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

Dark Blade
Attack

Material Regeneration
Skill
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Strike of Darkness
Attack
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Final Shadow
Ego Skill
Check all the epiphany cards available for Rei

Resonating Darkness
Upgrade
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Snack Time
Skill
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Dark Condensation
Skill

Predator's Blade
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.

Incredibly potent and numerous buffing cards and upgrades.
Can deal some decent damage herself for a support with Epiphanies that support this.
Has [Exhaust]-based Card Draw and deck thinning, which can be enhanced further via Epiphanies.
Deals significant Tenacity Damage via Ego Skill.
Most buffs are incredibly specific and conditional.
Many buffs last only one turn or work for one specific card.
Rei is a Void attribute Controller who specializes in buffing her allies whilst offering adequate healing through Chaos. Still, ultimately, it isn't Rei's main goal and isn't something she can excel at compared to other Controllers.
Rei is proficient at providing huge buffs to her allies' damage output via either Morale or direct card buffs from her Resonating Darkness and Dark Condensation cards, whilst also putting out some damage of her own, thanks to her Strike of Darkness and Predator's Blade’s cards, which also provide temporary one-turn buffs. Rei also offers some light healing, Card Draw and offers a source of [Exhaust] from her Snack Time card.
Rei has some extremely flexible Epiphanies on her cards that can adjust the requirements for her buffs to take place that can allow her to shine even further. Due to the nature of her additive bonuses, she is best paired with DPS characters who have lower base values or multihitters.
Rei, however, does lack a solid source of healing as her Basic Cards are often removed, but with some Potentials and her Ego2 unlocked, can provide some okay healing when using her Attack Cards.
If you have a DPS who benefits greatly from small additive damage multipliers or characters who multi-hit, Rei could definitely be one of the best choices to really amp their damage.
Multiplicative +% DMG: Rei’s kit features both Additive +% and Multiplicative +% DMG buffs and understanding the difference between them is important. Multiplicative +% Increased DMG improves only the base card damage multiplier by the listed amount (e.g., 100% increased by 120% is 240%).
Additive +% DMG: Additive +% doesn’t interact with the base damage multiplier of cards and instead adds its listed amount on top of whatever the cards' listed damage shows (e.g, 100% +40% is 140%).


Strike of Darkness V
Skill
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Resonating Darkness V
Skill
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Snack Time
Skill
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Snack Time
Skill
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Predator's Blade
Attack
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Ebony Lumen
Skill
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Gear Bag
Skill
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Strike of Darkness IV
Upgrade
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Resonating Darkness V
Skill
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Snack Time
Skill
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Predator's Blade
Attack
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Gear Bag
Skill
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Reorganize
Skill
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Forbidden: Gesture of Freedom
Skill
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Dark Blade
Attack

Strike of Darkness
Attack
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Strike of Darkness IV
Upgrade
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Strike of Darkness I
Attack
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Strike of Darkness V
Skill
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Snack Time II
Skill
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Reorganize
Skill
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Sadism
Skill
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HP%
HP%
DEF% = EGO Regen >= HP%
DEF > DEF% > EGO Regen = HP > HP%
Rei’s Signature Potentials mostly enhance her personal damage and not much utility, meaning if you don’t care for that, they are optional.
3-1: Grants her Dark Blade Attack Card a 20% Damage based Recovery, providing some solid healing that is mostly useful for Chaos.
5-1: Increases Dark Blade’s damage multiplier by +5% with an additional +5% granted if ATK exceeds 500.
7: Significantly increases Predator's Blade’s damage by +10% while Rei’s ATK is higher than 550. Also grants an additional +1% multiplier per 10 ATK over 550 up to 20%.













































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

Strike of Darkness
Attack
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Strike of Darkness I
Attack
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Strike of Darkness II
Attack

Strike of Darkness III
Attack
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Strike of Darkness IV
Upgrade
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Strike of Darkness V
Skill
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Resonating Darkness
Upgrade
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Resonating Darkness I
Upgrade
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Resonating Darkness II
Upgrade
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Resonating Darkness III
Upgrade
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Resonating Darkness IV
Upgrade
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Resonating Darkness V
Skill
Show Effects
Resonating Darkness I: The highest buff amount of base Epiphanies. Slightly worse than Neutral Epiphany or more generalizable options in most scenarios, but if buffing 1-costs, it will be your go-to. Being an Upgrade makes it inherently great for thinning her deck via a free removal after Turn 1, as well.
Resonating Darkness II: This Upgrade is great with Void multihitters who have >1-cost costs or as an alternative to Resonating Darkness IV on Void characters who don’t, but can still use both options, such as Chizuru or some Kayron builds. Being an Upgrade makes it inherently great for thinning her deck via a free removal after Turn 1, as well.
Resonating Darkness III: This Upgrade is great for buffing a unit with multi-use 1-cost cards, like Rei herself or like Kayron’s active Futility, as it buffs not only 1-cost damage but also their healing and shielding. Being an Upgrade makes it inherently great for thinning her deck via a free removal after Turn 1, as well.
Resonating Darkness IV: Allows her card to not target 0-cost cards, making it more generalizable and synergistic with Cost Reductions on characters like Narja and Chizuru and work with a wider cast of characters. Being an Upgrade makes it inherently great for thinning her deck via a free removal after Turn 1, as well.
Resonating Darkness V: Card now heals immediately on use instead of end-of-turn but requires itself to be played for the 1-cost portion of the buff, instead of being a passive buff like the upgrades. Situationally, this option can be strong–especially for OTK. However, it losing its upgrade status makes the buff less constant and makes drawing harder for your deck after turn-1, so it is not recommended.
Neutral: Target Neutral Epiphany: Morale 1.
A Neutral Morale Epiphany is more or less the same strength as the best buffs her other options can give, but it makes ⅓ of your buff universal rather than being tied to 1-costs. Being an Upgrade makes it inherently great for thinning her deck via a free removal after Turn 1, as well.
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, Draw 1 (Resonating Darkness V).

Snack Time
Skill
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Snack Time I
Skill
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Snack Time II
Skill
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Snack Time III
Skill
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Snack Time IV
Skill
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Snack Time V
Skill
Show Effects
Snack Time I: This option allows you to use Snack-Time one more turn. While useful, it is probably not the preferred option as its use will still be relegated to low turn-counts.
Snack Time II: Now, Snack-Time will no longer require an [Exhaust] target, making it much easier to use for more characters who do not always have exhaust targets available.
Snack Time III: Snack-Time can now Draw 2, as well as target [Exhaust] 2 cards for free (usually targeting Rei’s own cards to get rid of her dead cards for no AP cost). Compared to Snack-Time II, this will be less generalizable but will be much stronger in situations where it is and is still an easy choice if II is unavailable.
Snack Time IV: This option allows you to now target a card in the Draw Pile to [Exhaust], which can be nice, but is often not an inherent Upgrade to Snack-Time’s best uses (for low/early-turn content), which makes it not a high recommendation.
Snack Time V: Being able to target-draw a specific Void card is great for supporting a Void character with a set-up where a Void Upgrade needs to be played first, as in certain Kayron builds.
Neutral: Target Neutral Epiphany: +1 AP, Morale 1.
Because Snack-Time can get Neutral +1 AP, you can get +1 AP and Divine AP for a similar level of AP-Battery to the best AP Batteries–on a draw card. The major downside is that the card will [Exhaust] itself after use. Moreover, it has access to permanent Morale, meaning you can get +4 permanent Morale from 4 Snack-Time dupes.
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.

Dark Condensation
Skill

Dark Condensation I
Skill

Dark Condensation II
Skill

Dark Condensation III
Skill

Dark Condensation IV
Skill

Dark Condensation V
Upgrade
Dark Condensation I: The buff is increased by 50%, allowing it to be used to a higher cap. While great, it doesn’t solve the QoL limitations (lack of draw, AP cost) of the card like other options, making it a great choice if you can work around it, but not preferred if you can’t.
Dark Condensation II: The buff is now applied to healing and shielding, which can be useful in some scenarios but is overall more niche than other options.
Dark Condensation III: Now, the buff is exclusive to Void cards, but no longer exclusive to only one card. This is an amazing option for Void multihit DPS, like Chizuru or Renoa. But it makes it a useless buff when not used with Void DPS units.
Dark Condensation IV: Now, condensation will last -until used- which allows for it to be used with turn-skipping setups where one scales at a faster rate than consistent turn-to-turn damage, or if you are just building for a big hit screenshot.
Dark Condensation V: This option allows you to permanently buff one card for the rest of the battle. Being an Upgrade makes it inherently great for thinning her deck via a free-removal after Turn 1, as well.
Neutral: Target Neutral Epiphany: Draw 1.
Neutral draw Epiphanies will allow this card to be much more consistent and easy to use if duping around 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.
Strike of Darkness I: This is the highest buff amount Strike can give, so it’s certainly worth considering if building around buffing Basics; however, it can be hard to get the buff before your other buffs and get past the draw and AP cost of it versus the consistent buff Strike IV gives.
Strike of Darkness II: This is a rather large damage increase to Strike’s base-ratio, but this damage increase is antisynergistic with Rei’s own buffs and comes at the cost of debuffing your ally's damage, so it is not recommended.
Strike of Darkness III: Now does a lot more damage and gains 20% damage-based recovery, but it will severely debuff all other damage this turn. This is a rather large damage increase to Strike’s base-ratio, but this damage increase is antisynergistic with Rei’s own buffs and comes at the cost of debuffing your ally damage so it is not recommended. It can be a strong option for roguelike/Chaos content as it increases Rei healing output in an efficient way, though.
Strike of Darkness IV: Since this is a ‘Starting Card’ and thus hard to remove, making it an Upgrade is one of the best ways to. This also makes the buff permanent, so you no longer lose buffs depending on rotation, making it an amazing choice even if you care about the buff.
Strike of Darkness V: Much like Strike of Darkness IV, giving a card [Retain] is another way to effectively take it out of your deck for no faint cost.
Neutral: Target Neutral Epiphany: Draw 1.
If you are using Strike for its buff, Neutral Draw is one of the most effective ways to–provided you can afford its 1-AP cost. It is recommended to consider this when buffing Basic Attacks and you can afford an extra AP cost every turn; however, it can be hard to get the buff before your other buffs and get past the draw and the AP cost of it versus the consistent buff Strike IV gives.
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 (Strike of Darkness IV), -1 Cost Reduction.