Chaos Zero Nightmare (CZN)DianaBuild and Guide

Character
Introduction

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

To learn more about Diana 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 2

Last build update

Season 2

Last profile update*

10.04.2026

*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 Diana 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:
Card Image
1

Disruption Fire

Attack
Attack

100% Damage.
Card Image
1

Protect Me

Skill
Skill

Heal 100%.

Show Effects

Card Image
1

With All My Heart!

Attack
Attack

[Quietus]

100% Damage.
Create 2 Heart Breaker.

Show Effects

Epiphany Cards:
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1

C'mere、Milk & Pong!

Skill
Skill

Create 2 Heart Shaker.
Card Image
1

Pistol of Purification

Attack
Attack

[Bullet][Quietus]

120% Damage.
2 Resonance.
If this card is Discarded, activate Resonance inflicted on the target by this unit 3 more times.

Show Effects

Card Image
1

Blooming Love

Skill
Skill

Draw 1 Quietus card(s).
Discard 2.

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2

Liberated Feelings

Attack
Attack

Draw 2 Exhaust Bullet card(s), 300% Damage, Increase Damage Amount by 30% for each different Bullet card in hand.

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Generated Cards:
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0

Heart Shaker

Skill
Skill

[Bullet][Haste][Exhaust]

1 Resonance.
Discard 1 random card(s) from Draw Pile.
If this card is Discarded, 2 Resonance to a random enemy.

Show Effects

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0

Heart Breaker

Attack
Attack

[Bullet][Haste][Exhaust]

80% Damage.
Discard 1 random Bullet card(s).
If this card is Discarded, 120% Extra Attack to a random enemy.

Show Effects

Card Image
1

Cupid Shot

Attack
Attack

[Bullet][Quietus]

120% Damage.
60% Extra Attack to a random enemy for each Bullet card in hand.

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Ego Skill:
5

Radiant Smile

Ego Skill

Create 1 Cupid Shot, Create 2 Heart Bullet.

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

With All My Heart! I

Attack
Attack

[Quietus]

150% Damage.
Create 3 Heart Breaker.

Show Effects

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1

With All My Heart! II

Attack
Attack

[Quietus]

150% Damage.
Create 1 Heart Breaker.
Draw 2 Exhaust Bullet card(s).

Show Effects

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1

With All My Heart! III

Attack
Attack

[Quietus]

150% Damage.
Change all 1-Cost or lower Exhaust cards in hand into Heart Breaker.

Show Effects

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2

With All My Heart! IV

Skill
Skill

[Quietus]

Create 2 Heart Breaker.
Apply Quietus to all Exhaust Bullet cards in hand

Show Effects

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3

With All My Heart! V

Upgrade
Upgrade

[Quietus]

At the start of the turn create 2 Heart Breaker.
If 5 or less Heart Bullets are owned, create 1 more.

Show Effects

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1

C'mere、Milk & Pong! I

Skill
Skill

Create 2 Heart Breaker. For the next 3 Extra Attacks by a different Combatant, 1 Resonance to the target.

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1

C'mere、Milk & Pong! II

Skill
Skill

Discard up to 2 cards in hand.
Create Heart Shaker for each Discarded +1.
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0

C'mere、Milk & Pong! III

Skill
Skill

Change 0-Cost Exhaust Card(s) in hand into random Heart Bullet.

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1

C'mere、Milk & Pong! IV

Skill
Skill

Create 1 of each Heart Bullet.
1 Resonance to a random enemy for each different Bullet card in hand.

Show Effects

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1

C'mere、Milk & Pong! V

Skill
Skill

[Retain][Unique]

Change Heart Shaker in hand into Heart Breaker.
Retain: Create 1 Heart Shaker.

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1

Pistol of Purification I

Attack
Attack

[Bullet][Quietus]

180% Damage.
3 Resonance.
If this card is Discarded, activate Resonance inflicted on the target by this unit 5 more times.

Show Effects

Card Image
1

Pistol of Purification II

Attack
Attack

[Bullet][Quietus]

180% Damage.
For the next 5 Haste Attack Card(s) used, 1 Resonance to the target.

Show Effects

Card Image
1

Pistol of Purification III

Attack
Attack

[Quietus]

180% Damage.
Activate Resonance inflicted on the target by this unit 10 time(s).

Show Effects

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1

Pistol of Purification IV

Attack
Attack

[Bullet][Quietus]

180% Damage.
+100% Damage Amount for each Bullet card Discarded this turn.

Show Effects

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1

Pistol of Purification V

Attack
Attack

[Bullet][Quietus]

180% Damage to all enemies.
When this card is Discarded, activate Resonance inflicted on all enemies 2 time(s).

Show Effects

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1

Blooming Love I

Skill
Skill

Draw 1 Quietus card(s).
If the Discarded card was from a different Combatant, create 2 Heart Bullet.

Show Effects

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1

Blooming Love II

Skill
Skill

Draw 1 Quietus card(s).
Discard 2.
1 Resonance to all enemies for each combined Cost of Discarded cards (max 6).

Show Effects

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1

Blooming Love III

Skill
Skill

Discard up to 3 Bullet card(s) in hand.
Draw a Quietus card for each Discarded -1.

Show Effects

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1

Blooming Love IV

Skill
Skill

Discard all Bullet cards in hand.
80% Extra Attack to a random enemy for each Discarded.

Show Effects

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3

Blooming Love V

Upgrade
Upgrade

[Quietus][Unique]

If no Quietus cards of this unit are in hand, Draw 1 Quietus card(s) of this unit (1 time per turn).

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

Adds the following effect to the Disruption Fire card: Discard 1 random card of this unit.
4

Unique Card Upgrade

Potential 4

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

Critical Chance Proficiency

Potential 5

+2/10% Critical Chance.
5-1

Basic Card Proficiency

Potential 5-1

+5% Damage Amount to Diana's Disruption Fire, and if Diana's Critical Chance is greater than 20%, 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%.
6

Critical Damage Proficiency

Potential 6

+2.4/12% Critical Damage.
7

Unique Stat Upgrade

Potential 7

If Diana's Critical Chance is greater than 10%, +4% Extra Damage. For every 5% Critical Chance above 10%, add an additional +1% to the modifier (Additional +8% max).
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

+100% Damage Amount to the Liberated Feelings card, and changes the draw count of Exhaust Bullet cards to 3.
E2

Awakening Memory

Manifest Ego 2

Each time an ally Discards a card, gain 2 Flutters.
Flutters: At the end of the turn, 200% Extra Attack to the target with the highest max HP, and increase the Damage Amount of the Extra Attack by 10% for each Flutters, then decrease all Flutters at the start of the turn (max 20 stacks).
E3

Vivid Memory

Manifest Ego 3

Change Cost of Radiant Smile to 4 and the creation count of Heart Bullets to 4 cards.
E4

Inner Memory

Manifest Ego 4

+30% Damage Amount to Diana's Extra Attacks.
+1% Damage Amount to Diana's Extra Attacks for each Flutters that Diana owns.
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

Each time an ally Discards a card, gain an additional 2 Flutters, and increase the max stack count of Flutters by 10.
Each time Diana's Flutters stacks to 30, allies inflict 200% Extra Damage to a random enemy (1 time per turn).
Stats (level 60)
HP
329
DEF
155
ATK
491
Gallery

Diana full image isn't available yet. It will be added soon

Review

Introduction
Performance Profile

ST Damage [4/5]

    

AoE Damage [2/5]

  

AP Efficiency [4/5]

    

Utility [2/5]

  

Diana is a 5-Star Hunter combatant who deals Passion damage, both literally and figuratively - showering her enemies with a rapid flurry of heart-shaped bullets.

Diana is focused on generating multiple low-cost Heart Bullet cards, which allow her to fire off lengthy barrages of Extra Attacks while also applying the “Resonance” debuff, which allows for even more Extra Attacks. Outside of being a veritable machine gun, Diana is also extremely cost-effective thanks to the [Quietus] tag she introduces, which allows her to cheat out cards for free by discarding them, effectively allowing her to function on a tight AP budget with no real loss of efficacy.

Diana benefits most from teammates who offer high Draw Power, Deck Cycling and Discard outlets so she can draw into her combo pieces and then bypass the AP costs of her [Quietus] cards. Diana also has an extremely high hit count, allowing her to greatly benefit from other combatants who can offer additive damage buffs, making bringing characters with Morale-type buffs highly recommended. The combination of Diana’s low AP costs, high hit and ability to draw and discard her own  [Quietus] cards makes her a fully functional unit with just her own base deck in Chaos, making her a capable inclusion in most Chaos teams while also still allowing her a strong niche in discard or max hit count strategies in Save-based modes.

When it comes to weaknesses, Diana’s main one is her lack of AoE, which, while definitely a downside, can be alleviated with various Epiphanies offered to her and the fact that her high hit count can take out large swarms of low HP enemies quickly enough. One other consideration when playing Diana is that her card generation, if not properly handled through careful gameplay or by taking specific Epiphanies, can clog the deck to the point she can’t execute her combo properly each turn. This is usually only a concern in longer Save data-based game modes, but if you don’t have a plan for it, your Diana can lose efficacy fast in extended battles.

All up, Diana has an extremely fluid playstyle that has the ability to do well in most content. If your ideal playstyle is all about comboing off and unleashing a barrage of bullets, Diana may just steal your heart.

Pros & Cons
Pros

  • Strong single-target damage.

  • Can avoid or completely eliminate most AP costs with [Quietus].

  • Heavy Discard Archetype synergy allows play with other Discard-focused characters.

  • Not overly reliant on Divine Epiphanies to function.

Cons

  • Minimal access to true AoE.

  • Can clog the deck in long fights unless planned around.

  • Maximum Save Data damage potential is draw RNG reliant.

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.

T0.5

Chaos Mode

T0.5

Season Save Data

?

Great Rift

Key Mechanics
  • Resonance: Resonance is an infinitely stackable debuff applied to enemies by multiple of Diana’s cards. Whenever a card is discarded, the Resonance debuff activates - causing the combatant who inflicted the debuff (Diana in this case)  to attack each enemy inflicted by Resonance for 80% Extra Attack Damage, and then reduces the amount of Resonance stacks on that target by 1.

    • Note: If 3 enemies each have a stack of Resonance and a card is discarded, all 3 stacks will trigger and be consumed for 3 individual attacks.  

  • [Quietus]: [Quietus] is a keyword that causes the tagged card to activate when discarded. When doing so, that card is no longer able to be moved out of the Used Card pile for the rest of the turn. Cards discarded by [Quietus] always get their full effect. [Quietus] cards with both an on-play effect and a discard effect will activate both effects when discarded.

    • Note : [Quietus] does NOT activate if discarded during the end of the turn; [Quietus] will only activate when a card has been discarded via a card effect.

  • Bullet Cards: Diana’s kit is completely focused on generating “Heart Bullets”, which come in 2 varieties: Heart Breaker and Heart Shaker. Both of which have an active effect and a discard effect, each of which is important. There is also a third Heart Bullet type, but this is only accessible after using Diana’s Ego Skill. To understand the rest of Diana’s kit, it’s vital to understand each of these bullets first.

    • Heart Breaker: Heart Breaker is a 0-Cost [Bullet / Haste / Exhaust] Attack card which, after generation, will make up the bulk of many of Diana’s combos, as well as being a good chunk of her damage too.

      • Active Effect: Deals 80% damage and then discards a random Bullet in hand. The damage of this effect isn’t that important, but the discard part is very much so for starting or executing many of Diana’s combos.

      • Discard Effect: Deals 120% Extra Attack damage on a hit, which is much more substantial than the active effect after all of Diana’s Extra Attack scaling. Ideally, you trigger the discard effect as much as possible.

    • Heart Shaker: Heart Shaker is a 0-Cost [Bullet / Haste / Exhaust] Skill Card that isn’t as impactful or easy to generate as Heart Breaker, but is superior for damage output in most cases, thanks to its higher hit count potential through its Resonance application.

      • Active Effect: Applies one Resonance to an enemy, then discards a card from the draw pile. This card's active effect can situationally hit a [Quietus] card in the deck and gain value, but the discard effect is usually much better.

      • Discard Effect: Applies 2 Resonance to a random enemy, which is equivalent to two separate extra attacks, making it the best damage-based effect of all the active and discard effects of both Heart Bullets

    • Cupid Shot: Cupid Shot is only usable after activating Diana’s ego skill and is a 1-Cost  [Bullet / Quietus] Attack Card that deals 120% Damage to an enemy and 60% Extra Attack Damage to random enemies for each bullet card in hand (Each Bullet-based Extra Attack is an individual hit). Once in circulation, this is one of Diana’s highest value attack cards, which, when played correctly, can easily score 5+ hits all in one card use.

      • Tip: This card does NOT have the [Exhaust] tag; ideally, you’ll want to be activating <b>Disruption Fire</b> is Diana’s basic Attack card, a 1-Cost attack that deals 100% damage to an enemy. This card is extremely standard outside of the fact that Diana’s 3-1 Potential causes it to also discard 1 random card of Diana’s on use. This doesn’t redeem the card for Save Data decks, but does make it a solid card in Chaos before acquiring all of Diana’s other cards and some Epiphanies.

      • Use Diana’s Ego Skill as early as possible into the battle to get this card into rotation.   

Potential

CRIT RATE% > CRIT DMG% >= Unique Card DMG% > Common Card DMG% = Basic Card DMG%

  • 3-1: Diana’s 3-1 grants an additional effect to her Basic Attacks, causing them to now discard 1 random card of Diana’s from her hand on use. This node is a useful [Quietus] enabler early on in Chaos runs, but as Diana usually opts to remove all her Basics in Save Data decks, it isn’t too impactful there. It’s always worth getting due to the low cost of unlocking this Potential though.

  • 5-1: Diana’s 5-1 Potential provides an additional +5% damage to her Basic Attack card, and if Diana’s Critical Chance is greater than 20%, adds +5% damage. Very standard for the 5-1 Potential, mostly beneficial against Chaos content. Can be skipped if all you care about is Save Data; however, you will need it to unlock 5-2 to improve Divine Epiphany chance.

  • 7:  Diana’s Potential 7 grants her +4% Extra Damage amount if her Critical Chance is above 10%, and for every 5% above 10% - adds an additional +1% to that modifier up to a cap of 8% (12% total). This is a must-have node for any serious Diana player as it's a major boost to her overall output in both Chaos and Save.

Dupes Review
E0

Base

Base performance of the character.

E1
100.00%

Ego 1

Diana’s Ego 1 improves her “Liberated Feelings” card, increasing its damage by +100% (additive base damage), and increases the amount of [Bullet / Exhaust] cards drawn by 1. In decks that include Liberated Feelings, this Ego is a small damage and utility improvement, but in builds that don’t make use of it, it offers no benefit. The result is a fairly low impact Ego unlock overall.

E2
104.21%

Ego 2

Diana’s Ego 2 enables the “Flutter” buff, which she gains 2 stacks of whenever an ally (including herself) discards a card. At the end of the turn, all Flutters are removed, and so long as Diana has at least 1 stack, she’ll launch an Extra Attack, which deals 200% damage to the enemy with the highest base HP. Additionally, for each stack of Flutter removed, the damage of the Extra Attack is increased by 10% (multiplicative). A maximum of 20 Flutter stacks can be held at a time for an up to 200% damage increase. This Ego is powerful in Chaos and an alright damage increase in Save.

E3
105.65%

Ego 3

Diana’s Ego 3 buffs her Ego Skill, reducing the cost by 1 to 4 Ego Points while also increasing the amount of Heart Bullets it generates from 2 to 4. The damage increase from this Ego Point isn’t anything crazy; however, the discount can definitely allow Diana’s Ego Skill to be used more quickly to get Cupid Shot into circulation faster. Not an essential Ego Point, but a nice Quality of Life nonetheless.

E4
113.09%

Ego 4

Diana’s Ego 4 is one of her strongest, as it provides a flat +30% damage amount (additive) to all of Diana’s Extra Attacks, and an additional +1% Damage to her Extra Attacks for each stack of “Flutters” that Diana owns (up to +20%). This is a proper, solid damage boost to Diana in Save and a huge boost to her output in Chaos, where card damage boosts are far harder to consistently acquire.

E5
113.80%

Ego 5

The fifth Ego for Diana is the standard Potential increase for her Basic and Unique cards. Very standard and helps with her damage output slightly.

E6
118.64%

Ego 6

Diana’s Final Ego to be unlocked further enhances her Flutters buff. It increases the amount of Flutters gained when cards are discarded by allies from 2 to 4, the maximum stack amount to 30, the boost from E4 to +60%, and the damage boost of E2’s hit to 300%. In addition to this, now, whenever Diana reaches 30 Flutters stacks in a turn, Diana and her allies will each launch a 200% Extra Damage Attack at a random enemy once per turn. How effective the Extra Attack from this Ego is will be highly dependent on the team Diana is running with. For the purpose of calculations, we’ve just included the hit from Diana, but with another Damage Dealer on the team, the potential increase from this Ego can be much higher.

Cards & Ego Skill
5

Radiant Smile

Ego Skill

Create 1 Cupid Shot, Create 2 Heart Bullet.

Show Effects

Radiant Smile

Radiant Smile is Diana’s Ego Skill and costs 5 Ego Points to activate. When used, Diana creates 2 Heart Bullet cards and 1 “Cupid Shot”. This Ego is expensive to use but is definitely worth it, as the “Cupid Shot” generated is one of Diana’s most powerful Attack Cards and doesn’t have [Exhaust], allowing it to be used turn after turn. Getting Cupid Shot into circulation as fast as possible is highly recommended for maximizing Diana’s damage. Using her Ego ASAP is the aim of the game, especially in longer fights.

Card Image
1

Disruption Fire

Attack
Attack

100% Damage.
Disruption Fire

Disruption Fire is Diana’s basic Attack card, a 1-Cost attack that deals 100% damage to an enemy. This card is extremely standard outside of the fact that Diana’s 3-1 Potential causes it to also discard 1 random card of Diana’s on use. This doesn’t redeem the card for Save Data decks, but does make it a solid card in Chaos before acquiring all of Diana’s other cards and some Epiphanies.

Card Image
1

Protect Me

Skill
Skill

Heal 100%.

Show Effects

Protect Me

Diana’s basic support card, 1-Cost Skill card that heals for 100%. Again, extremely standard and doesn’t contribute anything to Diana’s overall theme and is generally the first card to be removed.

Card Image
1

With All My Heart!

Attack
Attack

[Quietus]

100% Damage.
Create 2 Heart Breaker.

Show Effects

With All My Heart!

With All My Heart! Is a 1-Cost [Quietus] Attack card that deals 100% Damage to a target, and then creates 2 “Heart Breaker” cards. This card is the backbone of card generation in most Diana decks, making it a vital card to focus on duplicating and getting the right Epiphany for. In Chaos, this card is one of Diana’s most efficient sources of damage, thanks to it and the cards it generates fully being playable for 0 thanks to [Quietus].

Card Image
1

C'mere、Milk & Pong!

Skill
Skill

Create 2 Heart Shaker.
C'mere、Milk & Pong!

C’Mere, Milk & Pong! Is a 1-Cost Skill card that creates 2 “Heart Shaker” cards on use. This card is the primary source of Diana’s Heart Shaker generation as well as the Resonance application. However, due to the fact that it, itself doesn’t have [Quietus] and that its Epiphanies and Heart Shaker are more challenging/less essential to build around than With All My Heart! and “Heart Breaker” It’s usually less focused on, in both save and chaos in most scenarios.

Card Image
1

Pistol of Purification

Attack
Attack

[Bullet][Quietus]

120% Damage.
2 Resonance.
If this card is Discarded, activate Resonance inflicted on the target by this unit 3 more times.

Show Effects

Pistol of Purification

Pistol Purification is a 1-Cost [Bullet / Quietus] Attack Card that deals 120% damage to a target and applies 2 stacks of Resonance. However, if it’s discarded, activating [Quietus] instead of being played normally, Diana will forcibly trigger up to 3 Resonance on that target if the stacks are available. Alone, this card isn’t usually anything absurd, but if you have a large amount of Resonance built up on the enemy, this card is perfect for cashing it in if you’re struggling to do so through standard discards.

Card Image
1

Blooming Love

Skill
Skill

Draw 1 Quietus card(s).
Discard 2.

Show Effects

Blooming Love

Blooming Love is a 1-Cost [Quietus] Skill card that draws 1 [Quietus] tagged card from the deck, and then requires you to discard two cards from your hand. This card is the ultimate self-enabler for Diana in game modes such as Chaos, as it allows her to quickly access a [Quietus] card, then discard that and hopefully another to score 2 freebies. This card is powerful in Chaos and one of the Epiphany choices in Save, which is highly dependent on the Diana build you plan on playing.

Card Image
2

Liberated Feelings

Attack
Attack

Draw 2 Exhaust Bullet card(s), 300% Damage, Increase Damage Amount by 30% for each different Bullet card in hand.

Show Effects

Liberated Feelings

Liberated Feelings is Diana’s Mythic-tier card. A 2-Cost [Bullet / Exhaust] Attack Card that draws 2 [Bullet / Exhaust] cards and then deals 300% damage to an enemy, increasing by 30% (multiplicative) for each different [Bullet] card in hand. This card can hit hard, but the fact that it costs 2 and doesn’t have [Quietus] makes it a costly investment for most Diana builds. Additionally, unless you have Heart Bullet cards in your deck or are playing with another character that has [Bullet / Exhaust] cards, it’s possible this card may have no targets to draw in certain Diana builds. All this makes Liberated Feelings a situational card, strong for some decks but unneeded for others.

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

With All My Heart! I

Attack
Attack

[Quietus]

150% Damage.
Create 3 Heart Breaker.

Show Effects

★★★★★
Card Image
1

With All My Heart! II

Attack
Attack

[Quietus]

150% Damage.
Create 1 Heart Breaker.
Draw 2 Exhaust Bullet card(s).

Show Effects

★★★
Card Image
1

With All My Heart! III

Attack
Attack

[Quietus]

150% Damage.
Change all 1-Cost or lower Exhaust cards in hand into Heart Breaker.

Show Effects

★★★
Card Image
2

With All My Heart! IV

Skill
Skill

[Quietus]

Create 2 Heart Breaker.
Apply Quietus to all Exhaust Bullet cards in hand

Show Effects

★★★★★
Card Image
3

With All My Heart! V

Upgrade
Upgrade

[Quietus]

At the start of the turn create 2 Heart Breaker.
If 5 or less Heart Bullets are owned, create 1 more.

Show Effects

★★★

Epiphanies:

  • Neutral [★★] - Target Neutral Epiphany: Mark 1.
    Hunters have access to a rather low-quality pool of Neutrals. The 1 Mark Neutral can be useful for a bit of extra damage situationally, but will generally be weaker than the actual Epiphanies.
  • With All My Heart! I
    [★★★★★] - Now creates 3 Heart Breakers. This is the go-to Epiphany for many builds as it has the highest generation of Heart Breakers you can easily achieve.
  • With All My Heart! II
    [★★★] - The card now only makes 1 Heart Breaker but can draw 2 [Exhaust / Bullet] cards. This is not an especially strong Epiphany in very optimized setups, for most scenarios; however, it can help to alleviate issues with card-order in some decks or recover from not exhausting all of your [Bullet] cards on previous turns. For example, it can help if you are forced to discard some Heart Breakers early in a round but don’t want them to clog your draw next turn, so you can redraw them later in the same turn via this card.
  • With All My Heart! III
    [★★★] - Now becomes a card that changes all 1-cost or lower [Exhaust] cards in hand into Heart Breakers. This can be quite strong with certain characters who can make a lot of 1-cost [Exhaust] cards, like Kayron, or in specific boss scenarios where they make a lot of [Exhaust] status ailments of 1-cost. However, it requires you to know what specific scenario you are building towards and is not a general-use recommendation.
  • With All My Heart! IV
    [★★★★★] - Changes to a 2-cost that still creates 2 Heart Breakers but also applies [Quietus] to all [Bullet] cards in hand. This is extremely strong as it can functionally double the value of many [Bullet] cards and can be played for free, as it has [Quietus] itself; however, it can be hard to achieve the perfect timing on this to get its full value. It also commonly wants to be played with With All My Heart! I, which can make it awkward to farm as dual Epiphany decks require careful planning in Chaos to achieve. Playing Diana decks effectively with this Epiphany present can also mostly eliminate deck-clogging issues, thanks to most Heart Bullets discarded being played, which also exhausts them.
  • With All My Heart! V
    [★★★] - Becomes an upgrade that creates 2 Heart Breakers in hand at the start of the turn and an additional 1 (for a total of 3) if less than 5 are currently owned. This can be a great way to passively generate Heart Bullets on Diana; however, it requires a lot of handspace at the start of the turn, which can be hard to play around–especially since this is an option that would likely get more value in more Sub-DPS/Supportive Diana decks that might not have as much free handspace to allocate to her.

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.

Card 2
Neutral Epiphany
★★
Card Image
1

C'mere、Milk & Pong! I

Skill
Skill

Create 2 Heart Breaker. For the next 3 Extra Attacks by a different Combatant, 1 Resonance to the target.

Show Effects

★★★
Card Image
1

C'mere、Milk & Pong! II

Skill
Skill

Discard up to 2 cards in hand.
Create Heart Shaker for each Discarded +1.
★★★
Card Image
0

C'mere、Milk & Pong! III

Skill
Skill

Change 0-Cost Exhaust Card(s) in hand into random Heart Bullet.

Show Effects

★★
Card Image
1

C'mere、Milk & Pong! IV

Skill
Skill

Create 1 of each Heart Bullet.
1 Resonance to a random enemy for each different Bullet card in hand.

Show Effects

★★★★★
Card Image
1

C'mere、Milk & Pong! V

Skill
Skill

[Retain][Unique]

Change Heart Shaker in hand into Heart Breaker.
Retain: Create 1 Heart Shaker.

Show Effects

★★★

Epiphanies:

  • Neutral [★★] - Target Neutral Epiphany: Mark 1.
    Hunters have access to a rather low-quality pool of neutrals. The 1 Mark neutral can be useful for a bit of extra damage, situationally, but will generally be weaker than the actual Epiphanies.
  • C'mere、Milk & Pong! I
    [★★★] - The card now generates Heart Breakers instead of Heart Shakers and applies 1 Resonance for the next 3 extra attacks of a different combatant. This is a great option for building Resonance in more supportive or sub-dps Diana builds, typically builds played with DPS like Renoa or Hugo, who also do a lot of extra attacks. However, it can be hard to get value from its additional effect in many Diana teams, making it only recommended in scenarios where Diana is being used as more of a sub-DPS for another extra attack DPS.
  • C'mere、Milk & Pong! II
    [★★★] - The card now discards up to 2 cards from hand and creates Heart Shakers for every card discarded + 1 via this card. This is a great option in many builds, provided they can activate the Resonance fully, as Heart Shakers are 2 hits each when discarded if all Resonances are used, which is more than any other Bullet type Diana can make. However, it can sometimes be a less reliable choice in scenarios where you do not do a lot of discards or are not using Pistol of Purification III, as it can be hard to activate all of the Resonance stacks she can make. Still, it is a great option purely for giving more discard ability even in teams that are not built around Heart Shaker DPS.
  • C'mere、Milk & Pong! III
    [★★] - The cost of the card changes to 0 and the effect becomes a transformation of all 0-cost [Exhaust] cards in hand into random Heart Bullets. While this can be quite strong with certain units who can make a lot of 0-cost [Exhaust] cards, like Tiphera, its randomness and the fact that the cards you’re converting are lost will generally be less consistent than alternative options for most content and is not a high recommendation to shoot towards unless you have a very specific combo in mind.
  • C'mere、Milk & Pong! IV
    [★★★★★] - Now creates 1 of each Heart Bullet in hand. While this can be lower potential than alternative options, it has almost no drawback with it effectively just giving 2-3 Resonance, 1 Heart Shaker and 1 Heart Breaker. The lack of high requirements to play around makes this the go-to Epiphany for C’Mere for most decks, keeping the card in.
  • C'mere、Milk & Pong! V
    [★★★] - Card is now a [Retain / Unique] that creates 1 Heart Shaker on every ‘[Retain]’ trigger and can convert all Heart Shakers in hand into Heart Breakers, if played manually. This is a solid card in prolonged fights, given you have the handspace for it, as it can effectively give a free Heart Shaker every turn with no downsides besides needing 2 hand space.

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, Cost-Reduction, 1 AP (C’Mere Milk & Pong! III).

Card 3
Neutral Epiphany
★★★
Card Image
1

Pistol of Purification I

Attack
Attack

[Bullet][Quietus]

180% Damage.
3 Resonance.
If this card is Discarded, activate Resonance inflicted on the target by this unit 5 more times.

Show Effects

★★★★★
Card Image
1

Pistol of Purification II

Attack
Attack

[Bullet][Quietus]

180% Damage.
For the next 5 Haste Attack Card(s) used, 1 Resonance to the target.

Show Effects

★★★
Card Image
1

Pistol of Purification III

Attack
Attack

[Quietus]

180% Damage.
Activate Resonance inflicted on the target by this unit 10 time(s).

Show Effects

★★★
Card Image
1

Pistol of Purification IV

Attack
Attack

[Bullet][Quietus]

180% Damage.
+100% Damage Amount for each Bullet card Discarded this turn.

Show Effects

★★★
Card Image
1

Pistol of Purification V

Attack
Attack

[Bullet][Quietus]

180% Damage to all enemies.
When this card is Discarded, activate Resonance inflicted on all enemies 2 time(s).

Show Effects

★★

Epiphanies:

  • Neutral [★★★] - Target Neutral Epiphany: Mark 1.
    Hunters have access to a rather low-quality pool of neutrals. The 1 Mark Neutral can be useful for a bit of extra damage, situationally, but will generally be weaker than the actual Epiphanies.
  • Pistol of Purification I
    [★★★★★] - Now gains 3 Resonance and activates Resonance 5 extra times if discarded (total of 6 Resonance activations). This is the go-to Epiphany as it not only gives Resonance but also activates 6 of them, making it great for both Resonance generation and activation.
  • Pistol of Purification II
    [★★★] - Becomes a card that applies 1 Resonance for the next 5 [Haste] attack cards used. This is a great effect in scenarios where you are using a lot of [Haste] attack cards, which Diana’s own Heart Breaker builds often will. However, it lacks the Resonance consumption effect of other Epiphanies, making this variant primarily useful for decks with incredibly high discard amounts plus many [Haste] cards.
  • Pistol of Purification III
    [★★★] - Simply activates Resonance 10 times on the target. Diana can potentially make close to 40 Resonance a turn in some super-optimized builds, which is an amount of discards that is not easily achievable; however, this card can lessen the amount of discards you need by 10, which makes it an amazing option in scenarios where you are generating a lot of Resonance (such as Heart Shaker builds).
  • Pistol of Purification IV
    [★★★] - Changes to a card that scales its damage based on the number of [Bullet] cards discarded. While this can be weak in some sustained scenarios, it has an incredibly high cap in damage as there are ways to discard a great number of [Bullet] cards a turn via ego skills like Nia or Renoa’s, alongside additional card effects, making this a great option to consider for OTK content with Diana.
  • Pistol of Purification V
    [★★] - The card now does AOE damage and activates Resonance applied to all enemies 2 times. While this can be a nice AOE option for Diana, it can be awkward to use because Resonance is almost exclusively a single-target debuff, but this effect works best if you have applied it to many enemies; thus, it's an AOE option that lacks a way of applying the debuff in AOE for its best effect (besides Blooming Love II).

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, Weakness Attack.

Card 4
Neutral Epiphany
★★
Card Image
1

Blooming Love I

Skill
Skill

Draw 1 Quietus card(s).
If the Discarded card was from a different Combatant, create 2 Heart Bullet.

Show Effects

★★★
Card Image
1

Blooming Love II

Skill
Skill

Draw 1 Quietus card(s).
Discard 2.
1 Resonance to all enemies for each combined Cost of Discarded cards (max 6).

Show Effects

★★
Card Image
1

Blooming Love III

Skill
Skill

Discard up to 3 Bullet card(s) in hand.
Draw a Quietus card for each Discarded -1.

Show Effects

★★★
Card Image
1

Blooming Love IV

Skill
Skill

Discard all Bullet cards in hand.
80% Extra Attack to a random enemy for each Discarded.

Show Effects

★★★
Card Image
3

Blooming Love V

Upgrade
Upgrade

[Quietus][Unique]

If no Quietus cards of this unit are in hand, Draw 1 Quietus card(s) of this unit (1 time per turn).

Show Effects

★★★★★

Epiphanies:

  • Neutral [★★] - Target Neutral Epiphany: Mark 1.
    Hunters have access to a rather low-quality pool of neutrals. The 1 Mark neutral can be useful for a bit of extra damage, situationally, but will generally be weaker than the actual Epiphanies.
  • Blooming Love I
    [★★★] - Draws 1 [Quietus] card, discards 1, and creates 2 random Heart Bullets IF the discard target was an ally combatant and not Diana herself. This is a great Epiphany if being used in a more supportive or sub-DPS role, such as when used alongside Renoa, as she will often discard other targets and not just herself in these situations.
  • Blooming Love II
    [★★] - Draws 2 [Quietus] cards, discards 2, and applies 1 Resonance to all enemies for the combined AP cost of the discard targets (max 6). This is the premier AOE option, when used alongside Pistol of Purification V, but it does have a lot of asterisks as it requires you to have high-cost cards to discard and multiple targets to get full value. Moreover, Diana is still not a highly recommended AOE unit even with these two Epiphanies together, as they lack synergy with most of the rest of her kit.
  • Blooming Love III
    [★★★] - Discards up to 3 [Bullet] cards and draws a [Quietus] card for each discarded -1 (max 2, min 0). This effectively just increases the amount of potential discard and draw of the original card, but it can end up lowering in value if you lack specific [Bullet] targets or don’t have a specific build that wants to discard [Bullet] targets to begin with.
  • Blooming Love IV
    [★★★] - Discards all [Bullet] cards from hand and does an extra attack for each discarded. This is a great option for additional damage, but it suffers from Diana already discarding a ton of [Bullet] cards herself, from her [Bullet] cards themselves, which can make it difficult to actually get full value out of.
  • Blooming Love V
    [★★★★★] - Is now a [Unique] upgrade that draws 1 [Quietus] card a turn, automatically, if none are in hand. This is the go-to Epiphany as it will passively almost always get value when using Diana and has little to no downsides. In some scenarios, it might be preferred to use another Epiphany for the given situation, but it’s unlikely this Epiphany won’t at least be as good as well.

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, Morale/Resolve (Blooming Love V).

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
100%

[2-PC]: +12% Attack.

[2-PC]: +25% Critical Damage.

Flex

Diana has very few effective 4/2 set combinations available to her with most either not working or offering underwhelming stat bonuses for her playstyle. Because of this running 2/2/2 with 2P Black Wing, 2P Executioner's and a two flex pieces is usually the best way to optimize her damage.

In the Flex slots, for more damage use 2P Cursed Corpse (if you can keep Agony on targets at all times). Alternatively for stronger Chaos starts try 2P Seth's Scarab. If neither of those options work or appeal to you, you can also use any 2 strong sub/main stat pieces instead of a final 2P set bonus as well.

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
CRIT Rate > ATK% = CRIT DMG
Desire
Passion DMG% = ATK%
Imagination
ATK%
Substats:

Extra DMG% > CRIT Rate% = CRIT DMG% > ATK >= ATK%

Extra DMG% is Diana's best sub stat to stack but you'll want to prioritize Crit Rate before it until you hit 50% Crit Rate in order to max out her Potential 7 bonus.

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
5 Turns 147.18%

Passive - Milky Way Chorus

Increase the assigned Combatant’s Attack by 16–24%.

When a Passion Quietus card of the assigned Combatant is Discarded, +5–10% Critical Damage (max 4 stacks).

When 3 Bullet cards are Discarded, 200–400% Extra Attack by the assigned Combatant to a random enemy (2 times per turn).

Skill - Always Cheer For You - 3 EP cost

3 Die-hard Fan.

Draw 1.

Discard up to 2 cards.

Die-hard Fan: +40% Damage Amount to Extra Attacks of the assigned Combatant. At the end of the turn, decrease Die-hard Fan by 1.

E4 Sophia is Diana's highest investment, but clear and overwhelming best option when fully maxed out, thanks to its tremendous bonuses and effects that take all the strengths of E0 Sophia to the next level. For the specifics on why this Partner is so good, check E0.

2
5 Turns 128.35%

Passive - Milky Way Chorus

Increase the assigned Combatant’s Attack by 16–24%.

When a Passion Quietus card of the assigned Combatant is Discarded, +5–10% Critical Damage (max 4 stacks).

When 3 Bullet cards are Discarded, 200–400% Extra Attack by the assigned Combatant to a random enemy (2 times per turn).

Skill - Always Cheer For You - 3 EP cost

3 Die-hard Fan.

Draw 1.

Discard up to 2 cards.

Die-hard Fan: +40% Damage Amount to Extra Attacks of the assigned Combatant. At the end of the turn, decrease Die-hard Fan by 1.

E0 Sophia is Diana's clear best Partner option, only being beaten out by a higher copy version of herself. The reason Sophia stands above the competition is the fact that she has far higher base and passive stats than Battlepass and F2P accessible choices, allowing her to pull ahead of most of the competition before even considering more specialized effects. Speaking of those special effects, though, all of Sophia's are tailor-made for Diana, with each offering a sizable chunk of damage for her in both Chaos and Save data game modes. The Crit DMG is a huge damage boost in Save, while the additional 200% Extra Attack triggers are a massive boon in Chaos. Last but not least, Sophia's Ego Skill provides yet more buffing, which is huge for Save Data but also provides a discard outlet and some extra draw, which is handy for Chaos.

3
5 Turns 120.22%

Passive - Ensemble

Increase the assigned Combatant’s Attack by 12–20%

The Critical Chance of the combatant's attack cards increases by 8/16%.

When the assigned combatant's attack results in a Critical Hit, +3/5% Critical Damage. Stacks up to 5 times.

Skill - Crimson Romance - 3 EP cost

Deal 250% Damage. Apply 2 Vulnerable.

Max Ego level Serithea, while not as good as Sophia, is still a fine option for Diana if you already have her fully leveled. The reason Serithea doesn't rank higher numerically for Diana is the fact that her base stats are lower than Sophia's, and that her 8% Crit Rate bonus doesn't apply to a good chunk of Diana's damage (any damage that doesn't come from a card won't get it, such as Resonance triggers).

4
5 Turns 107.06%

Passive - Self Defense

Increase the assigned Combatant's Attack by 8/16%.

The damage of the combatant's Bullet cards increases by 10/20%.

When the combatant lands their first critical hit, Bullet card damage increases by 12/24% for 1 turn(s).

Skill - What I Wished to Protect - 2 EP cost

For 1 turn, +25% Critical Chance of Designated Combatants's Attack cards.

E4 Akad is the best F2P accessible option for Diana currently, and can perform even better than represented in shorter fights such as one-turn kill scenarios, thanks to his incredibly potent Ego Skill, which grants 25% Crit Rate for a single turn. E4 Akad doesn't compete with E4 Serithea, but the combination of his Bullet DMG% boosts and Ego Skill makes him a viable option until you can get better or if you're aiming for short fights.

5
5 Turns 106.93%

Passive - Ensemble

Increase the assigned Combatant’s Attack by 12–20%

The Critical Chance of the combatant's attack cards increases by 8/16%.

When the assigned combatant's attack results in a Critical Hit, +3/5% Critical Damage. Stacks up to 5 times.

Skill - Crimson Romance - 3 EP cost

Deal 250% Damage. Apply 2 Vulnerable.

E0 Serithea loses quite a significant portion of her power compared to E4, but is an alternative entry-level option to E4 Akad if you have her leveled and other options aren't available.

6
5 Turns 100.00%

Passive - Cantrip

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%.

Skill - Drone Deployment! - 3 EP cost

Draw 2 Cards.

If you don't have any of the options above, Yuri is a fine, completely F2P alternative until you do. You may also want to consider using Yuri over some higher-ranked Partners as well if they're somewhat close in damage potential, as her draw 2 Ego Skill is incredibly powerful for consistency.

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.

Weapon
Weapon
DPS
  • Equipment
    Intellect of Discord
     
  • Equipment
    Tentacles of Chaos
     
  • Equipment
    Second Method
     
  • Equipment
    Dagger That Tricked the Shadow
     
  • Equipment
    Obsidian Sword
     
Support
  • -
Armor
Armor
DPS
  • Equipment
    Fairy King's Crown
     
Support
  • -
Trinket
Trinket
DPS
  • Equipment
    Dimensional Cube
     
  • Equipment
    Amorphous Cube
     
Support
  • -
Comments - Weapons
  • Equipment
    Intellect of Discord
     - Offers a huge 18% Combat Attack passively, which, for most Attack scalers, makes this weapon the de facto best-in-slot weapon if you're able to acquire it alongside the correct save and don't have any better Unique equipment options.
  • Equipment
    Tentacles of Chaos
     - Provides 8% Combat Attack to all operators in the team. This alone makes it one of Diana's best options in teams that already have a large amount of card damage, but in teams where Diana is running alongside another Damage Dealer, this weapon also buffs them, making it even better.
  • Equipment
    Second Method
     - A generically strong and accessible legendary equipment for Diana that amplifies her many Extra Attacks by +35% (Additive) Extra Attack bonus. Not Diana's best in slot, but always an acceptable pick-up for how common it is to find if higher-ranked options aren't available.
  • Equipment
    Dagger That Tricked the Shadow
     - 12% Crit DMG is always a competitive option if you can find it in your runs and nothing better turns up or is required for your build.
  • Equipment
    Obsidian Sword
     - Very easy to find and grants 12% (Multiplicative) damage to everything. It's never the best, but if you have nothing else, you should definitely grab it.
Comments - Armor
  • Equipment
    Fairy King's Crown
     - The Crit Rate this armour provides is one of the better armour choices for Diana, considering the slim options in this slot.
Comments - Trinkets
  • Equipment
    Dimensional Cube
     - Diana is a Discard specialist and will easily hit the 3 Discard requirement to gain the full effect of this accessory every turn. That makes this accessory one of her best, especially given the fact it's available in all Chaos stages and is also very easy to find.
  • Equipment
    Amorphous Cube
     - The go-to generic damage accessory for most characters that is trivially easy to use and for the most part, a solid addition for any character that can make use of additive damage. Wont beat out more specialized options but always a great fallback.

Deck & Teams

Recommended Build
Build Comments
  • Heart Breaker 1 - This deck utilizes a combination of With All My Heart I and With All My Heart IV to give Heart Breakers [Quietus] to allow them to exhaust themselves and do an additional attack. The signature card can be expensive to play, but it is often kept in because it can enable you to activate 3 Cassius ‘Straight’ quests easily when played with him. Alternatively, you can do 3x All My Heart III and 1x epi I instead of 2x of each to get a similar effect but lower cap in damage.
  • Heart Breaker 2 (The Re-Up) - This deck utilizes 3 copies of With All My Heart IV instead of 2 (can also use a 4x version instead). This enables you to more easily activate Cassius straights and justify keeping C’Mere Milk and Pong IV, as you can more likely add [Quietus] to the Milk and Pong cards than the 2x version seen in the Heart Breaker 1 deck recommendation. If you’re not using Cassius with the Straight quest, you can maintain the same 2/2 set-up from above of With All My Heart.
  • Daughters of Discard (Renoa Support) - This deck can be used to discard a massive amount of Renoa cards with little drawback and some nice additional damage. Basically just using Diana as a discard engine for Dirge Bullets and playing Heart Shakers as you get them.
  • (Special) FoE of My Heart - This build utilizes FoE (Flame of Eternity) neutral to increase the cost of her generated Heart Breakers by 1, which has little to no downside for her as her cards are played for free on Discard. This enables her to use 4p Conquerors (+35% CDMG to 1-costs) and also run Rei over Cass as Rei's 1-cost buffs will effect most of Diana's attack card damage. The major reason this build is not generally recommended is that FoE is an extremely rare event that is tedious to farm which players have PTSD from the Rita GR meta (where FoE was needed to push top-ranks).
Removal
  • Disruption Fire
     
    Protect Me
     - In most Diana decks, she gets very little value out of keeping her basics, so they are typically removed.
Conditional Removal
  • Liberated Feelings
     - In many Diana decks, the 2-cost of it can make it too hard to play around effectively and thus a removal. However, it has quite good damage if you can afford to keep it in your deck.
  • C'mere、Milk & Pong!
     - This can be removed in scenarios where you get very little value out of its Epiphanies or its Epiphanies are hard for the team to play around with to get value out of. For example, many teams do not need the extra discard or Heart Shaker generation, so it can be preferred to just remove it and avoid the hassle of an extra card to draw every turn.
Copying
  • With All My Heart!
     - In builds utilizing Heart Breakers, or applying [Quietus] to [Bullet] cards, this will be the go-to copy.
  • C'mere、Milk & Pong!
     - A far more niche option, but in builds based around Heart Shakers, or making a variety of different Heart Bullets, this can situationally be preferred over With All My Heart.
Best Synergies
  • Nia’s Soul Rip III epiphany can enable Diana to do an extra attack for every discard. If played before many of Diana’s discards, it can vastly increase the damage that she’s able to do as an extra attacker.
  • Many of Nia’s draw-based cards feature discard as a cost of activation, a cost which Diana turns into a benefit.
  • With the right build, Nia provides both card draw and AP generation, both of which can be valuable additions to Diana and her teammates.
  • Diana is one of the few characters who can activate all 3 Cassius ‘Straight’ Quests with little concern, as she is able to play 2-cost cards for free via [Quietus]. Straight is a high RNG card but when it lands right is one of Cassius’s best quest rewards capable of providing a huge amount of buffs to the team.
  • Diana benefits greatly from Cassius’ large morale buffs and can also benefit from his high early turn discards via Shuffle.
  • In addition to his Morale generation, Cassius also has solid card draw options to help Diana and the team churn through the deck.
  • Diana is able to discard Renoa [Bullet]’s and apply [Quietus] to them via All My Heart! III, which can allow Renoa to do many more hits per turn while also exhausting each Dirge Bullet used, solving one of Renoa’s biggest weaknesses being that she clogs the deck.
  • Diana and Renoa are both extra attackers, which means they benefit from random coordinated attack effects more when played together and can also take advantage of Extra Attack-focused supports equally as well.
  • Veronica also being an extra attacker allows her to benefit from certain buffs or effects of using multiple extra attackers in the team, such as coordinated attack divines.
  • Veronica gives Diana massive amounts of draw, which in the right team often guarantees Diana will work through her entire combo each turn without issue.
  • With certain Divine Epiphanies applied to Veronica’s cards, like Repose, Veronica can also serve as an AP generator at the same time as a card draw enabler, providing Diana and the team additional resources.
  • Diana has a solid amount of access to both skills and attacks thanks to her high amount of card generation, many of which end up being 0-cost. This makes her a solid enabler for Hugo’s commence the hunt as she can both build the stacks and trigger them for him. However, this does require a tailor-made Diana build to be effective.
  • Hugo also being an extra attacker, allows him to benefit from certain buffs or effects of using multiple extra attackers in the team, such as coordinated attack divines.
  • Hugo can act as a draw unit for Diana, allowing her to churn through her entire deck more effectively and fully execute her combos every turn.
Best Teams
Chaos Teams
Generic - Chaos

Diana’s damage is strong enough in Chaos that all she really needs to function effectively is a healer. The most synergistic healer choice for her is Nia, but healers like Cassius, Mika, Tiphera, or others can also work very nicely as well. For the last slot, any character can be brought, but the best is usually another damage-focused character or a character capable of providing draw or buffing.

Save Teams
Diana Hypercarry
Diana + Renoa Dual Discard DPS
Support
Nia
Veronica
Cassius
Mei Lin Support
Extra Attacker City