To learn more about Cassius check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Cassius has been fully reworked with the start of Season 2. Their guide/deck build are currently heavily outdated and we will update it as soon as possible.
Last review update
Season 2
Last build update
Season 2
Last profile update*
15.03.2026
*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 Cassius 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
Card
Wild Card
Mana Field
Show Effects
Pop Eyed Popper
Devil Dice
Shuffle
[Exhaust]
Show Effects
Dice Trick
Joker
Quest: Triple 0
Quest: Triple 1
Quest: Straight
Quest: Full House
Triple 0
[Exhaust][Ephemeral]
Show Effects
Triple 1
[Exhaust][Ephemeral]
Show Effects
Straight
[Exhaust][Ephemeral]
Show Effects
Full House
[Exhaust][Ephemeral]
Show Effects
Empowered Triple 0
[Exhaust][Ephemeral]
Show Effects
Empowered Triple 1
[Exhaust][Ephemeral]
Show Effects
Empowered Straight
[Exhaust][Ephemeral]
Show Effects
Empowered Full House
[Exhaust][Retain]
Show Effects
Death Trick
Ego Skill
Show Effects
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.
Pop Eyed Popper I
[Initiation]
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Pop Eyed Popper II
Show Effects
Pop Eyed Popper III
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Pop Eyed Popper IV
Pop Eyed Popper V
Devil Dice I
Show Effects
Devil Dice II
[Retrieve 3]
Show Effects
Devil Dice III
Devil Dice IV
Devil Dice V
Shuffle I
[Exhaust 2]
Show Effects
Shuffle II
[Exhaust]
Show Effects
Shuffle III
[Exhaust]
Show Effects
Shuffle IV
[Exhaust]
Show Effects
Shuffle V
Dice Trick I
Dice Trick II
Dice Trick III
Dice Trick IV
[Unique]
Show Effects
Dice Trick V
[Unique]
Show Effects
Epiphany Bonus
Potential 1
Basic Card Upgrade
Potential 2
Common Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Unique Card Upgrade
Potential 4
Health Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Divine Epiphany Adaptation
Potential 5-2
Attack Proficiency
Potential 6
Unique Stat Upgrade
Potential 7
Sleeping Memory
Manifest Ego 1
Awakening Memory
Manifest Ego 2
Vivid Memory
Manifest Ego 3
Inner Memory
Manifest Ego 4
Complete Memory
Manifest Ego 5
Liberated Memory
Manifest Ego 6
Review
Healing [3/5]
Buffs [5/5]
Draw [3/5]
AP Generation [2/5]
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 3 1-cost cards). After completing the Quest, you'll gain the corresponding Quest Card as a reward alongside a fixed 80% heal. Once the Quest has been completed, the Quest progress will reset so you can complete it again, up to a maximum of 3 times per turn.
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.
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.
Great Morale/Fortitude applicant with P7.
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.
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.
Chaos Mode
Season Save Data
Great Rift
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 a base 200% damage, +40% per Attack Card used this turn, up to a maximum of 4.
Triple 1: Play 3 cards that cost 1 AP.
Deals 150% damage, heals for 150% and also draws 1 card.
Straight: Play 3 cards that cost 0, 1 and 2 AP each.
For 1 turn(s), gain 2 stacks of Morale, Resolve and Fortitude and draw 1 card.
Full House: Play 1 card from each Combatant.
Draw 1 card and will decrease the stress of 1 random ally by 2.
Full House is the best option here—if you’re lucky enough to get it, mainly because its activation condition is extremely easy to fulfill and getting a free Draw 1 so easily is great.
Triple 1 technically has a stronger quest reward than Full House, offering damage, a heal and a draw, but unfortunately, it’s far harder to complete, making it a much more niche quest to aim for.
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.
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.
Reduced Morale: Reduced Morale causes enemies to lose a -20% damage multiplier per stack of Reduced Morale they have. This is especially effective at mitigating damage from enemy Consecutive Attacks.
Fortitude: Fortitude provides a -20% damage taken buff per stack of Fortitude you possess.
Resolve: Resolve grants +20% to Shield amounts gained per stack of Resolve.
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.
Base
Ego 1
Cassius' 1st Ego node now grants Joker to be able to retrieve a card from your Discard Pile as well. This is an extremely strong first Ego node that increases consistency and provides further utility to Cassius.
Ego 2
His 2nd Ego node now heals Cassius for a fixed 40% each time he draws via an ability. This is a relatively minor node that assists with sustain throughout Chaos, as they are not a primary healing unit.
Ego 3
This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Provides a small increase to damage and healing.
Ego 4
E4 buffs his Ego Skill by increasing/further reducing the amount of Ego on enemies by an additional 2, going from 3 stacks of Morale Reduction to 5.
Ego 5
This node again increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Provides another small increase to damage and healing.
Ego 6
Cassius' final Ego node now also applies 1 stack of Morale Reduction whenever you complete a quest. This is a strong node that provides some further defense to Cassius' kit through debuffing enemies.
Death Trick
Ego Skill
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Death Trick is a potent defensive tool that can swing a fight in your favor with its -Morale debuff and generated Quest Cards. Its Morale -3 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
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.
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.
Mana Field
Show Effects
Cassius’ basic healing card. Not very important for Cassius’ gameplay.
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.
Devil Dice
A single-target attack that also draws 1. A good cycling card that also helps complete 1-cost Quest requirements.
Shuffle
[Exhaust]
Show Effects
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. Kind of expensive for what it does.
Dice Trick
An expensive 2-cost Attack Card that decreases its cost by 1 permanently every time you complete a Quest that also debuffs the enemy with 1 stack of Reduce Morale. Generally, a dead card until you can make it cheaper, but its 2 AP cost can help complete the Straight Quest.
Joker
Joker is Cassius’ Signature Card. It allows him to search the whole Draw Pile to draw a card of your choice for a 1 AP tax. 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, allowing you to replay cards you’ve played this turn. At E0, you’re a bit sad if you draw this with nothing in your Draw Pile. Regardless, it’s a powerful card at base.
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.
Pop Eyed Popper I
[Initiation]
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Pop Eyed Popper II
Show Effects
Pop Eyed Popper III
Show Effects
Pop Eyed Popper IV
Pop Eyed Popper V
Epiphanies:
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: Morale/Resolve.
Devil Dice I
Show Effects
Devil Dice II
[Retrieve 3]
Show Effects
Devil Dice III
Devil Dice IV
Devil Dice V
Epiphanies:
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: +1 AP (Devil Dice III), -1 Cost Reduction, Vulnerable 2.
Shuffle I
[Exhaust 2]
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Shuffle II
[Exhaust]
Show Effects
Shuffle III
[Exhaust]
Show Effects
Shuffle IV
[Exhaust]
Show Effects
Shuffle V
Epiphanies:
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: -1 Cost Reduction, Vulnerable 2, 1 AP (Echo V).
Dice Trick I
Dice Trick II
Dice Trick III
Dice Trick IV
[Unique]
Show Effects
Dice Trick V
[Unique]
Show Effects
Epiphanies:
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: Vulnerable 2.
Gear
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.
[4-PC]: When generating or using Exhaust Skill Cards, +5% to Damage Amount of all allies (max 15%).
In most Cassius builds where he either generates Quests randomly or Opts to pick a skill based quest he can easily max out 4P Glory Reign's effect making it his best set as long as no other combatant is already wearing it. It's important to Note that Glory Reign's effect cannot be stacked so you only want to run 1 set of it per team.
Use either 2P Tetra's for a tankiness and a healing boost or 2P Healer's Journey to bolster the overall HP total of the team.
[2-PC]: +12% Max HP.
[2-PC]: +12% Defense.
Only recommended if you already have a 4P Glory's Reign user on your team or you're playing Cassius exclusively with quests that are attacks and not skills otherwise you should just use that set instead. If running 2/2/2 though it's best to run 2P Healer's Journey with 2P Tetra's to maximize surviability and healing.
Use either Seth's Scarab to boost the healing and damage output of Basics for early chaos comfort or 2P Blackwing to boost Cassius's damage output a little. Alternatively you can also bypass these small bonuses in favor of using non-set pieces to target better main/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.
DEF > DEF% = HP > HP% > EGO Regen
When playing Cassius as a support, if possible, we recommend building him toward having 701+ HP in the character screen so that his Potential 7 is fully active and grants Fortitude every time a Quest is activated. This isn't a mandatory stat goal, but in certain Cassius builds and encounters is an incredibly potent defensive tool.
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.
The assigned combatant's Defense, Health and healing are increased by 12–20%.
When the assigned combatant Draws for the first time each turn using an ability, +8/16% Damage dealt by allies for 1 turn.
Discard up to 3 cards, then Draw +1 cards equal to the number discarded.
Nyx is a safe all-around choice for Cassius thanks to her ability to churn through 4 cards of the deck with her Ego Skill while also still having some multipliers to survivability and healing. Nyx also does offer a small buff, which Cassius is easily able to keep active with all his card draw, which is a nice bonus. The one downside of Nyx is that her Ego Skill costs 4EP, which in Save Data game modes usually means you won't be able to easily use it in Turn 1, something the other main supportive Draw Partner Yuri, is capable of. All up, if you need Draw Power or value the Passive stats Nyx provides, she's a safe pick for most teams, but if all you care about is survivability/combo potential, check out other options as they may suit your needs better.
The assigned combatant's Attack is increased by 8/16%.
Upon the first shuffle, the assigned combatant's damage dealt is increased by 8/16%.
Draw 2 Cards.
Yuri isn't a Controller Partner, so her Passives don't work. However, that doesn't disable her Ego Skill, which is a potent Draw 2 for 2 EP. Yuri is an alternative option to Nyx, which can be used in Turn 1 in Save Data and is far more accessible and spammable in Chaos. If that appeals to you and you're ok downgrading how many cards you're drawing and losing out on all the Passives Nyx provides, you can use Yuri instead.
The assigned combatant's HP and healing are increased by 8/12%.
At the start of the turn, gain [Ponopoko's Cheer] equal to the number of enemies with attack intentions.
[Ponopoko's Cheer]: Incoming Damage is reduced by 10/20%. Upon activation, remove Ponopoko's Cheer (stacks up to 3 times).
Heal 200%. Apply 1 Damage Reduction.
Arwen is one of the top options when it comes to survivability, thanks to her great Passive Stats, which boost both healing and total team health, but most of all her constantly refreshing Damage Reduction. If you're struggling to stay alive and need more survivability, especially in fights that launch large but infrequent attacks, giving up utility or draw for Arwen can be worth considering, especially in Chaos-based game modes.
The assigned combatant's Defense is increased by 12/24%.
At the end of battle, recover 3/6% Health.
Heal 100%. When in an Injured state, increase Healing Amount by 50%. 1 Morale for 1 turn.
Alyssa works as an alternative to Arwen with quite a different stat line, favoring Combat Defense and Passive Healing instead. Usually not as universally strong for survivability as Arwen, but if you value the higher defense over Arwen's higher HP total and mitigation buff, she can be a more appealing option.
The assigned combatant's Defense is increased by 8/16%.
If the combatant ends the turn without using an attack card, Heal 30/60% at the start of the next turn.
Heal 100%. For 1 turn, gain 1 Fortitude.
A F2P survivability option that falls behind both Arwen and Alyssa in most cases, but is still an acceptable choice if you have neither of them available at an acceptable Ego level.
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.
Deck & Teams
Because his main healing comes from Pop-Eyed, which is still RNG, whether it gets an option that works for your team or not (without Epiphanies). It is generally not recommended to solo heal with him unless you enjoy the challenge.
Generally speaking, Cassius will be a premier option for Multi-hit DPS because of the sheer amount of Morale buffs he can put out through his high Neutral Morale Epiphany options. However, his builds can also change a lot depending on the teammate, so it’s important to consider who you’re playing him with or build your carry first, then tailor Cassius build to that.
Incredibly strong team that is very mapped out and defined, even after Cassius’ nerfs, he’s still one of, if not the, best 3rd for Sereniel+Selena. It relies on Sereniel funding you AP to play Neutral Morale Epiphany Devil Dice or Dice Tricks to get a whopping 11-20 Morale every turn. It can be hard to play around him without Divine AP Sereniel; however, it’s often harder to play around *anyone* without AP Sereniel.
Worth mentioning separately from generic teams as their synergy, both being on units that attack many times, allows them to backpack most units with a substantial number of Attack Cards.
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Base performance of the character.