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

Attack,My Minions
Attack

Heaven's Healing
Skill
Show Effects

Sacred Censer
Skill
Show Effects

Salvation
Ego Skill
Show Effects
Check all the epiphany cards available for Orlea

Growth Acceleration
Skill
Show Effects

Annoying
Attack
Show Effects

Growing Creature
Skill
Show Effects

Will of Light
Skill
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.
Check all the generated cards available for Orlea

Softie ★
Skill
Show Effects

Swiftie ★
Attack
Show Effects

Sturdie ★
Skill
Show Effects

Softie ★★
Skill
Show Effects

Swiftie ★★
Attack
Show Effects

Sturdie ★★
Skill
Show Effects

Softie ★★★
Skill
Show Effects

Swiftie ★★★
Attack
Show Effects

Sturdie ★★★
Skill
Show Effects

Capable of decent shielding as well as great passive and active healing.
Can deal a bit of damage when playing around Swiftie.
Highly flexible thanks to so many different Creation effects.
Can be played both actively through forcibly using [Retain] plus passively by maintaining them in hand.
Strong multiplicative card buffing.
Able to trigger her own and other characters' [Retain] effects on demand with some card.
Creations and [Retain] cards can end up clogging your hand when held too long.
No Card Draw.
Certain strategies can require multiple turns to gain value from Creation [Retain] effects
Orlea is an Instinct Attribute Controller that can do it all - she has buffs, debuffs, heals, shields and some damage thanks to her unique mechanic “Creations”. Creations are generated cards with each having its own special use, plus a retain effect. Orlea can generate 3 different types of Creations through her cards, each of which costs 0 AP and has both an on-use and [Retain] effect. The three types of Creations are Toughie, who Shields on use and heals on [Retain]; Swiftie, who gains damage on [Retain] which can be dished out to a target on use; and Softie, who buffs damage (multiplicatively) both when used and on [Retain].
Orlea’s other main claim to fame is her ability to trigger the [Retain] keyword outside of the ordinary activation window through multiple of her cards. This effect single-handedly puts her into consideration in any team that values [Retain]. Orlea herself is a great benefactor of this, thanks to each of her Creations having powerful [Retain] effects, but this can also be a game-changer for some other Combatant and Neutral Cards, unlocking usually impossible strategies.
As strong and flexible as Orlea’s kit is, the one thing she’s missing is natural Draw Power, meaning she’s best paired up with other Combatants that can pick up the slack. The other consideration when team building for Orlea is that her main buffs from Softie are multiplicative, not additive which favors high base value attacks compared to low damage high hit count attacks, which when combined with the fact that Orlea also applies [Vulnerable] as her main debuff means she’s often best used with Damage Dealers capable of dealing maximum damage in singular attacks which hit hard instead of often.
Playing Orlea boils down to leveraging all of her Creations effectively and making use of her ability to forcibly activate [Retain] effects multiple times a turn, every turn. This allows her to both play actively and passively, with the only limiting factor often being getting the Creations you need, plus ensuring you have the hand space to hold onto them.
Orlea’s main mechanics lie in her card generation and holding cards in hand to trigger effects.
[Creation] Cards: Orlea can create three types of [Creation] cards through her Ego Skill and Skill cards, Sacred Censer and Growing Creature. [Creation] cards come in three rarities ★, ★★ and ★★★ with each rarity continually increasing in power. Creations of the same type and rarity in hand merge automatically into one of a higher rarity unless they’re already at the max rarity of ★★★. All [Creation] cards have the [Exhaust], [Retain] and [Creation] tags, which you can find explanations for below. Last but not least, each creation has a “use” effect and a [Retain] effect. Here’s what each of Orlea’s three creations does:
Softie (★/★★/★★★): Orlea’s most meta-relevant Creation, responsible for most of her buffing and debuffing Potential in one way or another. The [Retain] effect can be saved up to massively buff a single attack and its use effect can be used as a generic full team buff. Its effects are:
Use: Increases the damage of all allies by +10/20/35% (multiplicative) for 1 turn.
[Retain]: Increases the damage of the next Attack Card used by any character by +10/20/35% (multiplicative). This can stack infinitely and has no duration, meaning it can be stacked across turns, allowing for a truly immense single-attack buff.
Swiftie (★/★★/★★★): Responsible for much of Orlea’s own damage Potential, but usually not enough to position her as a dedicated Damage Dealer. Useful in Chaos and has some applications in Save, but usually not as universally appreciated as her other two Creations.
Use: Deals a strong hit of damage scaling on Attack.
[Retain]: Increases the damage of this Attack Card by a fixed amount (additive). This increase has no duration and no stack size limit, letting it stack for as long as you hold it in your hand across turns.
Toughie (★/★★/★★★): The source of all of Orlea’s shielding and a large amount of her Potential healing. Not as exciting as the creations above, but necessary for keeping the team alive and fulfilling Orlea’s role as a controller.
Use: Grants a solid-sized shield.
[Retain]: Provides a decent heal every trigger.
[Retain]: Cards with the [Retain] tag remain in your hand at the end of the turn instead of being Discarded. Many of Orlea’s cards have effects that trigger when they are Retained and she can also trigger these effects manually with her Skill cards Growth Acceleration and Will of Light.
[Exhaust]: All of Orlea’s Creation cards [Exhaust], meaning they’re removed from the deck after use. Because they can only be used once, you’ll want to save high ★ Creations for important turns.
Orlea is a combatant that provides utility from their various different “Creation” cards. Orlea’s creations all have different effects when used, and additional effects when retained - primarily used for their protection/healing and damage boosting effects.



Sacred Censer II
Upgrade
Show Effects

Growth Acceleration II
Skill
Show Effects

Growing Creature III
Skill
Show Effects

Will of Light
Skill
Show Effects

Gear Bag
Skill
Show Effects



Sacred Censer III
Skill
Show Effects

Growth Acceleration III
Skill
Show Effects

Growing Creature III
Skill
Show Effects



Sacred Censer III
Skill
Show Effects

Growth Acceleration II
Skill
Show Effects

Growing Creature III
Skill
Show Effects

Will of Light
Skill
Show Effects

Sadism
Skill
Show Effects

Gear Bag
Skill
Show Effects

Sacred Censer III
Skill
Show Effects

Growth Acceleration I
Skill
Show Effects

Growth Acceleration I
Skill
Show Effects

Growth Acceleration
Skill
Show Effects

Growing Creature III
Skill
Show Effects

Will of Light
Skill
Show Effects

Gear Bag
Skill
Show Effects



HP%
HP%
DEF% = EGO Regen >= HP%
DEF > DEF% > EGO Regen = HP > HP%
3-1: Adds a 50% chance to generate 1 Creation(★) card to her healing cards. Decent for [Creation] generation, but won’t trigger very often and you realistically want to remove these Basic Cards anyway.
5-1: Orlea’s 5-1 Potential Node provides an additional 10% healing to her Basic Healing Card “Healing of Light”. An okay node for helping out with sustain early in Chaos, but not a must-have if you’re looking to save resources.
7: Gives allies a +6% Critical Chance at the start of battle if Orlea’s Attack is above 700, or her Defense is above 300. An extremely powerful node for any Combatant when paired with Orlea. A must-have unlock and a stat target you absolutely need to fulfill, as 6% Crit Rate is a huge buff to the team.
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

Sacred Censer
Skill
Show Effects

Sacred Censer I
Skill
Show Effects

Sacred Censer II
Upgrade
Show Effects

Sacred Censer III
Skill
Show Effects

Sacred Censer IV
Skill
Show Effects

Sacred Censer V
Skill
Show Effects

Growth Acceleration
Skill
Show Effects

Growth Acceleration I
Skill
Show Effects

Growth Acceleration II
Skill
Show Effects

Growth Acceleration III
Skill
Show Effects

Growth Acceleration IV
Skill
Show Effects

Growth Acceleration V
Skill
Show Effects
Growth Acceleration I: This changes the card to 0-cost and enables it to work on ally [Retain]’s. This is the go-to that is great in any build thanks to the fact that it costs none of the team's resources, allowing it to be copied and spammed each turn liberally to maximize creation or teammates [Retain] effects without consuming the entirety of the team's AP. At 0 cost, this card also has incredible synergy with Divine Epiphanies.
Growth Acceleration II: The option to immediately get a 3-star creation can have merit, but the 2-cost and [Exhaust] tag on it can make it hard to justify over other options. This is useful in many of the best builds based around Growing Creature for OTK set-ups but is otherwise never taken.
Growth Acceleration III: Allows Orlea to apply a massive amount of Vulnerable each time she retains Softie, something she’s likely to be doing anyways. If your team doesn’t have another source of Vulnerable available and you have the AP to support using this card each turn, this can be a viable alternative and Upgrade over other Epiphany options.
Growth Acceleration IV: This Epiphany is great for maximizing Orlea’s own damage from her Swiftie creations, but Orlea’s role tends to be more Supportive so this isn’t the favored option.
Growth Acceleration V: This Epiphany is great for healing stress in Chaos, but the value of stress-healing tends to be quite low outside of Chaos.
Neutral: Target Neutral Epiphany: Draw 1.
The Neutral ‘Draw 1’ Epiphany option can help alleviate draw concerns with Orlea, so it is a viable choice over Growth Acceleration I if you have greater draw concerns than AP concerns (and have no use for the ‘Ally [Retain]’ feature).
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.

Annoying
Attack
Show Effects

Annoying I
Attack
Show Effects

Annoying II
Attack
Show Effects

Annoying III
Attack
Show Effects

Annoying IV
Attack
Show Effects

Annoying V
Attack
Show Effects
Annoying I: This provides a rather substantial heal on a 0-cost attack. In builds where you want a little extra healing, you might consider this, but it’s still not enough to redeem this card in most endgame builds.
Annoying II: This provides a decent damage card that is not Fixed Damage, unlike her other variations, which can allow you to buff its damage further and give it access to different Divines. However, its damage ratio, effects and impact are all still quite low and not usually recommended to pursue.
Annoying III: Now does defence-based damage with a fairly strong ratio (comparable to many high ratio attacks), but is a 3-cost with the retain effect ‘reduce cost by 1’. This is a decent option for running DPS orlea, as it scales with her main stat of defence alongside scaling with multiplicative buffs well, which other options like Swiftie do not.
Annoying IV: In builds where you want to spam creations, this card enables some of the highest creation generation, given there are multiple targets. Generally, this is the main Epiphany worth considering for Save Data, with most others being an easy removal–still, this Epiphany will also often be removed.
Annoying V: This card costs 1 and gives a negligible damage benefit over base or other epi versions that makes it hard to justify.
Neutral: Target Neutral Epiphany: Morale 1.
This has access to a few decent Neutral Epiphanies like Morale 1, which for a 0-cost, can certainly have benefits. However in most endgame Orlea decks this card usually isn’t the focus and is even often removed.
Divine: Divines are not recommended for this card because the Save Data points can be allocated elsewhere.

Growing Creature
Skill
Show Effects

Growing Creature I
Skill
Show Effects

Growing Creature II
Skill
Show Effects

Growing Creature III
Skill
Show Effects

Growing Creature IV
Skill
Show Effects

Growing Creature V
Skill
Show Effects
Growing Creature I: This Epiphany can help with making many different creations, but you lose the fastest way to get a 3-star for Growth Acceleration value and you will often need to gamble for certain creations compared to more specialized versions. Moreover, the rate at which it makes creations is typically surpassed by Sacred Censer setups.
Growing Creature II: Much like Growing Creature I, this Epiphany will require you to gamble for certain creations compared to more specialized versions.
Growing Creature III: Softie 3-Star is the bread-and-butter buff for Orlea’s Growth Acceleration. This Epiphany enables you to guarantee Softie 3-Star for buffs and also get Vulnerable 2 on the enemy.
Growing Creature IV: This Epiphany is great for maximizing Orlea’s own damage off her Swiftie creations, but Orlea’s role tends to be more Supportive so this isn’t the favored option.
Growing Creature V: This Epiphany can be great for guaranteeing a Sturdie 3-star for healing/shielding, if you are building Orlea for healing/shielding.
Neutral: Neutral Epiphanies are lost when the ‘[Retain]’ effect triggers, meaning they effectively do nothing.
Divine: Divine Epiphanies are lost when the ‘[Retain]’ effect triggers, meaning they effectively do nothing on this card.
Sacred Censer I: This Epiphany dramatically increases the number of creations spawned, but retains the base card's effect of still giving you no control over which creation is created, while also still needing to be drawn and used each turn. Because of these facts, it’s less desirable than alternatives unless you’re specifically building around raw creation spam.
Sacred Censer II: The usual go-to option for most Orlea decks, despite costing 2 AP instead of 1 and still generating creations at random. The reason this option is preferred is that it’s an Upgrade, which means after the first use, it’ll be gone from your deck and continually feed you creations each turn. This saves AP and Card Draw each turn compared to other Epiphanies. Also, the main downside of this card (its high cost) can be eliminated with common equipment, Parallel Universe Nexus, which allows it to be played for free thanks to its [Lead] tag.
Sacred Censer III: Guarantees at least one creation created is Softie on use and also grants more future Softie generation thanks to its additional effect. This Epiphany helps Orlea consistently do what she’s often brought to teams to do, which is to generate a bunch of Softies, trigger their [Retain] effects and play them all out. Usually doesn’t beat out the efficiency of II, but can be a viable alternative if you want to guarantee Softie generation in fights.
Sacred Censer IV: This Epiphany is great for maximizing Orlea’s own damage from her Swiftie creations, but Orlea’s role tends to be more Supportive, so this isn’t usually a favored option.
Sacred Censer V: This Epiphany is great for boosting Orlea’s sustain capabilities and introduces a large amount of consistent shielding into her deck, but at the cost of losing the more direct Supportive capabilities that can be achieved via the rest of the options available.
Neutral: Target Neutral Epiphany: Draw 1.
Neutral Epiphanies can be used with this card and definitely to improve its AP/Card efficiency, but giving up the creation-based effects of other Epiphanies on this list usually isn’t worth the trade-off.
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