% Weak Point Damage if Mei Lin’s Attack is greater than 600. For every 50 Attack over 600, +1% Weak Point Damage is added, up to 8% extra. Mei Lin is almost always dealing Weak Point Damage, so the extra damage here adds up fast.












































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 recommended Card Engraving is [Umbra Engraving 5: Add 2 Hit(s) [Exhaust +2]] as it increases the [Exhaust] count of the recommended Persona Card (which is [Exhaust 5] base but goes up to [Exhaust 9] with both Engravings) but also makes the Attack Card much stronger, as well).
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.
Increase Damage Amount of Attack Cards by 20%.
+30% Damage Amount of 1-cost or lower Attack Cards.
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)

Flame Dragon's Jewel
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Flame Dragon's Jewel I
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Flame Dragon's Jewel II
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Flame Dragon's Jewel III
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Flame Dragon's Jewel IV
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Flame Dragon's Jewel V
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Rising Dragon Spire
Attack
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Rising Dragon Spire I
Attack
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Rising Dragon Spire II
Attack
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Rising Dragon Spire III
Attack
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Rising Dragon Spire IV
Attack
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Rising Dragon Spire V
Attack
Rising Dragon Spire I: The card now gains one additional hit on combo for a total of 3-hits. This is not recommended, as all Rising Dragon Spire cards are primarily damage-based cards and the damage of any version that isn’t Rising Dragon Spire V is incomparably worse.
Rising Dragon Spire II: The card now has a slightly higher base ratio value for its damage. This is not recommended, as all Rising Dragon Spire cards are primarily damage-based cards and the damage of any version that isn’t Rising Dragon Spire V is incomparably worse.
Rising Dragon Spire III: Instead of increasing its damage directly, this card now gives an extra hit to the next Passion card. This is not recommended, as all Rising Dragon Spire cards are primarily damage-based cards and the damage of any version that isn’t Rising Dragon Spire V is incomparably worse.
Rising Dragon Spire IV: This is not recommended, as all Rising Dragon Spire cards are primarily damage-based cards and the damage of any version that isn’t Rising Dragon Spire V is incomparably worse.
Rising Dragon Spire V: The card now gives you an extra hit for every Passion card played before it, including allies. This is the hallmark of Mei Lin’s kit and the number one reason why every boss is now given ‘Elasticity’ (they will take effectively no damage past 7-hits from multihit cards). It allows you to scale her hits to rather crazy amounts, especially alongside Veronica, who acts as both your Draw unit and also a unit who will give you around 5-10 extra Passion cards, which translates to 5-10 extra hits on this card.
Neutral: The Neutral Epiphany on this card is not recommended; all Rising Dragon Spire cards are primarily damage-based cards and the damage of any version that isn’t Rising Dragon Spire V is incomparably worse.
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: 30% multiplicative damage increase, -1 Cost Reduction (if not using Line Memory Fragment).

Unity of Attack and Defense
Skill

Unity of Attack and Defense I
Skill
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Unity of Attack and Defense II
Skill

Unity of Attack and Defense III
Skill
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Unity of Attack and Defense IV
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Unity of Attack and Defense V
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Unity of Attack and Defense I: This allows you to draw your Basic Attacks once and increases their damage if drawn by this. However, this pales in comparison to Unity of Attack and Defense II, which allows you to not only draw your basics, but play them an extra time for every use of it since it can move them from the used pile–not just draw.
Unity of Attack and Defense II: This enables Mei Lin to play her Basic Attacks an extra time every turn, per number of Unity of Attack and Defense II’s that she has in her deck. This not only gives her 2 Extra Attacks for every use, but will also activate 3 buffs from Aromata and Spire V, since every Unity II will be 3 Passion cards played.
Unity of Attack and Defense III: Now, the card will draw your Basics and allow you to target [Exhaust] 2 cards for an extra buff. This can be useful if Mei Lin is used with characters who make cards that you want to [Exhaust], like Incinerate effects, but she typically isn’t. Moreover, the cost of 2 makes it hard to play and this pales in comparison to Unity of Attack and Defense II, which allows you to not only draw your basics, but play them an extra time for every use of it.
Unity of Attack and Defense IV: For OTK setups, this can effectively give you the same amount of value as Unity II, as it will allow you to play 1 Passion card (Unity) and play 2 extra Basic Attacks. However, it will not only give less value after Turn 1 but will fill your draw with the extra basics it made, making it extremely hard to use after Turn 1 and, even worse overall, even if you can use it.
Unity of Attack and Defense V: Your Basics now do more damage. With no other buffs, this is basically doubling the damage of her basics, but Mei Lin has a lot of self-buffs that dilute the value. Moreover, this pales in comparison to Unity of Attack and Defense II, which allows you to not only draw your basics, but play them an extra time for every use of it.
Neutral: As you will likely play Mei Lin with Veronica or some other form of draw, the value from merely drawing your Basic Attacks is quite low. Moreover, this pales in comparison to Unity of Attack and Defense II, which allows you to not only draw your basics, but play them an extra time for every use of it.
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 AP.

Spirit of the Aromata
Skill
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Spirit of the Aromata I
Skill
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Spirit of the Aromata II
Skill
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Spirit of the Aromata III
Skill
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Spirit of the Aromata IV
Skill
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Spirit of the Aromata V
Skill
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Spirit of the Aromata I: The go-to choice, as this allows you to gain an effective 1 Morale (20% additive buff) for Mei Lin for every Passion card played, including allies. This allows characters like Veronica to buff her damage for every card they play. Additionally, it synergizes amazingly with Spire V, which also increases her hit count for every Passion card played.
Spirit of the Aromata II: This will be superior to Aromata I, ONLY in scenarios where Mei Lin is the only Passion unit on your team. This is essentially a 1.5x increase in value compared to the base Epiphany or Aromata III.
Spirit of the Aromata III: The card now costs 0. For the same reasons as Neutral Epiphanies, this can be a solid choice for certain teams where Mei Lin is the only Passion unit. Still, it’s flat-out worse than Aromata I or II, making it not the recommended choice.
Spirit of the Aromata IV: You lose your buff gain, but the card now gives 1 Ember on own card use. Because Embers cap out at 5 and only affect one attack, this will basically always be worse than just using another option.
Spirit of the Aromata V: The card now gives a 50% additive boost to Mei Lin Basics, which can be situationally useful for OTK set-ups with boss Elasticity (hit-count capped at 7) built around Mei Lin Basics. However, it will typically still be worse than playing around buffing Spire V versus alternative options.
Neutral: Target Neutral Epiphany: N/A.
The Neutral Epiphany on this card doesn’t matter, but the base card can be situationally as good as Aromata, if all of Mei’s team’s Passion card usage is Mei herself (which is not typically the case, but can be for certain OTK set-ups). Still, it’s flat-out worse than Aromata I or II, making it not the recommended choice.
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 Cost Reduction.
Flame Dragon's Jewel I: The card gains a small buff to its damage increase effect. The Passion Weakness Imprint on this card is essential for any scenario where the enemy isn’t already weak to Passion units, as it is the final multiplier on your damage and Mei Lin’s final Potential node enables her to have a higher multiplier for Passion Weakness than other units do — giving her an even greater advantage from this effect.
Flame Dragon's Jewel II: The card loses Passion Weakness Imprint but will now do Tenacity Damage for every attack. Not only does Passion Weakness Imprint already increase your Tenacity Damage (if the enemy isn’t already Passion weak), making the change rather low-value, but Tenacity Damage in general is just not that high value and can actively interfere with her capitalizing on ember buffs.
Flame Dragon's Jewel III: You will now make Embers for every attack you do, which can be a nice bit of additional damage on Ravage (especially if ravaging with Spire, as it applies to all hits of it). But more importantly, the Passion Weakness Imprint on this card is essential for any scenario where the enemy isn’t already weak to Passion units, as it is a final multiplier on your damage and Mei Lin’s final Potential node enables her to have a higher multiplier for Passion Weakness than other units do — giving her an even greater advantage from this effect.
Flame Dragon's Jewel IV: While this card is SIGNIFICANTLY worse versus any enemy who doesn’t have Passion Weakness (or if you are playing with an ally who can give Passion Weakness Imprint to Mei like Selena or Lucas), it is exceptionally strong in scenarios where you have Passion Weakness from another source already and can allow you to easily hit 100% Crit Rate, vastly increasing her DPS ceiling (again ONLY when you already have Passion Weakness, though).
Flame Dragon's Jewel V: You lose all previous buffs and effects, but you do one extra 300% hit on Ravage. The gain from having around 1 attack extra a turn is much less than the buffs the other cards will allow you to utilize for all Mei Lin attacks.
Neutral: Target Neutral Epiphany: N/A.
The Neutral Epiphany effects on this card don’t even matter that much, it’s rated as 4-stars merely because the base card already gives its most important effect (Passion Weakness Imprint) so it’s completely acceptable to take any Neutral Epiphany on this if not offered Flame Dragon’s Jewel I or III and focus on meditating another card with stricter options like Rising Dragon Spire.
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: Morale/Resolve.