5★ Khalipe — Equipment
Weapons
Rune Lance — If use more than 5 AP, +25% Damage, Shield Gain, and Healing.
- This is Khalipe's definitive "BiS" (Best in Slot). By Turn 3, she triggers a permanent +25% boost to both Damage and Shielding. Because it scales her survival and her DEF-based offense simultaneously for the remaining 70% of the fight, it provides the highest mathematical value over medium to long battles.
Replica Core — When drawing your own Attack Card by an ability, that card +50% Damage Amount for 1 turn.
- Khalipe relies on Rally to search her deck for Vulture Ejection. This equipment provides a massive +50% Damage Amount (multiplicative) to that specific card. Since Vulture Ejection is her primary source of Silver Veil and shields, this ensures her most important turn is always a massive AoE swing.
Gastronomicon — When using an Attack Card with cost 2 or more, 3 Agony.
- Khalipe constantly plays 2+ AP cards to trigger Celestial, granting 3 Agony per play. Since Agony only decays by 1 per turn, she can stack it to deal huge Fixed Damage every turn end (50% x Agony amount). This ignores enemy Defense, providing a reliable damage floor that grows as the battle progresses.
Chimeranite — When you Draw by an ability, +35% Damage amount to your own Attack Card(s) for 1 turn (Max 1 time per turn).
- This offers a +35% Damage Amount multiplier when a card is drawn by an ability. Since Khalipe’s rotation is built around using Rally into her hand, this provides a top-tier multiplicative layer that is significantly stronger than additive "Damage %" alternatives.
W-52 Dopamine Injector — When you Draw by an ability, +20% Damage amount for 1 turn (Max 2 times per turn).
- Similar to Chimeranite, but with a stacking potential of up to 40% Damage Amount. While it requires drawing twice to beat Chimeranite, it is highly effective in setups where Khalipe uses Rally alongside other team-wide draw effects, making her 2-AP card follow-ups hit even harder.
Dark Grip's Claws — Increase the damage of attack on all enemies by 25%.
- This provides a +25% Damage % (additive) boost to all AoE attacks. It ranks lower because it is additive rather than multiplicative, but it remains a great choice because it applies to her Silver Veil explosions and her Ego Skill automatically without any draw conditions.
Obsidian Sword — Increase damage amount by 12%
- A simple +12% Damage Amount multiplier. While it is always active and requires no setup, the percentage is too low to compete with the 25%–50% boosts offered by other specialized equipment in a 10-turn strategic environment.
Torch of Wrath — At the start of a turn, apply 2 Mark to a random enemy.
- This applies Mark, which triggers extra damage and Tenacity shred when an enemy is hit. While useful for helping the team break a boss, it offers no direct scaling for Khalipe’s Defense-based damage or her crucial team shielding, making it the least impactful choice.
Armors
Lush Seaweed Armor — When gaining Shield, gain 30% Fixed Shield.
- This is Khalipe’s premier defensive gear. Every time she triggers Vulture Ejection or any other of her unique cards (which she does frequently via Celestial), she gains a shield; this armor then adds a 30% Fixed Shield on top. Because "Fixed" multipliers apply to the final formula result, it effectively increases her total damage mitigation without being weakened by the 50% efficiency penalty on "Additional DEF."
Consecrated Halo — +25% Shield Gain
- Directly increases Shield Gain by 25%. In the Shield Formula, this acts as a Generic Card Multiplicative Multiplier. Since Khalipe’s survival as a Vanguard depends on the shields generated by her defense-scaled attacks, this item ensures her frontline presence remains stable across the battle.
Fragment of the Empty Void — At the start of battle, Discard up to 3 cards, Draw equal to the number.
- Enable better starting hand. Khalipe does not use Initiation Upgrade card, thus can be used to fish out Rally or Vulture Ejection.
Wings of Freedom — When hit, +10% Damage Amount (Max 3 stacks).
- In a battle hits are guaranteed. This equipment provides +10% Damage Amount per hit (up to 30%). Because "Damage Amount" is a final multiplicative factor in your provided formula, it provides a much higher damage ceiling for her defense-based AoE than simply stacking Attack or Defense stats.
Primordial Discipline / Wings of the Swarm — At the start of battle, gain 2 Immunity.
- These provide 2 Immunity stacks. Immunity is vital because it blocks the Impair debuff, which carries a direct "Impair Penalty" in the Shield Formula. Preventing this penalty ensures Khalipe’s protection and healing output never drop by half during critical boss turns.
Rocket-Adorned Cape — At the start of the battle, 1 Damage Reduction and Draw 1.
- Khalipe needs to find Rally or Vulture Ejection to start her Celestial loop. The Draw 1 at the start of battle increases her consistency, while the 1 Damage Reduction provides a flat reduction to incoming multi-hit attacks, which is helpful for her 493 HP pool.
Contaminated Helmet — Max HP +6%, Defense +12%.
- Provides 12% DEF. However, per the formula, this is treated as "Additional DEF," which is half as efficient (0.5x) for shielding. While it helps hit her 300 DEF breakpoint for potential nodes, it offers significantly less protective value than the Fixed Shield multipliers of higher-ranked gear.
Standard Gas Mask — At the start of battle, gain 1 Immunity.
- Provides only 1 Immunity. In a combat scenario, a single stack of Immunity is usually stripped within the first round, making it a strictly inferior version of the above options.
Wild Fur Cloak — At turn start, Counter 1.
- Grants Counter 1 at the start of each turn. Since Khalipe’s damage scales off her Defense and this counter does not benefit from her high-cost card multipliers or Silver Veil mechanics, it provides negligible impact compared to scaling her core shield/AoE kit.
Trinkets
Dormant Seeds — On gaining Shield, +100% Fixed Shield (1 per turn).
- This is the gold standard for Khalipe. She gains shields nearly every turn via Vulture Ejection or Absolute Protection. A 100% Fixed Shield essentially doubles her protection once per turn. Because it is a "Fixed" value based on the final calculation, it ignores the 0.5x efficiency penalty on added defense, making her exponentially harder to kill.
Emblem of an Exceptional Entity — +30% Damage Amount. Stress received becomes 0 (1 for each battle).
- Khalipe’s damage is entirely Defense-scaled, meaning standard Attack buffs are useless. This item provides +30% Damage Amount, which is a final multiplicative factor in the damage formula. This scales her AoE nukes and Silver Veil explosions by a true 1.3x, which is vital for clearing bosses within the turn limit.
Guardian Core — If an enemy with an intent to Attack is present, +60% Fixed Shield (1 per turn).
- This provides a 60% Fixed Shield whenever an enemy intends to attack. While the multiplier is lower than Dormant Seeds, it provides a consistent defensive floor that triggers before she even has to play a card.
Heart of the Jewel — X is applied as X+1.
- Specifically for Absolute Protection in increase its shield gain.
Source of the Forbidden — When hit, inflict 1 random effects among Vulnerable, Weaken, or Impair to the attacker (3 times per turn).
- This is a reactive support tool. Inflicting Weaken (reduces enemy damage) or Vulnerable (increases team damage) helps her fulfill debuffing duties, though it lacks the direct DEF-scaling power of the higher ranks.