Chaos Zero Nightmare (CZN)AdelheidBuild and Guide

Character
Introduction

Best guide and build for Adelheid from Chaos Zero Nightmare (CZN). Adelheid is a 5 character from the Vanguard class and Void attribute, who belongs to the faction.

To learn more about Adelheid check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Update tracker

Last review update

Season 3

Last build update

Season 3

Last profile update*

27.05.2026

*Profile update means updates done to reviews/builds/gear within a season - showing the last date we changed anything on this page.

To learn more about Adelheid check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Epiphanies

Gear

Deck & Teams

Profile

Cards
Starting Cards:
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1

Gather Around

Attack
Attack

100% Defense-Based Damage.
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1

Fairy's Protection

Skill
Skill

100% Shield.

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1

Once Upon A Time

Skill
Skill

[Exhaust 2]

Apply Blessing to 2 random cards in Draw Pile, Draw 1 of those cards.

Show Effects

Epiphany Cards:
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1

Protect Us

Skill
Skill

[Blessing]

Draw 1 Blessing card on the next 2 Blessing card uses.

Show Effects

Card Image
1

Friends from Fairy Tales

Upgrade
Upgrade

[Unique]

Select and create 1 Doggie or Teddy card.

Show Effects

Card Image
1

Truth Behind A Story

Attack
Attack

[Haste]

200% Defense-Based Damage.
+100% Damage Amount taken by the target for 1 turn.

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1

Garden of Secrets

Upgrade
Upgrade

[Unique]

200% Shield, 25% Shield Retention.

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Generated Cards:
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0

Doggie

Attack
Attack

[Haste][Blessing]

60% Defense-Based Damage × 4.

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0

Teddy

Skill
Skill

[Haste][Blessing]

200% Shield, 2 Damage Reduction.

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0

Doggie (Pack)

Attack
Attack

[Blessing][Linked][Quietus]

200% Defense-Based Damage.
Increase Damage Amount by 50% for each Doggie Linked before activation.

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Card Image
0

Doggie (Morphed)

Attack
Attack

[Haste][Blessing]

90% Defense-Based Damage × 4.
When an Attack Card is activated, change this card to Teddy (Morphed).

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Card Image
0

Teddy (Morphed)

Skill
Skill

[Haste][Blessing]

300% Shield.
3 Damage Reduction.
When a Skill Card is activated, change this card to Doggie (Morphed).

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Ego Skill:
6

Happy Ending

Ego Skill

300% Shield.
Fixed heal equal to Shield in possession (does not exceed 30% of max HP).

Show Effects

Epiphany Variants:

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. There are also Divine variants of Epiphany cards, but we're still working on gathering them.

Card Image
1

Once Upon A Time I

Skill
Skill

[Exhaust 2]

Apply Blessing to 3 random cards in Draw Pile, Draw 1 of those cards.

Show Effects

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0

Once Upon A Time II

Skill
Skill

[Initiation][Exhaust 2]

Select and draw 1 from Draw Pile, then apply Blessing to those cards.

Show Effects

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0

Once Upon A Time III

Skill
Skill

[Exhaust 2]

Discard 1 random card(s) from Draw Pile; Apply Blessing to 3 random card(s) of the Combatant who owns the Discarded card.

Show Effects

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X

Once Upon A Time IV

Skill
Skill

[Retain][Exhaust 2]

Draw equal to X, then apply Blessing to those cards.

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1

Once Upon A Time V

Upgrade
Upgrade

[Unique]

When a card is created, apply Blessing (5 times per turn).

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1

Protect Us I

Skill
Skill

[Blessing]

For the next 3 Blessing cards activated, draw 1 Blessing card.

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1

Protect Us II

Skill
Skill

[Blessing]

The next 2 times 0 cards are in hand, draw 1 Blessing card.

Show Effects

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1

Protect Us III

Skill
Skill

[Blessing]

Draw 3.
change Cost of those cards to 0-2 for 1 turn.

Show Effects

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0

Protect Us IV

Skill
Skill

[Blessing]

Draw 1.
if that card is a Blessing card, add 1 Draw.

Show Effects

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1

Protect Us V

Skill
Skill

Draw 2 Blessing card(s) of this unit.
Increase Damage and Shield Gain Amount of those cards by 60% for 1 turn.
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1

Friends from Fairy Tales I

Upgrade
Upgrade

[Unique]

Create 1 Doggie.
+20% Damage Amount to Doggie for every 1 Blessing card in possession (max 15 cards).

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1

Friends from Fairy Tales II

Upgrade
Upgrade

[Unique]

Create 1 Teddy.
If Damage is taken, move Teddy to hand (1 time per turn).

Show Effects

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1

Friends from Fairy Tales III

Upgrade
Upgrade

[Unique]

Create 4 Doggie (Pack) in Draw Pile.

Show Effects

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1

Friends from Fairy Tales IV

Upgrade
Upgrade

[Unique]

Create 1 Teddy.
When Teddy is used, 1 Counterattack, and for 1 turn, Retain Counterattack.

Show Effects

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1

Friends from Fairy Tales V

Upgrade
Upgrade

[Unique]

Create 1 Doggie (Morphed).

Show Effects

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1

Truth Behind A Story I

Attack
Attack

[Haste]

300% Defense-Based Damage.
2 Weaken, +100% Damage Amount taken by the target for 1 turn.

Show Effects

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1

Truth Behind A Story II

Attack
Attack

[Haste]

200% Defense-Based Damage
Move 2 Blessing card(s) from Discard Pile to hand.

Show Effects

Card Image
1

Truth Behind A Story III

Attack
Attack

[Haste]

200% Defense-Based Damage.
Increase Damage and Shield Gain Amounts of Doggie and Teddy by 100% for 1 turn.

Show Effects

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2

Truth Behind A Story IV

Attack
Attack

[Quietus]

400% Defense-Based Damage.
Increase Damage Amount by 30% for each Blessing card in hand.

Show Effects

Card Image
1

Truth Behind A Story V

Attack
Attack

[Haste]

300% Defense-Based Damage.
Increase Action Count by 4.

Show Effects

Potential
1

Epiphany Bonus

Potential 1

When entering Chaos, obtain 1 random Rare Card with an activated Epiphany.
2

Basic Card Upgrade

Potential 2

Increase Damage, Shield, and Healing Amounts of Basic Cards by 2/20%.
3

Common Card Upgrade

Potential 3

Increase Damage, Shield, and Healing Amounts of Common Cards by 2/20%.
3-1

Basic Card Proficiency

Potential 3-1

Add Blessing to Gather Around and Fairy's Protection cards.
4

Unique Card Upgrade

Potential 4

Increase Damage, Shield, and Healing Amounts of Unique Cards by 2/20%.
5

Health Proficiency

Potential 5

+1.6/8% Health.
5-1

Basic Card Proficiency

Potential 5-1

+5% Shield Gain Amount to Adelheid's Fairy's Protection. If Adelheid's Defense is greater than 250, add an additional +5% to the modifier
5-2

Divine Epiphany Adaptation

Potential 5-2

Increases the chance for a Divine Epiphany to appear by 25%.
5

Defense Proficiency

Potential 5

+1.6/8% Defense.
7

Unique Stat Upgrade

Potential 7

If Adelheid's Defense is greater than 300, +5% Void-Attribute Damage Amount. For every 10 Defense exceeding 300, add an additional 2% to the modifier (additional +10% max).
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

For the Garden of Secrets card, decrease Cost by 1 and add +100% Shield Gain Amount.
E2

Awakening Memory

Manifest Ego 2

Gain the Bliss of Dreams effect for each Blessing Adelheid applies or creates. At the start of the turn, gain the Bliss of Dreams effect for each Blessing card in possession.
Bliss of Dreams: Increase Damage Amount of allies by 3% (max 10 stacks)
E3

Vivid Memory

Manifest Ego 3

+200% Shield Gain Amount to Happy Ending. Changes the restrictions of the Fixed Heal equal to Shield in possession effect to (does not exceed 50% of max HP).
E4

Inner Memory

Manifest Ego 4

At the start of battle, apply Blessing to any number of cards in hand.
E5

Complete Memory

Manifest Ego 5

When a Blessing Upgrade Card is used, apply Blessing to 1 random card in Draw Pile.
E6

Liberated Memory

Manifest Ego 6

For Bliss of Dreams, decrease max stacks by 5 and change the increased Damage Amount effect to 8%. At the start of the turn, if Bliss of Dreams is 5, Draw 1 Blessing card.
Stats (level 60)
HP
423
DEF
183
ATK
407
Gallery

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Review

Introduction
Performance Profile

Healing [5/5]

     

Buffs [3/5]

   

Draw [4/5]

    

AP Generation [1/5]

 

Adelheid is a 5-Star Void Vanguard that wants to protect her friends from the horrors of Chaos. She does so by telling various Fairy Tales to bring her friends to life whilst granting her allies a Protective Blessing.

Adelheid nearly has it all when it comes to being a defensive support. She offers an extremely consistent source of Shielding thanks to the [Blessing] tag that requires next to no AP investment to get rolling. In addition to this, she can also retain a portion of the Shield generated each turn thanks to her Mythic card “Garden of Secrets”. Adelheid also has a solid source of draw included in her kit that allows her to cycle the deck efficiently. Adelheid brings additive damage buffs to the table as well,  further enhancing her supporting capabilities. She does almost everything you want in a defensive support quite well, making her a Jack of “most” trades, but master of none.

Adelheid’s kit positions her to be an extremely consistent support in Chaos or Sortie, thanks to how much utility is jam-packed into her kit. In Save Data content, however, if you’re looking for a dedicated draw/Shielding/buffing unit, Adelheid may not suit your needs. Due to the cap that her [Blessing] can provide, she doesn’t have the ability to provide as much Shielding compared to some other Vanguards available, but in content where you may be taking consistent damage to wear down your Shield, Adelheid is amazing. Whilst Adelheid does have the option to deal damage through her created “Doggie” card, the “Friends from Fairy Tales” has the [Unique] tag, which prevents you from fully leaning into a more offensive-focused playstyle with Adelheid, too. However, Adelheid will still be an extremely potent unit on her own, even though she doesn’t have a direct edge over other combatants.

Adelheid does have synergy when paired with other combatants who benefit from stacking Shield or deal damage based on your Shield value, thanks to her steady Shield generation, combined with offering 25% Shield Retention from her Mythic card “Garden of Secrets”.

With the amount of utility Adelheid brings, her overall game plan is still quite simple: apply the [Blessing] tag to cards to generate Shield when they’re played, cycle through your deck through “Protect Us” to obtain more [Blessing] tagged cards, while debuffing their enemies to boost her team's damage output.

Pros & Cons
Pros

  • Very consistent Shielding output for low investment.

  • Very solid draw power.

  • Extremely versatile for Chaos/Sortie. 

Cons

  • Mediocre damage output.

  • Doesn’t beat out specialized units in buffing/draw.

Ratings

The ratings below are based on the Season Save Data modes and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.

T0

Chaos Mode

T0.5

Season Save Data

?

Great Rift

Key Mechanics
  • Blessing: If a card has the [Blessing] tag, when that card moves from hand to the Graveyard (even when activated), if your current Shield value is less than 30% of your maximum health, your team will gain a 60% Fixed Shield. This is the bread and butter of Adelheid’s defensive output. Simply by playing cards that have the [Blessing] tag, she can generate a solid amount of Shield for next to no investment of her own.

    • Note: When [Blessing] activates, it will use Adelheid’s Defense stat for the Shielding value, even if the card that is activated is owned by another combatant.

  • Doggie: A 0-Cost Attack Card that has the [Blessing] and [Haste] tags. A single target attack card that deals 60% Defense-Based damage 4 times to an enemy. This is the offensive card that can be created from her “Friends from Fairy Tales” card. Adelheid can be played as a sub-DPS thanks to this card. Paired with additive damage buffs, this card can deal some solid damage on a budget. This card can also be modified through various Epiphanies from “Friends from Fairy Tales” to increase its potential damage output further. As Adelheid is more primed to be a defensive wall than a DPS option, this will likely be chosen less than her other option, Teddy. 

  • Teddy: A 0-Cost Skill card that has the [Blessing] and [Haste] tags. When played, it Shields for 200% and grants 2 stacks of Damage Reduction. The more defensive option that’s created from “Friends from Fairy Tales”. Providing a solid upfront 200% Shield whilst also granting a flat 15% Damage Reduction. If you’re aiming to play Adelheid as a brick wall for your teams, this will be your go-to card. This also has an improved version that can be generated via the 5th Epiphany for “Friends From Fairy Tales”.

Potential

DEFENSE% = HEALTH% >= Unique Card DMG% > Common Card DMG% = Basic Card DMG%

  • 3-1: Adelheid’s 3-1 Ego grants her starting Basic Cards “Gather Around” and “Fairy’s Protection” the [Blessing] tag. A pretty solid Potential to unlock to assist with some extra Shielding when starting Chaos/Sortie runs.

  • 5-1: Adelheid’s 5-1 Ego increases the Shield provided by her “Fairy’s Protection” card by +5%. If her Defense is greater than 250, it applies an additional +5% to that modifier. A small increase to her defensive capabilities early in Chaos/Sortie, prior to having her Basic Cards removed.

  • 7: Adelheid’s Potential 7 increases her Void-Attribute damage modifier by +5% if her Defense is greater than 300, for every 10 Defense exceeding 300  - add an additional 2% to that value up to a maximum of +10%, for a total of +15% Void-Attribute damage. Overall, a relatively lackluster Potential for Adelheid as she primarily fills a support role in a team and won’t be a primary Damage Dealer, but still provides a decent damage increase when played as a sub-DPS role.

Dupes Review
E0

Base

Base performance of the character.

E1

Ego 1

Adelheid’s first Ego to be unlocked increases the Shield amount of her Mythic card “Garden of Secrets” by 100% and also reduces the cost by 1. A decent increase to the upfront Shield granted whilst also increasing her AP efficiency slightly, overall not incredibly impactful.

E2

Ego 2

Her second Ego grants the buff “Bliss of Dreams” at the start of battle for each card anywhere (hand/deck/graveyard) that has the [Blessing] tag and whenever Adelheid applies the [Blessing] tag to a card or creates a card that has the [Blessing] tag. Bliss of Dreams can stack up to 10 times and lasts indefinitely. It provides a 3% multiplicative damage buff for each stack to her allies. This is a strong Ego that provides a solid, persistent damage buff to all allies.

E3

Ego 3

Adelheid’s third Ego increases the Shield amount of her Ego Skill by an additional +200% and increases the heal amount cap to 50% of your Max HP, opposed to 30%. A relatively minor power increase, but it does increase her defensive and healing output provided by her Ego Skill.

E4

Ego 4

Her fourth Ego grants an additional start-of-battle effect; it will apply the [Blessing] tag to any number of cards in your hand. When an Upgrade card is played that has the [Blessing] tag, it will also apply the [Blessing] tag to 1 random card in the Draw Pile. Provides some additional synergy with some of her draw power offered via “Protect Us” in its base variant and some of its offered Epiphanies, whilst also bolstering her defensive output.

E5

Ego 5

This Ego node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] potentials by 3. As the majority of Adelheid’s Shielding capabilities come from the [Blessing] tag and not from her cards, this doesn’t provide a huge increase to her defensive capabilities and is relatively minor.

E6

Ego 6

Her final Ego reduces the maximum stack count of “Bliss of Dreams” by 5, but increases the buff value to 8% per stack instead of the standard 3%. When fully stacked, this provides a 40% multiplicative damage buff instead of the usual 30% while also allowing it to fully stack faster. Additionally, at the start of the turn, if you have 5 stacks of “Bliss of Dreams”, she will also draw 1 card that has the [Blessing] tag. A solid overall final Ego for Adelheid that provides some very consistent draw power, as most Adelheid decks will have at least 5 cards that have the [Blessing] tag to allow this to work even on turn 1. The draw effect on this, as it is easy to have 1 [Blessing] card in your deck with Adelheid, is effectively +1 start-of-turn draw, which increases Adelheid’s potency as a draw engine quite a bit.

Cards & Ego Skill
6

Happy Ending

Ego Skill

300% Shield.
Fixed heal equal to Shield in possession (does not exceed 30% of max HP).

Show Effects

Happy Ending

Happy Ending is Adelheid’s Ego Skill, costing 6 Ego Points to activate. When used, it will Shield for 300%, and will also apply a fixed heal equal to Shield currently owned - but cannot exceed 30% of your Max HP. Overall, not an amazing Ego for the cost, but it can offer a substantial amount of defense and healing in a pinch.

Card Image
1

Gather Around

Attack
Attack

100% Defense-Based Damage.
Gather Around

Gather Round is Adelheid’s basic offense card, a 1 Cost Attack Card Dealing 100% Defense-Based Damage to a single enemy. Very stock standard, one of the first cards to be removed when building decks, as it provides no extra utility to her game plan.

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1

Fairy's Protection

Skill
Skill

100% Shield.

Show Effects

Fairy's Protection

Fairy’s Protection is her Basic support card; she starts with 2 copies of this card in her deck, a 1 Cost Skill card that Shields for 100%. Very standard, offers some basic Shielding to help in Chaos and is commonly removed in refined save data.

Card Image
1

Once Upon A Time

Skill
Skill

[Exhaust 2]

Apply Blessing to 2 random cards in Draw Pile, Draw 1 of those cards.

Show Effects

Once Upon A Time

Once Upon A Time is a 1-Cost Skill Card that has the [Exhaust 2] tag. When activated, it will apply the [Blessing] Tag to 2 random card(s) in the Draw Pile, and then will draw 1 of those cards that had [Blessing] applied to it. A decent draw card that removes itself from the deck after two uses - helps with the Shield output provided from Adelheid, whilst also offering some light deck cycling.

Card Image
1

Protect Us

Skill
Skill

[Blessing]

Draw 1 Blessing card on the next 2 Blessing card uses.

Show Effects

Protect Us

Protect Us is a 1-Cost Skill Card that has the [Blessing] tag. After being activated, when you play the next two cards that have the [Blessing] tag, you will draw 1 card that also has the [Blessing] tag. A great support card that provides even more deck cycling when playing [Blessing] cards. When paired with “Once Upon a Time”, it can allow you to almost target draw cards when paired together - this interaction gets even stronger with her Epiphanies.
Note: This card will count itself as a [Blessing] card, and will immediately draw a [Blessing] card after being used.

Card Image
1

Friends from Fairy Tales

Upgrade
Upgrade

[Unique]

Select and create 1 Doggie or Teddy card.

Show Effects

Friends from Fairy Tales

Friends from Fairy Tales is a 1-Cost Upgrade card that has the [Unique] tag. When used, Adelheid will create either 1 copy of “Doggie” or “Teddy”. A versatile card that allows Adelheid to either lean into a more damage-focused role or a defensive role. Depending on how you’re aiming to play Adelheid, this card can be removed as it can create an unnecessary card that could clog your deck.

Card Image
1

Truth Behind A Story

Attack
Attack

[Haste]

200% Defense-Based Damage.
+100% Damage Amount taken by the target for 1 turn.

Show Effects

Truth Behind A Story

Truth Behind a Story is a 1-Cost Attack Card that has the [Haste] tag, dealing 200% Defense-Based Damage to a single target and will also apply a debuff to that enemy that increases damage taken by the target by 100% for 1 turn. This is a solid source of an additive damage multiplier that can help with the damage output of multi-hit attacks, such as Adelheid’s own Doggie card. If you’re pairing Adelheid with units who don’t necessarily need additive buffs, you can also look to remove this card.
Note: Stacking multiple effects of this card's additive damage debuff does NOT increase the damage taken by the enemy; instead, it increases the number of turns the debuff will last.

Card Image
1

Garden of Secrets

Upgrade
Upgrade

[Unique]

200% Shield, 25% Shield Retention.

Show Effects

Garden of Secrets

Garden of Secrets is Adelheid’s Mythic-tier card; it has the [Unique] tag and provides 240% Shield once upon activation, but it will allow your team to retain 25% of Shield owned at the end of each turn. Offers some decent upfront defense whilst allowing your team to retain the leftover Shield Adelheid generates thanks to her [Blessing] tag. Helps with maintaining Adelheid’s already consistent source of Shielding to function as a buffer each turn to ensure you take as little damage as possible.

Best Epiphanies

Best Epiphanies
Note

We have given a star rating for each Epiphany, showing how strong and useful it is - with 1★ being the lowest rating and 5★ the highest.

Card 1
Neutral Epiphany
Card Image
1

Once Upon A Time I

Skill
Skill

[Exhaust 2]

Apply Blessing to 3 random cards in Draw Pile, Draw 1 of those cards.

Show Effects

★★★
Card Image
0

Once Upon A Time II

Skill
Skill

[Initiation][Exhaust 2]

Select and draw 1 from Draw Pile, then apply Blessing to those cards.

Show Effects

★★★★★
Card Image
0

Once Upon A Time III

Skill
Skill

[Exhaust 2]

Discard 1 random card(s) from Draw Pile; Apply Blessing to 3 random card(s) of the Combatant who owns the Discarded card.

Show Effects

★★★
Card Image
X

Once Upon A Time IV

Skill
Skill

[Retain][Exhaust 2]

Draw equal to X, then apply Blessing to those cards.

Show Effects

Card Image
1

Once Upon A Time V

Upgrade
Upgrade

[Unique]

When a card is created, apply Blessing (5 times per turn).

Show Effects

★★★

Epiphanies:

  • Neutral [] - Vanguards have the worst Neutral Epiphany access in the game, assuming there aren't stealth changes or unexpected outliers. Neutrals are not a high recommendation for Save-Data.
  • Once Upon A Time I
    [★★★] - Applies [Blessing] to 3 random cards in the draw-pile and draws 1 random. This is a solid card; it would just never be used over Once Upon A Time II outside of scenarios where you want to apply more [Blessing]. It can also be used alongside Once Upon A Time II, in order to apply more [Blessing] to maximize effects or improve Adelheid’s draw capabilities via synergies with Protect Us.
  • Once Upon A Time II
    [★★★★★] - Card is a 0-cost target-draw from anywhere in the deck, [Initiation, Exhaust 2]. Essentially, you can think of it as a 0-cost Cassius Joker, with [Initiation], and no [Unique]. This means Adelheid can use it to guarantee any card in your deck into your starting hand at the beginning of any combat AND you can dupe it in order to guarantee your entire starting hand is exactly what you need it to be.
  • Once Upon A Time III
    [★★★] - Now a 0-cost that discards 1 and gives 3 [Blessing] to random cards of the discarded cards' unit. Solid card in decks where you want to discard, and has an advantage over Once Upon A Time I of being 0-cost, if your goal is to just apply a lot of [Blessing].
  • Once Upon A Time IV
    [] - This Epiphany makes the card a [Retain] X-cost, which draws for the amount of AP spent (X) and gives [Blessing] to cards drawn. This can be strong in roguelike modes, but will often fall flat in most save data modes as it has a lot of consistency issues and requires a lot of hand-space and ways to generate AP after using it to maximize the value it gives.
  • Once Upon A Time V
    [★★★] - Becomes a [Unique] upgrade that gives [Blessing] to the first 5 created cards each turn. This works amazingly with certain units, like Heidemarie, which make created cards, especially in conjunction with effects like that of Protect Us I that then allow you to draw off those created cards (or draw them via other [Blessing] cards).

Divine Epiphanies:

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: Draw 1, -1 Cost-Reduction, 1 AP (Once Upon A Time II, III).

Card 2
Neutral Epiphany
Card Image
1

Protect Us I

Skill
Skill

[Blessing]

For the next 3 Blessing cards activated, draw 1 Blessing card.

Show Effects

★★★★★
Card Image
1

Protect Us II

Skill
Skill

[Blessing]

The next 2 times 0 cards are in hand, draw 1 Blessing card.

Show Effects

★★
Card Image
1

Protect Us III

Skill
Skill

[Blessing]

Draw 3.
change Cost of those cards to 0-2 for 1 turn.

Show Effects

★★
Card Image
0

Protect Us IV

Skill
Skill

[Blessing]

Draw 1.
if that card is a Blessing card, add 1 Draw.

Show Effects

★★★★
Card Image
1

Protect Us V

Skill
Skill

Draw 2 Blessing card(s) of this unit.
Increase Damage and Shield Gain Amount of those cards by 60% for 1 turn.
★★

Epiphanies:

  • Neutral [] - Vanguards have the worst Neutral Epiphany access in the game, assuming there aren't stealth changes or unexpected outliers. Neutrals are not a high recommendation for Save-Data.
  • Protect Us I
    [★★★★★] - Now draws 1 [Blessing] for the next 3 [Blessing] cards played. This is Adelheid’s go-to Epiphany, as it will effectively just be a Draw 3 effect. Its main advantage over alternative options is the draw being staggered, meaning it draws the 3 in 3 separate instances, saving handspace. Its main drawback is that it costs 1 and only draws a specific tag, while alternative options from characters like Veronica or Renoa have fewer restrictions or cost 0AP.
  • Protect Us II
    [★★] - Now activates on 0-cost draw. This Epiphany is basically a worse version of alternative options (Protect Us I), which you have more control over and can draw more through, since the condition of Protect Us I is not hard enough to meet that an alternative condition like this is especially appealing (in Save Data modes).
  • Protect Us III
    [★★] - Adelheid is now able to draw 3 with this card--only the cost will be randomized 0-2. Let's compare Veronica, who has an Epiphany on Repose that straight up REDUCES the cost of cards drawn by 1, and it's an incredibly unpopular option on her... This one not only doesn't reduce but can ADD cost. If you want to gamble and force this, go ahead, but we don't see it seeing any relevant play, especially being on a 1-cost card for some reason, adding even more of a drawback to it (if it were 0-cost and could therefore get +1 AP divine, you could offset most of the drawback in many builds).
  • Protect Us IV
    [★★★★] - Now is a 0-cost that draws 1 guaranteed, then draws an additional 1 if a [Blessing] tagged card is drawn. This Epiphany has a lot of potential and no downsides; the issue comes from maximizing this card's potential despite a ton of possible inconsistencies in most decks. This Epiphany also becomes much stronger with E4, which allows you to apply more [Blessing] quickly and warrant building around this more easily. The 0-cost means it also gains access to AP divine, allowing you to use Adelheid for additional AP.
  • Protect Us V
    [★★] - The Epiphany now draws 2 of Adelheid's cards, with an additional buff to their Shielding/damage. This is a decent Epiphany, but it is much more specific and sustain-based, while other Epiphanies will be much more generically viable for current content.

Divine Epiphanies:

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: Draw 1, -1 Cost-Reduction, 1 AP (Protect Us IV).

Card 3
Neutral Epiphany
Card Image
1

Friends from Fairy Tales I

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[Unique]

Create 1 Doggie.
+20% Damage Amount to Doggie for every 1 Blessing card in possession (max 15 cards).

Show Effects

Card Image
1

Friends from Fairy Tales II

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[Unique]

Create 1 Teddy.
If Damage is taken, move Teddy to hand (1 time per turn).

Show Effects

★★★★★
Card Image
1

Friends from Fairy Tales III

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[Unique]

Create 4 Doggie (Pack) in Draw Pile.

Show Effects

★★★
Card Image
1

Friends from Fairy Tales IV

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[Unique]

Create 1 Teddy.
When Teddy is used, 1 Counterattack, and for 1 turn, Retain Counterattack.

Show Effects

★★
Card Image
1

Friends from Fairy Tales V

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[Unique]

Create 1 Doggie (Morphed).

Show Effects

★★★★

Epiphanies:

  • Neutral [] - Vanguards have the worst Neutral Epiphany access in the game, assuming there aren't stealth changes or unexpected outliers. Neutrals are not a high recommendation for Save-Data.
  • Friends from Fairy Tales I
    [] - The Epiphany now creates 1 Doggie, which gains an additive buff based on the number of [Blessing] cards in the deck. This being [Unique] means it's her sole multi-hit card with a multi-hit carry effect, making it extremely hard to play around compared to other multi-hitters since it's just a 4-hit card and much worse than other buff options. Moreover, it'll typically be much worse than her alternative DPS setup with Friends from Fairy Tales III.
  • Friends from Fairy Tales II
    [★★★★★] - Now, Teddy moves to hand when the enemy damages you. The go-to Epiphany, as it either gives you an additional free use of Teddy or a free draw of it, every turn, versus most enemies.
  • Friends from Fairy Tales III
    [★★★] - Now creates 4 Doggies with (Pack) that essentially increases their damage for the number of Doggies in hand. They also have [Link] and [Quietus]. This is probably her best damage-based card, with it being usable in builds built for Adelheid Carry, but otherwise a never-take.
  • Friends from Fairy Tales IV
    [★★] - Now gives 1 [Counterattack] on Teddy use and retains Counterattack. Good in Counterattack builds, but not especially noteworthy and otherwise never preferred over other options.
  • Friends from Fairy Tales V
    [★★★★] - Now creates a (Morphed) Doggie. This enables you to freely change it between Doggie and Teddy based on whether you played an Attack or Skill card before it (playing a Skill card changes to Doggie, an Attack card changes to Teddy). Basically, it's now more versatile and slightly stronger, with it allowing you to choose between them. The only issue is, you're almost never choosing Doggie to begin with, so it has virtually no use for this 'versatility'.

Divine Epiphanies:

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: Draw 1, -1 Cost-Reduction.

Card 4
Neutral Epiphany
★★★★
Card Image
1

Truth Behind A Story I

Attack
Attack

[Haste]

300% Defense-Based Damage.
2 Weaken, +100% Damage Amount taken by the target for 1 turn.

Show Effects

★★★★★
Card Image
1

Truth Behind A Story II

Attack
Attack

[Haste]

200% Defense-Based Damage
Move 2 Blessing card(s) from Discard Pile to hand.

Show Effects

★★★
Card Image
1

Truth Behind A Story III

Attack
Attack

[Haste]

200% Defense-Based Damage.
Increase Damage and Shield Gain Amounts of Doggie and Teddy by 100% for 1 turn.

Show Effects

★★★
Card Image
2

Truth Behind A Story IV

Attack
Attack

[Quietus]

400% Defense-Based Damage.
Increase Damage Amount by 30% for each Blessing card in hand.

Show Effects

★★
Card Image
1

Truth Behind A Story V

Attack
Attack

[Haste]

300% Defense-Based Damage.
Increase Action Count by 4.

Show Effects

Epiphanies:

  • Neutral [★★★★] - Vanguards have the worst Neutral Epiphany access in the game, assuming there aren't stealth changes or unexpected outliers. Neutrals are not a high recommendation for Save-Data. This is rated 4-stars merely because the buff effect is lost on most other Epiphanies, which makes it preferred over them in many teams Adelheid is used in. Do keep in mind that dupes of this card do not stack the buff, only the turn counter.
  • Truth Behind A Story I
    [★★★★★] - Card now applies Weaken 2. The go-to Epiphany, if you're keeping this card, you will likely be using it for its buff. Do keep in mind that dupes of this card do not stack the buff, only the turn counter.
  • Truth Behind A Story II
    [★★★] - Now moves 2 [Blessing] cards from the discard pile but loses its original buff effect. Moving from discard isn't that useful since it doesn't trigger draw effects and doesn't allow re-use (only moving from the Graveyard does). However, it does have a strong niche with certain units like Heidemarie, where it allows you to replay their discard effects when you otherwise wouldn't be able to.
  • Truth Behind A Story III
    [★★★] - The card now increases the Shield of Teddy by a large amount. Buffs to Shields are quite uncommon, especially at this strength, so with this card increasing the Shield by the amount it does, it's a premier choice when prioritizing survivability or Shield gain.
  • Truth Behind A Story IV
    [★★] - Becomes a stronger card that buffs itself further for how many [Blessing] cards are in hand on cast. A decent damage card you might take in a DPS build, but its 2-cost and relatively low damage-ratio make it not especially strong nor recommended.
  • Truth Behind A Story V
    [] - Now increases action count by 4. Unless you really need to increase enemy action count, this is rather pointless, and there are usually better ways to do so (Rally, Wanderer, etc.).

Divine Epiphanies:

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: Treated as a Common Card, Draw 1 Common Card, -1 Cost-Reduction, Draw 1 Card of this Unit.

Gear

Memory Fragments

The Memory Fragments & Equipment suggestions below are based on calculations we did. If you want to check the damage formula and how scaling the damage works in CZN, check this guide.

Recommended Loadout
1

[2-PC]: +12% Defense.

[2-PC]: +12% Max HP.

Flex

2/2/2 as usual is the most flexible and all around safe choice for Adelheid, combining easy access to the correct stats with a strong amount of DEF% and HP% and the option for a flex set of your choice. It's important to note though that compared to other characters this is not always Adelheid's absolute best set choice, if you team features Counter or Extra attackers or you lack the Glory Reign set on another combatant those can win out.

Use either Seth's Scarab to boost the shielding output of Basics for early chaos comfort or you can bypass Seth's small bonuses in favor of using non-set pieces to target better main/sub stats.

Specialist Loadout

[4-PC]: When Shield is gained through an ability, increase Damage Amount of Counterattacks and Extra Attacks by allies by 5% (max 25%)

[2-PC]: +12% Defense.

When playing Adelheid alongside Counter or Extra Attackers 4P Starlight and Dreams becomes her clear best supporting option thanks to the fact she can quickly stack it up and grant the entire team a full 25% (multiplicative) damage bonus to those specific attack types. When not playing Adelheid with these types of attackers though its effect is wasted.

[4-PC]: When generating or using Exhaust Skill Cards, +5% to Damage Amount of all allies (max 15%).

[2-PC]: +12% Defense.

In some niche situations you may find your team without a Glory Reign activator and no viable beneficiary of the 4P Starlight and Dreams buff. In these scenarios it is possible for Adelheid to run this set but only if you're keeping in her [Exhaust] cards and even then due to the fact they aren't a core part of her kit in every scenario it will stack slowly and sometimes not even to maximum making choosing this set quite situational.

Main and sub-stats

In a lot of cases, flat sub-stats are better than percentage ones when it comes to HP, ATK and DEF. The reason behind this is that in CZN the characters stats are pretty low and you get more value from flat bonus rather than percentage one based on calcs.

Support
Ideal
HP%
Desire
HP%
Imagination
DEF%
Substats:

DEF > DEF% > HP > HP% > Ego Regen

Unlike most characters Adelheid has no specific stat requirements for standard play as a support.

Offensive
Ideal
CRIT Rate
Desire
Void DMG%
Imagination
DEF%
Substats:

CRIT Rate% = CRIT DMG% > DEF > DEF% >>> ATK > ATK%

Partners

Our best Partner recommendation try to balance both the raw damage boost they provide based on our calculations with the additional utility provided by the skill - combined with how it interacts with the characters's kit. We have rated each Partner based on how much additional damage and the utility they provide. Read the comments under each Partner to better understand our reasoning.

No calculations in Chaos Zero Nightmare are completely accurate for all scenarios, including the ones below. What team, decks, epiphanies, gear, equipment, and enemies you’re facing all impact them. Because of this, take the results as guidelines and combine them with the explanations to make your decisions. Calculations use endgame save data set-ups, including 5 turns of combat using the whole deck with all Ego skills unless otherwise stated.

1

Passive - Dreamwoven Prism

Increase the assigned Combatant's Defense by 16-24%.

When a card with the Blessing effect applied by the assigned Combatant is used, Fixed Heal 40-60% (5 times per turn).

When the assigned Combatant's Blessing card is used, allies gain 1 [Prism].

[Prism]: Increase Damage Amount of Attack Cards and Shield Gain Amount of Skill Cards by 5-10% (max 4 stacks).

Skill - Genius Stage Director - 3 EP cost

200% Shield.

Select and Draw 2 Blessing cards from Draw Pile.

Draw: 3/5
Utility: 2/5
Buffing: 3/5
Survivability: 5/5
Final: 13/20

Clara, Adelheid's signature partner is in most cases her best parter when playing her as a support due to the fact she's the only Vanguard partner capable of providing any tangible buffs to the team. Because of this whether it's E0 or E4 Clara stands above the competition in all modes. When it comes to raw sustain things become a little more competitive with other options however Clara's fixed healing combined with her excellent ego utility usually ensures she still remains the best choice even then.

2

Passive - Arcane Wave

The assigned combatant's Defense, Health and shield gain are increased by 12–20%.

When the assigned combatant gains Counterattack, +15/30% Defense-based Damage.

Skill - Innos's Guardian - 4 EP cost

Apply 100% Shield.

At the end of the turn, retain 50% of Shield.

Draw: 1/5
Utility: 2/5
Buffing: 2/5
Survivability: 4/5
Final: 9/20

With Clara being the clear best choice, if you don't have her you're left to choose from the remaning Vanguard partners, none of which are perfectly ideal of Adelheid but each offer a large amount of Combat DEF at the very least as well as minor bonuses. Eishlen is on such option you may choose, her DEF% boost is nice and while most of Adelheid's shielding is Fixed some of it remains standard making the Shield % Eishlen provides somewhat useful as well. The Main reason to use Eishlen over other alternatives though is her shield retain ego skill.

3

Passive - Battle Command

The assigned combatant's Defense is increased by 12/24%.

When the assigned combatant targets a Vulnerable enemy, +10/20% Defense-based Damage of Attack cards.

Skill - Tactical Command - 2 EP cost

For 1 turn, gain 2 Morale.

For 1 turn, gain 1 Fortitude.

Draw: 1/5
Utility: 2/5
Buffing: 2/5
Survivability: 3/5
Final: 8/20

If you don't have Clara, and want an alternative to Eishlen, Wilhelmina is usually the next choice to consider, thanks to her high Combat DEF and ease of accessibility being a non-6 star. A high ego level Wilhelmina is one of best shield boosting and damage boosting options for Adelheid across all content beating out all but the highest investment options (High ego Eishlen or Clara). This makes Wilhelmina a perfect default pick if you're ok giving up the Ego potential of other partners as Wihelmina essentially offers nothing but raw stats.

4

Passive - Replenish Energy

The assigned combatant's skill card shield gain is increased by 10/20%.

When the assigned combatant gains Shield, 20/40% chance to gain 1 Counterattack.

Skill - Colonel Hamburger! - 2 EP cost

Gain 100% Shield. Draw 1 Card.

Draw: 3/5
Utility: 2/5
Buffing: 1/5
Survivability: 2/5
Final: 8/20

If neither Eishlen nor Wilhelmina appeal to you or you don't have them at a suitable Ego level Rachel can be used instead. Rachel doesn't provide DEF% and instead provides Shield% which wont work on Adelheid's blessing which is a decent amount of her shielding. One of the redeeming qualities of Rachel though is the draw utiltiy she provides through her low cost Ego Skill. If you're ok giving up the defense from alternatives and don't have Clara you can use Rachel if her Ego appeals to you.

Equipment

In the Zero System, it’s incredibly easy to access all items acquirable via the shop thanks to the five free refreshes you get each shop node - that's why the recommendations below are limited to them only. ATTENTION! Area-specific items can sometimes be more powerful than shop items, but are far less consistent to get or require running a specific world or giving up certain event options. Use the shop list as a starting point for building up your deck saves.

The equipment recommendations are based on items obtainable in Season 2’s Chaos - Burning Life. If you’re running content outside of Season 2, it’s possible some options may not be available for acquisition, or that other options not obtainable in Burning Life may be better.

We're currently working on updating all builds for Season 3.

Weapon
Weapon
DPS
  • Equipment
    Shell Bug Horn
     
  • Equipment
    Foggy Crystal Ball
     
  • Equipment
    Dagger That Tricked the Shadow
     
  • Equipment
    RFS-17
     
Support
  • Equipment
    Tentacles of Chaos
     
  • Equipment
    Harp of Conflict
     
  • Equipment
    Crimson Sword
     
  • Equipment
    Flashbang
     
Armor
Armor
DPS
  • Equipment
    Announcement of Catastrophe
     
    Equipment
    Shell of Aberration
     
  • Equipment
    Fairy King's Crown
     
  • Equipment
    Contaminated Helmet
     
Support
  • Equipment
    Rocket-Adorned Cape
     
  • Equipment
    Announcement of Catastrophe
     
    Equipment
    Shell of Aberration
     
  • Equipment
    Contaminated Helmet
     
Trinket
Trinket
DPS
  • Equipment
    Verdant Shackles
     
  • Equipment
    Verdant Day
     
    Equipment
    Verdant Night
     
  • Equipment
    Dimensional Cube
     
  • Equipment
    Amorphous Cube
     
Support
  • Equipment
    Sphere of Randomness
     
Comments - Weapons
  • Equipment
    Shell Bug Horn
     - The best weapon for any DEF scaler but locks you from getting Senectus armor, Verdant and Fairy King's Crown.
  • Equipment
    Foggy Crystal Ball
     - Her main source of damage being Doggie (Pack) which are 0 cost makes it a solid choice.
  • Equipment
    Dagger That Tricked the Shadow
     - 12% Crit DMG is always a competive option if you can find it in your runs and nothing better turns up or is required for your build.
  • Equipment
    RFS-17
     - One of the strongest Legendary Weapons for any combatant that deals the majority of their damage via 0 cost abilities either naturally or as a result of discounts.
  • Equipment
    Tentacles of Chaos
     - The best weapon by far for anyone supporting an ATK scaler because it has a multiplicative effect on all ally attack. The go-to choice when used with ATK-scaling allies.
  • Equipment
    Harp of Conflict
     - While typically worse than Tentacle of Chaos, it will be a superior option in situations where allies do not benefit from ATK greatly (DEF-Scaler) or if the mythic slot is occupied by a different equipment already.
  • Equipment
    Crimson Sword
     - Allows you to apply Agony easily so that your DPS can benefit from the Cursed Corpse (2P Agony) Memory Fragment set. When used with allies who use 2/2/2 (3 2P Memory Fragment set) variations, this is a premier choice for further bolstering their damage.
  • Equipment
    Flashbang
     - As a rare equipment, it is easier to acquire than alternatives and still offers a strong survivability effect. It's recommended for defensive playstyles.
Comments - Armor
  • Equipment
    Announcement of Catastrophe
     
    Equipment
    Shell of Aberration
     - Both Armours provide 12% Combat Defense a rare and powerful stat for any defense scaler making it a top choice which can even beat out other damage focused armours and be worth taking over other Uniques.
  • Equipment
    Fairy King's Crown
     - The Crit Rate this Armour provides is almost always in demand and a competitive option making it a piece worth seeking out unless you're able to obtain better more specialized options.
  • Equipment
    Contaminated Helmet
     - Almost as strong as Senectus Armor but has the issue of forcing you to run City of Mist and stopping you from acquiring her best Trinket.
  • Equipment
    Rocket-Adorned Cape
     - The extra draw allows you to setup more easily and is universally good. Provides similar strength to the mythic accessory 'Sphere of Randomness', but with a legendary slot which can save your mythic slot for alternative options.
  • Equipment
    Announcement of Catastrophe
     
    Equipment
    Shell of Aberration
     - The rather large defense increase directly translates to more shielding and healing from Adelheid's card and ego effects.
  • Equipment
    Contaminated Helmet
     - Almost as strong as Senectus Armor but it can only be acquired through City of Mist, which locks out very strong accessories like Verdant of Night/Day.
Comments - Trinkets
  • Equipment
    Verdant Shackles
     - Better than the Legendary version but takes up your only Mythic gear slot.
  • Equipment
    Verdant Day
     
    Equipment
    Verdant Night
     - Despite their effect being relegated to every other turn, their effects work by multiplying your final stats making them effectively a 12% increase in total damage, on turns they are active.
  • Equipment
    Dimensional Cube
     - A specialized accssory which usually offers more damage than alternatives but only functions when used within discard heavy teams capable of discarding atleast 3 cards each turn. Not useful in teams without discard capabilities so only take this if you know you'll have consistent access to them.
  • Equipment
    Amorphous Cube
     - The go-to generic damage Accessory for most characters that is trivially easy to use. Always a solid addition for any character that can make use of additive damage, but it won't beat out more specialized options.
  • Equipment
    Sphere of Randomness
     - A universally good Trinket which gives a lot of early-turn value that makes set-up easier.

Deck & Teams

Recommended Build
Build Comments
  • RE: Adelheid - Generic Adelheid deck that can be used with virtually any unit to relatively good success, as it allows you to choose 4 of your starting cards at the start of every combat and also draw 3 every turn. Extremely consistent and universal, can be altered to fit specific draw/AP needs through divines or adjusting dupes.
Removal
  • Gather Around
     
    Fairy's Protection
     - All of Adelheid's basics will usually be removed in her most optimized builds, with her attacks being the first removal priority.
Conditional Removal
  • Truth Behind A Story
     - This is removed when it’s too difficult to play or maximize its buffs.
  • Garden of Secrets
     
    Friends from Fairy Tales
     - In some decks prioritizing Adelheid primarily as a draw/tutor unit, this will be removed simply to make deck smaller and more efficient.
Copying
  • Once Upon A Time
     - The go-to copy for many generic builds as it allows you to sculpt a perfect starting hand with enough copies of Once Upon A Time II.
  • Protect Us
     - Often copied in decks that need more draw (Protect Us I) or more AP (Protect Us IV w/ Divine AP).
Best Synergies
  • Retain Shield allows you to keep higher shield values in order to maximize Maribell’s damage, which is almost exclusively tied to how much shield you have/maintain.
  • She is able to apply Damage Reduction & Weaken easily, which lessen damage taken; thus, she is able to further mitigate damage and maintain higher shield values for Maribell.
  • She can double as a draw unit, something Maribell often struggles with.
  • Adelheid's Blessing is able to activate Amir’s Metallicization, allowing her to very easily and efficiently get the max hit-count out of Metal Amir builds.
  • Her low-cost & high draw covers many of Amir’s downsides.
  • Her buff favors multi-hitters, which Amir falls under the category of.
  • They benefit from similar buffs and allies, but it can be difficult to make sub-DPS Adelheid builds work with Amir because of the increased resource cost.
  • Retain Shield built into her kit allows her to maximize Magna’s shield-based damage effects.
  • Counterattack does more damage when shield fully blocks the incoming damage (double the base ratio). Adelheid’s ability to maintain a high shield consistently can help to maximize this effect.
  • Adelheid can retain Counterattack off certain epiphanies and can apply a buff via Starlight and Dreams (Memory Fragment 4p) to counterattacks.
Best Teams
Chaos Teams
Generic - Chaos
Flex
Flex
Hugo
Magna
Cassius
DPS
Amir
Maribell
Heidemarie
Flex
Save Teams
RE: Adelheid (Tutor)
DPS
Heidemarie
Haru
Nine
Support
Narja
Tiphera
Cassius
Maribell Hyper-Carry
Support
Owen
Tiphera
Narja
Khalipe
Commence the Heide (Variant)
Metal Amir Carry