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

NA: Attack Response
Attack

NA: Defense Response
Skill

Shackles of Hunger
Attack
Show Effects

Predator's Hunting Method
Ego Skill
Show Effects
Check all the epiphany cards available for Narja

Bottomless Hunger
Skill
Show Effects

Voluntary Control
Skill
Show Effects

Domain of Voracity
Attack
Show Effects

Mealtime
Attack
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.

Additive damage buffs through Voracity and Predation.
Passive healing that occurs constantly for close to free.
AP cost reductions.
Has both single-target and AoE damage.
Multiple different support paths thanks to powerful buff/debuff Epiphanies.
Defense Damage buffing niche.
No Card Draw restricts team and Epiphany options in Save Data modes.
Defense Damage archetype Narja is strongest in currently lack top tier teammates to be used with.
Narja is a jack-of-all-trades unit capable of performing multiple roles at once, while also having a specific niche as a Defense-Based Damage Buffer. However, at the time of her release, this build isn’t capable of being used to its full potential.
Narja deals solid damage in both single-target and AoE scenarios. She can also reduce Card Costs to boost AP efficiency, while enabling some combos that normally can’t be used through standard AP generation. Her kit is built around granting consistent buffs to the team while also providing incredible passive healing delivered at close to no cost. Outside these basics, she possesses multiple Epiphanies that allow her to specialize in different builds like DPS, the aforementioned DEF Damage buffing, Basic Attack buffing and even huge single-card buffing - all without sacrificing much of her all-rounder nature.
The heart of Narja’s kit is her Voracity and Predation buffs, which are both special stackable buffs she accumulates via her abilities. Consuming these is what makes up the bulk of her standard healing and damage increases.
All of Narja’s buffs and healing, alongside her solid personal damage and card discounts, position her very well within Chaos-based modes, where consistency and balance are valued highly. However, in Save Data-based modes, Narja’s all-rounder faces stiff competition from other controllers who can outperform Narja when specializing in a single avenue of support. Characters like Rei can buff allies more generically and with fewer conditional requirements. Mika generates AP without having to land discounts on the right cards, along with directly healing, which is important for some teams.
Narja can certainly slot into many, if not all, teams well enough. Still, when it comes to the cutting edge, many may consider her a sidegrade or alternative rather than a straight power-up. There are exceptions to this, though and those are the incredibly powerful niches some of Narja’s Epiphanies open up, the strongest of which is her ability to massively buff specifically Defense Damage Dealers. The only problem with this niche is that it’s currently lacking support, watering down one of Narja’s largest potential strengths.
In Chaos, Narja’s all-around kit makes her a stand-out unit, capable of carrying many types of teams all by herself. In Save Data game modes, Narja is currently unable to fully express her maximum potential due to some of her strongest builds currently lacking team members to thrive.
Voracity: A stackable buff Narja gains via the majority of her abilities. While Narja has stacks, the team’s Attack Cards heal the team for 40% (fixed) per hit and if the team’s health is 50% or higher, they’ll also all gain a 30% (additive) damage boost. Narja can hold up to 30 stacks and each hit of every Attack Card will reduce the stack size by 1; e.g., a 4-hit attack will reduce the stack size by 4, but trigger 4 heals.
Predation: Another stackable buff that functions similarly. While Narja has stacks, the team’s Attack Cards each gain a +80% (additive) damage boost. Just like Voracity, each hit of every attack consumes a stack to grant the buff, so if you have 1 Predation stack and use a 2-hit ability, only the first hit would receive the +80% boost.
Note: Voracity and Predation are consumed by all card-based attacks as well as Ego Skills, but cannot be consumed by triggers, such as Mark and Counter. Furthermore, each hit of AoE attacks consumes a stack of both buffs. This means that an AoE that hits once against 4 enemies will consume 4 stacks.



NA: Defense Response
Skill

Bottomless Hunger II
Skill

Voluntary Control IV
Upgrade
Show Effects

Gear Bag
Skill
Show Effects



NA: Defense Response
Skill

Bottomless Hunger I
Skill
Show Effects

Voluntary Control IV
Upgrade
Show Effects

Gear Bag
Skill
Show Effects


Shackles of Hunger V
Skill
Show Effects

Bottomless Hunger IV
Skill
Show Effects

Voluntary Control I
Skill
Show Effects

Domain of Voracity II
Attack

Forbidden: Eternal Hunger
Skill
Show Effects

Confiscation
Skill

Confiscation
Skill




HP%
HP%
DEF%
DEF > DEF% > HP > HP% > EGO Regen
CRIT Rate > CRIT DMG
Instinct DMG
DEF%
CRIT Rate% = CRIT DMG% > DEF > DEF% >>> ATK > ATK%
Crit Rate% > Defense% >= Unique Card DMG% > Common Card DMG% = Basic Card DMG%
2 out of 3 of Narja’s signature Potentials are incredibly impactful to her core gameplay, each dramatically improving her performance as both a support and a damage dealer, making them highly recommended unlocks.
3-1: Causes Narja’s basic heal, NA: Defense Response to now grant 2 Voracity per use, boosting Narja’s Voracity accessibility early on in Chaos runs and when you get undesirable Epiphany options substantially. Less useful in Save Data modes where basics are likely removed, but still worth getting for Chaos.
5-1: An optional Potential you can either choose to unlock or skip, which boosts the base healing of Narja’s Basic Heal by +5% initially and another +5% while her DEF is greater than 250. Ok for Chaos, but not needed when focusing on Save Data game modes.
7: The main must have Potential for Narja. Boosts Voracity’s buff from +30% (additive) to +40% and while Narja’s defense is 300 or higher, raises Predation’s buff from +80% (additive) to +100%. Both of these help Narja’s own personal damage and supportive capabilities.
Swamp is typically the go-to choice for any support that can trigger ‘Recover’ through a Card, which is all Controllers and some Psionics, because of the access to ‘Clover of the Forest’ at fairly high odds (+10% ATK% for all allies on Recover from Card).



































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] and/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

Shackles of Hunger
Attack
Show Effects

Shackles of Hunger I
Attack
Show Effects

Shackles of Hunger II
Attack
Show Effects

Shackles of Hunger III
Attack
Show Effects

Shackles of Hunger IV
Skill
Show Effects

Shackles of Hunger V
Skill
Show Effects

Bottomless Hunger
Skill
Show Effects

Bottomless Hunger I
Skill
Show Effects

Bottomless Hunger II
Skill

Bottomless Hunger III
Upgrade
Show Effects

Bottomless Hunger IV
Skill
Show Effects

Bottomless Hunger V
Skill
Show Effects
Bottomless Hunger I: The card now gives you the 3-Voracity you need to activate its effect, which makes it the ideal choice when playing teams that can easily activate the Cost Reduction via hits.
Bottomless Hunger II: While you lose the Voracity, you no longer need to do hits to get the Cost Reduction, which makes it usable in practically any team - even those who do very few hits.
Bottomless Hunger III: This is the equivalent of 1 AP a turn, when typically you could dupe the alternative versions for an effective 8 AP a turn. Thus, it’s typically not recommended unless your AP requirements are very low.
Bottomless Hunger IV: The card changed to be a Defence-based damage buff (additive +100%). It has great synergy with Defence-based multihitters such as Amir. Keep in mind this buff does not stack, so it is typically not recommended to dupe it, and often you will instead have both this Epiphany alongside another Bottomless Epiphany like Bottomless II.
Bottomless Hunger V: This card can be used when you need to make A LOT of Voracity, such as builds with Shackles V, where you might need over 20 Voracity. The additional damage on Mealtime can be nice, as well, but is generally not the main drawing point.
Neutral: Target Neutral Epiphany: Morale 1.
Can be a great addition to her buffing, if you have ways to get Voracity for proc’ing its effect.
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.

Voluntary Control
Skill
Show Effects

Voluntary Control I
Skill
Show Effects

Voluntary Control II
Skill

Voluntary Control III
Skill
Show Effects

Voluntary Control IV
Upgrade
Show Effects

Voluntary Control V
Upgrade
Show Effects
Voluntary Control I: Can be great if you need a lot of Voracity, but it turning into Predation can also be a bad thing for that reason – since you’ll usually play this card for Voracity, not Predation, it’ll be tough to guarantee the Voracity when you already have a lot during set-up.
Voluntary Control II: This card’s buff is extremely inconsistent and its move is unreliable as well. Moreover, many decks remove Mealtime (to avoid Mealtime eating Bottomless Cost Reduction).
Voluntary Control III: The card changes to give Voracity on the action counter going down. This can be a lot of Voracity, but it is extremely conditional and hard to play around with.
Voluntary Control IV: Gives a lot of initial Voracity, gets rid of the card after Turn 1 (which is preferred in many builds since it’ll thin your deck) and if the character can make use of its buff (like Haru or Rin), then it’s one of the best forms of getting Predation.
Voluntary Control V: Similar to Voluntary Control IV, it can allow you to get rid of the card after Turn 1. However, its buff to Basic Attacks tends to be much more niche, with some characters really enjoying its buff (Chizuru and Mei Lin, for example) while most make no use of it at all (since basics are typically removed).
Neutral: Target Neutral Epiphany: Draw 1.
This can allow you to have much less draw concerns when playing Narja.
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.

Domain of Voracity
Attack
Show Effects

Domain of Voracity I
Attack
Show Effects

Domain of Voracity II
Attack

Domain of Voracity III
Attack

Domain of Voracity IV
Attack
Show Effects

Domain of Voracity V
Upgrade
Show Effects
Domain of Voracity I: The same as the base card, more or less, but you get 3 Voracity when you next Ravage that enemy. This can be useful for a bit more Voracity, but its Tenacity buff can be quite niche and conditional.
Domain of Voracity II: In builds with Defense-based multihitters or where Narja is intended to deal damage herself, this should be your highest priority choice, with it being the equivalent to 5 Morale (100% additive bonus) to all Defense-based hits for 2-turns. Keep in mind this buff does not stack with itself.
Domain of Voracity III: The card now gives additional healing equivalent to 200% Heal (around the strength of a Mika Basic). Typically, the heal value from using this is not enough to justify taking it, but if you really need the extra healing, it’s a great choice.
Domain of Voracity IV: This can be a great AOE damage card for Narja DPS, but it’s rather awkward with it being more of a ‘nuke’ high base ratio card than a multi-hit one. It is an ‘activation’, not +1 hit, though, which means Divine effects like Vulnerable 2 will be applied twice.
Domain of Voracity V: Can be great to thin your deck of this card after Turn 1, but Narja has access to quite a few other Upgrades, so it is typically not needed to keep this card for the deck-thinning (and its buff will often not do much, especially if Mealtime is removed).
Neutral: Target Neutral Epiphany: Draw 1.
It allows you to more easily justify the card’s existence since it won’t hurt your drawing abilities for a buff most characters won’t capitalize on. However, an increase in Tenacity Damage is generally not what characters are looking for in a support, so it’s a rather niche buff.
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.
Shackles of Hunger I: The card now gives more Voracity through its attunement, making it a strong Voracity generation tool and a decent attack that is great to take if you don’t have any draw concerns.
Shackles of Hunger II: Now, the card is 0-cost and moves to hand at start-of-turn. However, it will no longer give you Voracity (unless Attunement is activated, in which case the start-of-turn move will not activate). Still, it makes it so you need to draw 1-less card and have a 0-cost card that can activate Voracity using Bottomless Epiphanies, making it an easy card to slot into any Narja build.
Shackles of Hunger III: Gives up all Voracity generation to max out damage. Only used when playing Narja with a focus on damage, but the best choice for those builds.
Shackles of Hunger IV: Trades Voracity generation for consumption in exchange for a huge 1-time buff and Predation stacks. The cornerstone of specific support Narja builds requires a careful balance of Voracity generation to make them work. Hard to make work when not specifically planning to target it and the build/team it needs.
Shackles of Hunger V: For units that want shield gain from skills for effects, like some Amir and Nine builds, this is an amazing option as it counts as 3 shield gain from skills per card. Allowing you to activate effects like Amir’s Metallization 3x per card.
Neutral: Target Neutral Epiphany: Draw 1.
Unless you need a specific Epiphany’s effect or more Voracity generation for your build, in many cases, Neutral Epiphanies can outperform most options, so look out for any that shore up any of Narja's weaknesses.
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, -1 Cost Reduction.