Chaos Zero Nightmare (CZN)CassiusBuild and Guide

Character
Introduction

Best guide and build for Cassius from Chaos Zero Nightmare (CZN). Cassius is a 4 character from the Controller class and Instinct attribute, who belongs to the Peltion [Company 110] faction.

To learn more about Cassius 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 1

Last build update

Season 0

Last profile update*

6.11.2025

*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 Cassius check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Gear

Deck & Teams

Profile

Cards
Starting Cards:
Card Image
1

Card

Attack
Attack

100% Damage.​
Card Image
2

Wild Card

Attack
Attack

220% Damage.​
Card Image
1

Mana Field

Skill
Skill

Heal 100%.​

Show Effects

Card Image
1

Pop Eyed Popper

Upgrade
Upgrade

Start a random 1 out of 4 Quests.
Epiphany Cards:
Card Image
1

Devil Dice

Attack
Attack

160% Damage.
Draw 1.​
Card Image
1

Shuffle

Skill
Skill

[Exhaust]

Discard all cards in hand.
Draw for each.

Show Effects

Card Image
2

Dice Trick

Attack
Attack

240% Damage.
Decrease cost by the number of completed Quests.​
Card Image
1

Joker

Skill
Skill

Choose 1 card(s) from Draw Pile to Draw.
Generated Cards:
Card Image
0

Quest: Triple 0

Upgrade
Upgrade

When using 3 cards with cost 0, create Triple 0.​
Card Image
0

Quest: Triple 1

Upgrade
Upgrade

When using 3 cards with cost 1, create Triple 1.​
Card Image
0

Quest: Straight

Upgrade
Upgrade

When using cards costing 0, 1, and 2 each, create Straight.​
Card Image
0

Quest: Full House

Upgrade
Upgrade

When each combatant uses a card, create Full House.​
Card Image
0

Triple 0

Attack
Attack

[Exhaust][Ephemeral]

40% Damage for each Attack Card used this turn.

Show Effects

Card Image
0

Triple 1

Attack
Attack

[Exhaust][Ephemeral]

90% Damage.
Heal 90%.

Show Effects

Card Image
0

Straight

Skill
Skill

[Exhaust][Ephemeral]

For 1 turn, 2 Morale, Resolve and Fortitude.

Show Effects

Card Image
0

Full House

Skill
Skill

[Exhaust][Ephemeral]

Draw 1.

Show Effects

Ego Skill:
Card Image
4

Death Trick

Ego Skill

Create 2 Quest Card(s).
Decrease Morale of all enemies by 3 for 1 turn.

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
0

Pop Eyed Popper I

Upgrade
Upgrade

[Initiation]

Start a random 1 out of 4 Quests.

Show Effects

Card Image
0

Pop Eyed Popper II

Upgrade
Upgrade

Start a random 1 out of 4 Quests.
Create Quest Card, remove Ephemeral, apply Retain.

Show Effects

Card Image
0

Pop Eyed Popper III

Upgrade
Upgrade

Start a random 1 out of 4 Quests.
When the Quest is completed, create a stronger Quest Card.

Show Effects

Card Image
0

Pop Eyed Popper IV

Upgrade
Upgrade

Choose 1 out of 4 Quests to start.
Card Image
0

Pop Eyed Popper V

Upgrade
Upgrade

Start a random 1 out of 4 Quests.
When the Quest is completed, replace it with another random Quest.
Card Image
1

Devil Dice I

Attack
Attack

200% Damage.
Create 1 Quest Card(s).

Show Effects

Card Image
1

Devil Dice II

Attack
Attack

[Retrieve 3]

160% Damage.
Draw 1.

Show Effects

Card Image
1

Devil Dice III

Attack
Attack

160% Damage to all enemies.
Draw for each target hit.
Card Image
1

Devil Dice IV

Attack
Attack

240% Damage.
Draw 2.
Discard 2.​
Card Image
0

Devil Dice V

Attack
Attack

Draw 1.
80% Damage to all enemies equal to that card's cost.​
Card Image
1

Shuffle I

Skill
Skill

[Exhaust 2]

Discard all cards in hand.
Draw for each.

Show Effects

Card Image
1

Shuffle II

Skill
Skill

[Exhaust]

Discard any number of cards from hand.
Draw same number of cards.

Show Effects

Card Image
1

Shuffle III

Skill
Skill

[Exhaust]

Move all cards from hand and Discard to Draw Pile, then Draw 5.

Show Effects

Card Image
0

Shuffle IV

Skill
Skill

[Exhaust]

Choose up to 5 cards from Discard Pile to place on top of Draw Pile.

Show Effects

Card Image
0

Shuffle V

Skill
Skill

Draw 3.
If the total Cost of those cards is 4 or less, Discard them all.
Card Image
2

Dice Trick I

Attack
Attack

360% Damage.
Decrease Cost by the number of completed Quests.
Card Image
2

Dice Trick II

Attack
Attack

300% Damage to all enemies.
Decrease Cost by the number of completed Quests.
Card Image
0

Dice Trick III

Attack
Attack

80% Damage.
+80% Damage Amount for each completed Quest.
Card Image
2

Dice Trick IV

Upgrade
Upgrade

When using Quest Card, Heal 100%, 100 Fixed Damage to a random enemy.

Show Effects

Card Image
2

Dice Trick V

Upgrade
Upgrade

When Quest is completed, create 1 Quest Card(s).

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 a 30% chance to draw 1 card to Card and Wild Card.
4

Unique Card Upgrade

Potential 4

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

Health Proficiency

Potential 5

Increase Health by +1.6/8%.
5-1

Basic Card Proficiency

Potential 5-1

+5% Damage for Cassius's Card and Wild Card.
If Cassius's Health is greater than 600, an additional +5% to that value.
6

Attack Proficiency

Potential 6

Attack increases by +1.6/8%.
7

Unique Stat Upgrade

Potential 7

On Quest Completion, gain 1 Morale for 1 turn.
If Cassius's Health is greater than 700, gain an additional 1 Fortitude for 1 turn on Quest Completion.
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

Add Discarded Card to the target range of the Joker card effect.
E2

Awakening Memory

Manifest Ego 2

Heal Cassius by 40% each time he draws by an ability.
E3

Vivid Memory

Manifest Ego 3

Increase the level of [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
E4

Inner Memory

Manifest Ego 4

Increase Morale Reduction by +2 of Death Trick to all enemies.
E5

Complete Memory

Manifest Ego 5

Increase the level of [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
E6

Liberated Memory

Manifest Ego 6

Whenever Cassius completes a quest, apply 1 Morale Reduction to all enemies for 1 turn.
Stats (level 60)
HP
383
DEF
186
ATK
393
Voice Actors
JPN
Kohsuke Toriumi
KR
Juho Kim
Gallery

Review

Introduction
Performance Profile

DMG [3/5]

   

Healing [2/5]

  

Buffs/Debuffs [2/5]

  

Utility [4/5]

    

Cassius is an accessible card search and draw specialist who also sports a strong but RNG signature mechanic in Quests, which are incredibly potent when used well. Cassius uses his Upgrade card Pop Eyed Popper to start a Quest, which can be completed by playing certain kinds of cards (i.e., playing three 1-cost cards). After completing the Quest, you'll gain the corresponding Quest Card as a reward, and the Quest resets so you can complete it again.

Cassius's Quest Cards are very potent, but which you get is completely random unless you hit a specific Epiphany upgrade. Completing Quests and using Quest Cards is core to Cassius' kit, but outside of this, he has strong card draw options and universal card searching in his core deck as well. To round things out, Cassius can provide buffs through Quest Cards and debuffs through his Ego Skill.

When paired with certain characters, Cassius can trigger his quest mechanic a large number of times, creating strong combos with certain characters. His kit allows him to help set up certain units for one-turn kill combos due to his heavy card draw and card search abilities.

Overall, Cassius is a strong card draw option as well as a robust combo unit, making him one of the top picks in a lot of teams.

Pros & Cons
Pros

  • Universal card search.

  • Unique Quest mechanic allows for a more flexible kit.

  • Defensively powerful Ego Skill.

  • Good Draw and cycling effects, which become even stronger with Epiphanies.

  • Very strong combos with his 0-cost Quest.

Cons

  • Requires teammates with 0-cost cards or hitting 0-cost Neutral cards to complete two out of his four Quests.

  • Some Quests are stronger than others, and their randomness means Cassius has an element of RNG to his power.

  • All buffs and debuffs, while strong, only last 1 turn.

  • Quests are Ephemeral, so you have to play them immediately unless you get Pop Eyed Popper II; this requires lots of planning and proper card order

  • Quite AP hungry for a Support; his card search and mulligan feel quite bad at 1 AP.

  • His E1 is quite important, as it expands his Joker card search’s range to also include the Graveyard.

  • Poor healing without his E2.

Ratings

The ratings below are based on the Basin of Hyperspace Dimensional Twilight game mode 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.

T0.5

Dimensional Twilight

T0.5

Chaos Mode

Key Mechanics
Quests

Cassius’ Pop Eyed Popper upgrade randomly starts one of four Quests, which last until the end of battle. These Quests can be completed just by playing cards, and they grant free Quest Cards with decent effects.

  • Triple 0: Play 3 cards that cost 0 AP.
    • Deals 40% damage per Attack card used this turn..
    • Triple 0 is very difficult for Cassius to complete on his own, as all of his cards cost ≥1 AP at base; Dice Trick can be discounted to 0…but only if you complete 2 Quests first, creating a catch-22 situation. If you don’t have the right teammates, this Quest can brick for the entire fight. The Quest Card works as a nice single-target finisher after spamming a lot of 0-cost attacks.
  • Triple 1: Play 3 cards that cost 1 AP.
    • Deals 90% damage, and heals for 90%.
    • Triple 1 is relatively easy to complete, but its Quest Card is quite weak. Healing is very situational and the damage isn’t great, making Triple 1 one of Cassius’s less powerful Quests.
  • Straight: Play cards costing 0, 1, and 2 AP.
    • For 1 turn(s), gain 2 stacks of Morale, Resolve, and Fortitude.
    • Straight is also a difficult Quest to complete, as playing 2 AP cards isn’t something you can do particularly often unless you have access to AP generation. Because both Morale and Resolve affect card multipliers, you want to complete this Quest at the start of your turn to take full advantage of its effects. Quest progress carries over between turns, so we recommend leaving the 0-cost or 1-cost card until last so you can complete the Quest at the start of a turn.
  • Full House: Play 1 card from each combatant.
    • Draw 1 card.
    • Full House is the best option here—if you’re lucky enough to get it. Its activation condition is extremely easy to fulfill, and getting a free Draw 1 is great.
Morale Down

-Morale causes enemies to lose -20% damage multiplier per stack of -Morale they have. This is especially effective at mitigating damage from enemy Consecutive Attacks.

Cards & Ego Skill
Card Image
4

Death Trick

Ego Skill

Create 2 Quest Card(s).
Decrease Morale of all enemies by 3 for 1 turn.

Show Effects

Death Trick

One of the most expensive Ego Skills in the game, Death Trick is a potent defensive tool. Its Morale -5 debuff on all enemies is especially powerful on enemies that deal multiple hits with Consecutive Attacks, sometimes reducing the amount of damage you take to 0. The generated Quest Cards are random, so you’ll usually want to activate this at the start of your turn so you know what you’re working with.

Card Image
1

Card

Attack
Attack

100% Damage.​
Card

Cassius’ basic attack card. Its 1 AP cost can help complete the Triple 1 or Straight Quests. Potential 3-1 grants this a 30% chance to Draw 1.

Card Image
2

Wild Card

Attack
Attack

220% Damage.​
Wild Card

Cassius’ other basic attack card. Its 2 AP cost can help complete the Straight quest. If you don’t have another 2-cost card in your deck, it may be worth keeping this until you find a better activator. Potential 3-1 grants this a 30% chance to Draw 1.

Card Image
1

Mana Field

Skill
Skill

Heal 100%.​

Show Effects

Mana Field

Cassius’ basic healing card. Not very important for Cassius’ gameplay.

Card Image
1

Pop Eyed Popper

Upgrade
Upgrade

Start a random 1 out of 4 Quests.
Pop Eyed Popper

Cassius’ main source of Quest Cards. [Pop Eyed Popper] randomly starts 1 of 4 Quests, which generate their associated Quest Cards upon completion. Play this as early as possible and reap the rewards.

Card Image
1

Devil Dice

Attack
Attack

160% Damage.
Draw 1.​
Devil Dice

A single-target attack that also Draws 1. A good cycling card that also helps complete 1-cost Quest requirements.

Card Image
1

Shuffle

Skill
Skill

[Exhaust]

Discard all cards in hand.
Draw for each.

Show Effects

Shuffle

Great card at base. Discards all your cards, draws an equal number of cards, and Exhausts. Shuffle can bail you out whenever you draw poorly or need to cycle through your deck faster. Note that Shuffle doesn’t include itself in the card count, so you’ll end up with one fewer card in hand than when you started.

Card Image
2

Dice Trick

Attack
Attack

240% Damage.
Decrease cost by the number of completed Quests.​
Dice Trick

An expensive attack card that discounts itself by 1 every time you complete a Quest. Generally, a dead card until you can make it cheaper, but its 2 AP cost can help complete the Straight quest.

Card Image
1

Joker

Skill
Skill

Choose 1 card(s) from Draw Pile to Draw.
Joker

Joker is Cassius’ signature card. It allows him to search the whole Draw Pile to draw a card of your choice. Extremely flexible and improves your consistency significantly, and it doesn’t even Exhaust like Shuffle! It’s much stronger at E1 because it also allows you to search the Discard Pile. At E0, you’re a bit sad if you draw this with nothing in your Draw Pile. Regardless, it’s an incredibly powerful card at base.

Potentials
  • 3-1: Grants a 30% chance to Draw 1 to both of Cassius’ basic attacks. 30% isn’t enough to count on, but it can help a little bit early in your run if you draw poorly. It’s not as impactful as some other Combatants’ 3-1s can be.
  • 5-1: Increases his basic attacks’ damage. Makes them a little better to play in conjunction with 3-1, but you’ll likely still end up removing them from your deck.
  • 7: Incredible. Getting Morale and Fortitude for a turn every time you complete a Quest makes Cassius an even more potent support. You already want to complete Quests early in a turn, but this makes it even more important if you want to take advantage of Morale.
Playstyle & Gameplay
Standard Playstyle

Cassius likes to start by setting up his Quest with Pop Eyed Popper, so you can get rewarded for playing cards for the rest of the battle. After that, you can use Cassius’ vast arsenal of draw effects to curate your hand. Draw more cards with Devil Dice, cycle out your hand with Shuffle, and draw the perfect card with Joker. All the while, you can complete Quests to generate Quest Cards and discount Dice Trick. If you’re facing down more damage than you can block, use his Ego Skill to reduce the enemy’s attack damage.

Tips:

  • Quest Cards do not count towards Quest progression.
  • Progress on a Quest, which is displayed below Cassius’ icon, carries over between turns.
  • Always play your Draw effects first so you can plan out your turn with the most information.
  • His Nightmare mode debuff inflicts 4 Stress every time he acquires equipment. Consider saving his slots until stronger late-run equipment becomes available.
Dupes Review

Dupes review aren't available yet. We will add them soon!

Best Cards

Best Epiphanies
Note

For every Epiphany, we're colored their name based on how useful we think it is compared to the other variants. Here's the key to the colors:

  • Epiphany Name - the best variant,
  • Epiphany Name - a good variant,
  • Epiphany Name - a niche variant.

Cassius best epiphanies aren't available yet. They will be added soon.

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.

Cassius can be played as a support who focuses on card draw and searching, or as a damage dealer through his Quests and some Epiphanies. In this build section, we’re focusing on his support capabilities - his more damage-focused builds use different choices.

Recommended Loadout
1

[2-PC]: +12% Defense.

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

Flex

Full Support Cassius is best equipped with 2P Tetra’s Authority to boost healing, as well as 2P Healer’s Journey to maximize survivability. After that you can either use 2P

Seth's Scarab

Seth's Scarab [2-PC]

to boost his potential in Zero System or 2P
Black Wing

Black Wing [2-PC]

if you want to raise his damage a bit.

2-PC Bonuses
  • Tetra's Authority

    Tetra's Authority [2-PC]

    - 12% defense passively, which boosts healing a good amount but also contributes to the whole team's tankiness. Best 2P option for Support Cassius.
  • Healer's Journey

    Healer's Journey [2-PC]

    - A solid boost to overall team survivability via a 12% HP boost, not game-changing, but will help survive large one shots.
  • Seth's Scarab

    Seth's Scarab [2-PC]

    - Boosts Basic Heal, Shield, and Damage cards by +20% multiplicatively. Strong if you’re leaving in any of Cassius’s basic cards, but solid even if you’re not when playing Zero System. Mainly used because there are very few viable set options left.
  • Black Wing

    Black Wing [2-PC]

    - Black Wing can be used as an alternative to Seth’s Scarab if you’d prefer to boost Cassius’s damage slightly in endgame instead of gaining an edge in Zero System.
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.

Ideal
HP%
Desire
HP%
Imagination
EGO Regen > DEF% = HP%
Substats:

EGO Regen > HP/DEF > HP%/DEF%

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.

The best partners information aren't available yet. They will be added soon.

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.

Weapon
Weapon
  • Flex
Armor
Armor
  • Equipment
    Reinforced Combat Suit
  • Equipment
    Assault Boots
  • Equipment
    Survivor's Hood
  • Equipment
    Standard Gas Mask
Trinket
Trinket
  • Equipment
    Water Drops of the Goddess
  • Equipment
    Grey Orb
  • Equipment
    Magic-Infused Sapphire
Comments - Weapons
  1. Flex - Some Cassius builds are capable of dealing significant damage, while others are mostly dedicated to support. Support Cassius doesn’t have much synergy with any of the shop weapons. Instead, use an Event/World item, fill it with a selection of your choice, or when focusing on offense, lean into a damage boosting choice instead.
Comments - Armor
  1. Equipment
    Reinforced Combat Suit
    - Grants a 60% fixed shield at the end of every turn as long as you have no shield before clicking the end turn button. Solid for granting a little extra sustain every turn in shieldless teams. Multiple instances of this equipment also work and stack together, allowing for up to 180% end-of-turn fixed shield. Useless when run with active shielders, though.
  2. Equipment
    Assault Boots
    - Deploys a 200% fixed shield on the 2nd turn of combat. A strong one-off shielding option that triggers on a turn when enemies are very likely to be attacking you. An okay option in short fights, but loses value in longer ones.
  3. Equipment
    Survivor's Hood
    - Offers a 140% fixed shield on the 1st turn of combat. A smaller shield than Assault boots, which, when combined with the fact that many enemies use their first turn to buff themself or debuff you, makes it slightly less appealing. Still a reasonable choice, though, and better than nothing.
  4. Equipment
    Standard Gas Mask
    - A non-shield option that grants 1 stack of immunity, blocking a debuff incoming from enemies. If you’re having no issues with survivability, it can actually be more beneficial than shielding, also stacks with other characters using it, granting up to 3 immunity at the start of battle.
Comments - Trinkets
  1. Equipment
    Water Drops of the Goddess
    - Applies one stack of the Save buff at the start of battle, which preserves AP for as long as it persists, but one stack is removed at the end of each turn you conserve any AP. Unless you always perfectly spend your AP will eventually net you at least 1 spare AP. It can also be stacked if you have it on multiple characters, allowing you to start with multiple save stacks, therefore saving AP across multiple turns.
  2. Equipment
    Grey Orb
    - An always useful option which grants you 3 stacks of damage reduction at the start of the fight, reducing the first 3 hits you take by 15%. Strongest against single-hit bosses, not as useful against many small or multi-hit foes.
  3. Equipment
    Magic-Infused Sapphire
    - Inflicts 1 full bar of Tenacity to all enemies at the start of the battle, assuming you have an Initiation card in your hand, regardless of which combatant it belongs to. A good way to accelerate breaking enemies and accessing extra AP, also stacks between multiple combatants, allowing you to inflict up to 3 bars at the start of the battle if all your characters have it. Some Cassius epiphanies have Initiation, but even without them, he can still trigger this off of other characters' cards.

Deck & Teams

Recommended Build
Important!

CZN is a game of randomness; sometimes you’ll be offered generic or Divine epiphanies that are stronger than a character's standard five options. In these cases, breaking the listed build can result in an even more powerful save. Adjust as you see fit!

Card Removal Priority
  • Mana Field: Mana Field is a great removal option since we are focused on card draw with Cass in general.
  • Cards: Cards can be great early in a pinch as a card draw option, but will need to be removed for better options later on.
  • Wild Card: Wild Card is way too expensive for a chance to draw 1 card and needs to be removed fairly quickly once you start having access to some of his other cards.
Card Dupe Priority

Devil Dice, Shuffle, and Joker are your 3 Dupe priority targets, depending on your playstyle and build you are going for.

  • Joker is great if you need to select specific cards to get your build or combo off, acting as essentially a dupe for an extra AP for your team.
  • Devil Dice can be a great dupe option as well if you just want more general card draw in your deck, especially if you are duplicating Devil Dice II with the Retrieve 3 option on it for Devil Dice IV, if you want to discard things like Dirge Bullets with Renoa.
  • Shuffle is also a strong dupe option, allowing you to essentially draw a new hand, due to its Exhaust tag. Having multiple of these can be very handy.
  • An honorable mention would be duping the upgrades for Dice Trick IV and V, but they are generally expensive and take away using AP from your main DPS, and usually require you to build heavily around the quest mechanic.
Epiphany Alternatives
  • Pop Eyed Popper: Pop Eyed Popper I and II are generally the second-best options outside of Pop Eyed Popper IV. You lose the option to select the quest, but gain either Initiation to start with it in your hand or Retain, which can be good if you wanna save your Quest cards for when you need them.
  • Devil Dice: Devil Dice I, II, III, and IV are all pretty even in terms of use, and it becomes more of a situational decision. Devil Dice II is great to use multiple times in a turn if you have access to a lot of extra AP. Devil Dice III is great to draw a lot of cards in stages with multiple enemies or with bosses that spawn enemies. Devil Dice IV provides the most consistent upfront card draw for the cost and can synergize well with certain DPS with the Discard mechanic. Devil Dice V is strong in high AP cost decks, allowing for a 0-cost card draw option with some DMG to go along with it.
  • Shuffle: Shuffle has 3 very strong epiphanies with Shuffle I, II, and III, each providing strong ways to refill your hand depending on the build and need you have. Shuffle I allows for 2 uses, which is a nice addition to have in your deck, as for Shuffle II allows specific hand manipulation by only discarding the cards you don't want. Shuffle III even allows you to have no cards in your hand and just draw 5 cards after moving all the cards from your hand and discard back to the draw pile for the cost of 1 AP. Shuffle IV is not bad, but it's a little more Niche. It allows for a bit of top deck manipulation as long as you have another card draw option to get them with a big benefit, which is its 0 AP cost. Shuffle V is probably the weakest due to how niche it is; a lot of units hover around 1 and 0 cost cards, so reaching the 4 requirement consistently might be hard to do. If you build around this and are using Cass in a high AP cost team and can hit the 4 AP cost requirement consistently, then this becomes a great epiphany option due to it being a 0-cost and having no exhaust.
  • Dice Trick: The average 2 cost of these epiphanies makes it really hard to justify when you need your AP for so many other cards in your deck for what some of these upgrades offer. In the case of Dice Trick IV and V, the upgrade tag solves this problem since you only need to use them once, and allows you to either generate an extra quest card (which is good with some combo) or to get passive healing and DMG, which is never bad to have. Dice Trick I and II are a bit on the weaker end for the AP cost, Dice Trick II is slightly better do to it being AOE. Most main DPS are single target, so having an AOE option on your Cass if you are building him as a bit of a secondary DPS can come in handy. Lastly, we have Dice Trick III, which costs 0 and builds DMG based on the number of quests completed. This is a great passive DPS option for Cass that won't take away from your AP budget for your main DPS.
Best Synergies
Best Teams
Important!

If you’re losing runs when playing a damage-focused composition either to sanity or dying, consider using a team with more defensive characters - so including both a shielder and healer. This is especially important in the Zero System mode.

Renoa + Cassius Team
Mika + Cassius Triple 0 Team

Due to Cass's strong flexibility, he can synergize with lots of DPS. Each DPS usually wants to play around with different aspects of Cass’s kit, especially his quest mechanic. In the case of Triple 0, you want to use a DPS like Tressa or Luke to use a bunch of 0-cost ATK cards so you can generate multiple Triple 0 cards, which stack off the amount of ATK cards used for some very explosive turns.

Mika + Cassius Good Stuff Team

Like Mika and Cass triple 0, this is another variation on that core that specializes around different DPS, such as Rin and Mei Lin. The goal here is for Cass to just provide good value for these self-sufficient DPS options, like playing around Full house to draw more cards and get your combo pieces quicker, or you can play around Straight, which is risky due to requiring a 2-cost card but offers some great buffs to combo with if played out correctly.