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

Downward Cut
Attack

Weapon Block
Skill
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Wind Charge
Skill

Raging Storm
Ego Skill
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Check all the epiphany cards available for Owen

Wind Slash
Attack

Break Armor
Attack
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Wind Riding
Skill
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Gale Strike
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.
Check all the generated cards available for Owen

Wind Charge
Skill

Solid access to AoE.
Strong access to the Vulnerable Debuff.
Some cards shield while also dealing their damage.
Enables Attack Cards to multi-hit.
Strongest cards have high AP costs.
Lacks personal damage scaling outside of the extra hit mechanic.
Shielding isn't enough to be a dedicated shielder and damage sometimes is not enough to be the sole DPS.
Owen is a Passion attribute Striker who falls into a more supportive role compared to the other Strikers on the roster. Owen's kit offers a mix of AoE damage, some shielding and offers support to other Combatants in the form of debuffing via Vulnerability or even allowing units to multi-hit via his "Wind Charge II" Epiphany.
Owen is a relatively simple character who doesn't have any Signature Mechanics that they need to play around with or focus on. Due to this, Owens best and most consistent playstyle places him into a more supportive role as his damage and shielding don't quite compete with other units.
Owen's kit by default doesn't provide any draw or AP management, so he's best paired with units who can assist in this area. Owen is also a consistent applicator of Vulnerability, so you’ll want a Combatant to take advantage of this. Be on the lookout for units that have high base damage to fully utilize the additional hit and to also capitalize on the Vulnerability debuff.
Extra Hits: Owen’s main special mechanic lies in his Wind Charge card, which grants an extra hit to the next card he plays. This mechanic enables Owen to double up on damage using powerful, expensive cards. He can also tutor that card back to hand using his Wind Riding card.

Wind Charge
Skill

Break Armor I
Attack
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Wind Riding V
Skill
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Residual Herb
Skill
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Wind Charge
Skill

Wind Riding V
Skill
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Residual Herb
Skill
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Wind Charge IV
Skill
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Break Armor I
Attack
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Wind Riding V
Skill
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Residual Herb
Skill
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Residual Herb
Skill
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HP%
HP%
DEF% = HP = EGO Regen%
HP > HP% > EGO Regen > CRIT Rate% > CRIT DMG% > ATK > ATK%
CRIT Rate > CRIT DMG
Passion DMG > ATK%
ATK%
CRIT Rate% > CRIT DMG% > ATK > ATK%
3-1: A basic Damage multiplier increase for Owen’s Wind Slash card. Good, but not a high-priority upgrade to spend your limited weekly resources on.
5-1: A tiny 5% damage multiplier bump, further increased by another 5% when Owen’s Health is greater than 600. Low priority.
7: Another tiny 4% multiplier bump, this time applying to all his cards, thanks to providing a raw Attack and Defense bonus. Better investment than 5-1, but still very minor. Increases by another 4% when his Health is greater than 1100.


















To activate Harp need to use a Wind Riding that can shield (or other shield 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.
There is no recommended Card Engravings for supportive set-ups, with it often times being specific to the team or skipped entirely (focusing just on Equipment Engravings). But for DPS, 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 a card of this unit is activated, 30% to increase Action Count of all enemies by 1 (1 time per turn)], but other DPS-oriented equipment Engravings that increase damage can also be used in DPS set-ups like [When 15 or more cards are in Graveyard, +15% Critical Damage to Attack Cards of this unit].
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.
This is considered one of the best zones to farm Owen in, particularly because of Residual Herb (Neutral Card) and God Hammer, but for non-OTK other zones will be comparable or better (refinements have very little influence on it being best for him).
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

Wind Charge
Skill

Wind Charge I
Skill
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Wind Charge II
Skill

Wind Charge III
Upgrade
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Wind Charge IV
Skill
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Wind Charge V
Skill

Wind Slash
Attack

Wind Slash I
Attack

Wind Slash II
Attack

Wind Slash III
Attack

Wind Slash IV
Upgrade

Wind Slash V
Attack
Show Effects
Wind Slash I: The change to 1-cost makes this a lot easier to play around and if you have the AP and Draw, it can be worth considering, but its damage contribution is quite low.
Wind Slash II: This is a pretty decent multi-hit card for DPS Owen, with it playing around a multihit playstyle instead of AOE. However, it’s hard to justify DPS Owen over his more Supportive options, so it isn’t recommended. The 2-AP cost is also pretty hard to play around with for the value you get.
Wind Slash III: If the Defeat Condition is met, this card now becomes a multihit. This could turn him into a rather competitive AOE unit if you can consistently activate the condition. But the condition for ‘Defeat’ is rather severe and hard to consistently activate.
Wind Slash IV: While Upgrade versions are normally quite nice, the debuff to -1 AP for every turn is hard to look away from.
Wind Slash V: The increased Tenacity Damage could be useful if you want to Ravage a group of enemies quickly, but there are a lot of other avenues to do the same thing more effectively via other characters.
Neutral: Because we do not recommend building around damage for Owen, all of his Wind Slash Epiphanies (including Neutral) are quite low priority since this card will likely be removed.
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.

Break Armor
Attack
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Break Armor I
Attack
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Break Armor II
Attack
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Break Armor III
Attack
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Break Armor IV
Attack
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Break Armor V
Attack
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Break Armor I: The go-to buff for Owen in multihitter teams because the additive buff (-4 Fortitude = to +4 Morale on target applied to) synergizes very well with them.
Break Armor II: The only notable feature this gives over the base Epiphany is a Cost Reduction, but this is one of the most powerful features a card can get.
Break Armor III: The card still gives 2 Vulnerable but does a bit more damage. Not much worse than base Epiphany, but substantially worse in potential to other options like Neutral Epiphany or Break Armor II when you factor in Divines, as it will either lack the 0-cost feature or draw feature.
Break Armor IV: The card still gives 2 Vulnerable but does a bit more damage when the target has a shield. Not much worse than base Epiphany, but substantially worse in Potential to other options like Neutral Epiphany or Break Armor II when you factor in Divines, as it will either lack the 0-cost feature or draw feature.
Break Armor V: The card still gives 2 Vulnerable but can conditionally be drawn for free; the issue is that the condition is worse the better your decks are, as it will likely not be in the Discard Pile when your second turn begins in Save Data gameplay. Not much worse than base Epiphany, but substantially worse in Potential to other options like Neutral Epiphany or Break Armor II when you factor in Divines, as it will either lack the 0-cost feature or draw feature.
Neutral: Target Neutral Epiphany: 2 Morale.
Neutral Morale can allow him to simultaneously give vulnerable and additive buffs, which can be extremely efficient in some teams.
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 (Break Armor II), -1 Cost Reduction, Vulnerable 2.

Wind Riding
Skill
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Wind Riding I
Skill
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Wind Riding II
Upgrade
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Wind Riding III
Skill
Show Effects

Wind Riding IV
Skill
Show Effects

Wind Riding V
Skill
Show Effects
Wind Riding I: Situationally, this can allow you to Self-Draw Owens’ cards. But, this card has the inherent issue of only targeting Discard Pile, which does not allow the card to be replayed, nor does it often have any effect in well-built Save Data teams, because a deck that can cycle through its entire deck every turn (or close to) will often not have cards in Discard Pile.
Wind Riding II: Incredible option as it allows you to get rid of this card through the Upgrade effect. Will be the go-to choice for most builds.
Wind Riding III: But this card has the inherent issue of only targeting Discard Pile, which does not allow the card to be replayed, nor does it often have any effect in well-built Save Data teams.
Wind Riding IV: This is an incredibly strong shield card as it has a high ratio and gives additional Damage Reduction (multiplicative reduction in damage) to your next 3 hits. Great if you need a way to be tanky against high damage hits.
Wind Riding V: A rather hefty shield, having potential 220% to 290% base x2 and re-activating, which is different than just x2 hits since re-activation allows additional effects like that of Divine to be proc’d again. An amazing shield card if you want to build around shield Owen.
Neutral: Target Neutral Epiphany: Draw 1.
Can be nice to have Neutral draw and allow this to be used more easily. But, this card has the inherent issue of only targeting Discard Pile, which does not allow the card to be replayed, nor does it often have any effect in well-built save-data teams.
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 (Wind Riding II), -1 Cost Reduction, Draw 1.
Wind Charge I: This card can be amazing for an Owen Turn 1 DPS with certain Neutral Attack Cards that have big hits, but the way his extra hit stacks does not work on the same card, so its potential is still rather capped. And as is the case with other buffs to Owen’s own damage, it is not recommended to use him as a DPS.
Wind Charge II: An amazing supportive card for increasing the damage of cards with 1-hit. Because of its dmg-decrease that is multiplicatively negative on Final Damage, it falls off in potential for cards that already have multiple hits, though.
Wind Charge III: This Upgrade can give some RNG, but strong potential to certain DPS Owen builds. But while this card can be great for Owen DPS, it is not recommended to use him as a DPS.
Wind Charge IV: The universal choice for Support Owen, which is his recommended build. Allows you to double the effectiveness of good Skill Cards once per battle.
Wind Charge V: Now, you have +3 hits, but they do 50% less damage for each hit. This can be nice for DPS Owen, but it is not recommended to use him as a DPS.
Neutral: The base Epiphany and thus its Neutral Epiphanies are great for Owen DPS, but it’s generally recommended to use more Supportive options for Owen, which typically require a different Wind Charge as his core.
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.