INTRODUCTION
Chaos Zero Nightmare (CZN) is an anime deckbuilder with RPG elements. If you are looking for a review of the game check out this article. In this guide we will cover everything you need to know to get started. This includes: terminology, combat basics, progression, chaos and save data, a simplified tier list (with sample teams and builds), card epiphanies, partners, gear, memory fragments, potential, resources, Chaos mode and how to gain pull currency.
1. TERMINOLOGY
Basic terminology in the game will help you understand the mechanics. Use this section as a reference for common terms you will come across. This section is divide in separate sections for basic, combat and Chaos mode specific terms.
A. Basic Terms
Action Count: Enemies have an action count. When the player uses a card, the enemies action count decreases. When the counter hits 0, they will take immediate action, even if it is not their turn. This means that it is important to see where their action count is and think strategically before playing too many cards in a given turn.
Anticipated Action: You can view what action an enemy will take. In front of their health bar and under their action count (red), you will see their anticipated action icon (white). For example, if there is a sword icon they will attack. If there is a shield icon, they will perform a defensive action.
Ego Points: Ego points are used to cast Ego skills (from partners and characters). These points are tracked in the bottom left corner. You will see partners and character’s ego skills displayed as well as your current ego points. Ego points are gained via playing cards, defeating monsters and recovering from a mental breakdown.
Link Crash: When health is depleted or if all characters’ experience a mental breakdown a link crash will be triggered. Taking any damage in this state will lead to defeat.
Mental Breakdown: If a character reaches their maximum accumulated stress, they will enter a mental breakdown. This immediately causes the player’s health to be reduced by 1/3 and capped at that maximum. The character’s cards will all be transformed to breakdown cards. Each breakdown card has a small chance to return the character to normal. Alternatively, by playing 5 breakdown cards, the unit will be restored. Upon restoration, their ego skill cost will be greatly reduced.
Protos Skill: Allows you to perform special moves. It is the icon that is to the right of the blue checkmark. This skill allows you to do things such as undo the last action, undo the current turn or redraw cards.
Ravage: When an enemy’s tenacity bar is depleted, they will enter a ravage state. This will reduce the stress of the character that caused it. The player will also gain 1 action point. The monster’s action count will also be increased by 1.
Stress: Is accumulated when a character takes damage. It can be reduced with healing, a shield (if it completely blocks all damage) and by resting at a safe zone.
Tenacity: Some enemies have a tenacity bar underneath their health bar. Attacking an enemy will cause health and tenacity damage. Furthermore, attacking with a weakness or a high cost card will cause more tenacity damage. When the tenacity bar is broken they will enter a ravage state.
Weakness Attributes: Each enemy will have a weakness attribute. Attacking with a card that matches the monster’s weakness will cause more health and tenacity damage. The various attributes are: passion (red), order (green), instinct (orange), justice (blue) and void (purple).
B. Combat Related Terms
Agony: At the end of the turn deals damage over time based on the amount of agony inflicted at 50% of the original amount.
Agony Imprint: When agony is gained, the target gains an additional 2 agony.
AP: The resource used to play cards.
Celestial: When using another card of the same cost, the current card with this attribute activates.
Combo: If the card used before this has the same attribute, this card activates.
Counterattack: When taking damage, apply 100% defense-based damage to the attacker. If the attack is 100% blocked by a shield, apply 150% defense-based damage. When activated decrease count by 1.
Crystallization: At end of turn, gain shield equal to 20% per stack.
Damage Reduction: Decrease damage taken by 15%. When activated reduce count by 1.
Exhaust: When cards with this attribute are used they will go to the exhaust pile. This can affect other cards/abilities.
Fortitude: -20% damage amount received per fortitude.
Finale: When the card is used, end the turn.
Haste: Cards with this attribute do not reduce an enemy’s action count.
Initiation: Cards with this attribute are placed at the top of the deck.
Lead: At the start of the turn, the cost of the card has a 50% chance to be reduced by 1.
Mark: When using attack cards deal 100% extra attack (damage that is affected by critical chance).
Metalize: When gaining a shield via an ability, deal defense-based damage 80% to a random enemy.
Morale: +20% damage per morale.
Pulverize: When hitting a target with a shield increase damage amount by 20%.
Resolve: +20% shield gain per stack.
Retain: Cards with this attribute are not discarded at the end of a turn.
Shield: Decreases amount of damage taken in proportion to the shield amount until next turn.
Vulnerable: Damage taken is increased by 50%. When activated reduce count by 1.
Weaken: Decreases damage amount of the unit that is afflicted by 25%. Once it is triggered reduce weaken count by 1.
C. Chaos Mode and Card Specific Terms:
Card Epiphany: When a card in hand has a special yellow star icon on the top left corner, using the card will trigger an epiphany. Once triggered, this then allows you to select 1 of 3 enhanced versions of the card.
Combatant Epiphany: Using a card imbued with an epiphany has a chance to trigger a combatant epiphany. When this happens you will acquire 1 of the combatants unique cards, which will have its cost reduced to zero. When there is a light bulb icon above a character, this indicates a combatant epiphany. These epiphanies are important in order to gain access to the entire kit of a character, which can often be game changing.
Divine Epiphany: When you trigger an epiphany on a card there is a very small chance it will be a divine epiphany. You will know that this occurred as there is a special animation that takes place. The resulting choice of 3 enhanced versions of the card are generally more powerful than a regular epiphany.
Faint Memory: Is a system that adds a value to everything you do to your deck. For example, when you remove a card, gain an epiphany (e.g. divine) or gain a neutral/monster card. The maximum faint memory is determined by the chaos tier. For instance, a tier 10 difficulty will have a higher maximum than a tier 9. If you exceed the maximum, your deck will be randomly purged thereby potentially disrupting the deck you have put together. The general goal is to remain under the maximum total. You can view your faint memory total in a Chaos run by clicking on your characters’ portrait and then click the top left symbol. You’ll see your current faint memory and your maximum.
Nightmare Mode: A character that has experienced deep trauma that enters Chaos mode will allow you to toggle nightmare mode. It is the purple icon in the top left when choosing your team for this mode. Turning nightmare mode on will incur more penalties, but it will also allow you to gain a high tier of save data.
Safe Zone: An area to rest to regain health and reduce stress. It also includes a training area where a random set of neutral cards may be purchased. On specially marked safe zones there may also be a Dellang Shop. The shop allows you to remove a card or purchase items (gear/cards).
Save Data & Faint Memory: Once a run through Chaos is complete, characters will obtain save data. Save data includes the gear and cards that were obtained through the run. Multiple save data can co-exist allowing you to create different builds for a unit. High tier save data is available by completing a higher difficulty of chaos. Save data is also impacted by what is called faint memory. It’s a system that determines what cards are actually saved. During a chaos run, as you modify your deck by removing cards, gaining ephiphanies, adding neutral cards etc., each action takes up a certain amount of points. The allowable point maximum is determined by the Chaos difficulty. Hence to fully save your entire deck, you will need to complete a higher chaos run without exceeding the limit. See faint memory for further details.
The other essential concept is faint memory. See faint memory in the terminology section for a detailed description. Everything you do to your deck will cost a certain value. The goal is to remain at or under your maximum. Otherwise your deck will be randomly purged at the end of the run. To view your faint memory total, during a Chaos run, click on your characters’ portrait and then click the top left icon. This will take you to a screen to view your current faint memory and maximum value. Here is a general list of costs for each way you can modify your deck (summarized from Gemini):
Card Costs & Additions
- Neutral Card (in deck): 20 points.
- Neutral Epiphany: 10 points.
- Divine Epiphany (any card): 20 points.
- Monster Card (base): 80 points (add +10 if it gets an Epiphany).
Card Modifications (Escalating Costs)
- Card Removal/Duplication: Costs increase: 1st = 0, 2nd = 10, 3rd = 30, 4th = 50, 5th+ = 70+.
- Bonus for Removing Base Cards: +20 points extra if removing one of your character’s starting cards.
- Card Conversion: Costs 10 points (and counts as a duplication) but can save points by turning character cards into cheaper-to-remove neutrals.
2. COMBAT BASICS
CZN is a turn based deck building game. For most encounters you will select a team of 3 characters. Each character comes with a set of cards. Combine characters to assemble a deck. In order to play a card you will need a resource called an action point. By default you start with 3 action points. Combat begins by selecting cards and using action points. Once your turn is done the enemy will act. Enemies may attack or apply a shield or a buff or use any other actions in their kit. This process repeats until the enemy or player is defeated. Here are combat specific terms to keep in mind:
Weakness Attribute: Enemies will be marked with a certain type of weakness. Using cards of the enemies’ weakness will cause more damage. The current weakness types are: passion, instinct, justice, void, and order.
Tenacity and Ravage: Enemies have both a health bar and a tenacity bar. The tenacity bar is underneath the health bar. Each attack will cause a certain amount of damage. If a card with a weakness type is used it will cause additional health and tenacity damage. If an enemies tenacity bar is completely destroyed the player will gain 1 AP and the character that caused it will reduce their stress level.
Stress: Stress is a mechanic that can lead to a broken state. When a character takes damage they will gain stress. If the player has a shield and the shield blocks all damage then stress will he avoided. Stress can also be reduced by healing or in Chaos mode by resting.
Mental Breakdown: When a character reaches their stress limit they will enter a broken state. In a broken state the players health will be reduced (by 1/3) and the maximum health will be capped at the reduced amount. To return the character to a normal, you will need to play the character’s cards, which are transformed into a broken card. Each broken card has a small percentage chance to return them to normal. Alternatively, once 5 broken cards are player the character will be restored. Upon restoration the character gains access to their ego skill and the players health bar is restored making it possible to heal to their regular maximum life total.
Link Crash: If the entire team is in a broken state it will trigger a disconnected state. Health bars will remain at 0. In the disconnect state, you cannot regain health or apply shields. This is a very vulnerable state and you will need to avoid damage or finish the enemy off.
3. PROGRESSION
In order to unlock different modes you will need to progress the main story. As you get further into the main story other aspects of the game will unlock. You want to keep progressing the main story until you at least unlock Chaos mode.
4. CHAOS AND SAVE DATA
Chaos is a game mode that allows you to create a build. This mode will allow you to gain items, neutral cards and card epiphanies (alternate or upgraded versions of characters cards). In Chaos mode you will encounter different areas. Some areas offer a fight (normal/elite/boss), rest or a type of encounter. A rest stop allows you to access a neutral card shop to purchase a random set of cards. Rest allows you to recover health and reduce stress. Some specially marked rest stops also feature a shop. The shop is a way to purchase items/cards or remove a card. A run in Chaos will end if the player’s team is killed. In general the further you make it the more you’ll be able to create a powerful build. The builds you create in Chaos have a significant impact on your teams’ play style and power.
General Tips:
During a Chaos run you’ll usually have 2 chances to trigger a powerful epiphany (when you enter the portal icons, available once in each of the major 2 sections of a run). To maximize the chance of triggering it on the card you want, you want want to resist adding too many neutral cards to your deck early on. In addition, certain teammates will have more or less available cards in their kit that can trigger an epiphany. You also want to make sure you have the card (if it requires an epiphany) you want in your deck before going to these areas. This is why early in a run you have choices to trigger an epiphany on a random/selected unit.
You also want to keep an eye on your faint memory total. See the terminology section for a description of both faint memory and save data in order to understand how to setup your build during a chaos run. If you exceed the maximum, you deck will be randomly disrupted at the end of the run (random cards removed). Connected to this is keeping an eye on what cards you add to your deck. For example, you want to be very selective of the neutral cards you add and make sure you have synergy. For instance, if you want to add draw cards, which ones are the best and which character should it be added to? The more selective you are the more you can keep your faint memory total from exceeding the maximum.
5. SIMPLIFIED TIER LIST & SAMPLE BUILDS
This is a simplified tier list based on my own experience and from other sources, such as Prydwen. It does not rank every character. It is geared towards new players giving them an idea of what units to focus on in the early game as they build their account to keep things simple. If a character is not on the list it does not mean they are not viable. Many units in the game are usable, even units that are not typically ranked high on a tier list. The list is based on units that may be more useful to a new player depending on their role. As you progress, you will likely build many units so that you have a team that can focus on different attribute weaknesses. Eventually, you will likely build a variety of units.
NOTE: To experience a character’s full potential you will need to run them through Chaos mode and in many cases unlock significant epiphany cards for them. Individual power levels will vary greatly depending on their deck, gear, upgrades and cards (especially epiphanies).
Should You Pull:
Narja: Is a versatile instinct controller. She provides the team with a range of capabilities from reducing card cost, boosting damage and providing heals. She can also be built for more damage. Altogether these traits make her a valuable unit that can work with a variety of teammates.
Sereniel: Is a powerful instinct hunter. She focuses on doing tenacity damage and using zero cost attack cards. Furthermore Memory Fragment sets and gear can further boost her damage to ravaged targets. Her power comes in her ability to shred tenacity and ravage enemies that will then pull your 0 cost attack cards to then do the same to another enemy. This basic chain can allow you to wipe out an entire pack. She can also pull off insanely powerful combos with other Instinct units, such as Khalipe.
Simplified Tier List

[–DPS–]: These units can function as a primary damage dealer on a team.
Mei Lin: Regarded as one of the current top DPS units due to consistency via self card draw and AP cost reduction.
Chizuru: Is able to provide strong single target damage that can stack and build up along with utility (AP cost reduction).
Haru: Can do both AOE and single target damage and can draw its own signature card back to hand.
Hugo: Very high damage especially in longer battles with built in card draw.
Rin: Access to high damage and debuff (vulnerable).
Amir: An often overlooked and underrated unit. If you get the right epiphanies (on Metal Pierce and Full Metal Hurricane) and gear, she can do incredible AOE and single target damage. This is due to high damage of the above mentioned epiphanies combined with Amir’s ability to apply vulnerable and do counterattacks. She also provides a team with survivability with access to damage reduction and Iron Skin being one of the best defensive skills in the game.
[–Support DPS–]: These units can still deal damage but can also provide utility to a team.
Veronica: Can provide consistent damage as well as card draw.
Tressa: One of the best units in the game. Can even act as a primary DPS with the right setup. Applies a lot of agony (DOT) and generates a lot of 0 cost cards thereby being AP efficient.
Beryl: High single target damage with retain ability and card draw skills.
[–Sustain & Utility–]: These units help with overall survivability
Khalipe: A type of hybrid that can provide DPS and shields. She can also be combined with other underrated celestial and defense units, such as Amir and Maribell to create powerful counterattack and defense based teams that are tanky and can deal high damage.
Mika: Currently one of the strongest support units due to her healing ability and AP generation.
Cassius: A lot of combo potential with great draw ability and zero cost card buffs.
Rei: Strong buff potential for other units that can also deal damage.
Magna: Strong shielding, debuff (vulnerable) and damage potential.
Maribell: A hybrid survival and DPS unit. Provides shields and counterattacks and can also be built for damage. Maribell is another underrated unit, but if built with the right epiphanies can do a lot of damage. Most of her damage will come from Maribell Shelter (with +50%damage for each counterattack that always attack weakness) along with Shelter Strike and counterattacks. She can have some of the highest single target damage on a team if you can build her to stack counterattack through cards and gear.
4 Star Units: Some of the 4 star units are incredibly powerful. Don’t discount them because they aren’t 5 star units. All of the 4 star units in the tier list can be very potent additions to a team. Tressa has incredible damage potential and can be built as a primary DPS. Mika provides powerful healing and AP allowing your team to use more cards in a turn. Cassius has incredible card draw and combo potential due to having many zero cost cards via their quest mechanic. Finally Rei can boost the damage of her teammates while also being able to output decent damage.
Build the Units You Want: Many of the units are viable. For example, Maribell and Amir are an intersting combination. On the surface they appear as though they are support or defense only units but both can be built for damage. Maribell can generate shields and counterattack, while Amir can attack upon shield generation. Both also have powerful epiphanies. Maribelle with the right epiphany on Maribell Shelter MK.II (+50% damage for each counterattack) can provide some of the highest single target damage in the game. Amir with Metal Pierce (+150% damage per metalization) and full metal hurricane (+hit) can do high amount of damage as well. These are just some examples of units that are often overlooked. These are not combinations you’ll hear talked about a lot. In the end, experiment and try characters that you enjoy playing. There are many interesting and viable combinations as long as you don’t get too caught up in the current meta.
5B. SAMPLE TEAMS & BUILDS
The first 2 teams are what I used for the Beginning of Desire challenge that got 800,000+ points. It’s not a complete end game build as there is still room for improvement. It’s more a starting point to give you an idea of how to put together a build as a completely free to play account. The core ideas for the builds came from looking at the merit ranking and seeing what others put together. Once you start to understand the important aspects, such as card epiphanies and gear, you can start to craft your own builds and customize them to your playstyle or for a specific fight.
NOTE: To keep things simple, only the essential cards/epiphanies are mentioned. The cards/epiphanies that are not mentioned are flexible (e.g. choose the ones that match your team/unit).Also pay attention to cards that have been removed as they can also make a significant impact to a deck.
[–VOID–] Shadow Reload Team: Tressa, Rei and Mika
This is a powerful team for boss encounters. Tressa is the primary DPS. She deals most of her damage through Shadow Reload by using heal cards that then generate shadow daggers hence the need for multiple shadow reload cards to scale damage. The combination of healing and dealing damage with 0 cost cards makes it very AP efficient allowing you to deal significant damage while also being able to heal.

Character: Tressa
Essential Cards/Epiphanies:
1. Shadow Reload (When healed by a skill card create 1 shadow dagger) x4
2. Vital Attack (many choices can work. I happen to get [Lead] version. DPS wise its not the best option, but it works with the accessory to auto cast it at turn start making it AP efficient)
3. Unsheathe dagger (Create 2 shadow daggers, Draw 1. You could also use the create 3 or 4 shadow dagger versions)
4. Curse (For 2 turns when using attack cards, 1 agony, 1AP)
Weapon: Foggy Crystal Ball (increase damage of cards with 0 cost by 40%)
Armour: Flex (any item that matches your build or team)
Accessory: Multifaceted Parallel Universe Nexus (however for more damage go for something like Emblem of an Exceptional Entity +30% damage)
Memory Fragments: Offering of the Void, Executioner’s Tool
Stats: Try to get as much critical % + critical damage% and then attribute damage, attack%, and damage over time%.
Partner: Eloise
Build Explanation: Shadow reload is essential and a game changer for Tressa. This allows you to pair Tressa with a healer. As you use heal cards, you then gain the ability to use her 0 cost attacks. This means Tressa becomes very AP efficient allowing you to both heal and attack thereby keeping you alive and doing damage. This is a very strong combo. Her gear boosts her overall damage while the primary and sub-stats of her gear boost her critical % + critical damage. Tressa overall is quite strong and could be played as a primary DPS.

Character: Rei
Essential Cards/Epiphanies:
1. Snack Time (with Draw 2) x3
2. Resonating Darkness (+40% damage amount of cards with cost 1 or less)
3. Dark Condensation (For 1 turn, 50% damage amount to Void attack cards)
4. Predator’s Blade (285% Damage for 1 turn 4 morale)
5. Any other cards/epiphanies with low cost (0) draw or heal
Weapon: Flex (anything that helps your build or supports the team)
Armour: Flex (anything to help boost overall survival, such as providing shields or healing). Example: Titan Combat Suit (When taking damage, recover 2% of max HP)
or Contaminated Helmet (Max HP +6%, Defense +12%)
Accessory: Flex (any item that supports the team, such as providing healing or utility). Example: Kirak’s Core (At the start of the turn, if below 40% of max HP, recover 5% of max HP.
Memory Fragments: Healer’s Journey, Seth’s Scarab, Tetra’s Authority
Stats: Health and defense
Partner: Alyssa
Build Explanation: This build allows Rei to act as a strong support unit. She can heal, draw cards, and increase damage. Don’t underestimate the impact of draw as it helps you keep momentum and gives you additional options on a turn. Rei’s kit is quite versatile and her ability to increase a team’s damage is significant.

Character: Mika
Essential Cards/Epiphanies:
1. Source of Water (with gain 1 AP 1 wave. There is also a better version with card draw) x3+
2. Blessing of Waves (1 wave).
You can also look for the following neutral cards:
3. Tactical Analysis (with 50% heal)
4. Whirlpool (with 1 wave)
5. Any other low cost (0) heal, AP or draw cards/epiphanies
Weapon: Flex (anything that helps your build or supports the team)
Armour: Flex (anything to help boost overall survival, such as providing shields or healing). Example: Titan Combat Suit (When taking damage, recover 2% of max HP)
Accessory: Flex (any item that supports the team, such as providing healing or utility). Example: Multifaceted Parallel Universe Nexus (At start of the turn, activate 1 random lead card). This item allows you to be AP efficient and combos well with a variety of cards with the [Lead] tag.
Memory Fragments: Healer’s Journey, Seth’s Scarab, Tetra’s Authority
Stats: Health and defense
Partner: Arwen
Build Explanation: This build allows Mika to support the team. She can does this by providing additional AP via her Wave ability and cards, as well as through her ability to draw cards and/or activate cards or reduce their cost. Card draw is powerful especially ones that allow you to pick a specific card so you can adapt depending on the situation. Overall Mika is one of the best support units in the game allowing you to heal and also play more cards via her AP resource abilities.
[–Instinct–] Homing Laser Team: Sereniel, Selena, Cassius
This is another powerful team that generates zero cost attack cards through destroying enemies’ tenacity. Sereniel can recall her homing laser upon ravage while Selenea can reset a tenacity bar thereby bringing back to hand your lasers. Repeat multiple times for a lot of damage that can wipe an entire pack or do significant single target damage. Cassius completes the team with attack buffs and card draw allowing you to get access to the cards you need to pull off the combo.

Character: Sereniel
Essential Cards/Epiphanies:
1. Shining Core (Create 2 homing lasers, on ravage create 2 homing lasers)
2. Homing Laser x4 (On ravage or start of turn return to hand)
Weapon: Twin Swords of Great and Lesser Evil (Increase damage amount by 30% against targets in a ravaged state) or anything else that increases damage.
Armour: Flex (any item that matches your build or team)
Accessory: Any item that helps boost damage.
Memory Fragments: Executioner’s Tool, Judgement’s Flames
Stats: Try to get as much critical % + critical damage% and then attribute damage and attack%.
Partner: Peko
Build Explanation: This build is all about tenacity damage and putting enemies into a ravaged state. The true power of the build comes alive once you destroy an enemy’s tenacity. This allows you to generate and pull your homing lasers back to hand and then you can target and destroy another enemy. This cycle gives you a lot of homing lasers as well as additional AP.

Character: Selena
Essential Cards/Epiphanies:
1. Tactical Maneuver (If the target is in ravaged state recharge tenacity) x2+
2. Any other card epiphanies that enable coordinated attacks
Weapon: Anything that boosts overall damage%
Armour: Flex (any item that matches your build or team)
Accessory: Any item that helps boost damage.
Memory Fragments: Executioner’s Tool, Black Wing, Flex (any other set you want)
Stats: Try to get as much critical % + critical damage% and then attribute damage and attack%.
Partner: Daisy
Build Explanation: This build is all about supporting Sereniel and restoring tenacity. Selena also does her own damage through coordinated attacks which can add up in a long boss fight.
Character: Cassius
Essential Cards/Epiphanies:
1. Joker x3
2. Devil Dice (at zero cost)
Weapon: Flex (anything that helps your build or supports the team)
For example, Flashbang (At start of battle, apply 3 weaken to a random enemy)
Armour: Flex (anything to help boost overall survival, such as providing shields or healing). Example: Titan Combat Suit (When taking damage, recover 2% of max HP)
or Contaminated Helmet (Max HP +6%, Defense +12%)
Accessory: Flex (any item that supports the team, such as providing healing or utility).
Memory Fragments: Healer’s Journey, Seth’s Scarab, Tetra’s Authority
Stats: Health and defense
Partner: Alyssa
Build Explanation: This build allows Cassius to draw a specific card of you choice. This is helpful so you can enable combos for a team, such as destroying and recharging tenacity.
[–VOID–] Multi-Hit Team: Rin, Chizuru, Nia
This is a fun multi-hit team. Although not as powerful as the Tressa team listed above it offers a different playstyle. Rin draws her own cards that can multi-hit, which can help Chizuru stack Shadow of the Moon. Most of Nia’s cards are skill cards and help boost the number of hits from Rin’s Dark Mist Secret Art: Black Dance. Still a build in progress, but it gives you a general idea of the essential cards/epiphanies. You can also use Rei instead of Nia as a buffer and to draw cards and allow you to play the forbidden cards earlier.

Character: Rin
Essential Cards/Epiphanies:
1. Dark Mist Secret Art: Destruction (Move Dark Mist Secret Art: Annihilation and Dark Mist Secret Art: Black Dance from Draw Pile to Graveyard to hand) x3+
2. Dark Mist Secret Art: Annihilation (300% Damage Dark Mist Stance: Increase Damage Amount by 100%)
3. Dark Mist Secret Art: Black Dance
4. Forbidden: Ecstasy of Violence
Weapon: Anything else that increases damage%. In this instance: Mutant Predator Spike (increase damage by 30% when there are 4 or more cards)
Armour: Flex (any item that matches your build or team)
Accessory: Any item that helps boost damage. In this instance: Eye of the Eyeless (increase damage of basic attack cards by 40%).
Memory Fragments: Executioner’s Tool, Conqueror’s Aspect
Stats: Try to get as much critical % + critical damage% and then attribute damage and attack%.
Partner: Lilian
Build Explanation: This build allows Rin to gain access to her best cards. Dark Mist Secret Art: Destruction gives Rin the ability to keep pulling her best attack cards. Nia’s cards being mostly skill cards allows you a high chance of multi-hitting with Black Dance. You can also go for more multi-hitting cards if you want to boost Chizuru’s damage. The forbidden card can be activated if you add a team member with draw cards or via Bound at Dusk (version that activates random cards regardless of cost).

Character: Chizuru
Essential Cards/Epiphanies:
1. Oni Hunt (Create 2 Moonslash or the one that gives 4x hits) x3+
2. Tsukuyomi (ideally version with 3 Will-O-Wisp per hit or +2 hits to Shadow of the Moon)
3. Bound at Dusk (ideally version that decreases cost of 2 cards or that activates 2 cards)
4. Forbidden: Ecstasy of Violence
Weapon: Anything else that increases damage%. In this instance: RFS-17 (+10% Critical chance of attack cards with 0 cost).
Armour: Flex (any item that matches your build or team)
Accessory: Any item that helps boost damage. In this instance: Eye of the Eyeless (increase damage of basic attack cards by 40%).
Memory Fragments: Executioner’s Tool, Black Wing, Flex
Stats: Try to get as much critical % + critical damage% and then attribute damage and attack%.
Partner: Zatera
Build Explanation: This build focuses on multi-hitting with Moonslash. You can also go for Oni Hunt with x4 hits. If other teammates can multi-hit, Chizuru can be built more like a secondary DPS and stack Shadow of the Moon while other teammates attack more often. This can be done with more upgrade epiphanies and +hit to Shadow of the Moon (Tsukuyomi).

Character: Nia
Essential Cards/Epiphanies:
1. Nia’s Curiosity x3
2. G Chord (Check the top 3 cards of the draw pile choose one to activate)
3. Confiscation (Draw 1, from draw pile or discard pile draw forbidden card)
Weapon: Flex (anything that helps your build or supports the team)
Armour: Flex (anything to help boost overall survival, such as providing shields or healing). Example: Titan Combat Suit (When taking damage, recover 2% of max HP)
or Contaminated Helmet (Max HP +6%, Defense +12%)
Accessory: Flex (any item that supports the team, such as providing healing or utility).
Memory Fragments: Healer’s Journey, Seth’s Scarab, Tetra’s Authority
Stats: Health and defense
Partner: Yvonne
Build Explanation: This build allows Nia to provide search and draw options for the team. She also helps boost Rin’s damage (Black Dance) due to most of her cards being skill cards.
[–Justice–] Retain Team: Beryl, Khalipe, Mika
This is a Justice team that focuses on Beryl as the main damage carry. Beryl does damage by retaining cards. You can cast them for burst damage. Khalipe provides shields and can also do AOE damage. Mika is the support/sustain that can heal the team and provide AP.

Character: Beryl
Essential Cards/Epiphanies:
1. Opening Found (When retain owned cards 150% extra attack to random enemies) x3+
Weapon: Second Method (extra attack damage +35%)
or anything else that increases damage.
Armour: Flex (any item that matches your build or team)
Accessory: Any item that helps boost damage. In this instance: Eye of the Punisher (If enemy is alone increase damage by 30%)
Memory Fragments: Executioner’s Tool, Line of Justice
Stats: Try to get as much critical % + critical damage% and then attribute damage and attack% or Extra Damage%.
Partner: Rosaria
Build Explanation: This build allows Beryl to do damage passively with the retain effect on her cards. This can free up AP for other units. When you need to do burst damage you can play the card.
Character: Khalipe
Essential Cards/Epiphanies:
1. Vulture Ejection (165% Defense-based damage to all enemies, 1 silver veil, 30% shield for each card in hand) x3
2. Rally (draw 1 highest cost card, 1 silver veil)
Weapon: Flex (anything that helps your build or supports the team). In this instance: Formica’s Broken Spear (increase damage amount by 6% for each enemy)
Armour: Flex (anything to help boost overall survival, such as providing shields or healing). Example: Titan Combat Suit (When taking damage, recover 2% of max HP) or Contaminated Helmet (Max HP +6%, Defense +12%) or anything that provides shields/counterattack
Accessory: Flex (any item that supports the team, such as providing healing or utility).
Memory Fragments: Healer’s Journey, Seth’s Scarab or Executioner’s Tool, Tetra’s Authority
Stats: If support focus: Health and defense. If more damage focus: defense, critical chance/damage, attribute damage.
Partner: Rachel
Build Explanation: This build allows Khalipe to support the team with AOE damage and shields. The epiphany on Vulture Ejection can provide a very strong shield if you also have cards with draw. Celestial cards allow you to play other cards (cost 2 or higher) and trigger them allowing you to chain a lot of cards.
Character: Mika
See build above
[–Order–] Team: Yuki, Amir, Mika
This is a high AOE as well as single target damage team for the Order faction. Although not as powerful as the first 2 teams in this sample list. Yuki and Amir do a lot of AOE damage. Amir’s attack cards can also do quite a bit of single target damage. Definitely an underrated unit that is often overlooked until you get the right epiphanies/build.

Character: Yuki
Essential Cards/Epiphanies:
1. Flash Strike (286% damage to all enemies, inspiration: decrease cost by 1) x2+
2. Prepare to Subdue ( Draw 1 attack card of this unit, Inspiration: draw 1 attack card) x2+
Weapon: Anything else that increases damage%.
Armour: Flex (any item that matches your build or team). In this instance: Mask of Flames (increase damage dealt to vulnerable targets by 35%)
Accessory: Any item that helps boost damage. In this instance: Verdant Night (12% attack, 8% defense)
Memory Fragments: Executioner’s Tool, Bullet of Order
Stats: Try to get as much critical % + critical damage% and then attribute damage and attack%.
Partner: Ritochka
Build Explanation: This build allows Yuki to draw cards and activate inspiration. Inspiration on Flash Slash allows it to become a 0 cost card allowing you to play more cards per turn. Gearing wise she benefits from vulnerability, hence you can use Amir or add neutral cards that apply vulnerable to a support unit.

Character: Amir
Essential Cards/Epiphanies:
1. Full Metal Hurricane (120% Defense-based damage x 3 to all enemies, decrease metalization by up to 2 add 1 hit for each)
2. Metal Pierce (240% Defense-based damage, decrease metalization by up to 2 +150% damage amount for each).
Weapon: Flex (anything that helps your build or supports the team).
Armour: Flex (anything that provides shields/counterattack).
Accessory: Flex (any item that supports the team, such as providing healing or utility or boosting own damage).
Memory Fragments: Executioner’s Tool, Tetra’s Authority, Flex
Stats: Defense, Critical chance/damage, attribute damage.
Partner: Wilhelmina
Build Explanation: This build allows Amir to do a lot of AOE and single target damage. She can also provide survivability with Iron Skin or if paired with other shield units do damage via metalization.
Character: Mika
See build above. Add neutral cards:
1. Sadism x2 ([Lead] 1 Vulnerable to all enemies, decrease cost of 1 random attack card).
Use accessory: Multifaceted Parallel Universe Nexus (At the start of turn activate 1 random Lead card in hand)
[–General Builds–]:
This is a general counterattack and damage build for Maribell. Maribell can do a surprising amount of burst damage and damage via counterattacks. She can be paired with other units like Amir to become a tanky team that can still do damage. She can provide Amir with shields that can then trigger metalization.

Character: Maribell
Essential Cards/Epiphanies:
1. Maribell Shleter MK.II (165% Defense-based damage, +50% damage for each of the character’s counterattack, always attack weakness) x3
2. Wovles’ Dome (2 Counterattack, at the start of turn 1 counterattack)
3. Iron Wall (1 Resolve, 1 Fortitude)
4. Shelter Strike
Weapon: Flex (anything that helps your build or supports the team).
Armour: Flex (anything that provides shields/counterattack). In this instance: Immortal Scale (when gaining counterattack by an ability, add 1 counterattack)
Accessory: Flex (any item that supports the team, such as providing healing or utility or boosting own damage). In this instance: Dormant Seeds (When gaining shield, 100% fixed shield)
Memory Fragments: Executioner’s Tool, Tetra’s Authority, Flex
Stats: Defense, Critical chance/damage, attribute damage.
Partner: Raidel
Build Explanation: This build allows Maribell to provide shields and do damage. Her damage comes from being able to stack a lot counterattack quickly. This allows her to do a lot of burst damage via Maribell Shelter MK.II and Shelter Strike (can combo with her ego ability to give a lot of shield). Overall, Maribell can do a surprising amount of burst damage and is often overlooked for other units. She plays more a bruiser role on the team boosting survival via shields and doing burst/counterattack damage.
6. CARD EPIPHANIES
Card epiphanies are central to the mechanics of a unit. By default units don’t have access to all their cards. You gain these other cards via epiphanies. Furthermore, cards with the epiphany attribute can gain access to upgrade/alternate versions of the card. These mechanics allow you to customize a unit. You’ll notice a significant difference in how a unit plays based on their epiphany. Since they are a random occurrence, you’ll end up with different builds each time you go through Chaos. If you are struggling with a unit/team pay attention to the card epiphanies that you are selecting. Powerful epiphanies usually offer high utility at low cost. For example, upgrade cards that can benefit the team for the entire fight. Other type of epiphanies to look out for are those that allow card draw, AP or additional hits. You’ll need to decide what type of build will suit your team.
EXMAPLE – Tressa
Tressa is one of the most powerful units that all players gain access to. A very powerful epiphany for Tressa is on her Shadow Reload IV card. This epiphany turns the card into an upgrade card: When healed by a skill card, create 1 shadow dagger. At first glance, it doesn’t seem like much. But in practice its a game changer. When paired with a support unit like Mika, who has access to many heals, Tressa becomes a very powerful attacker. This allows the player to use healing cards and gain zero cost shadow daggers. This means you are being very AP efficient and gaining a heal and an attack. This makes it so you can heal and do damage in a turn. A very potent combination. Many other character’s have these type of game defining abilities in their kit. Take time to examine them and build around them.
7. PARTNERS
Partners provide various attributes to a character. They provide stat bonuses, a partner passive (for specific roles) as well as an ego skill. There are various partners in the game. Most units will use a partner that matches the role. For example, a partner may have a passive bonus that only applies to certain roles, such as a striker. Duplicate partners can also be used to manifest ego and boost their passive buffs. Partners are a way to provide utility in battle via their ego skill and passive abilities.
8. GEAR
You can acquire gear through Chaos. There’s a lot of different gear that is available at different tiers (rare, legendary and unique). Don’t discount the lower tier gear, as their bonuses may help your build. When selecting gear, keep in mind the team you are building and what you want that team to do. For example, the current season has a lot of draw ability. Gear that benefits from the draw effect can be combined to achieve powerful effects. Below are some general attributes to keep in mind but you’ll need to consider the team you are building and what items work for that team.
DPS:
What to look for: Items that provide damage buffs (e.g. %damage increase, critical chance, critical damage, attack%)
Support:
What to look for: Items that provide utility or survivability (e.g. Shields, buffs/debuffs, damage reduction)
9. MEMORY FRAGMENTS
Another type of item that characters’ can equip are memory fragments. Memory fragments provide stat boosts and also offer set bonuses. There are various bonuses that will benefit different roles. For example, some bonuses increase attack% while others boost defence%. The best sets will depend on the role of the character. A typical setup is usually using three 2 piece bonus sets or one 2 piece and a 4 piece set. Important set bonuses for DPS include: critical chance and critical damage (also attack%). For support usually defense%/ or health%.
The other important aspect of memory fragments is paying attention to the primary stat and sub stats. You want the primary stats to benefit the character depending on their role. For example, for a defence based character, it makes sense to get a memory fragment with defence as a primary stat. Whereas, for a DPS unit, you likely don’t want defense but something more beneficial, such as attack%, critical chance, critical damage or their attribute weakness damage (ex. Void damage). For DPS you generally want to prioritize critical chance and critical damage.
Example Memory Fragment Slots – DPS units
Here are some general primary attributes you want for slot IV-VI.
Slot IV – Critical Chance
Slot V – Attribute Damage% (e.g. Passion/Instinct/Justice/Void/Order)
Slot VI – Attack%
General secondary stats – Critical chance, critical damage, attack%, extra dam
age%
Example Memory Fragment Slots – Support units
Here are some general primary attributes and sub-stats you want: Defense% or health% depending on the unit.
10. POTENTIAL
Potential is another way to boost a character’s overall stats. When you are just starting out you may want to prioritize your most important units, such as your primary DPS and support characters. In the long term, these stat boosts will help them take on more challenging encounters.
11. RESOURCES
You’ll acquire a lot of different resources in the game. If you are ever short on resource you can merge resources as well as dismantle most types of resources that you come across. Another tip if you are short on certain resources is to go through the main campaign, the side stories, hard missions and battle mode. This will help you gain a lot of useful resources to help level up your team.
12. TIPS
Chaos Mode
During a Chaos run there a few objectives to keep in mind:
A. Removing & Duplicating Cards + Neutral Cards: This is an important aspect of deck building. By refining the cards in your deck you increase the chance of getting cards that you need. A prime example of cards that you may consider removing are cards that don’t scale as well for the character type. For example, a support unit’s attack card may deal low damage. By removing it you are allowing a higher draw chance for a useful attack card from your main DPS. In similar fashion, you may want to consider removing heal or shield cards from your main DPS. Card removal should be one of the objectives to keep in mind through out a run.
Another important aspect of building your deck is duplicating the most significant cards. By creating another copy you increase the chance that you draw it. This gives the deck more consistency and can usually boost its power. By removing cards that your deck doesn’t need and duplicating the ones that you do want to see more of, you’ll be able to create a stronger overall deck.
Finally, another aspect of building your team and deck is to consider neutral cards. There are a variety of neutral cards from common to legendary as well as special types, such as forbidden and enemy cards. Each could potentially have a spot in your deck. Once again you should consider the type of deck you are building. You can also bolster a unit’s abilities with neutral cards. For example, allowing a unit more AOE attack or for a defense unit giving them access to more counter attack. In general, some attributes to look for in neutral cards: Zero cost cards, draw cards, or cards that give AP. Some of the best neutral cards usually have some of these type of attributes.
B. Build synergy: Consider what type of deck you are building. As you progress, you’ll come across different gear, card epiphanies and neutral cards. By having an objective for the units and team you are building you can focus on how you build your deck. For example, the current season has a lot of draw abilities/effects. By making use of gear, neutral cards and epiphanies you can build a team around this strong mechanic.
C. Portal Icons: Certain areas of the map will have a portal icon. These take you to side areas where you can gain more gear but also season specific items, such as unique gear and special card epiphanies.
D. Monitor Stress and know when to rest: It’s tempting to just keep doing fight after fight but if you fail during a run you won’t be able to make the most of it. This can often happen when you character’s enter a mental breakdown. This can be addressed with shields/healing and also using safe zones to reduce stress.
E. Understand the season mechanics: Each season usually focuses on different types of abilities. By understanding the seasonal feature, you can build teams around it to maximize their potential.
13. PULL CURRENCY
One of the best ways to gain pull currency is by completing objectives. For example, the Growth Guide lists a bunch of objectives that are usually easy to complete. As you complete them, you can earn a lot of pull currency. You can also gain pull currency through playing events but also going through the different modes, such as the story and battle missions. Some of the modes also have a hard mode. By going through each of the modes and working your way though you can save up a lot of currency for pulls.
CLOSING THOUGHTS
There’s a lot to learn when you start playing CZN. The most interesting part of the game is that you can setup different builds through Chaos and many non-meta units can be viable as long as you aren’t chasing top tier scores on a leader board. Build the units you enjoy, experiment with different builds and have fun in the process.
THANKS
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