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

Matter Disintegration
Attack

Barrier Deployment
Skill
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Quantum Seed
Skill
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Archetype Resonance
Ego Skill
Check all the epiphany cards available for Tiphera

Form Convergence
Skill
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Creation and Destruction
Attack
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Dual Creation
Upgrade
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Event Horizon
Skill
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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 Tiphera

Archetype: ○
Skill
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Archetype: △
Skill
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Archetype: □
Skill
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Incredible AP generation.
Powerful Healing and shielding.
Large Multiplicative Damage buffs.
Easy deck building thanks to so many unique cards.
Buff only lasts for a single attack and only works on a single hit.
Some top builds feature a lot of randomness, leading to inconsistent fights.
Requires planning on which archetype to aim for when in order to be effective.
When Archetype cards are mismanaged, they can clog the deck.
Tiphera is a 5-Star Order Attribute Controller who’s all about combining massive AP production, shielding, plus healing, and strong but restrictive damage buffs to her team. As an extra bonus, in Chaos and in some Save Data builds, she can also contribute a little Defense-Based damage of her own.
Tiphera’s core mechanic is based around her various Archetype cards - Circle, Triangle, and Square. Her Archetypes are 0 Cost Skill Cards that have the [Exhaust] tag and can be generated in large numbers continually every turn through a number of cards in her kit. Each Archetype shape has its own unique effect, but all of them grant either healing or shielding. The unique effects of each archetype are where Tiphera’s kit properly comes into its own, though. One Shape has AP generation, another has a damage buff to the first hit of the next Attack card played, and the last draws other Archetypal cards, ensuring Tiphera’s deck never clogs. Tiphera’s entire playstyle revolves around generating the right Archetype Shapes at the right time for what your team needs in the moment, something which gets especially interesting given the fact that many of the best ways to generate said Archetypes have a significant dash of randomness involved.
One of Tiphera’s main strengths is her ability to hone in on creating as many AP Archetypes as possible, allowing her to generate a staggering amount of AP for the team even without Divine Epiphanies. Because of the amount of AP Tiphera can generate, you can occasionally be left with excess. To solve this, you can consider finding a source of [Stockpile] to conserve it between turns. Alternatively, Tiphera can also switch gears and focus on buffing Archetypes instead in order to majorly amplify specific combatants’ damage to incredibly high levels. And if specialization isn’t your thing, it’s possible to work in part of both approaches for a hybrid playstyle as well. If that wasn’t enough, as an additional bonus, Tiphera gains yet more AP and buffing, but most importantly, some card draw thanks to her Unique Card “Event Horizon” which, depending on your luck, can draw up to 4 cards or generate 4 AP.
When it comes to fitting Tiphera into teams in Chaos, she’s a mostly universal support capable of working with a range of teams thanks to her strong AP generation, healing, shielding, and ability to deal a little damage. In Save-based game modes, however, despite her strengths, Tiphera is not a shoo-in for all teams as her main strengths in Chaos, like AP generation and sustain, are far easier for more characters to cover after considering fully built decks with Divine Epiphanies.
Where Tiphera shines in Save Data is where her powerful but incredibly limited buffs, which only amplify the first hit of the next Attack Card played, can be fully taken advantage of. This means Tiphera is most at home supporting single-hit damage dealers with massive base multipliers that only hit once, allowing Tiphera to take that single huge multiplier hit and massively increase it. This generally means Tiphera isn’t the kind of support who can be paired with any DPS and excel, limiting her use compared to more generalist buffers. However, in the teams Tiphera IS good in, she’s usually one of, if not the best, options.
All up Tiphera is a well rounded beast for Chaos but before slotting her in for Save first track whether the AP she generates (which can be a lot) is useful, if it is, then consider carefully if her buffs make sense for the damage dealer you’re focusing the team around, lastly, either select a Low RNG build or prepare a game-plan to work around the randomness involved in some builds Archetype Creation. Last but not least, make sure you have some draw power covered, either by splashing some draw-based standard/divine Epiphanies on Tiphera or the rest of your team. If you can check all those boxes, it’s very likely Tiphera will serve you and your team well.
Creations: Tiphera has 3 different Archetype cards, each of which corresponds to a shape. All 3 shapes have both the [Creation] and [Exhaust] tags, heal or shield, and have a signature mechanic. Learning which shape does what is essential to deckbuilding and playing Tiphera effectively. Here is what they do:
Circle: Has the signature mechanic of generating 1 AP on use and is the main reason Tiphera is such a competent AP support. Circle also heals for 50% on use.
Triangle: Has the signature mechanic of buffing the next allied attacks first Hit by +30% (multiplicative) damage per Triangle. Tiphera can easily generate well over 10 Archetypes a turn in many optimized builds, meaning this buff can quickly stack incredibly high. Because of this, it has a maximum stack size of 300%, although this is only “per attack” so as long as you’re attacking multiple times a turn, there isn’t much of a cap. Triangle also Shields for 50% on use.
Square: Has the signature mechanic to draw 1 Archetype card(s) from the deck. Usually, the weakest of Tiphera’s Archetypes, as all it does is get you to the other 2 shapes. However, Square is still useful for ensuring your deck doesn’t clog with Archetype cards, allowing you to constantly fish already generated Archetypes out of the deck. Also Heals for 50% on use.



Quantum Seed III
Skill

Dual Creation II
Upgrade
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Event Horizon
Skill
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Quantum Seed II
Skill
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Form Convergence I
Skill
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Dual Creation II
Upgrade
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Event Horizon
Skill
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Quantum Seed III
Skill

Quantum Seed III
Skill

Creation and Destruction V
Attack

Dual Creation II
Upgrade
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Event Horizon
Skill
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One with All
Skill
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HP%
HP%
DEF%
DEF > DEF% > HP > HP% > EGO Regen
CRIT Rate > CRIT DMG
Order DMG
DEF%
CRIT Rate% = CRIT DMG% > DEF > DEF% >>> ATK > ATK%
DEF% > Unique Card DMG% > CRIT RATE% = Basic Card DMG% >= Common Card DMG%
Basic Card Proficiency / 3-1: Tiphera’s 3-1 Potential alters her Barrier Deployment card from a 100% heal to a 70% shield 70% heal. Tiphera’s basic attacks aren’t usually relevant in Save Data modes, but in Chaos, this potential unlock is usually a net positive in survivability, provided you use it before enemies strike for its shielding. Cheap enough to unlock that there’s no reason not to pick it up.
Unique Card Proficiency / 5-1: Provides an additional +5% base Heal and Shield increase to her Archetype cards, and if her Defense is greater than 250, adds an additional +5%. A potent increase to Tiphera’s sustain due to the fact that the baseline base healing and shielding of Archetypes is so low, so increasing it by any amount is always a huge boost. Definitely worth picking up and investing in to reach the 250 defense threshold if you intend for Tiphera to be your dedicated sustain unit.
Unique Stat Upgrade / 7: A must-have epiphany that grants +10% Critical Damage to all allies while Tiphera’s Defense is greater than 300, at the start of battle (301+ in character screen). The damage boost from this potential isn’t game-changing, but there’s no reason not to unlock it. Free damage is free damage.
Swamp is typically the go-to choice for any support that can trigger ‘Recover’ through a Card, which is all Controllers and some Psionics, because of the access to ‘Clover of the Forest’ at fairly high odds (+10% ATK% for all allies on Recover from Card).















































Despite wording, Phytotype Synthetic only improves the wearer's damage on activation. So, it is not generally recommended but can be an increase in Tiphera DPS with certain epiphanies or in E6/DPS setups.






















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.
When used as a DPS, typical DPS options like When an Attack Card is activated on a target in a Vulnerable state, +15% Critical Chance are recommended.
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

Quantum Seed
Skill
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Quantum Seed I
Skill
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Quantum Seed II
Skill
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Quantum Seed III
Skill

Quantum Seed IV
Skill
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Quantum Seed V
Upgrade
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Form Convergence
Skill
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Form Convergence I
Skill
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Form Convergence II
Skill
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Form Convergence III
Skill
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Form Convergence IV
Skill
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Form Convergence V
Skill
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Form Convergence I: The same as the base card, but now you draw 3. Universally good, as it can allow you to not need to rely on Archetype: □ for drawing all your archetype cards every turn at the same time as buffing them as well. Usually the go-to most generic option unless you need more specialized choices.
Form Convergence II: Draws 2 extra Archetypes but loses its doubling effect to compensate and also requires you to [Exhaust] a card in hand after it resolves. If you have some [Exhaust] synergies in your deck that can benefit from the target [Exhaust], this card can be useful; otherwise, it usually just ends up as an inferior option to other Form Convergence choices.
Form Convergence III: Completely reworks the cards into a 0-cost skill that changes the shape of all Archetypes in hand to a different one. Also has a [Retain] effect, which, when triggered, draws an Archetype card from the deck. Standalone, this card isn’t that strong, but when combined with Quantum Seed IV, it forms a potent combo that can definitely make it worth using.
Form Convergence IV: This Epiphany changes the cards completely and allows you to target [Exhaust] up to 3 [Exhaust] cards anywhere in your deck, hand or Graveyard, then draw [Exhaust] cards equal to the number exhausted. This is situationally very strong, especially with characters who make cards they want to [Exhaust] like Kayron or against bosses who make status ailments (as is common in Great-Rift). Moreover, it can be used to [Exhaust] Archetype: □ in Draw/Discard Pile to achieve the same effect of drawing an archetype card without needing to draw the Archetype: □ manually.
Form Convergence V: While this version can theoretically be up to a draw 6 archetype card, it’s extremely hard to hit this consistently and is basically completely reliant on RNG. There are some very fringe scenarios in which it can be used, but it requires a level of game knowledge and set-up that is not recommended for most players.
Neutral: Target Neutral Epiphany: 1 AP
Neutral Epiphany can essentially make this card cost 0 to play, which is value equivalent to Divines. Since other form convergences aren’t definitive Upgrades over the base card in most builds (unless you’re playing the retain variant of Tiphera), this is an amazing option to look out for.
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.

Creation and Destruction
Attack
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Creation and Destruction I
Attack
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Creation and Destruction II
Attack

Creation and Destruction III
Attack
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Creation and Destruction IV
Upgrade
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Creation and Destruction V
Attack
Creation and Destruction I: Boosts all the ratios of this card by a solid amount but doesn’t change its functionality at all. Most Tiphera decks would prefer another Signature Epiphany or a Divine Epiphany with greater impact instead.
Creation and Destruction II: While Tiphera is not generally built as a DPS or sub-DPS, the values on this card are notable enough that it enables her to consider a more Sub-DPS playstyle, as it has very easy conditions to make it a high ratio 0-cost attack.
Creation and Destruction III: This option can effectively free up a hand space via [Retain] in some decks, but it has a high 2-cost and takes a long time to scale. It is awkward to play around and basically the same as just removing it in its best scenarios. It also has anti-synergy with most Quantum IV builds, as there is a chance this card will be hit instead of Form Convergence III.
Creation and Destruction IV: The de facto choice for most Tiphera decks that are not removing this card and that is amazing in any deck/build, giving you a free attack that also shields and heals you a considerable amount every single turn.
Creation and Destruction V: The card will now randomly roll a value between 1 and 9 and change the cost to that value for effects based on cost. While this is a fun mechanic, it is quite hard to play around and is gambling especially hard. It is worth noting that you can play this card without paying the cost via set-ups like Nia’s G Chord, which allows you to play a card at the top of your deck for free. Despite these challenges, Tiphera's 9-cost is still one of the highest base ratio attacks in the game, and thus, has been a popular 'nuke' option in some Great Rift metas, so it's worth considering if content favors only one hit.
Neutral: Target Neutral Epiphany: Draw 1, 1 AP.
Neutral Epiphany can essentially make this card cost 0 to play or draw 1, which is value equivalent to Divines. The draw 1 can be especially valuable since this card does not have access to Draw 1 Divine, despite its access to Draw 1 Neutral.
Divine: Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.

Dual Creation
Upgrade
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Dual Creation I
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Dual Creation II
Upgrade
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Dual Creation III
Upgrade
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Dual Creation IV
Skill
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Dual Creation V
Upgrade
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Dual Creation I: Identical to the base card but with the [Initiation] tag added on for consistency. This Dual Creation is the strongest Archetype Generation variant among all versions, assuming you can pull all of them out of the deck each turn.
Dual Creation II: Modifies the base card to only trigger when 3 Archetypes are created instead of 2, but adds the generated Archetype to your hand instead of placing it in the Discard Pile. Playing this variant allows you to side-step the process of drawing all the added Archetypes out of the deck, boosting consistency majorly, making it the de facto choice for most Tiphera builds.
Dual Creation III: Changes the card so that Archetype: □ also creates an additional Archetype of a different type in the Discard Pile when used. This Upgrade guarantees value from Archetype: □ by ensuring it always has something to fish out of the deck. However, this Epiphany can only truly shine in decks that specialize in Archetype: □ generation and where those Archetype: □ cards weren’t needed to fish out other archetype cards already. Most Tiphera decks usually prefer to use their Archetype: □ cards for their intended purposes and take advantage of other Dual Creation Epiphany options.
Dual Creation IV: Using this card adds one of every archetype to your hand, then adds back a duplicate copy of the next Archetype you play. In its ideal set-up, this is 4 guaranteed creations in hand, with 2 of them being targeted, making this an amazing pick if you don’t need any of the Upgrade variants.
Dual Creation V: Changes the card’s Upgrade effect to grant you a buff each turn that allows you to duplicate the first 5 Archetype cards you move to your hand each turn, but at the cost of having those duplicates lose one of their effects (either their Sustain effect or their Signature effect). You can think of this Upgrade as granting you, on average, 2.5 more proper Creations per turn if you can max out using all its charges. This variant of Dual Creation is great for generating a ton of cards you can [Exhaust], but usually loses out to more consistent and accessible ways of generating creations provided by other Epiphanies.
Neutral: The Neutral Epiphanies to this card themselves are not especially strong or high priority and in many cases, it’s usually just better to pick up Dual Creation I for the initiation it provides or to go for a different, more powerful Epiphany.
Divine: Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.
Quantum Seed I: Now creates 3 random Archetypes instead of 2. While this has similar or better theoretical value to Epiphanies like Quantum II, III, or IV, it lacks the major and transformative QOL Upgrades they grant, making it underwhelming in comparison. Because of this, it’s much less commonly used among Tiphera decks.
Quantum Seed II: Changes Quantum Seed to let you choose exactly what type all creations made with it will be. After choosing, add one creation of your choice to your hand and another copy of it to your deck. Not only does this Epiphany eliminate RNG-elements, but it also is the only Epiphany besides the base Epiphany with access to Draw 1 Divine. For Protos looking to eliminate the RNG nature of Tiphera, this is the go-to option, especially if you have a preference for one of her Archetypes over others.
Quantum Seed III: This Epiphany changes how Quantum Seed works. It now first draws 1 card from the deck, then lets you choose 1 of 3 Archetypes. Next, you’ll generate a random Archetype in your hand from those 3. If the card added matches your prediction, you’ll then add the remaining 2 Archetypes to your Draw Pile. If you guess wrong, you only receive the random Archetype in hand and no extras. What makes this Epiphany so strong is the Innate draw attached to it, combined with the fact that it can still generate all 3 Archetypes each turn. The randomness of this card can hold it back, but this can be manipulated by using the Protos Rewind skill. After rewinding, the created Archetype is considered the same, so if you alter your selection to the card you saw generated, it will always be the correct choice.
Quantum Seed IV: The same effect as the base card, outside of creating 3 Archetypes instead of 2, costing 1 AP instead of 0 and most importantly, activating the effect of one of Tiphera’s [Retain] cards in hand twice. When combined with Form Convergence III, which is a [Retain] card with the [Retain] effect to draw an Archetype card, Quantum Seed IV becomes a 1-cost generate 3 Archetypes in your hand, which can be worth the trade-off of its higher cost and lack of quality of life.
Quantum Seed V: Quantum Seed V is an Upgrade instead of a Skill that grants 1 Archetype when you use it. After that, whenever your AP reaches 0, it generates a random Archetype in hand and in the Draw Pile (but only once per turn). Despite being a persistent effect that constantly generates value, the amount of Archetypes it creates is simply too low to outperform just having additional copies of other Quantum Seed Epiphanies, so it is usually not a popular choice.
Neutral: Target Neutral Epiphany: Morale 1
Quantum Seed’s Neutral Epiphanies aren’t amazing, as both AP and draw cannot be obtained. However, Morale could be considered when used alongside multi-hitter DPS, especially when combined with the ‘Draw +1’ draw Divine, which is extremely powerful. However, Morale goes against Tiphera’s multiplicative buffing identity, so while this could be viable, it’s usually not 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, 1 AP, -1 Cost Reduction (Quantum IV).