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

Water Arrow
Attack

Water Barrier
Skill
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Source of Water
Skill
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Surge
Ego Skill
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Check all the epiphany cards available for Mika

Blessing of Waves
Skill
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Tactical Analysis
Skill
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Whirlpool
Attack
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Deluge
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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 Mika

Source of Water
Skill
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Absurd AP recovery and efficiency (literal AP battery).
Incredible healing.
Access to even more supportive capabilities through Epiphanies.
Very low AP cost cards
No buffing or Card Draw Potential at all.
Underwhelming damage capabilities.
Becomes more comfortable to play and is far stronger at max dupe.
Mika is a Justice Controller who excels in AP generation and healing. Mika comes with her own Signature Mechanic called "Wave". Wave is generated via two of Mika’s cards by default and doesn't provide any outright benefits until you reach 3 stacks, but when you do, Mika will generate an extra point of AP. Mika has the Potential to grant far more than the standard 3 AP per turn given to help fuel those AP-hungry characters, whilst not requiring much AP herself, thanks to her low costs across the board.
While Mika excels at generating AP, she unfortunately lacks any inbuilt Draw Power in her kit and any sort of real damage. She also doesn't provide any team buffs - due to this, Mika truly excels at keeping her team alive with massive, constant heals while also providing tons of AP generation.
Wave: Wave is Mika’s signature mechanic and unique resource gauge that can be viewed below the team's HP bar in combat. 3 Wave can be held at once and once fully capped, it will be consumed in exchange for 1 AP automatically.



Source of Water II
Skill
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Tactical Analysis V
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Deluge
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Source of Water
Skill
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Tactical Analysis V
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Deluge
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HP%
HP%
DEF% = EGO Regen >= HP%
DEF > DEF% => EGO Regen = HP > HP%
Mika’s Signature Potentials all primarily boost her healing, making them optional if that’s not something you need more of.
3-1: Offers a large healing multiplier increase to Water Barrier.
5-1: More healing for Water Barrier with an additional multiplier after reaching 30 Ego Recovery.
7: A 10% healing multiplier boost for Source of Water if her Ego recovery is greater than 40, further increasing by 2% for every 5 Ego Recovery past 40, up to an additional maximum of 20% for a grand total of +30%.










































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

Source of Water
Skill
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Source of Water I
Skill
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Source of Water II
Skill
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Source of Water III
Skill
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Source of Water IV
Skill
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Source of Water V
Skill
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Blessing of Waves
Skill
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Blessing of Waves I
Skill
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Blessing of Waves II
Skill
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Blessing of Waves III
Skill
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Blessing of Waves IV
Skill
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Blessing of Waves V
Skill
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Blessing of Waves I: The ability to convert her healing into shield allows you to give a very substantial shield with this card, giving her more defensive utility than just healing.
Blessing of Waves II: The 1 wave add-on for this Epiphany allows it to sometimes be free to play. However, it is a card often kept for its defensive utility, which makes this variant’s comparative lack of defensive value harder to justify in comparison to Blessing of Waves I.
Blessing of Waves III: The buff on this card allows you to multiplicatively boost your next card’s healing based on your AP, which can be quite nice for a high base ratio heal. However, it’s probably preferred to have the card itself heal more with other Epiphany versions.
Blessing of Waves IV: This Epiphany converts the healing into Fixed Damage, which can bypass certain defensive buffs like Damage Reduction and Fortitude; however, you lose a lot of the possible healing and defensive utility for this damage that cannot easily be improved or buffed because of its fixed nature.
Blessing of Waves V: This Epiphany is 0-cost and can give a lot of healing to save you in a pinch, but it forces your turn to end because of the [Finale] tag, which can lead to forcing awkward decisions. For example, you might need to heal to live an incoming boss hit, but doing so with this card will also end your turn.
Neutral: Target Neutral Epiphany: Draw 1.
Neutral Draw can be an amazing boon on this card, as it more easily justifies keeping it since there won’t be any draw concerns with playing 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: Draw 1, -1 Cost Reduction.

Tactical Analysis
Skill
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Tactical Analysis I
Skill
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Tactical Analysis II
Skill
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Tactical Analysis III
Skill
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Tactical Analysis IV
Skill
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Tactical Analysis V
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Tactical Analysis I: This gives an additional heal, which can be nice for activating effects that require heal or recover. Unless there is an effect based on using a heal-skill you need this for, it is generally a rather low value addition, though.
Tactical Analysis II: This Epiphany gives a healing bonus multiplier. Because Mika already heals a lot, this isn’t recommended as a first choice.
Tactical Analysis III: This Epiphany gives a healing bonus multiplier. Because Mika already heals a lot, this isn’t recommended as a first choice.
Tactical Analysis IV: The 1 wave add-on for this Epiphany allows it to sometimes be free to play, or more accurately, give ⅓ of an AP for an additional AP every 3 cards played. While this can have higher potential than any other AP source on Mika, it can be rather inconsistent as it needs to be played before other cards and has a lot of cards to play for full value on it. Moreover, this has amazing synergy with other wave effects, lowering the threshold for how many cards must be played before you get the extra wave value.
Tactical Analysis V: Because this Epiphany allows you to thin your deck after Turn 1, since it goes away once played, it’s a nice passive buff to healing that will not hinder your draw after Turn 1. Generally, this is the go-to choice because of its consistency and not having to be drawn every turn.
Neutral: Target Neutral Epiphany: Morale 1.
Neutral Epiphany for +1 Morale can be a nice additional buff, especially with Divine options like Divine Draw, making it easier to cycle.
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 (Tactical Analysis V), Draw 1.

Whirlpool
Attack
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Whirlpool I
Attack
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Whirlpool II
Attack
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Whirlpool III
Attack
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Whirlpool IV
Attack

Whirlpool V
Attack
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Whirlpool I: Now, Whirlpool heals based on the number of targets, which makes it not only a damage card but also a very conditional but high heal-Potential card as well.
Whirlpool II: If there are at least 3 targets, the card is now free. But Whirlpool is a damage card that scales with attack. Generally speaking, Mika does not build much attack, if at all. So it will do very little damage.
Whirlpool III: Allows you to buff your healing based on the number of targets hit, but it only works for the next card played and the 2 AP cost for this buff is quite hefty. Moreover, Whirlpool is a damage card that scales with attack. Generally speaking, Mika does not build much attack, if at all. So it will do very little damage.
Whirlpool IV: The card becomes free for the Turn upon 4 recovers, but Whirlpool is a damage card that scales with attack. Generally speaking, Mika does not build much attack, if at all. So it will do very little damage.
Whirlpool V: The card now heals and receives a damage buff based on heal; however, it is hard to scale this damage buff to a level where the damage is meaningful.
Neutral: Target Neutral Epiphany: Morale 3.
3 Morale can be an amazing boon and allow Mika to buff you a substantial amount, if you can afford the AP 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: Vulnerable 2.
Source of Water I: The 1 wave add-on for this Epiphany can allow it to situationally allow around +1-3 AP versus base source, depending on your other sources of wave from effects like Tactical Analysis.
Source of Water II: After you recover, you have a 0-cost 2 AP Source of Water. This condition is typically very easy to fulfill and is valid for all Source of Waters if duped.
Source of Water III: Now, the source has the [Retain] feature and will boost your other cards’ healing. These are some great utility add-ons, but the loss of AP is often hard to justify these bonuses for, mainly because AP is one of Mika’s main draw-points.
Source of Water IV: In Chaos, this is an extremely strong card during a run as it allows you to heal stress. However, it can feel rather lackluster outside of Chaos, where stress is much easier to manage.
Source of Water V: The card now gives 3 AP but is [Exhaust]. This can be great for OTK or other low-turn content where you need a lot of AP but only for one turn.
Neutral: Target Neutral Epiphany: Morale 1.
+1 Morale Neutral Epiphany can be an amazing choice as it allows you to get buffs alongside the AP and healing, making Mika a more versatile support. The downside is that there are likely preferred options to use if using Mika in this way, as the main draw she has is giving a lot of AP through Epiphany options like Source of Water I and Source of Water II, rather than buffs.
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.