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

Stroke
Attack

Amp Therapy
Skill
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G Chord
Skill
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Rock and Roll
Ego Skill
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Check all the epiphany cards available for Nia

Mute Accent
Skill

Soul Rip
Skill
Show Effects

Adagio
Skill

Nia's Curiosity
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.

Fantastic deck manipulation with her Activate, Draw, Discard and “move to top of Draw Pile” effects.
Makes other allies perform Extra Attacks through Decibel and Mute Accent.
Can cheat out expensive cards by playing Adagio and G Chord together.
Pseudo-card search in Nia’s Curiosity, which also Discards cards to accelerate deck cycling.
Solid healing capabilities thanks to Decibel and Potential Nodes.
Most Decibel stacks come from Soul Rip, which requires lots of active Discard effects to trigger; it does not work with the automatic end-of-turn Discard.
Deals no personal damage; extremely reliant on allies’ stats.
Extremely Skill-heavy, which can be good in some cases, but also punished heavily by some enemies.
E1 improves her AP efficiency and overall feels better to play.
Nia is an Instinct controller who is all about deck manipulation. Nia has an abundant amount of Card Draws throughout her cards, alongside multiple different sources of Discard. Nia turns card Discard from what's traditionally a downside into an upside via her Signature mechanic, Decibel.
“Decibel” is gained via multiple different sources in her kit. It's a persistent buff that can stack up to 5 times and activates when your Discard Pile is shuffled into your deck and then removes all stacks. When Decibel is triggered, every team member will do an extra attack on an enemy, dealing 50% damage per stack removed. Decibel also heals for 50% per stack removed, providing a generous source of healing.
Nia can gain these stacks when she activates her “G-Chord” card, or when discarding cards when under the effect of “Soul Rip”. She can also cheat out specific cards by using Adagio to move a card in hand to the top of the Draw Pile and activating it for cheap with G Chord. Her kit features multiple Discard effects (such as her pseudo-card search Nia’s Curiosity) that allow her to cycle through a deck quickly to trigger Shuffles as often as possible.
Nia doesn’t offer much on the damage front, so you’ll ideally want her to be paired with a high DPS character who benefits from or is looking for Card Draw.
Thanks to all these amazing qualities, Nia is an amazing support choice to be paired with almost any character. If you specifically are looking for some deck cycling on the cheap side, whilst still offering some decent healing, Nia’s might be the perfect fit.
Decibel: Nia’s cards generate stacks of Decibel, which are displayed in the top left corner under Nia’s icon. Decibel triggers a 50% Extra Attack from each Combatant when your deck is Shuffled; each stack of Decibel increases this Extra Attack’s damage and will also heal per stack. After this Extra Attack is triggered, you lose all stacks of Decibel. This means that you’ll ideally want to reach 5 stacks of Decibel per deck cycle.
Extra Attack: Nia’s Decibel mechanic and her Skill card Mute Accent can trigger Extra Attacks on Combatants, which will prompt them to automatically unleash an attack with a specified damage multiplier.
Discard: Much of Nia’s kit revolves around actively discarding cards from hand as opposed to automatically discarding at the end of the turn. By discarding cards with her skills, she can trigger a variety of effects, such as gaining Decibel, triggering an Extra Attack, or moving the Discarded card to the top of the Draw Pile. Discarding cards also helps her cycle through your deck faster to trigger Shuffles.
Shuffle: When there are no cards in the Draw Pile and a Draw effect is triggered (like Drawing 5 cards at the start of each turn), the game Shuffles all the cards in the Graveyard back into the Draw Pile. Nia wants to do this as much as possible to trigger Decibel’s Extra Attacks.
Elasticity: Unlocking Potential 3-1 adds this effect to her two basic healing Skill cards, Amp Therapy. Each stack heals 50% whenever an ally performs an Extra Attack; this amount is increased by unlocking Potential 7. Elasticity allows Nia to provide sustenance without spending AP after the first two casts of Amp Therapy.
Activate: Nia can activate a card from the Draw Pile, which automatically plays a card without paying for its AP cost. Nia can use this to cheat out more expensive cards, especially since she can manipulate which card is on the top of the Draw Pile.

G Chord
Skill
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Soul Rip
Skill
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Adagio I
Skill

Adagio I
Skill

Nia's Curiosity
Skill

Forbidden: Eternal Hunger
Skill
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Glorious Resistance
Upgrade
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G Chord I
Skill
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Soul Rip I
Skill
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Adagio V
Skill

Nia's Curiosity
Skill



G Chord
Skill
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Soul Rip
Skill
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Soul Rip III
Skill
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Adagio II
Skill
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Nia's Curiosity
Skill

Gear Bag
Skill
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First Aid Kit
Skill
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G Chord
Skill
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Soul Rip
Skill
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Adagio
Skill

Nia's Curiosity
Skill

Forbidden: Eternal Hunger
Skill
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Glorious Resistance
Upgrade
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G Chord
Skill
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Soul Rip
Skill
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Adagio I
Skill

Nia's Curiosity
Skill

Forbidden: Eternal Hunger
Skill
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Glorious Resistance
Upgrade
Show Effects



HP%
HP%
DEF% = EGO Regen >= HP%
DEF > DEF% > EGO Regen = HP > HP%
Nia’s Signature Potentials focus entirely on healing, which isn’t really a priority given her primary use as a deck manipulator.
3-1: Causes Amp Therapy to accumulate 1 stack of Elasticity on use. Good passive healing.
5-1: Improves Amp Therapy’s heal by 5% and an additional 5% if Nia’s Ego Recovery is greater than 30.
7: Increases Elasticity’s healing by +30% and another +20% if Nia’s Ego Recovery is greater than 70.
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).





















While Nia struggles to activate Combat Drum, it's possible because of Spore giving more Skill Cards to trigger [Exhaust] on and her having an Adagio epiphany that makes [Exhaust] copies of it (~6 [Exhaust] Skills guaranteed a turn total).



















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: Eternal Hunger. +++Draw, +++AP
Nia has one of the most notable and dominant synergies in Season 1, with her being able to easily loop multiple Fungers (Forbidden: Eternal Hungers) via Adagio. It is the forefront recommendation; however, it is certainly possible to use any of the below options as well for specific setups or builds.
Forbidden: Gesture of Freedom. Permanent Cost-Reduction to 1-card, can be manipulated.
Forbidden: Portrait of Fury. ++Draw
Forbidden: Guidance of Futility. +++Survivability

G Chord
Skill
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G Chord I
Skill
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G Chord II
Skill
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G Chord III
Skill
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G Chord IV
Skill
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G Chord V
Skill
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Mute Accent
Skill

Mute Accent I
Skill

Mute Accent II
Skill

Mute Accent III
Skill
Show Effects

Mute Accent IV
Upgrade
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Mute Accent V
Skill
Show Effects
Mute Accent I: Essentially, the base card. Situationally, Mute Accent can be great for freeing up hand space, but it’s generally not worth losing cards and there is a heavy RNG element attached.
Mute Accent II: Essentially, the base card. Situationally, Mute Accent can be great for freeing up hand space, but it’s generally not worth losing cards and there is a heavy RNG element attached.
Mute Accent III: With the right set-up, this can be effectively a pseudo-AP battery as it can allow you to play high-cost cards for 1 AP. However, it’s extremely hard to set this up when the condition is a ‘lowest-cost’ card.
Mute Accent IV: Most of the time, this card will effectively be -1 Draw start-of-turn. Which means you’re losing ⅕ of the bulk of most teams’ draw.
Mute Accent V: This can be great with certain synergies where you want to Discard a lot of 1-cost cards and do Extra Attacks. For example, this can enable a double Extra Attack set-up on Renoa. However, it has large drawbacks, often with the inherent loss of most of your handoff using it.
Neutral: Target Neutral Epiphany: Draw 1.
Neutral draw allows this card to not net you as great a loss in Card Draw and is definitely worth considering.
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.

Soul Rip
Skill
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Soul Rip I
Skill
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Soul Rip II
Skill
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Soul Rip III
Skill
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Soul Rip IV
Skill
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Soul Rip V
Upgrade
Show Effects
Soul Rip I: Turns the card into a great Discard target as it will now activate on Discard with higher effects.
Soul Rip II: Vastly raises the amount of healing Nia can do and is vital to most heal-centered Nia builds.
Soul Rip III: Has great synergy with Extra Attackers who want Discards or synergize with Nia in some other capacity, such as Renoa.
Soul Rip IV: While this can have synergy with other Decibel effects, the increase to 2-cost is a hard wall to surmount.
Soul Rip V: Turning this card into an Upgrade not only thins your Deck after Turn-1, but it also gives a great effect that allows you to accrue Decibels on Nia with little effort.
Neutral: Target Neutral Epiphany: Draw 1, 2 Morale.
Neutral Draw is seldom a bad choice on skills with good base Epiphanies like this and 2 Morale for 1 Turn allows Nia to act as a pseudo-buffer.
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.

Adagio
Skill

Adagio I
Skill

Adagio II
Skill
Show Effects

Adagio III
Skill
Show Effects

Adagio IV
Skill
Show Effects

Adagio V
Skill
Adagio I: You now move two cards to the top of the Draw Pile, with the second card selected being moved above the first. Base Adagio and its ‘move-to-top-of-Draw Pile’ effect Epiphanies are always amazing choices with effects that synergize with it, like ‘Attunement’ or G Chord’s activate top-of-Draw Pile effects.
Adagio II: Now, Adagio creates a duplicate [Exhaust] that allows you to cycle further. This could potentially be utilized quite effectively in modes with no used pile to cycle cards endlessly.
Adagio III: Gives decibel based on cost of card discarded. This offers more healing and utility, but it comes at the cost of Nia’s best draw/cycle card so it is not generally recommended.
Adagio IV: An amazing draw and cycle card, but the condition needs to be met or it’s extremely hard to utilize.
Adagio V: This card is always quite good. It allows you to target a different unit and remove certain cards of theirs from play. It’s one of the only Epiphanies that nets you a default ‘positive-state’ of draw.
Neutral: Target Neutral Epiphany: Morale 1.
Neutral Morale can offer additional buffs that are certainly worth considering. Base Adagio and its ‘move-to-top-of-Draw Pile’ effect Epiphanies are always amazing choices with effects that synergize with it, like Attunement or G Chord’s activate top-of-Draw Pile effects.
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.
G Chord I: Essentially, the base card. Not a substantial Upgrade over its base form, but it’s generally worth keeping.
G Chord II: Essentially, the base card. Not a substantial Upgrade over its base form, but it’s generally worth keeping.
G Chord III: Essentially, the base card. Not a substantial Upgrade over its base form, but it’s generally worth keeping.
G Chord IV: This Epiphany is an amazing option if you want to Discard a lot of cards, but it tends to rely on a lot of RNG factors to get its highest value.
G Chord V: As long as you have a way to maintain a Decibel state (which isn’t difficult), this card will give more value than most other options, as it activates an additional card. However, it is important to note that not all Nia builds are in a constant Decibel state, so it isn’t as universal.
Neutral: Target Neutral Epiphany: Draw 1, 2 Morale.
A draw Epiphany on this allows this card to give you effectively 1-free card play (from the Draw Pile) and 1 free draw, which is tremendous value. Combine this with the fact that most Epiphanies are basically the default form, makes this is the ideal choice. 2 Morale for 1 Turn is often taken as well as a method of adding more 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.