Verlaine is an all-rounder. She functions by applying [Sleep] to herself. She can increase her own damage, apply Damage Reduction to a target, increase the Cost regeneration, or heal a target. Not only that, she can also apply [Sleep] and [Curse] while doing damage, as she chooses a random card to use while in [Sleep].
Playstyle and Key Mechanics
As mentioned in the Intro, she is an all-rounder; she can do a decent chunk of damage, heal allies, cost regeneration and more. But first, she needs to be in [Sleep] State. In this section will be explained how her cards work and why exactly she revolves on sleep.
Main Cards:
First, we have [Star Arc], a fairly simple red card that does 3 instances of damage and can apply [Chill]. It also has a special mechanic where it returns directly to hand when discarded.
Next is her [Dreamseek]. With this card, she applies [Sleep] on herself while summoning a familiar called [Monday] and this familiar cannot be attacked by enemies. Once she uses this card, she can select a card between [Fright Night], [Requiem], and [Magic Spring]. These cards offer various effects and will be explained further below. This card is also replaced by [Dreamweave] once used.
Lastly, her Ultimate card, [Dream Eater]. This is a damaging card that will also apply [Sleep] and [Curse] to all enemies. Additionally, it will also retrieve 1 card from the discard pile, prioritizing [Dreamweave] and the retrieved card will have its cost deducted by 1.
Derivatives:
[Dreamweave] - Causes [Sleep] to yourself, while increasing your attack and defense by 2%, stackable. Choose 1 card from [Fright Night], [Requiem], Magic Spring] and [Starry Dream] (at Resonance 4) to add to your hand
[Fright Night] - She buffs herself by increasing the number of [Arcane Missile] from [Star Arc] by 1; this buff can stack up to 6 times, making her deal more damage.
[Requiem] - Reduces the allied target’s Final DMG taken by 80% and increases their DEF by 1% every second and this lasts for 5 seconds.
[Magic Spring] - Restores 0.1 Cost per second. This effect stacks up to 6 times. Great utility helps out on cycling cards,
[Starry Dream] - Heals the target ally for 1% HP per second. This effect stacks up to 6 times. Ideally good to use manually to select and ally.
Investment
Verlaine’s awakening is quite selfish, as there are no other characters in the roster that are capable of using [Arcane Missile] and have self-applied [Sleep]. Regardless, here's a brief explanation of her Awakenings.
Awakening 1 - After using [Dreamweave], the ally's [Arcane Missile] DMG is increased by 15%, up to a maximum of 180%. Even though it says Ally, there are no other characters that can use [Arcane Missile].
Awakening 2 - Ally's [Arcane Missile] has a 33% chance to trigger Triple Shot. Similar as mentioned above.
Awakening 4 - Whenever a [Leader Skill] is released, immediately casts [Star Arc]. Great for extra damage, benefits well with the previous Awakenings.
Awakening 5- The duration of [Sleep]/[Requiem] caused by Verlaine is extended by 2s. When [Monday] is present, it increases the ATK of our allies in [Sleep]/[Requiem] status by 2% per second, up to a maximum of 50%. Decent damage increase, but not really significant as the ATK increase is capped.
Resonance
Resonance 1 - After using any Purple card, draw 1 card, prioritizing [Dreamseek]. This effect can be triggered only once. When using a [Leader Skill] or Ultimate card, add 1 [Star Arc] from the Deck to your hand. When using the [Discard] command, add 1 [Star Arc] from the Discarded to your hand. Great for cycling and obtaining cards; ideally, have enough cost to consistently use the cards.
Resonance 2 - When in the [Sleep] status, random magic attacks will be used.When [Monday] is present, even if in the [Sleep] status, Verlaine can use her own skill cards and is immune to control-type special effects. Incredible Resonance makes her consistently use her cards without interruption,
Resonance 4 - Enhances [Dreamweave]: 'What dreams should I make today?' Enters [Sleep] state. Select a card from [Fright Night], [Requiem], [Magic Spring], and [Starry Dream], and add the selected card to your hand. Enables her to heal.
Resonance 5 - When [Monday] is present, releases 1 [Arcane Missile] per second at enemies in [Sleep]/[Moemoe]/[Curse] status, converting 30% of the DMG into healing for Verlaine. Greatly improves her damage output. More effective if you have more Awakening enabled on her.
Synergies
Tennie - Has constant application of [Chill], making her a good frontline option for a Leader Verlaine.
Margiela - Margiela is an incredible DPS; however, she has tons of purple card derivatives that will cost too much. Having Verlaine on the team will help the overall cost generation and Verlaine having purple cards just makes her fit for the team.
Joshua - Has a resonance node that increases damage taken by enemies with [Curse].
Gear and Affixes
Some examples of overall good equipment choices for Verlaine. For specific picks, please check the respective teams.
Weapons:
SSR Anti-Entropy Frost: [Chill] and [Freeze] dealt last for 2 seconds longer. This effect stacks.
SSR Unbewusstes Probe: Whenever you play a Red card of cost 3 or more, random enemy receive 3% less healing. This effect stacks up to a maximum of 75%.
SR Viscera Collector MK 0: Using [Leader Skill] restores 0.4 Cost. This effect stacks.
R Mass Projector: Using [Leader Skill] increases ATK by 1.5%. This effect stacks.
R Magic Wand: Playing a Purple card has a 20% chance to restore 1 Cost. The trigger rate stacks.
Armor:
UR Lucid Dream Fiber: Wearer's Red cards heal the wearer for 2% of the damage dealt.
SSR Simulated Stars: Using [Leader Skill] restores 5% HP. This effect stacks.
SSR External Memory Matrix: Max damage taken per hit is 33% of Max HP.
SSR Black Rock Armor: Reduces wearer's final DMG taken by 10%. This effect stacks. Reduces wearer's final DMG taken by 10%. This effect stacks.
SSR High Dimension Construct: Generating a Black card restores 5% of Max HP. This effect stacks.
SR Resonance Fiber: When own skill card is used, restores 2% of Max HP.
Accessory:
UR Dawncloud Seal: Max Hand Size +1.
UR World Line ß Box: Draws a card whenever you encounter a wave of enemies, prioritizing wearer's skill cards.
SSR Mobius: Cards in your hand are replenished 0.25 seconds faster. This effect stacks.
SSR Divinity Seal: Gains 2 Cost at the battle's beginning. This effect stacks.
SSR Fengshui Tactical Drone: For every 8 cards used, increases ATK or DEF by 2%, up to a maximum of 50%.
SR Magic Spring: Restores 0.02 Cost per second. This effect stacks.
SR Lion Emblem: Wearer's Purple cards deal 15% more damage. This effect stacks.
R Harrison Device: Playing a Yellow card restores 0.3 Cost. This effect does not stack.
Affixes
Using [Leader Skill] restores 0.2/0.3 Cost. This effect stacks.
Using [Leader Skill] restores 2/3% of own Max HP. This effect stacks.
Using [Leader Skill] increases own ATK by 0.5/1%. This effect stacks.
Increases own ATK by 1/3%. This effect stacks.
Increases own ATK by 10/30. This effect stacks.
Increases all own trigger rates by 1/5%. This effect stacks.
Restores 0.01/0.02 Cost per second. This effect stacks.
Playing a Red card increases own ATK by 0.2/0.5%. This effect stacks.
Increases final DMG dealt by 2/5%. This effect stacks.
Gains [Hyperarmor] for 1 second when using own skill cards. This effect stacks.
Upon ending [Sleep], restores 2/3% HP. This effect stacks.
[Sleep] dealt lasts for 1 second longer. This effect stacks.
[Chill], [Freeze], and [Megafreeze] dealt last for 1 second longer. This effect stacks.
This character's [Chill] effect has a 1/2% better chance to [Freeze] the target.
[Chill] dealt lasts for 1/2 seconds longer. This effect stacks.
[Curse] dealt lasts for 1/2 seconds longer. This effect stacks.
Playing a Yellow card has a 5/10% chance to draw a card. The trigger rate stacks.
Playing a Yellow card restores 0.05/0.1 Cost. This effect stack

























