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

Pulse Fire
Attack

Magnetic Field
Skill
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Homing Laser
Attack
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Death Halo
Ego Skill
Check all the epiphany cards available for Sereniel

Plasma Missile
Attack
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Shining Core
Skill

Cobalt Light
Attack
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Pale Shooting Star
Attack
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 Sereniel

Homing Laser L
Attack
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If Sereniel’s Critical Chance is 20% or higher, +10% Instinct Attribute Damage Amount
If Critical Chance is 40% or higher, add an additional +5% to the modifier
+100% Damage to Pale Shooting Star, and change the number of procable Homing Laser cards to 5.
At the start of battle, create 2 Homing Laser L, each with 1 increased Hit Count and applied with Haste.
At the start of the turn, if Homing Laser is one of the cards drawn, Draw 1 card.
+150% Damage Amount to Death Halo, and apply Haste to each Homing Laser L that is moved by Death Halo.
For each Homing Laser that is moved to hand on Ravage, Sereniel gains a Firepower Amp effect.
Firepower Amp: +25% Damage Amount to Sereniel’s Attack Cards for 1 turn (max 2 stacks)
At the start of battle, +20% to Sereniel’s Weakness Damage Amount.
At the start of the turn, inflict 1 Instinct Weakness to the enemy with the highest HP.
On Ravage by an ally, Sereniel inflicts 80% Damage × max Tenacity count of the target to that target.

High Single Target Damage.
Massive amounts of Tenacity Damage.
Generates many 0-Cost Attack Cards, which can be spammed.
Can abuse Divine Epiphany effects more often than usual through the Homing Lazer add back effect.
Damage Potential scales based on the number of enemies she’s able to Ravage per turn, granting her extra power in multi-target scenarios.
Loses huge amounts of damage when facing enemies without tenacity, or when not able to break enemies each turn.
No AoE cards outside of Ego Skill.
Maximum damage Potential is limited by hand size.
Sereniel is a (mostly) single-target Damage Dealer whose cards revolve around inflicting massive amounts of Tenacity Damage to break enemies quickly for huge benefits. Her kit is a combination of strong standalone Attack Cards, great card generation options and a potent array of “move” effects, which allow her to launch huge amounts of attacks without giving up the potential to deal huge direct damage.
The heart of all Sereniel strategies is Homing Laser (permanent card in Sereniel’s deck) and Homing Laser L (temporary, Generated Card), both of which cost 1 or 0 AP, deal a small amount of damage, but more importantly, add themselves back to hand infinitely (in most cases) after Ravaging an enemy. Using this mechanic, Sereniel can unload a barrage of lasers, Ravage an enemy, then add them all back for another round, then repeat for as many Ravages as you can get off in a turn.
Overall, Sereniel is a very flexible damage dealer that works really well in Chaos as she has plenty of viable Epiphanies, which means that you won’t ‘brick’ your run after not getting the one you need (which is very common for most other damage dealers).
Afterglow: A buff that gives +1 Tenacity Damage to Attack Cards or +100% Damage Amount against enemies in a Ravage state and enemies without Tenacity, decreasing by 1 stack each time the effect is activated. While this buff is stackable, the bonus can only apply once. Also, each stack applies per hit of abilities, meaning if you only have 1 stack and use a 4-hit ability, only the first hit will be buffed, but if you have 4 stacks, all 4 would be consumed to fully buff the ability.

Homing Laser IV
Attack
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Plasma Missile III
Attack

Shining Core III
Upgrade
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Cobalt Light
Attack
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Pale Shooting Star
Attack
Deck utilizes AP Divine on Homing Lasers and situations or supports (like Selena) to ravage multiple times and make a mass amount of AP on-top of driving a large amount of Attack Card plays for effects like Selena's coordinated attacks.
This is not an exhaustive list of teams this deck can be used in, merely examples pooled from Team Database to reference as a launch board.
Ravager
Ravager (Anika Variant)




Homing Laser IV
Attack
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Plasma Missile III
Attack

Shining Core III
Upgrade
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Cobalt Light
Attack
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Pale Shooting Star
Attack

Shock
Attack
Show Effects
Deck is simply a minor variant of the Generic version that is useful specifically when used alongside Cassius to activate the 'Straight' Quest and easily hit the Morale cap every turn and play more powerful 2-cost cards. Can still be used in some other variants like Anika Variant, but less of a recommendation as it is not built specifically for it.
This is not an exhaustive list of teams this deck can be used in, merely examples pooled from Team Database to reference as a launch board.
Ravager

Homing Laser IV
Attack
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Plasma Missile III
Attack

Shining Core III
Upgrade
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Cobalt Light
Attack
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Pale Shooting Star
Attack

Negotiate
Skill
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Deck simply uses 3 Homing Lasers instead of 4 to cover for issues with Anika (start of turn draw 2) or E2+ (start of battle make 2). It can also be preferred without either of these scenarios when constructing decks for
This is not an exhaustive list of teams this deck can be used in, merely examples pooled from Team Database to reference as a launch board.
Ravager








CRIT Rate > CRIT DMG = ATK%
ATK% >= Instinct DMG%
ATK%
CRIT Rate% = CRIT DMG% > ATK > ATK%
Crit Rate% > Crit DMG% > Unique Card DMG% > Common Card DMG% >= Basic Card DMG%
Sereniel’s Signature Potentials offer some extra damage for her main damage card, Homing Laser, which is essential and also includes some improvements to her early chaos Potential, smoothing out the start of runs.
3-1: Adds a 50% chance to create a Homing Laser L card to the Pulse Fire card, helping with Laser generation. A useful bonus in early chaos runs and is cheap enough to unlock, so no reason not to.
5-1: Increases the base damage of Sereniel’s Basic Attack Pulse Fire by 5%, with an additional 5% if Sereniel’s Crit Chance is above 20%. A low-impact unlock, which only sees noticeable benefit in Chaos, making it an optional investment.
7: Increases Sereniel's Instinct DMG% by effectively 15% which makes it so ATK% is generally stronger to build on her.
Tentacles is recommended over Criticism because Sereniel is typically played with Selena who does a much larger percentage of the team damage. However, Criticism will be preferred when not used as a Driver.









Tentacles is recommended over Criticism because Sereniel is typically played with Selena who does a much larger percentage of the team damage. However, Criticism will be preferred when not used as a Driver.





































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 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.
Many Sereniel builds will take [When Action Count of enemies is increased by allies, +50% Damage Amount to Ally Attack Cards for 1 turn (1 time per turn)] as well.
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.
Sometimes Sereniel might take the Equipment Engraving [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)] when using Mark effects or ways of doing Extra Attacks, as she is able to easily activate it.
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.
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)

Homing Laser
Attack
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Homing Laser I
Attack
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Homing Laser II
Attack
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Homing Laser III
Attack
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Homing Laser IV
Attack
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Homing Laser V
Attack
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Plasma Missile
Attack
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Plasma Missile I
Attack
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Plasma Missile II
Attack
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Plasma Missile III
Attack

Plasma Missile IV
Attack

Plasma Missile V
Upgrade
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Plasma Missile I: The Tenacity Damage is increased to 1. Since Sereniel already has extremely high Tenacity Damage from Afterglow, the additional Tenacity Damage from this is not recommended in most builds.
Plasma Missile II: The card now loses its double activation condition, but gains additional damage based on the decreased Tenacity of the enemy. While this can be decent damage, the Supportive options of choices like Neutral or Plasma Missile III will generally outweigh its additional damage, as they will enable more damage on cards like Homing Laser.
Plasma Missile III: The effect changes to ‘Instinct Weakness Imprint & 60% additive buff to all Homing Lasers’. The go-to Epiphany. Weakness Imprint is incredibly strong as it not only increases all Tenacity Damage Sereniel does (alongside allies like Cassius), but it gives a 1.25x final multiplier on all Instinct damage as well–in any scenario where the enemy isn’t Instinct weak already, this will be preferred.
Plasma Missile IV: Additional effect is now ‘Create 3 Homing Laser-L’s in Draw Pile’. This can be a great option in builds centered around creating Homing Laser-L’s, but it requires you to draw them or activate them in the Draw Pile (like through Pale Shooting Star). Moreover, the Supportive options of alternative choices like Neutral or Plasma Missile III will generally outweigh the benefits of a slightly higher Homing Laser-L generation that can be achieved through other effects like Shining Core III.
Plasma Missile V: The card is now an Upgrade that provides damage based on Homing Lasers moved to hand. The damage is extremely negligible, but this is still worth considering in scenarios where you already have Instinct Weakness, as it will allow you to just get rid of the card after it's played.
Neutral: Target Neutral Epiphany: Draw 1.
Because this card is ‘activate again’ and not ‘hit again’, it will activate any Divine and Neutral effects on its second activation. Thus, a ‘Draw 1’ Neutral is actually Draw 2–which can be exceptionally strong in Sereniel teams that need the extra draw, but the strength of Instinct Weakness Imprint in any scenario that isn’t against an Instinct-weak enemy will likely outweigh options like this.
Divine: Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.

Shining Core
Skill

Shining Core I
Skill

Shining Core II
Skill
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Shining Core III
Upgrade
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Shining Core IV
Skill
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Shining Core V
Upgrade
Shining Core I: Now creates 3 Homing Laser-L’s. This gives much lower Homing Laser-L generation than that of options like Shining Core III. It can be considered in scenarios where Tenacity Damage is completely prevented, but it is typically not recommended to consider Sereniel in these scenarios, as it directly counters her main strengths.
Shining Core II: Now creates 2 Homing Lasers with [Exhaust 2]. This gives much lower Homing Laser-L generation than that of options like Shining Core III. Still, this can be a competitive option with Shining Core III, as it allows the homing lasers to be used more times.
Shining Core III: The go-to Epiphany. This enables you to generate enough Homing Laser-L’s, and then some, to guarantee Ravage most bosses past your second or third Ravage (when used alongside a Tenacity-restore unit like Selena, as recommended).
Shining Core IV: Changes to X-cost that creates X+1 Homing Laser-L’s with [Haste]. In theory, this could be a quite good option, but the limitations to hand-size and AP for when this card would want to be played (before first Ravage) makes it extremely awkward to pull off and thus a low recommendation if optimizing for consistency.
Shining Core V: The card is now an Upgrade that creates 1 Homing Laser for the battle of your choice. This is an amazing option in scenarios where you can Ravage the boss in a specific number of hits, which can enable a break-point for cycling Ravages on a boss with no Homing Laser-L’s (typically 4 hits, so 6 Tenacity enemies like Sereniel’s original Great Rift boss). This isn’t a super common occurrence, but worth considering when it does happen.
Neutral: Target Neutral Epiphany: Draw 1.
The Draw 1 Epiphany is basically the equivalent of a Divine, but the value this gives for Homing Laser-L generation is much lower than that of options like Shining Core III. It can be considered in scenarios where Tenacity Damage is completely prevented, but it is typically not recommended to consider Sereniel in these scenarios, as it directly counters her main strengths.
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, Morale/Resolve (Shining Core III).

Cobalt Light
Attack
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Cobalt Light I
Attack
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Cobalt Light II
Attack
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Cobalt Light III
Attack

Cobalt Light IV
Attack

Cobalt Light V
Attack
Show Effects
Cobalt Light I: Now, it reduces its cost by 1 on Ravage. While this will be inferior to other options when used with AP Sereniel Builds, it is the most universal choice outside of that (such as for Vulnerable Homing Lasers).
Cobalt Light II: Gains [Retain] and ‘Retain: +1 hit until use, max: 5’. Unless you struggle to play it every turn, this will be a poor option, but if you struggle to play it every turn, it’s probably just better to remove it–so it isn’t recommended as its best-case scenario is better if it’s removed.
Cobalt Light III: Now 2-cost and creates a Homing Laser-L for each target hit. In most scenarios, this will be lower Homing Laser-L generation than Shining Core or Homing Laser Epiphany options on a card that also costs more and is more conditional (needs multi-target and RNG for it to hit them all), so it is not recommended to build around.
Cobalt Light IV: The card is now 1-cost and gains +1 hit for each Homing Laser in hand. This can turn Sereniel into a multi-hit nuker with a reasonable 1-cost card. It can be hard to get max-value out of, but it is a practical 6-7 hit card with decent set-ups, making it a great option to consider versus enemies who are Tenacity-less (though again, it is not recommended to use Sereniel in these scenarios as they counter her).
Cobalt Light V: It gains [Weakness Attack] (Elemental Advantage) and will activate again if it is the card that Ravages. This is the go-to Epiphany for AP Sereniel builds outside of Neutral Epiphanies.
Neutral: Target Neutral Epiphany: Draw 2.
Draw 2 is incredibly high value for a Neutral, making it a strong draw card on top of its damage. The 3-cost can be hard to play around outside of Divine AP Sereniel Builds, but as it is the most popular and main recommendation for building towards, this Epiphany is still the highest recommendation to look out for.
Divine: Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.
Homing Laser I: Homing Laser loses its Afterglow effect but gains ‘Destroy: +1 Hit’, which means it is 2-hits on a Ravaged target (or hits that Ravages). This can be one of her highest damage options in certain scenarios (where you are hitting Ravaged target or boss has low Tenacity that can be Ravaged off Sereniel Homing Laser-L’s she makes through other cards), but it still suffers the drawback every Epiphany (besides Homing Laser IV) does, which is that they all have a massive QoL gap with Homing Laser IV where the card must be drawn every turn to give basically the same value IV does.
Homing Laser II: The base ratio is increased and the Afterglow effect is increased from 2 to 3. Keep in mind that stacking Afterglow does not increase its effects, merely increases the ‘charges’ of it to be consumed. While the additional base damage and Afterglow can be nice, it suffers the drawback every Epiphany (besides Homing Laser IV) does, which is that they all have a massive QoL gap with Homing Laser IV, where the card must be drawn every turn to give basically the same value IV does.
Homing Laser III: Homing Laser is now a 1-cost that creates 2 Homing Laser-L’s but does not return to hand. This can net a very high amount of Homing Laser-L creation via Pale Shooting Star (especially with E1), but it can be more expensive to play and suffers the drawback every Epiphany (besides Homing Laser IV) does, which is that they all have a massive QoL gap with Homing Laser IV where the card must be drawn every turn to give basically the same value IV does.
Homing Laser IV: Homing Laser now moves to hand at the start of the turn, but has only 1 Afterglow and a lower base ratio. The go-to Epiphany. It effectively eliminates any need to draw Sereniel’s most important card, as it moves to hand at the start of the turn. Moreover, the way Afterglow stacks and how Sereniel’s best buffs are generally additive, the downsides to this Epiphany are basically non-existent, making it the one most will hunt for in their ideal build.
Homing Laser V: The move to hand effect is replaced with ‘Move all Homing Laser-L’s to hand’. This can be quite useful in builds based around making a mass amount of Homing Laser-L’s, such as in combination with Homing Laser III, but it suffers the drawback every Epiphany (besides Homing Laser IV) does, which is that they all have a massive QoL gap with Homing Laser IV where the card must be drawn every turn to give basically the same value IV does.
Neutral: Target Neutral Epiphany: Agony 2, Mark 1.
The Neutral Epiphany options on this can enable some niche builds centered around Mark or Agony, but these are not Sereniel’s popular playstyles and often require a lot of specific synergies to get full value out of.
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, Vulnerable 2.