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

Longsword Slash
Attack

Rapid Slash
Attack

Flowing Parry
Skill
Show Effects

Prepare to Subdue
Skill

Skyscraper Cleave
Ego Skill
Check all the epiphany cards available for Yuki

Flash Slash
Attack
Show Effects

Trickery Strike
Attack
Show Effects

Freezing Blade
Upgrade
Show Effects

Iceberg Cleave
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.

Strong AoE damage output.
Decent ST damage if you adjust your build.
Access to Self Card Draw.
Does not require extra AP generation unless you want to use more expensive, higher damage Epiphany/dupe choices.
Struggles to activate [Inspiration] consistently early in Chaos/Zero system runs.
Her key search card has no options with the [Move] keyword, limiting Yuki to only playing the Attack Cards you hard include in your deck every turn and no more than that, hurting her damage ceiling considerably.
Low Tenacity Damage.
Even in Save Data game modes, she can still draw hands without a way to recycle or activate some of her [Inspiration] cards, leading to efficiency losses.
Yuki is primarily an AoE-focused DPS that can also be built to focus more on ST damage instead. Her playstyle revolves around drawing cards to activate the [Inspiration] effects of her cards, making building decks with a high amount of Card Draw and hand manipulation especially powerful for her. While playing Yuki in her optimal teams (so with Card Drawers like Veronica, Nia, or Cassius), expect to be constantly cycling through your deck with high-end Yuki cards, often playing every Attack Card she has every turn. One other advantage of Yuki after acquiring Epiphanies is that she’s AP-friendly enough that a dedicated AP support isn’t necessarily required, freeing up those supports for other Combatants.
However, Yuki’s reliance on Card Draw to activate [Inspiration] can find her in trouble in non-Save Data game modes, where cheap high-end draw is usually not available. This is especially true early on in Chaos and Zero System runs, resulting in her often having to use her cards without their additional effects, putting her at a disadvantage compared to other characters. On top of this, in higher-tier Chaos, you often have to set aside utility like Card Draw in favor of survivability, which further limits Yuki’s power in non-Save modes. Many of these issues can be fixed with Epiphanies, some equipment and a few lucky card dupes, but none of this is guaranteed.
Thankfully, those issues aren’t a problem anymore in Save Data game modes, as there you already have a good deck saved and can run her with two Card Drawers without risking the team dying suddenly.
Overall, Yuki is a character with an interesting mechanic. Still, she’s being held back by several limitations ingrained into her kit and the fact that her modifiers lack the scaling that other characters have, allowing them to punch above their weight with the right build.
Inspiration: The entirety of Yuki’s kit revolves around the [Inspiration] effect, which grants her cards additional abilities whenever they’re drawn outside of the start of the turn procedure. These effects take the form of reduced costs, bonus abilities or increased damage. The key to playing Yuki is ensuring all her [Inspiration] cards are activated whenever using them, if possible.




Longsword Slash
Attack

Prepare to Subdue IV
Skill
Show Effects

Flash Slash
Attack
Show Effects

Trickery Strike III
Skill
Show Effects

Freezing Blade III
Upgrade
Show Effects

Iceberg Cleave
Attack
Show Effects




CRIT Rate > CRIT DMG
Order DMG% > ATK%
ATK%
CRIT Rate% = CRIT DMG% > ATK > ATK%
Yuki’s Signature Potentials offer significant damage boosts as well as some additional functionality, making them a high priority to unlock.
3-1: A must-have upgrade which adds an [Inspiration] effect to Yuki’s Basic Attack Cards, Longsword Slash and Rapid Slash. Longsword Slash gets a cost reduction, making it free when [Inspiration] triggers and Rapid Slash gets a 30% (multiplicative) Damage increase, putting it above the curve for Basic Attack Cards.
5-1: Increase the base damage of both of Yuki’s Basic Attacks by +5% Damage baseline and another 5% if her Attack is greater than 500. A nice bonus, but nothing game-changing.
7: Increase the base damage of Flash Slash and Iceberg Cleave by +5% Damage baseline with an additional increase of 1% per 80 attack she has over 500, up to an additional +5% at 900. Stronger than 5-1, but not a major improvement over 3-1.















































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 recommended Card Engraving is [Umbra Engraving 5: Add 2 Hit(s) [Exhaust +2]] as it increases the [Exhaust] count of the recommended Persona Card (which is [Exhaust 5] base but goes up to [Exhaust 9] with both Engravings) but also makes the Attack Card much stronger, as well).
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.
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)

Prepare to Subdue
Skill

Prepare to Subdue I
Skill
Show Effects

Prepare to Subdue II
Skill

Prepare to Subdue III
Skill

Prepare to Subdue IV
Skill
Show Effects

Prepare to Subdue V
Skill

Flash Slash
Attack
Show Effects

Flash Slash I
Attack
Show Effects

Flash Slash II
Attack
Show Effects

Flash Slash III
Attack
Show Effects

Flash Slash IV
Attack
Show Effects

Flash Slash V
Attack
Flash Slash I: Simply an increase in the base ratio of the card, but with current buffing for Yuki damage, this is worse than alternative options that also buff her [Inspiration] attacks (Neutral Morale 3) or hit more times (Flash Slash III).
Flash Slash II: The card will now be 0-cost base with [Inspiration] active, which can make this comfortable and enable a more Sub-DPS type playstyle on Yuki.
Flash Slash III: This is the premier choice for some AOE-based builds that have a lot of external buffs, so the buffs from Neutral Morale 3 aren’t as needed and this will outscale it.
Flash Slash IV: The card now gets an additive buff for every Card Drawn this turn, enabling her to do a lot of damage on one hit. Generally speaking, this will perform worse overall than other builds she can do; however, it has especially useful performance in Season 2’s Great Rift, being a somewhat competitive build where she can kill both hands quickly and also oneshot
Flash Slash V: The card is changed to be 3-cost, but it reduces its cost permanently on use. However, it has no [Inspiration] tag, making it not synergistic with Yuki’s most popular builds. It’s also just not a great attack when additional effects from [Inspiration] triggers (Trickery Strike III and Freezing Blade) are removed. Basically similar to a lower value compared to Owen Windslash, which isn’t known for being a premier DPS card.
Neutral: Target Neutral Epiphany: Morale 3.
Morale 3 is a very strong and sizable buff that can scale both Yuki in AOE and Yuki in single-target set-ups. It is generally the de facto choice, as most of her damage will come from Trickery Strike III and Freezing Blade for most content, which Morale buffs the damage of extremely efficiently.
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, Vulnerable 2.

Trickery Strike
Attack
Show Effects

Trickery Strike I
Attack
Show Effects

Trickery Strike II
Attack
Show Effects

Trickery Strike III
Skill
Show Effects

Trickery Strike IV
Attack
Show Effects

Trickery Strike V
Attack
Show Effects
Trickery Strike I: This gives you 1 hit and activates an [Inspiration] effect of your choice. In comparison, Trickery Strike III can give you up to 7-9 more hits (as it will activate a hit for every [Inspiration] you use) and will activate ALL missing [Inspiration] effects. Thus, it is never recommended over Trickery Strike III.
Trickery Strike II: The card gains [Retrieve], so it is effectively 1 more hit and 1 more [Inspiration] proc for only one turn. In comparison, Trickery Strike III can give you up to 7 more hits (as it will activate a hit for every [Inspiration] you use) and will activate ALL missing [Inspiration] effects. Thus, it is never recommended over Trickery Strike III.
Trickery Strike III: The de facto choice after its buffs, essentially +1 hit to every Yuki card you play this turn and allows you to activate all [Inspiration] in hand that you drew at turn-start. Most of your builds will be based around this card + Freezing Blade, activating additional hits on [Inspiration]. Do note that its buff does NOT stack, so you cannot play multiple and get additional hits for every [Inspiration].
Trickery Strike IV: If you really need extra draw for [Inspiration] cards, this is an amazing choice. Generally speaking, you can draw your Yuki cards from your support, like Veronica or Nia.
Trickery Strike V: In AOE/Multi-Target scenarios, this is the only one worth considering over Trickery Strike III, in optimized set-up, as it gives you +1 proc of ‘Freezing Blade’ which is a hefty AOE hit. Arguably, this is still worse than Trickery Strike III even in AOE, though, since Trickery Strike III will just give you more overall hits (as Trickery Strike III adds a hit to EVERY inspiration, while this is just +1 hit for the card itself).
Neutral: The base card only activates 1 random [Inspiration] and gives you 1 hit. In comparison, Trickery Strike III can give you up to 7-9 more hits (as it will activate a hit for every [Inspiration] you use) and will activate ALL missing [Inspiration] effects. Thus, it is never recommended over Trickery Strike III. Neutral Epiphanies do not outweigh how central Trickery Strike III is to your build.
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, Vulnerable 2.

Freezing Blade
Upgrade
Show Effects

Freezing Blade I
Upgrade
Show Effects

Freezing Blade II
Upgrade
Show Effects

Freezing Blade III
Upgrade
Show Effects

Freezing Blade IV
Upgrade
Show Effects

Freezing Blade V
Upgrade
Show Effects
Freezing Blade I: The effect changes to now be a hefty 160% AOE damage instead of the previous 120%, making it an even more potent option in AOE. This is generally the preferred option for AOE scenarios, but is not bad to have in single-target if you miss Freezing Blade III, either.
Freezing Blade II: The card gains [Initiation] and 0 cost, allowing it to be guaranteed in your hand at the start of Turn 1. This can be a comfortable pick, but will generally not be the recommended choice in optimized set-ups, as Yuki tends to be run with a strong draw unit who can get all of Yuki’s cards in hand quickly, like Veronica.
Freezing Blade III: It changes the card to instead be a 2x multi-hit every time you use an activated [Inspiration], but it will no longer hit in AOE. This has amazing synergy with Trickery Strike, making Yuki a potent single-target Damage Dealer who hits every enemy 3 extra times whenever she uses an [Inspiration] card (which is most of her cards). For single-target scenarios, which dominate most content at the moment, this will be your preferred choice.
Freezing Blade IV: Now gives a mult boost to AOE attacks. This can be specifically great with a ‘nuke’ based build Flash Slash IV, as it scales the one card she’s doing most of her damage with quite well. However, it tends to be weaker in any other popular build of hers which use ‘Inspiration:’ cards.
Freezing Blade V: Assuming you are playing Trickery Strike III, this card does nothing effectively.
Neutral: Target Neutral Epiphany: Start-of-Turn 2 Agony, 2 Ego Points.
The Neutral Epiphany options on this card can enable a few useful effects, like allowing you to play an Ego Skill Turn 1 or activating the 2P Agony Memory Fragment set, but the higher damage of other options is generally preferred, as these effects can be better achieved through Supportive 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.
Prepare to Subdue I: The multiplicative damage boost effect doubles, but it still is only draw 1 and has no [Inspiration] tag making it not synergistic with Yuki’s most popular builds.
Prepare to Subdue II: The buff is now applied to all Attack Cards, which can have some synergy with double-hit AOE-based Yuki builds (specifically with E1 Yuki and Iceberg Cleave duping), but it has no [Inspiration] tag, making it not synergistic with Yuki’s most popular builds.
Prepare to Subdue III: This now draws 2, but DECREASES the drawn card damage instead. Since there are draw 2 options like Prepare to Subdue IV that not only don’t decrease damage, but increase it, this is very much not a recommended option if it can be avoided. Moreover, it has no [Inspiration] tag, making it not synergistic with Yuki’s most popular builds.
Prepare to Subdue IV: There is almost no scenario where this isn’t massively preferred over all other options. It’s a multiplicative damage boost on cards it draws, a draw 2 and has [Inspiration]. Most notably, its [Inspiration] tag is extremely crucial for many builds, as cards like ‘Trickery Strike III’ and Freezing Blade scale your hit count based on the number of [Inspiration]cards used. Thus, this effectively works as a 2-3x hit Attack Card as well.
Prepare to Subdue V: The effect changes to lose the buff, but essentially be a free Draw 2 after Turn 1, with it drawing 1 card at start-of-turn instead of through the card itself (assuming it is played every turn and you have the hand-space for its start-of-turn effect). However, it has no [Inspiration] tag, making it not synergistic with Yuki’s most popular builds.
Neutral: Target Neutral Epiphany: Morale 1.
The base card can have a similar to higher value by itself than other Epiphanies, so a Morale Epiphany can help with an additional self-buff from Yuki. However, she generally wants as many [Inspiration] cards as possible, and the base Epiphany does not have [Inspiration].
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.