
Best Build Guide
Last updated: 20/March/2026
Check all the starting cards & the EGO Card available for Rita

Time Acceleration
Attack

Rewind
Skill
Show Effects

Chrono Archon
Upgrade
Show Effects

Hour of Glory
Ego Skill
Show Effects
Check all the epiphany cards available for Rita

Time Axis Collapse
Attack

Future Decreed
Skill

Chrono Circle
Skill

Time Paradox
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 Rita

Fate Imprint
Attack
Show Effects

Fate Distortion
Skill
Show Effects

Solid single hit single-target damage.
High Tenacity Damage.
Grants herself a large amount of “free” AP each turn.
Unique playstyle.
Huge base multipliers.
Baseline costs of all cards are incredibly expensive.
No AoE.
Many builds have huge AP consumption.
Rita is a 5-Star Justice/Psionic Combatant that warps space and time to deal heavy single-target damage, at the expense of having extremely costly cards - Rita bends the rules to turn this downside into an upside, though, through her Chronicle mechanic.
Rita's playstyle revolves around her "Chronicle" and "Chronal Ascension" buffs, which are both resources that need to be managed carefully to succeed. Rita gains stacks of "Chronicle" primarily from her "Chrono Archon" upgrade card. By itself, initially “Chronicle” doesn’t do anything, but at the end of the turn or when Rita’s card “Time Paradox” is played, “Chronicle” is turned into “Chronal Ascension”. “Chronal Ascension” is where Rita’s kit truly comes alive. Rita can consume stacks of "Chronal Ascension" to substitute it as AP for her cards, allowing her to self-fulfill her massive AP demands. In simple terms, Rita wants to generate Chronicle, convert it into Chronal Ascension, then spend that Chronal Ascension to use high-cost cards for free.
Rita’s kit allows her to function as either your primary DPS or as a sub-DPS thanks to her own resource mechanic, allowing her to play her cards without taking resources away from the rest of her team. As her attack cards all have relatively high base values, she can still dish out some solid damage whilst not specifically demanding resources of her own. Alternatively, as mentioned, Rita can also serve as the team's main damage dealer, monopolizing all the team's resources with her ability to consume an enormous amount of AP in exchange for more damage. How much AP Rita will want/need and her role in the team are largely dependent on the type of deck you make for her, with some builds requiring minimal resources and others requiring huge amounts.
As unique as Rita’s kit is, she unfortunately does have some notable downsides. The first is that Rita lacks any form of AoE across her entire kit and epiphany options, reducing her flexibility and efficacy in many game modes. Her second weakness, which is more of a feature given how her kit is designed, is her huge reliance on AP generation and coordination. If you don’t have enough AP for your Rita build to function smoothly, she won't perform remotely close to her maximum potential. Effective management of Chronicle and Chronal Ascension is also necessary for Rita to succeed, as each turn it’s up to 12 AP she has access to for free which, if you ignore, means huge potential losses unless you can recoup it elsewhere.
When it comes to team building for Rita regardless of how you play her as a support or damage dealer you’ll want a way for her to maximize her Chronicle and Chronal Ascension generation each turn which usually means you’ll want to pair her with a character capable of generating the team some additional AP as the most common way to fully cycle Rita’s buffs is to be able to trigger high cost cards either by casting them for their full AP cost or, alternatively cheating them out also works. The other thing Rita usually looks for in teams, specifically when played as a damage dealer, is both multiplicative damage buffs and Vulnerability application to boost her own damage, which, while difficult to fit in, are incredibly powerful if you can get them without sacrificing her own resource generation.
Chronicle: Rita generates stacks of Chronicle via her Chrono Archon card. Whenever a card is activated (by any combatant on the team), Rita gains 1 Chronicle for each cost of that card activated. Rita can hold up to 6 stacks of Chronicle at once. At the start of the turn, Rita removes all stacks of Chronicle she currently has and gains 1 stack of Chronal Ascension per stack of Chronicle removed. Rita cannot gain stacks of Chronicle while she owns stacks of Chronicle Ascension.
Tip: Chronicle counts the cost of the card activated. For example, if you use a 1 cost card that activates a 3 cost card - Rita will gain 1 Stack of Chronicle for the first card used, and then 3 additional stacks of Chronicle for the card that was activated - even if not directly cast/used. This allows you to “cheat” Chronicle stacks without paying full AP costs.
Chronal Ascension: Whenever Rita’s Basic or Unique card is used, Rita will consume stacks of Chronal Ascension to fulfill that card's AP cost instead. But at the end of the turn, Rita loses all stacks of Chronal Ascension, so you’ll want to spend it all before then.




Chrono Archon I
Upgrade
Show Effects

Time Axis Collapse I
Attack

Chrono Circle I
Skill

Time Paradox
Skill
Show Effects




Chrono Archon I
Upgrade
Show Effects

Time Axis Collapse I
Attack

Future Decreed IV
Skill

Chrono Circle V
Upgrade
Show Effects

Time Paradox
Skill
Show Effects

Chrono Archon I
Upgrade
Show Effects

Time Axis Collapse IV
Attack
Show Effects

Future Decreed II
Skill

Chrono Circle V
Upgrade
Show Effects

Chrono Archon I
Upgrade
Show Effects

Time Axis Collapse IV
Attack
Show Effects

Chrono Circle I
Skill

Time Paradox
Skill
Show Effects

Flame of Eternity
Upgrade




CRIT Rate > CRIT DMG
Justice DMG% > ATK%
ATK%
CRIT Rate% = CRIT DMG% >= ATK > ATK%
CRIT RATE% = CRIT DMG% >= Unique Card DMG% > Common Card DMG% = Basic Card DMG%
3-1: Rita’s 3-1 Potential grants an additional +50% damage to her Basic Attack card, Time Acceleration. Overall, providing a pretty substantial boost in damage to her basic cards, unless specifically building a Save File around her basic cards, this node is mostly beneficial in Chaos. Despite how niche it is, this node is cheap enough to unlock; it's not usually worth skipping.
5-1: Rita's 5-1 potential further enhances her Time Acceleration card, increasing damage dealt by +5%, and if Rita’s attack is greater than 500, increases it further by an additional +5%. This node is much more costly to unlock than 3-1 and is also far less potent, while sharing the same issue of only being useful to certain save data Rita builds and her Chaos performance. If you don’t care for a boost to those elements, you can skip out on this unlock.
7: Rita's 7 potential provides a +10% attack increase to herself if her attack is greater than 800. This sounds quite strong, but it only provides a 10% increase to her base stat. Once you reach the threshold, this bonus grants Rita around 44 Attack at level 60. Not an incredibly powerful or game-changing node, but it helps slightly with her damage output.
Note: The increase to her base stat functions similarly to Flat ATK found in the sub stats of memory fragments and therefore isn’t multiplied by the ATK% increases also found on memory fragments.















































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.
There is no recommended Card Engraving, often times it will be specific to the team or skipped entirely (focusing just on Equipment Engravings).
The most common Equipment Engraving to optimize for is [When 15 or more cards are in Graveyard, +15% Critical Damage to Attack Cards of this unit], but this effect does not stack, so other equipment Engravings that increase damage can also be used.
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.
When an Attack Card is activated on a target in a Vulnerable state, +15% Critical Chance.
Increase Damage Amount of Attack Cards by 20%.
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

Chrono Archon
Upgrade
Show Effects

Chrono Archon I
Upgrade
Show Effects

Chrono Archon II
Upgrade
Show Effects

Chrono Archon III
Upgrade
Show Effects

Chrono Archon IV
Upgrade
Show Effects

Chrono Archon V
Upgrade
Show Effects

Time Axis Collapse
Attack

Time Axis Collapse I
Attack

Time Axis Collapse II
Attack

Time Axis Collapse III
Skill

Time Axis Collapse IV
Attack
Show Effects

Time Axis Collapse V
Attack
Time Axis Collapse I: Has a much higher base ratio than the original card while maintaining the same large multiplicative buff potential, making it one of Rita’s strongest damaging cards and the backbone of quite a few damage-focused decks. If you’re not dedicating your Rita to support or Fate Imprints Time Axis Collapse I, is generally one of her next best build around damage tools.
Time Axis Collapse II: Changes to a 1-cost that gains 30% multiplicative buff for every 1-cost or lower card in hand. This is functionally a damage downgrade, even in its best scenarios, compared to prior Time Axis epiphanies, as the damage upgrade is harder to optimize and also scales worse with external buffs because of its lower initial value than Time Axis I. However, it can be a much more affordable option and situationally better than the alternatives.
Time Axis Collapse III: Changes to a 3-cost skill that gives a buff to the 3 next attack cards of Rita, a huge buff. Rita has very limited ways in her kit to boost her own card damage, with this one epiphany being one of the few exceptions, meaning even though it’s expensive, it can be a viable choice if your Rita is lacking buffs from equipment or her team, and she doesn’t need the damage-focused epiphanies of Time Axis Collapse.
Time Axis Collapse IV: Now auto-activates when chronal ascension is gained, and applies 2 Vulnerable. Very solid damage card with it also applying Vulnerable and costing 0AP to play (nor using your chronal ascension). The only major downside of this is the change to 3-cost (which doesn't matter for playing it, but makes it not work with Chrono Circle V).
Time Axis Collapse V: Does less damage and now changes all Fate Imprint costs to '4'. This is basically just a worse Flame of Eternity (neutral that increases attacks by 1-cost but gives them all a multiplicative buff). Still, it's a nice card to consider for Fate Imprint builds since it's not exactly easy to get Flame of Eternity (comes from an extremely rare event in Swamp).
Neutral: This card’s neutral epiphany access is basically a worse version of other epiphanies (like Vulnerable 1 being a worse version of Time Axis IV). Therefore, they are not recommended.
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, Weakness Attack, -1 Cost-Reduction, Draw 1 (Time Axis Collapse III).

Future Decreed
Skill

Future Decreed I
Skill

Future Decreed II
Skill

Future Decreed III
Skill

Future Decreed IV
Skill

Future Decreed V
Upgrade
Show Effects
Future Decreed I: Increases the cost of a random 2-cost or lower card until used, but activates a random 3-cost card. This is basically a worse version of Future Decreed II, as both of these would mainly be played to support Hew (Extreme) Nine, but this one comes with a downside.
Future Decreed II: Now activates a random 3-cost attack card in hand. This is the preferred option when using Rita to support Nine, as it is essentially a vastly superior fighting spirit (since it's 0-cost and can also get divines for divine draw).
Future Decreed III: Now a 3-cost that activates a random 3-cost attack in the draw pile. This is just an extremely awkward card since it's using 3-cost... to activate a 3-cost. Most of the time, it effectively does nothing, as it saves no AP and is draw neutral. A card that may as well be blank. However, in niche scenarios where you are using Rita as some kind of pseudo-AP unit to manually activate a 3-cost card (like Hew), this can use Chronal Ascension instead of AP–in this scenario, you would basically be jumping through hoops to get the same exact value as Future Decreed II, though.
Future Decreed IV: Becomes a 2-cost that activates 2 random 2-costs in hand. This is a solid card in decks where it gets its full value of effectively 2AP (2AP to play 4AP). It has particular synergy with Chrono Circle V and Time Axis Collapse I, as it allows you to easily draw all 4 Time Axis Collapse I (for half the cost).
Future Decreed V: Becomes an upgrade with [Unique] that does a decently strong hit to a random enemy whenever using a card with an increased cost. In combination with Fate Imprints and other effects that increase card cost, this is an incredibly strong card that increases Rita's hit count by a considerable amount. The one major downside of this upgrade, though, is that it consumes Vulnerable stacks, which can make it unsuitable for many damage-focused Rita builds without teammates to spam apply enough Vulnerability to sustain it.
Neutral: This card’s neutral epiphany access isn’t especially strong, and the QoL or better effects from alternative options will generally be preferred.
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.

Chrono Circle
Skill

Chrono Circle I
Skill

Chrono Circle II
Skill
Show Effects

Chrono Circle III
Upgrade
Show Effects

Chrono Circle IV
Skill
Show Effects

Chrono Circle V
Upgrade
Show Effects
Chrono Circle I: Now makes 3 Fate Imprints. Fate imprints are her highest potential damage attacks, making the card that generates the most of them the go-to for Rita DPS builds.
Chrono Circle II: Gains Retain] and 'Retain: Create 1 Fate Imprint'. Since it maintains the Create 2 Fate Imprint, it's still a solid option, regardless, and it can also be used as a higher potential alternative to Chrono Circle I if used with characters who can activate ally 'Retain:'s such as Orlea.
Chrono Circle III: Moves basic cards to hand when chronal ascension is gained. This sounds nice, but it's more or less a ‘bait’ or fringe/meme option. Since Chronal Ascension is gained twice in a turn (once at the start of the turn and once on Time Paradox use), it actually only allows basics to be played only one extra time (since the start-of-turn proc does not give an extra use of the basics as it applies before the basics can even be used).
Chrono Circle IV: Card is now 'Select and Exhaust 1 [Exhaust] card from anywhere in deck, create fate imprints based on cost of that card'. This can generate more fate imprints than Chrono Circle I in scenarios where you can manipulate it to exhaust higher cost cards, making it situationally a better option (provided you have the AP to play the extra amounts).
Chrono Circle V: Is now an upgrade with the [Unique] tag that draws up to 3 2-cost attack cards whenever chronal ascension is gained. This can make Rita completely self-sufficient in some decks based around Time Axis, but provides little value in many decks because of its extremely strict condition of only 2-costs.
Neutral: This card’s neutral epiphany access isn’t especially strong, and the QoL or better effects from alternative options will generally be preferred.
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.
Chrono Archon I: Card gains the effect of 'When ascension is removed, 3 Chronicle'. While this may seem like less Chronicle than alternative options, because you cannot gain Chronicle while having chronal ascension, it will likely be more Chronicle and much more consistent than alternative options in practice.
Chrono Archon II: Now does damage based on Chronal Ascension at the end of the turn. This effect is pretty terrible. Chronal Ascension is the main way of playing Rita cards. By having a leftover amount, you essentially do not play any (or only 1-2) Rita cards. However, the base epiphany is already very solid -- essentially just needing you to play 2 faint imprints on Rita raw (which you likely will need to do anyway) after set-up. So, it's fine to take this despite probably getting 0-value from its additional effect.
Chrono Archon III: Loses the original Chronicle based on card-cost effect and is now 'when a card is exhausted' as the trigger, with no bonus effects. Can easily hit the 12 Chronicle needed generation for max Chronal Ascension a turn, when played with Tiphera (or for OTK), but it requires you to time your exhausts perfectly between your turn start and signature skill (Time Paradox) use, which makes it a much more situational option than I, as there are few caveats for Chrono Archon I.
Chrono Archon IV: Gains 'when a card is discarded, 1 Chronicle'. This effect is probably useless in most Rita teams, but the base epiphany is already very solid -- essentially just needing you to play 2 faint imprint cards on Rita raw (which you likely will need to do anyway) after set-up. So, it's fine to take this despite probably getting 0-value from its additional effect.
Chrono Archon V: Card gains the effect of 1 Chronicle when 'Retain:' is triggered. This is very solid, especially when used with a character who can activate ally retains, like Orlea, but even when used with an ally retainer, it requires the order you play your retain effects to not be when you have chronal ascension (as chronal ascension blocks Chronicle from being generated), which makes it less reliable than the guaranteed Chrono Archon I.
Neutral: The Neutral Epiphanies are not especially strong or high priority in many cases. However, its base epiphany will often be at a similar value to options like Chrono Archon II or IV, so it’s not bad to take.
Divine: Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over divines.