4★ Rei — Equipment
Weapons
W-52 Dopamine Injector — When you Draw by an ability, +20% Damage amount for 1 turn (Max 2 times per turn).
- Rei draws via abilities every turn. This gives repeatable, stackable Damage Amount buffs with no reliance on exhaust. Still the best long-fight value weapon for her role.
Replica Core — When drawing your own Attack Card by an ability, that card +50% Damage Amount for 1 turn.
- Rei frequently draws her own attack cards via ability. A +50% Damage Amount on demand is enormous and reliable — no exhaust dependency.
Torch of Wrath — At the start of a turn, apply 2 Mark to a random enemy.
- Mark is universal damage amplification. Passive, turn-based application means Rei contributes to team DPS every turn without spending AP or attacking
Chimeranite — When you Draw by an ability, +35% Damage amount to your own Attack Card(s) for 1 turn (Max 1 time per turn).
- Triggered by draw via ability, not exhaust. This aligns perfectly with Rei’s kit and remains strong over the entire battle.
Mutant Predator Spike — When there are 4 or more cards in hand, increase Damage Amount by 30%.
- Rei naturally maintains large hand sizes through draw control. This is a persistent, unconditional Damage Amount increase, making it more reliable than exhaust-based burst tools.
Sneering Dagger — When an enemy is defeated, 2 Vulnerable to all enemies.
- Rei helps set up early kills; this weapon turns every defeat into teamwide Vulnerable, enabling fast snowball clears in multi-enemy fights.
Obsidian Sword — Increase damage amount by 12%.
- Always-on +12% Damage Amount. Boring, but extremely reliable for a support whose job is to enable others.
Armors
Wings of Freedom — When hit, +10% Damage Amount (Max 3 stacks).
- Permanent +30% Damage Amount after stacking. Rei’s best armor.
Fragment of the Empty Void — At the start of battle, Discard up to 3 cards, Draw equal to the number.
- Immediate deck acceleration at battle start. Faster setup = fewer turns = less damage taken.
Gladiator's Helmet — At the start of battle, gain 2 Damage Reduction.
- 2 Damage Reduction is persistent and applies every hit.
Rocket-Adorned Cape — At the start of the battle, 1 Damage Reduction and Draw 1.
- Draw 1 + 1 Damage Reduction at battle start. The DR persists; the draw accelerates Rei’s engine immediately.
Shield of the Watcher — When taking Damage, 1 Mark on the attacker.
- Mark application is permanent on enemies and directly increases team damage. Triggers naturally as Rei is hit.
Brainwave-Blocking Helmet — When you Draw by an ability, +40% Fixed Shield.
- Rei’s draw-by-ability frequency is decent in a short battle.
Incomplete Carapace — At the end of the turn, if you have 5 or more Cards in hand, +140% Fixed Shield.
- 140% Fixed Shield is large but only for one turn. Still decent as emergency mitigation due to Rei’s naturally large hand size.
Growing Carapace — At the start of the turn, gain 40% Fixed Shield.
- Reliable every-turn Fixed Shield, but now purely defensive and temporary.
Trinkets
Superconductive Protein — At the start of the battle, change the cost of 1 card in your hand to 0 for 1 turn.
- Rei has and are often paired with teammates with multiple Initiation Upgrade cards. This allows you to cast 1 more of those in your starting hand.
Guardian Core — If an enemy with an intent to Attack is present, +60% Fixed Shield (1 per turn).
- With ~300 HP, Rei is extremely fragile. A 60% Fixed Shield (triggered by enemy intent) provides a massive buffer that bypasses the inefficient DEF formula, ensuring she survives
Emblem of an Exceptional Entity — +30% Damage Amount. Stress received becomes 0 (1 for each battle).
- While a support, Rei's Ego Skill (Final Shadow) deals high single-target damage. The +30% Damage Amount is a final multiplier that maximizes her offensive contribution. This ranks better when Rei’s basic attacks are not removed.
Grey Orb — At the start of battle, gain 3 Damage Reduction.
- Provides 3 Damage Reduction at the start of battle. This is essential for protecting Rei during the first few enemy actions while she is busy exhausting cards to refine the draw pile, or setting up using upgrade cards.
Source of the Forbidden — When hit, inflict 1 random effect among Vulnerable, Weaken, or Impair to the attacker (3 times per turn).
- As a Controller, Rei’s job is to increase team damage. Inflicting Vulnerable, Weaken, or Impair when hit adds free debuff utility to the enemy, amplifying team damage and reducing incoming pressure without costing Rei any AP.
Eye of the Eyeless — Increase damage of Basic attack cards by 40%.
- Boosts Rei's Basic Attack cards (Dark Blade) by 40%. This is a strong consistent damage boost Rei is built for basic attacks.
Revelation’s of Futility — When using Attack Cards, +20% Fixed Shield (10 per turn).
- Rei has several attack cards (Dark Blade, Strike of Darkness). Each attack grants a 20% Fixed Shield (up to 10 times). This allows Rei to generate her own protection through her offensive rotation rather than wasting AP on self-healing. Only valuable if able to play large amount of attack cards in a turn.
Crimson Bloodstone — On using an Attack card, Recover Health equal to 9% of the damage dealt (1 per turn).
- Provides 9% Lifesteal on one attack per turn. While useful for sustain, its value is tied to Rei's damage output; if her base ATK is low, a Fixed Shield from Revelation's of Futility will offer more effective health.