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

Annihilation Shot
Attack

Black Veil
Skill
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Echo of Sorrow
Attack
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Black Thorn
Ego Skill
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Check all the epiphany cards available for Renoa

Instant Judgment
Attack
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Ballad of Pitch Black
Attack
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Flower of Devoured Fate
Skill
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Last-Ditch Assault
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 Renoa

Dirge Bullet
Attack
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Dirge Bullet: Finale
Attack
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Great single-target and burst damage output.
Powerful personal damage scaling from Dirge Bullets.
Has a few exceptionally strong gameplay-changing Epiphanies.
Launches many Multi-Hits and Extra Attacks that scale well with Morale.
No AoE Cards.
Can clog the deck with Dirge Bullets if not careful.
Timing Ego Skill alongside Dirge Bullet generation and correct payoff cards requires some effort.
Renoa is a 5-star Hunter Combatant that deals Void damage and specializes in dealing Single-Target damage through their Dirge Bullets, which trigger an Extra Attack when Discarded by other cards or at the end of the turn.
Most of Renoa’s cards either focus on generating Dirge Bullets or dealing additional damage when Dirge Bullets are in Hand or the Discard Pile. Her gameplay requires setup time for generating Dirge Bullets, card management and planning in order to unleash her hardest-hitting attacks at the right time.
Because of Renoa’s Dirge Bullets triggering when Discarded, Renoa has great synergy with Combatants who can offer deck cycling in the form of Draw and Discard outlets. Due to her high hit count, she also scales extremely well with additive buffs such as Morale.
Unfortunately, Renoa lacks any AoE in their kit and can be very prone to clogging the deck with Dirge Bullets. Renoa can help with some Card Draw of their own with various Epiphanies, but is best poised to be your primary DPS on your team.
If you enjoy unleashing a barrage of attacks each turn whilst still having the opportunity to fire off some burst damage, Renoa can be a combatant to look into, but you’ll need to manage her deck well after the first turn if you want her to last long into fights.
Dirge Bullets: Renoa’s whole kit revolves around generating Dirge Bullets, her own Signature Bullet type that triggers a 120% damage Extra Attack when Discarded. When played from hand, Dirge Bullets deal 160% and are exhausted. Many of her attacks deal more damage if Dirge Bullets are in hand or in the Discard Pile. Being able to either play Dirge Bullets directly or Discard them (either through active Discard effects or the end-of-turn Discard) lends Renoa a degree of adaptability and AP flexibility.



Echo of Sorrow V
Upgrade
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Ballad of Pitch Black IV
Attack
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Flower of Devoured Fate I
Skill
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Flower of Devoured Fate IV
Skill
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Persona
Skill
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Echo of Sorrow IV
Skill
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Ballad of Pitch Black V
Attack
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Flower of Devoured Fate I
Skill
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Flower of Devoured Fate I
Skill
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Persona
Skill
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Echo of Sorrow V
Upgrade
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Instant Judgment V
Upgrade

Flower of Devoured Fate IV
Skill
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CRIT Rate > CRIT DMG
Void DMG% > ATK%
ATK%
Extra ATK DMG% >= CRIT Rate% > CRIT DMG% > ATK > ATK%
Renoa’s Potentials all increase her damage, with none offering mechanical changes.
3-1: Offers a huge +40% to Dirge Bullet’s multiplier and a further +20% multiplier to Extra Attacks, buffing Dirge Bullet’s overall damage output even further.
5-1: Increases her Basic Attack damage. Incentivizes hitting the Critical Chance threshold, but her Basic Attacks are still one of the least important parts of her kit.
7: Even more Dirge Bullet damage, which further incentivizes building her Critical Chance.

















































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; 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 for Attack Persona Cards is [For each Lux Engraving, 1 Mark to random enemies ] or [Attunement: Decrease Cost by 1 until used].
For Skill Persona Cards [When this card is Discarded, activate this card] is the recommended choice, provided you are playing this unit with a way to facilitate its discard.
The most common Equipment Engraving to optimize for is [When 5 or more cards have been created through abilities by allies, +30% Damage Amount to Extra Attacks of this unit (1 time per turn)]. This effect stacks. But, other damage increase effects are viable just significantly worse for Extra Attack units than the dedicated Engraving.
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.
Increase Damage Amount of Attack Cards by 20%.
+30% Damage Amount of 1-cost or lower Attack Cards.
Increase Damage Amount of Extra Attacks by 25%.
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 but for ATK-based Attackers usually ATK% gear is considered best and DEF-based Attackers DEF% gear is considered best.
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 one card, can be manipulated.
Forbidden: Portrait of Fury. ++Draw, +Damage
Forbidden: Ecstasy of Violence. +Damage
Forbidden: Eternal Hunger. +Draw, ++AP (Ally Reliant)

Echo of Sorrow
Attack
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Echo of Sorrow I
Attack
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Echo of Sorrow II
Attack
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Echo of Sorrow III
Attack
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Echo of Sorrow IV
Skill
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Echo of Sorrow V
Upgrade
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Instant Judgment
Attack
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Instant Judgment I
Attack
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Instant Judgment II
Attack
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Instant Judgment III
Attack
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Instant Judgment IV
Attack
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Instant Judgment V
Upgrade
Instant Judgment I: Now does a bit more damage. Attack Cards themselves are not Renoa's primary source of damage in most builds; Extra Attacks via Discards are. Thus, she tends to get little value out of minor Attack Card damage increases (that aren't Dirge / Extra Attacks) since she is not built to capitalize on them fully.
Instant Judgment II: Now Discard 1 Dirge Bullet from the Draw Pile. This basically relies on having poor Dirge Bullet management (in a consistent set-up where it would be used), as you shouldn't be having Dirge Bullet in your Draw Pile for non-OTK set-ups.
Instant Judgment III: Now does 2-hits and exhausts 1 Dirge Bullet in the Graveyard. This is an amazing Epiphany for aiding in reducing Dirge Bullet overflow (making too many Dirge Bullets you don't exhaust) for consistent set-ups. However, Ballad of Pitch Black V is already amazing at doing just this, but does it for ALL Dirge Bullet instead of just one. So, if you are using Ballad V, then there is no reason to use this (which is probably the case in consistent, non-OTK builds).
Instant Judgment IV: Now a 2-cost but does an Extra Attack when discarded. This is effectively + 1 Dirge Bullet, which is a bit better, but it can also be built around specifically by looping it continuously via Adagio (since the Extra Attack can be activated multiple times a turn).
Instant Judgment V: Now, an Upgrade that does an Extra Attack at the end of the turn. This is the go-to Epiphany as it will be similar to better damage than nearly any other option (because of how Extra Attacks scale and Renoa likely being built for it), on top of it being completely passive and thinning your deck on play.
Neutral: Target Neutral Epiphany: Draw 1.
Draw 1 Neutral can give similar value to Divines and the card is usually not a strong factor of damage, so it's one of the most popular Epiphany options.
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 (Instant Judgment V), -1 Cost Reduction.

Ballad of Pitch Black
Attack
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Ballad of Pitch Black I
Attack
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Ballad of Pitch Black II
Skill
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Ballad of Pitch Black III
Attack
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Ballad of Pitch Black IV
Attack
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Ballad of Pitch Black V
Attack
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Ballad of Pitch Black I: Now does a bit more self-buff. The self-buff is extremely insignificant, so this card has all the same problems the Neutral/Base Epiphany does.
Ballad of Pitch Black II: Becomes a Skill that moves up to 3 Dirge Bullets to hand. This is rather low value since its best-case scenarios often require poor optimization or rotations. In comparison, Ballad V is able to allow complete consistency without worrying about needing to move it. One issue with this card is that Dirge Bullet has [Exhaust], which means it cannot be moved from the Graveyard after being activated (not including the Extra Attack portion).
Ballad of Pitch Black III: Now applies 1 Mark for every Dirge Bullet in hand. With a handful of Dirge Bullets, this could be up to 9 Extra Attacks for one card. Granted, this is a hard card to get its full potential out of, but if you can, it's one of the best damage finishers (likely only used in OTK's, though).
Ballad of Pitch Black IV: Now gives 100% multiplicative buff to Dirge Bullets for 1-turn. A very hefty buff; however, it suffers an extremely hard hurdle to pass, which is that for non-OTK, you will lose your Ballad V to remove Dirge Bullet overflow. It can be used alongside Ballad V if utilizing pre-dupe, Meditate or Flash, but this will require you to lose a crucial dupe (probably losing a dupe on Flower of Devoured V).
Ballad of Pitch Black V: Now exhausts ALL Dirge Bullets in the Graveyard and does 50% more damage for each one exhausted. This is the go-to Epiphany since it allows you to effectively eliminate any Dirge Bullet overflow in consistent set-ups. For OTK, other options like Ballad IV are certainly a strong consideration (as overflow matters less), but being unable to manage your Dirge Bullet overflow will completely brick your rotations, so this is by far the recommendation for general use (can be used alongside another Epiphany if duped and Meditated/Flashed (or duped before Epiphany procs)).
Neutral: Target Neutral Epiphany: N/A.
There is no target Neutral Epiphany for this card, as its base Epiphany can be rather weak (requires a very conditional set-up and will likely add less damage than most options).
Divine: Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.

Flower of Devoured Fate
Skill
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Flower of Devoured Fate I
Skill
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Flower of Devoured Fate II
Skill
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Flower of Devoured Fate III
Skill

Flower of Devoured Fate IV
Skill
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Flower of Devoured Fate V
Skill
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Flower of Devoured Fate I: Increases the effect max by 1. This is the go-to Epiphany as it allows you to both easily Discard all Dirge Bullets while simultaneously creating them.
Flower of Devoured Fate II: Now Discards all ally combatant cards, has [Exhaust], and creates 2 Dirge Bullets for each card exhausted. An OK card for OTK, but it needs to Discard ally cards instead of Renoa herself, which can be antisynergistic with her damage primarily coming from discarding her own cards, not allies. Still, it's an option for OTK, especially if played with an ally who has cards you want to Discard.
Flower of Devoured Fate III: Loses Creation effect and now gives a 40% additive buff to next attack for each discarded. This can allow Renoa to be used as a more Supportive Buffer, though it isn't as strong as dedicated Buffers like Rei or Cassius. Around the same strength as Beryl's Supportive Unlimited Firepower IV.
Flower of Devoured Fate IV: Now draws 3 if she has at least 1 Dirge Bullet in hand. This is EXTREMELY high draw, allowing Renoa to be used as a premier draw support alongside Echo V.
Flower of Devoured Fate V: Now grants [Retrieve] to all Dirge Bullets in hand. This isn't a high recommendation as it is extremely hard to use and often is traded with Flower I (which is the premier generation method), but there are some very strong set-ups that utilize this to Discard the same Dirge Bullets multiple times a turn.
Neutral: Target Neutral Epiphany: N/A.
The epiphanies for this card are generally crucial to the build, so it is not recommended to take neutrals.
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 Cost Reduction (Flower of Devoured Fate II & IV), Draw 1, 1 AP.
Echo of Sorrow I: Now creates 2 Dirge Bullets. While this is a solid card, Renoa will generally have an Extra Attack build that will make its 3 attacks scale worse than Echo of Sorrow IV's 3 (since Echo I will have 1 attack and 2 extra, while IV will have all 3 extra).
Echo of Sorrow II: Now creates 1 Dirge Bullet in hand and 2 Dirge Bullets in Discard. This is the highest attack cap of Renoa, as it enables you to generate 3 Dirge Bullets on an Attack, rather than a Skill. Despite this, making the cards in Discard can be very hard to work around outside of OTK, so this is generally recommended for an OTK set-up using Nia or Renoa Ego Skill to move a lot of cards from Draw and/or Discard.
Echo of Sorrow III: Now creates 1 Dirge Bullet but Discards 2 Dirge Bullets from the Draw Pile. This basically relies on having poor Dirge Bullet management (in a consistent set-up where it would be used), as you shouldn't be having Dirge Bullet in your Draw Pile for non-OTK set-ups and there are superior damage options (Echo of Sorrow II) for OTK. Thus, this Epiphany is not recommended.
Echo of Sorrow IV: Becomes a Skill that makes 3 Dirge Bullets. This is the go-to Epiphany for most Renoa carry builds as it allows you to make the most amount of Dirge Bullets off an Echo of Sorrow Epiphany and synergizes with Flower of Devoured I (Discard 3 create 3 Dirge Bullets) perfectly.
Echo of Sorrow V: Now creates 1 Dirge Bullet at the start of every turn, alongside 1 on being cast. While this may not be the premier Epiphany for damage, it's an extremely popular Epiphany for her draw build, which has garnered a lot of popularity for being similar to higher strength to Veronica's draw (generally the benchmark for draw supports). This is because it can easily activate Flower of Devoured IV's draw condition with only a 1 AP cost per turn, though this build is generally not played without a Divine Cost Reduction on Flower IV, so keep this in mind.
Neutral: Target Neutral Epiphany: Draw 1.
Draw 1 Neutral can give similar value to Divines, but its base card has much lower potential in most teams because it generates fewer Dirge Bullets. As Renoa is usually used as a hyper-carry, it is not recommended to choose QoL over her most important damage source (Dirge Generation).
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 (Echo of Sorrow IV), -1 Cost Reduction.