Chaos Zero Nightmare (CZN)KayronBuild and Guide

Character
Introduction

Best guide and build for Kayron from Chaos Zero Nightmare (CZN). Kayron is a 5 character from the Psionic class and Void attribute, who belongs to the Wanderer [No Affiliation] faction.

To learn more about Kayron 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*

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 Kayron 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

Elimination

Attack
Attack

100% Damage.​
Card Image
1

Sphere

Skill
Skill

Heal 100%.​

Show Effects

Card Image
1

Echo of Futility

Attack
Attack

240% Damage.
Create 2 Futility Card(s).
Epiphany Cards:
Card Image
3

Brand of Annihilation

Attack
Attack

300% Damage to all enemies.
When a card is Exhausted, decrease Cost of this card by 1 for 1 turn.

Show Effects

Card Image
2

Black Hole

Attack
Attack

240% Damage.
+40% Damage Amount for each Exhausted Futility.​

Show Effects

Card Image
1

Oath of Vanity

Upgrade
Upgrade

[Unique]

When Futility is created, change those cards into 1-Cost Attack Cards with 100% Damage and Heal effects.

Show Effects

Card Image
2

Echoes of True Abyss

Attack
Attack

240% Damage.
Create 3 Futility Cards. +40% Damage Amount for each.​
Generated Cards:
Card Image
1

Futility

Status

[Exhaust]

Show Effects

Card Image
1

Futility

Attack
Attack

[Exhaust]

80% damage. Heal 80%.

Show Effects

Ego Skill:
Card Image
5

Rift of Nothingness

Ego Skill

200% Damage to all enemies.
Exhaust all Futility in hand.
+80% Damage for each.​

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

Echo of Futility I

Attack
Attack

360% Damage.
Create 3 Futility Card(s).
Card Image
1

Echo of Futility II

Attack
Attack

240% Damage.
Create 2 Futility Card(s). +20% Damage Amount for each Exhausted Futility.​

Show Effects

Card Image
1

Echo of Futility III

Attack
Attack

240% Damage.
Create 2 Futility Card(s). Apply Ephemeral on that card.​

Show Effects

Card Image
X

Echo of Futility IV

Attack
Attack

50% Damage.
+150% Damage Amount for each X.
Create X+1 Futility Card(s).​
Card Image
0

Echo of Futility V

Attack
Attack

30% Damage.
Create 2 Futility Card(s).
+30% Damage Amount for each Futility created during this battle.
Card Image
3

Brand of Annihilation I

Attack
Attack

450% Damage to all enemies.
When a card is Exhausted, decrease Cost of this card by 1 for 1 turn.

Show Effects

Card Image
3

Brand of Annihilation II

Attack
Attack

300% Damage x 2 to a random enemy.
When a card is Exhausted, decrease Cost of this card by 1 for 1 turn.

Show Effects

Card Image
7

Brand of Annihilation III

Attack
Attack

500% Damage to all enemies.
Decrease Cost for each Exhausted Futility.​

Show Effects

Card Image
1

Brand of Annihilation IV

Attack
Attack

200% Damage to all enemies.
+40% Damage Amount for each Exhausted card this turn.​

Show Effects

Card Image
2

Brand of Annihilation V

Attack
Attack

300% Damage to all enemies.
If any card was Exhausted this turn, 3 Agony to all enemies.​

Show Effects

Card Image
2

Black Hole I

Attack
Attack

360% Damage.
Activate 2 Futility card(s) from hand.
Card Image
2

Black Hole II

Attack
Attack

360% Damage.
+60% Damage Amount for Exhausted Futility.

Show Effects

Card Image
2

Black Hole III

Attack
Attack

60% Damage to a random enemy.
Add1 hit for each Exhausted Futility (Max 5 times).

Show Effects

Card Image
2

Black Hole IV

Attack
Attack

300% Damage.
Add 1 Hit for each 5 Exhausted Futility (max 2 times).

Show Effects

Card Image
1

Black Hole V

Upgrade
Upgrade

When Futility is Exhausted, 100% Fixed Damage to a random enemy.​

Show Effects

Card Image
1

Oath of Vanity I

Upgrade
Upgrade

[Unique]

When Futility is created, change those cards into 1-Cost Attack Cards with 150% Damage and Heal effects.

Show Effects

Card Image
0

Oath of Vanity II

Upgrade
Upgrade

[Unique][Initiation]

When Futility is created, change those cards into 1-Cost Attack Cards with 100% Damage and Heal effects.

Show Effects

Card Image
1

Oath of Vanity III

Upgrade
Upgrade

[Unique]

When Futility is created, change those cards into 1-Cost Attack Cards with 200% Damage.​

Show Effects

Card Image
0

Oath of Vanity IV

Skill
Skill

[Exhaust][Retain]

Exhaust all Futility, Status Ailment, and Curse Cards in hand. Draw for each.​

Show Effects

Card Image
0

Oath of Vanity V

Upgrade
Upgrade

When 2 Futility Cards are Exhausted, 2 Agony to all enemies

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

Elimination and Salvation cards have their damage and healing increased by +50%, and gain the effect to create 1 Futility card.
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 for Kayron’s Destruction Damage.
If Kayron’s Attack is greater than 500, an additional +5% to that value.
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 Kayron’s Attack is greater than 600, +5% Critical Damage For every 40 Attack exceeding that value, +1% (up to an additional +10%).
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

When using the Echoes of True Abyss card, additionally create 2 Futility cards.
E2

Awakening Memory

Manifest Ego 2

For every 2 Futility cards used, deal 100% damage to all enemies.
E3

Vivid Memory

Manifest Ego 3

Add Graveyard to the target range of Futility Cards Exhausted by the Rift of Nothingness Card.
E4

Inner Memory

Manifest Ego 4

Whenever a Futility card is used, gain 1 Paradox of Nothingness.
Paradox of Nothingness: For 1 turn(s), Kayron's attack card damage +10% (Max 3 stacks).
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 a Futility card is generated, there is a 50% chance of applying one of the following to a random enemy: Vulnerable, Weaken, or Injured. Apply 1 stack.
Stats (level 60)
HP
356
DEF
169
ATK
443
Gallery

Review

Introduction
Performance Profile

ST Damage [4/5]

    

AoE Damage [4/5]

    

AP Efficiency [1/5]

 

Utility [1/5]

 

Kayron is a Void Psionic that wreaks havoc by truly harnessing the Void to deal devastating AoE and single-target damage. 

Kayron has extremely expensive AP costs across the board and demands AP to function due to his "Futility" cards that are created from various sources in his kit. Futility by default are 1 Cost "Status Ailment" cards that feature the [Exhaust] tag, but can be changed into Attack Cards through his "Oath of Vanity" Upgrade card. Kayron can infinitely scale as his "Black Hole" card deals heavy base damage and does extra damage for each exhausted "Futility" card. He can also deal some serious AoE damage via his "Brand of Annihilation", which is a 3 Cost Attack Card that reduces its cost by 1 for each card exhausted this turn. 

Kayron relies heavily on supporting characters who can provide AP management via either Cost Reduction to help alleviate his high costs or pure AP Generation to ensure he can [Exhaust] any Futility cards created so he can maximize his damage output consistently, whilst not leaving any unwanted Futilitys to be cycled back into your deck as you very rarely want to be clogging your deck with them.

With most of, if not all of Kayron's qualities being of a pure Damage Dealer, he's positioned to be your main DPS on a team, best paired with other supporting characters who can assist with his high AP demands.

Because of Kayron’s extremely high AP demands, he can struggle in Chaos early, especially if he hasn't obtained his "Oath of Vanity" Upgrade card to turn his Futility cards from dead-weight bricks into damage/healing cards. He can shine in Save Data content where your supports have been built properly to help with his insane AP demands to be able to reach that true late-game scaling monster that he is.

Pros & Cons
Pros

  • Incredible single-target and AoE damage potential.

  • Has many gameplay-altering Epiphanies - both mechanically and damage-wise.

  • Becomes stronger the longer the fight drags on.

  • High AP costs can be bypassed with smart play.

Cons

  • Many very AP expensive cards on top of Void also costing AP.

  • Main mechanic Void is not fully functional without the Gold Card Oath of Vanity.

  • Can clog its own hand and deck with Void, which is too expensive to use if not careful.

  • Gains so much power from Epiphanies that his base deck can feel awkward and underwhelming.

  • Hard to play.

  • Almost feels reliant on his signature partner Bria, to function at a basic level.

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.

T1.5

Chaos Mode

T1

Season Save Data

?

Great Rift

Key Mechanics
  • Futility: A status ailment card created by many of Kayron’s cards that costs 1AP, does nothing on use, but is exhausted after. Can be upgraded to deal damage and heal with Oath of Vanity and Epiphanies.

  • X: Some of Kayron’s cards/Epiphanies specify X. X means the card will consume all available AP when used and scale the X value in the effect by the amount used. 

Potential

Kayron’s Signature Potentials offer huge damage boosts as well as key additional functionality, making them a high priority to unlock.

  • 3-1: Increases the multiplier of Kayron’s Basic Cards by a whopping +50% and causes them to generate a Futility when played. Absolutely key to helping get Kayron off the ground faster.

  • 5-1: Further increases the damage of Kayron’s Basic Attack by 5%, or 10% if his Attack stat is 500 or more.

  • 7: If Kayron’s ATK is 600 or higher, he gains +5% Crit DMG and for every 40 over 600, he gains a further 1% up to a cap of 10% for 15% total.

Dupes Review
E0

Base

Base performance of the character.

E1
144.59%

Ego 1

Kayron's first Ego node to be unlocked causes his “Echoes of True Abyss” card to create an additional 2 Futility cards. This is a great first Ego to be unlocked, as it can rapidly speed up his Futility creation to start his scaling.

E2
144.59%

Ego 2

His second Ego point grants Kayron a passive effect that deals 100% Damage to all enemies whenever 2 Futility cards are Exhausted. This is a solid second Ego to unlock to assist with some extra AoE damage. With a solid Kayron deck and supporting cast, you could potentially trigger this 3-4 each turn, which adds up over the course of a fight.

E3
144.59%

Ego 3

The third Ego point provides extra utility to his Ego Skill, allowing it to exhaust Futility that are in the Graveyard/Discard Pile when used, instead of only his hand. This is a really solid buff to his overall gameplay loop that helps with unclogging your deck whilst also boosting its potential damage output.

E4
157.93%

Ego 4

His E4 provides Kayron a buff whenever he activates one of his Futility cards, granting him 1 stack of “Paradox of Nothingness”. This buff lasts for 1 turn, stacking up to 3 times and increases the damage of Kayron's Attack Cards by 10% per stack. This is a great self-generated multiplicative buff that Kayron really wants due to his already higher-than-average base damage across his cards.

E5
159.24%

Ego 5

This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Nothing unique here, a decent increase to Kayron's potential damage whilst also providing some extra healing to his Futility cards if going for an “Oath of Vanity” variant that provides his Futility cards healing properties.

E6
168.92%

Ego 6

Kayron’s final Ego node is one of his best. Whenever he creates a Futility card, there’s a 50% chance of applying 1 stack of either “Vulnerable”, “Weaken” or “Injured” to a random enemy. With the amount of Futility Kayron can generate, he can consistently maintain each of these debuffs.

Cards & Ego Skill
Card Image
5

Rift of Nothingness

Ego Skill

200% Damage to all enemies.
Exhaust all Futility in hand.
+80% Damage for each.​

Show Effects

Rift of Nothingness

Cost 4 EP to perform an AoE attack dealing 200% damage. Additionally, Exhausts all Futility cards in hand to increase damage by 80% per card exhausted. An effective way to get rid of a bunch of Futility cards generated during the turn while also laying down some nice AoE damage. A key ability in ensuring you don’t clog your deck too badly in longer fights.

Card Image
1

Elimination

Attack
Attack

100% Damage.​
Elimination

Kayron’s Basic Attack Card hits a whole lot harder than most characters and also generates Futility on use thanks to his Potentials.

Card Image
1

Sphere

Skill
Skill

Heal 100%.​

Show Effects

Sphere

Kayron’s basic Heal card, not a card you’ll be focusing on, but it also gains the ability to generate Futility thanks to Potentials.

Card Image
1

Echo of Futility

Attack
Attack

240% Damage.
Create 2 Futility Card(s).
Echo of Futility

A 1 cost high damage single-target ability that generates 2 Futility as opposed to the 1 his basics do.

Card Image
3

Brand of Annihilation

Attack
Attack

300% Damage to all enemies.
When a card is Exhausted, decrease Cost of this card by 1 for 1 turn.

Show Effects

Brand of Annihilation

An immensely expensive 3 AP Attack Card that hits incredibly hard in full AoE. Thankfully, it is able to be discounted by 1 AP on every single card that is exhausted this turn, allowing it to achieve 0 cost with a well-structured hand. This card is one of the main reasons Kayron is so strong in AoE and only gets stronger with Epiphanies.

Card Image
2

Black Hole

Attack
Attack

240% Damage.
+40% Damage Amount for each Exhausted Futility.​

Show Effects

Black Hole

A 2 AP single-target Attack Card that deals 240% baseline but gains an additional +40% damage multiplier per Futility that has been exhausted in this fight. This bonus has… no limit, making it an absolute monster in extended fights in decks that can quickly and easily generate and exhaust Futility.

Card Image
1

Oath of Vanity

Upgrade
Upgrade

[Unique]

When Futility is created, change those cards into 1-Cost Attack Cards with 100% Damage and Heal effects.

Show Effects

Oath of Vanity

Oath of Vanity is the focal point of Kayron’s kit and is an upgrade that, after being activated, transforms his Futility from useless fodder into a useful attack or even more exotic things with Epiphanies. Getting the Oath of Vanity online as early as possible should be a priority, as Kayron’s ability to exhaust Futility outside of using them is limited and you’d rather be using them for something useful.

Card Image
2

Echoes of True Abyss

Attack
Attack

240% Damage.
Create 3 Futility Cards. +40% Damage Amount for each.​
Echoes of True Abyss

Deals single-target damage and generates 3 Void cards; another excellent but expensive Futility generator.

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

Echo of Futility I

Attack
Attack

360% Damage.
Create 3 Futility Card(s).
★★★
Card Image
1

Echo of Futility II

Attack
Attack

240% Damage.
Create 2 Futility Card(s). +20% Damage Amount for each Exhausted Futility.​

Show Effects

★★★
Card Image
1

Echo of Futility III

Attack
Attack

240% Damage.
Create 2 Futility Card(s). Apply Ephemeral on that card.​

Show Effects

★★★
Card Image
X

Echo of Futility IV

Attack
Attack

50% Damage.
+150% Damage Amount for each X.
Create X+1 Futility Card(s).​
Card Image
0

Echo of Futility V

Attack
Attack

30% Damage.
Create 2 Futility Card(s).
+30% Damage Amount for each Futility created during this battle.
★★★★★

Epiphanies:

  • Neutral [★★★] - Target Neutral Epiphany: Draw 1.
    The Neutral draw 1 Epiphany on this can be great for enabling you to have fewer draw concerns while still generating Futility to scale your Black-Hole.
  • Echo of Futility I
    [★★★] - The base damage on Echo gets a significant buff and you now make 3 Futility per Echo. The base damage on this will be superior to Echo V up until 13 Futility made, on top of scaling your Black-Hole much faster, so it is generally superior to Echo V (the go-to option) in low-turn / OTK content, if you can afford its 1 AP cost.
  • Echo of Futility II
    [★★★] - Echo now scales at 20% per Futility exhausted. Comparing this to Echo V, it will be superior in damage, assuming you are exhausting every Futility, up until 25 Futility exhausted. Which means for most content, this will be a superior damage option, but lacks the significant QoL of being 0-cost, making it harder to play.
  • Echo of Futility III
    [★★★] - Echo’s Futility created now gains [Ephemeral], which automatically exhausts it if it is in hand at the end of the turn. This effectively makes the cost of exhausting both Futility 1 AP (or 0 with Cost Reduction), instead of the 2 to play them manually. This can allow for much easier set-ups to scale your Black Hole faster.
  • Echo of Futility IV
    [] - Echo is now X-cost, which means it takes your current AP and gains additional effects based on AP spent. In this case, it gains the effects of making Futility equal to your AP spent +1, meaning it can theoretically make you up to 10 AP (an entire hand). In the current balance of the game, X-costs tend to be rather weak and hard to play around. On top of the fact that this card has the distinct disadvantage of making you a lot of Futility that you need AP to exhaust, but using all the AP you would use to exhaust it.
  • Echo of Futility V
    [★★★★★] - The card is now 0-cost and scales its base ratio at a rate of 30% per Futility made, infinitely, but has a very low initial base ratio of 30% (36% with Potentials). For most existing content, this is the go-to Epiphany. It can scale to a higher level quite fast compared to most Epiphanies (only being worse than Echo II until you make [Exhaust] more than 25 Futility or if you are not exhausting the Futility for some reason). Moreover, its base 0-cost makes it much easier to play around because of Kayron’s very high AP requirements.

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).

Card 2
Neutral Epiphany
★★
Card Image
3

Brand of Annihilation I

Attack
Attack

450% Damage to all enemies.
When a card is Exhausted, decrease Cost of this card by 1 for 1 turn.

Show Effects

★★★★★
Card Image
3

Brand of Annihilation II

Attack
Attack

300% Damage x 2 to a random enemy.
When a card is Exhausted, decrease Cost of this card by 1 for 1 turn.

Show Effects

★★★
Card Image
7

Brand of Annihilation III

Attack
Attack

500% Damage to all enemies.
Decrease Cost for each Exhausted Futility.​

Show Effects

★★★★
Card Image
1

Brand of Annihilation IV

Attack
Attack

200% Damage to all enemies.
+40% Damage Amount for each Exhausted card this turn.​

Show Effects

★★★
Card Image
2

Brand of Annihilation V

Attack
Attack

300% Damage to all enemies.
If any card was Exhausted this turn, 3 Agony to all enemies.​

Show Effects

Epiphanies:

  • Neutral [★★] - Target Neutral Epiphany: Morale 4.
    If, for some reason, you want to play buffer Kayron, he can theoretically be one of the best buffers in the game, as with 3 [Exhausts], you can make Brand 0-cost for that turn and give 4 Morale for every Brand you play. That being said, he is generally never used in a more Supportive/Buffing playstyle and the Morale buff from this does not synergize well with Kayron’s own kit.
  • Brand of Annihilation I
    [★★★★★] - Brand now has a significantly higher ratio, but otherwise the same effects. This is generally the go-to for most builds pre-E1 Kayron, as it is hard to quickly exhaust the needed amount of cards for Brand III without E1.
  • Brand of Annihilation II
    [★★★] - Brand now does 2-hits, but is no longer AOE. This is one of Kayron’s best Epiphanies for single-target damage, with it being a high ratio 2-hit combo. However, Kayron generally uses his Brand more for AOE scenarios, so this is less of a universal choice.
  • Brand of Annihilation III
    [★★★★] - Brand is now 7-cost but will permanently reduce its cost for every Futility card exhausted in the current battle. While this is definitely the go-to for E1+ Kayron, it can be hard to exhaust the needed amount quickly, without it making it slightly less of a universal choice for recommendations.
  • Brand of Annihilation IV
    [★★★] - Brand is now always 1-cost but can scale its damage for any card exhausted, including allies, by +40%. It has the highest damage potential of any brand, but requires you to exhaust a very high number of cards to reach it. Generally speaking, it will not be used outside of OTK but is his premiere card for T1 OTK-based builds, as there are a lot of ways to exhaust many cards in one turn, but fewer ways to do so consistently.
  • Brand of Annihilation V
    [] - Brand is now always 2-cost, but it gains 3 Agony application if a card was exhausted. This is flat-out worse than Neutral Epiphanies, which will give you 4 Agony and enable you to still reduce the Brand cost to 0, making it not recommended in the slightest–even if you were building for Agony application.

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: Weakness Attack, Vulnerable 2, 30% Damage Increase.

Card 3
Neutral Epiphany
★★
Card Image
2

Black Hole I

Attack
Attack

360% Damage.
Activate 2 Futility card(s) from hand.
Card Image
2

Black Hole II

Attack
Attack

360% Damage.
+60% Damage Amount for Exhausted Futility.

Show Effects

★★★★★
Card Image
2

Black Hole III

Attack
Attack

60% Damage to a random enemy.
Add1 hit for each Exhausted Futility (Max 5 times).

Show Effects

★★★
Card Image
2

Black Hole IV

Attack
Attack

300% Damage.
Add 1 Hit for each 5 Exhausted Futility (max 2 times).

Show Effects

★★★
Card Image
1

Black Hole V

Upgrade
Upgrade

When Futility is Exhausted, 100% Fixed Damage to a random enemy.​

Show Effects

★★★

Epiphanies:

  • Neutral [★★] - The Neutral Epiphany access on this card tends to bring very little value to Kayron; however, it can be worth considering simply because the base card can be better in scaling-based builds than other options.
  • Black Hole I
    [] - Black Hole will activate 2 Futility on use, but gains its scaling effect. This essentially is trading 2 AP to save 2 AP (and gain 1 Additional Hit but lose 1 Draw), when you could instead delete Black Hole and just play the 2 Futilities manually at that point. Moreover, it just has much worse damage Potential in the long run because it lacks the infinite scaling of the base Brand or Brand II.
  • Black Hole II
    [★★★★★] - Black Hole gains a higher base ratio and now scales at a higher rate of +60% per Futility exhausted. The go-to option for any scaling-based build, which is typically where Black-Hole matters most.
  • Black Hole III
    [★★★] - It has much worse damage potential in the long run because it lacks the infinite scaling of the Base Brand or Brand II.
  • Black Hole IV
    [★★★] - It has much worse damage potential in the long run because it lacks the infinite scaling of the Base Brand or Brand II.
  • Black Hole V
    [★★★] - Black Hole now adds additional Fixed Damage for every Futility exhausted. Some builds that do not play Black Hole or cannot afford to (like OTK setups with Brand IV) will choose to take this simply to easily get rid of it. However, it has much worse damage Potential in the long run because it lacks the infinite scaling of the Base Brand or Brand 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: Weakness Attack, Vulnerable 2, 30% Damage Increase.

Card 4
Neutral Epiphany
★★
Card Image
1

Oath of Vanity I

Upgrade
Upgrade

[Unique]

When Futility is created, change those cards into 1-Cost Attack Cards with 150% Damage and Heal effects.

Show Effects

★★★
Card Image
0

Oath of Vanity II

Upgrade
Upgrade

[Unique][Initiation]

When Futility is created, change those cards into 1-Cost Attack Cards with 100% Damage and Heal effects.

Show Effects

★★★
Card Image
1

Oath of Vanity III

Upgrade
Upgrade

[Unique]

When Futility is created, change those cards into 1-Cost Attack Cards with 200% Damage.​

Show Effects

★★★
Card Image
0

Oath of Vanity IV

Skill
Skill

[Exhaust][Retain]

Exhaust all Futility, Status Ailment, and Curse Cards in hand. Draw for each.​

Show Effects

★★★★★
Card Image
0

Oath of Vanity V

Upgrade
Upgrade

When 2 Futility Cards are Exhausted, 2 Agony to all enemies

Show Effects

Epiphanies:

  • Neutral [★★] - Target Neutral Epiphany: N/A.
    There is no specific Epiphany that you are aiming for, but the base Epiphany card can be preferred over certain other options. For example, this could be preferred over Oath IV if you want to use Active Futility (Futility attacks) or it could be preferred over Oath III if you want to keep the extra healing. That being said, even in scenarios where it can be preferred over other options, it will still typically be preferred to take another option like Oath II or Oath I.
  • Oath of Vanity I
    [★★★] - The card is now 0-cost and gains [Initiation]. This can be a great option if you want consistent activation for an attack Futility-based build.
  • Oath of Vanity II
    [★★★] - The base values of Futility change from 100%DMG/100%HEAL to 150%DMG/150%HEAL. For attack Futility, this is the best option for healing, so it is preferred if you need the extra survivability.
  • Oath of Vanity III
    [★★★] - The heal effect is removed and it now does 200% base damage. For attack Futility, this is the best option for damage, so it is preferred if you want the extra damage in a build where you use attack Futility.
  • Oath of Vanity IV
    [★★★★★] - This exhausts a large number of Status Ailments/Futility once for free, usually on Turn 1 and gives you draw for all exhausted cards. If you are unsure of what to build, this is the go-to option since it will get high value in all content. Even in builds where you would prefer to attack Futility, it tends to perform well still, as you can rely on Supportive builds to circumvent the loss in survivability and get value out of this Epiphany’s strong Turn 1.
  • Oath of Vanity V
    [] - This is an option if you just want to get rid of the Epiphany or avoid using attacks, but aren’t offered Oath IV. In Season 2’s Great Rift, this has seen some play for precisely that, as hitting enemies directly can be a detriment; however, it is strictly worse than Oath IV at doing this job, as it doesn’t give as strong of utility since the additional Agony damage is completely negligible and Kayron seldom runs a 2P Agony Set.

Divine Epiphanies:

Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.

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
99.00%

[4-PC]: When a card is Exhausted, increase Damage Amount of Void Cards by 20% for 1 turn.

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

Best option for Kayron in most scenarios due to the limited availability of card damage increases (multiplicative) among equipment and support combatant buffing. The reason multiplicative card damage is so strong for Kayron is that all of his scaling cards count as base damage not addittive damage so all his stacking effects are all multiplied by 4P Void's damage boost. In high end save data decks with maximum buffing for Kayron 2/2/2 comes close in performance to 4/2 but if any of those buffs are missing 4/2 pulls ahead.

100%

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

[2-PC]: +12% Attack.

Flex

A generic alternative to 4/2 which is easier to farm and has the advantage of a flex slot open. Usually loses out to 4/2 in damage but can beat it if Agony is consistently present on the enemy by running the standard set-up alongside 2P Cursed Corpse for some Card Damage% (multiplcative).

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, or if you want more survivability use 2P Healer's Journey. If none of that appeals, you can use any 2 strong sub/main stat pieces instead of a final 2P set bonus as well.

Specialist Loadout

[4-PC]: +20% Critical Chance of cards that cost 2 or more.

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

Under very specific circumstances in hyper optimized Kayron teams which already have a large amount of Card Damage (multiplicative) and which deal the majority of their damage through 2 cost or higher cards like Black Hole 4P Line of Justice can perform higher than 4P Offering of the Void and 2/2/2. However these scenarios are very high end and require extensively optimization in order to achieve. In most cases it's safer to just use either of Kayron's other options.

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 > CRIT DMG
Desire
Void DMG% > ATK%
Imagination
ATK%
Substats:

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

To activate Kayron's Potential 7, which grants Crit DMG, you need at least 601 ATK, which you definitely want to aim for at a minimum. After that, getting more ATK in breakpoints of 50 is recommended and beneficial, but not at the cost of sacrificing Kayron's optimal Main stats or too many of his best sub stats.

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 141.24%

Passive - Check the instructions

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

When the assigned Combatant creates a card, gain Risk Factor Report.

Risk Factor Report: Increase Damage Amount of the assigned Combatant's Attack Cards by 10/20% for 1 turn (max 3 stacks).

When the assigned Combatant creates a Status Ailment card for the first time (includes cards that have been changed from Status Ailment cards), +25/50% Damage Amount to Attack Cards for 1 turn.

Skill - Capable Secretary - 3 EP cost

Exhaust all Status Ailment Cards (including those that were originally Status Ailment) and Curse Cards from Discard Pile

For each card Exhausted, +10% Designated Combatants's Attack card Damage for 1 turn.

-

2
5 Turns 122.56%

Passive - Check the instructions

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

When the assigned Combatant creates a card, gain Risk Factor Report.

Risk Factor Report: Increase Damage Amount of the assigned Combatant's Attack Cards by 10/20% for 1 turn (max 3 stacks).

When the assigned Combatant creates a Status Ailment card for the first time (includes cards that have been changed from Status Ailment cards), +25/50% Damage Amount to Attack Cards for 1 turn.

Skill - Capable Secretary - 3 EP cost

Exhaust all Status Ailment Cards (including those that were originally Status Ailment) and Curse Cards from Discard Pile

For each card Exhausted, +10% Designated Combatants's Attack card Damage for 1 turn.

-

3
5 Turns 117.10%

Passive - Technical Support

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

The combatant's attack card damage increases by 10/20%.

The first time the assigned Combatant either Exhausts a card or gains a Status Ailment card (includes cards that have been changed from Status Ailment cards), increases Damage Amount of Attack Cards by 12/24% for 1 turn.

Skill - Activate Defense Module - 3 EP cost

For 1 turn, when a card is Exhausted, apply 1 Weaken to a random enemy.

-

4
5 Turns 115.57%

Passive - Clairvoyance

Increase the assigned Combatant’s Attack, Health, and Damage Amount by 12–20%.

When the assigned combatant generates a card, +8/16% attack card damage for 1 turn.

Skill - Scholarly Measures - 2 EP cost

Deal 180% Damage to all enemies. Apply 1 Vulnerable.

-

5
5 Turns 106.93%

Passive - Clairvoyance

Increase the assigned Combatant’s Attack, Health, and Damage Amount by 12–20%.

When the assigned combatant generates a card, +8/16% attack card damage for 1 turn.

Skill - Scholarly Measures - 2 EP cost

Deal 180% Damage to all enemies. Apply 1 Vulnerable.

-

6
5 Turns 104.03%

Passive - Technical Support

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

The combatant's attack card damage increases by 10/20%.

The first time the assigned Combatant either Exhausts a card or gains a Status Ailment card (includes cards that have been changed from Status Ailment cards), increases Damage Amount of Attack Cards by 12/24% for 1 turn.

Skill - Activate Defense Module - 3 EP cost

For 1 turn, when a card is Exhausted, apply 1 Weaken to a random enemy.

-

7
5 Turns 100.00%

Passive - Fortune Telling

The assigned combatant's Attack is increased by 8/16%.

When Injured, at the end of battle, recover 4/8% Health.

Skill - Flower of Memory - 2 EP cost

Gain 200% Shield.

-

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
    Dagger That Tricked the Shadow
     
  • Equipment
    Sword Reflected in the Lake
     
  • Equipment
    Obsidian Sword
     
Support
  • -
Armor
Armor
DPS
  • Equipment
    Fairy King's Crown
     
  • Equipment
    Mask of Flames
     
Support
  • Equipment
    Star-Lit Cloak
     
  • Equipment
    Vine Camouflage
     
Trinket
Trinket
DPS
  • Equipment
    Rage Potion
     
  • Equipment
    Amorphous Cube
     
  • Equipment
    Quantum Collector
     
Support
  • Equipment
    Sphere of Randomness
     
  • Equipment
    Leaf of the World Tree
     
Comments - Weapons
  • Equipment
    Intellect of Discord
     - Offers a huge 18% Combat Attack passively which for most Attack scalers makes this weapon the defacto best in slot weapon if you're able to acquire it alongside the correct save and don't have another better Mythic equipment options.
  • 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
    Sword Reflected in the Lake
     - A generic weapon that provides a large 25% (Multiplicative) damage boost but only while you hold 6 cards or more. This is a strong legendary equipment providing you can satisfy its conditions while using the majority of your highest damaging abilities, but this is much easier said than done making it only situationally good in certain decks.
  • 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 almost always in demand and a competitive option making it a piece worth seeking out unless you're able to obtain better more specialized options.
  • Equipment
    Mask of Flames
     - Provides a 35% (Multiplicative) damage boost against enemies which are vulnerable. Powerful on characters that value multiplicative damage boosts (less so on those that don't) but only so long as you can consistently keep Vulnerable applied.
  • Equipment
    Star-Lit Cloak
     - A generic defensive option usable by all combatants making it a fine supportive addition if no other options are found. However not generally as enticing as direct damage or more immediate utility options for most builds.
  • Equipment
    Vine Camouflage
     - An easy to get and nice inclusion for teams that have use for a powerful (but conditional) survival mechanic. Usually not the most optimal choice within the armor slot for most characters but if you miss no all other options is very easy to pick up as a fall-back.
Comments - Trinkets
  • Equipment
    Rage Potion
     - A rare to get Arena exclusive Accessory, but one which is a top option for characters that appreciate Multiplicative damage scaling over additive when played around correctly. Still a usable option for characters that prefer additive scaling, but usually there are better and easier to access alternatives.
  • Equipment
    Amorphous Cube
     - The go-to generic damage accessory for most characters that is trivially easy to use and always 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.
  • Equipment
    Quantum Collector
     - Grants 20% (multiplicative) damage to the wearer any time any combatant uses an upgrade card (no limit) but only for 1 turn. In specific teams targetting low turn count kills this can be the best accessory available, but in longer fights, or low upgrade teams it loses a lot of its appeal.
  • Equipment
    Sphere of Randomness
     - An exceptionally powerful generic support trinket that grants both 1 draw and 1 AP at the start of battle turbo charging your early game. Is a Mythic item meaning it wont be suitable for every character, but on those who can afford to run it and don't need other accessories in this slot is well worth slotting in if it comes up in your runs.
  • Equipment
    Leaf of the World Tree
     - After using 3 2AP or higher abilities are used by the wearer, the team gains a stack of stockpile. When used on characters capable of spamming high cost abilities each turn this accessory can be equivalent to close to permanent AP carry over between turns, but depending on the team this may not always be useful compared to other accessory options.

Deck & Teams

Recommended Build
Build Comments
  • Exhaust-Brand OTK - Brand IV (also known as Ex-Brand or Exhaust-Brand) scales its base ratio when any ally exhausts a card for 1-turn. Because it is scaling its base ratio and not a simple additive buff, this scaling works with multiplicative buffs they normally wouldn’t like Orlea’s. Thus, the strategy is to do as many exhausts and multiplicative buffs as possible in one-turn in order to OTK the boss/enemy. This build tends to be much weaker for non-OTK.
  • Infinite Scaling Echo - Like all his cards, Kayron’s Echo scales his base ratio instead of being additive like other buffs. This allows him to scale it to do extremely high damage on a 0-cost, provided you are able to exhaust the futility his Echo’s create consistently to prevent them from clogging your deck. Moreover, it simultaneously scales his Black Hole for even higher one-hit damage.
Removal
  • Elimination
     
    Sphere
     - Removed in most Kayron decks.
Conditional Removal
  • Black Hole
     - Can be removed in some OTK builds that can’t afford to Draw it or its high AP cost.
Copying
  • Echo of Futility
     - For most builds, this will be the priority ideal copy with it having many strong divine options and 2 different scaling options, one of which is 0-cost.
  • Brand of Annihilation
     - For AOE based builds or for his Brand IV OTK build, this is the go-to copy.
  • Oath of Vanity II
     - It can be copied for some Kayron teams where you want to be able to draw off of it more than just first turn.
  • Black Hole
     - If you can afford to play around it, Black Hole has the highest damage scaling of all his cards. The 2-cost makes it harder to justify compared to Echo’s 1 or 0-cost, though.
  • Echoes of True Abyss
     - A popular copy in some builds based around Kayron’s E3 Ego Skill or Bria’s Ego Skill where you make a ton of futility over the course of many turns and then use the ego skill for a big pay-off. However, this playstyle tends to be very inconsistent and is not recommended.
Best Synergies
  • Orlea offers a Vulnerable application, which is ideal for maximizing Kayron’s damage.
  • Also provides great multiplicative card damage increases through her Softie creations, which are a huge damage boost to Kayron’s damage. Alongside 4P Glory Reign for a 15% multiplicative team buff that lasts the entire battle.
  • Strong user of S2’s Contaminated Spore card mechanics because of her ability to manually activate it without ending her turn and through multiple avenues.
  • Orlea herself offers no draw nor AP without Divine Epiphanies, which is an important factor to keep in mind if valuing consistency turn-to-turn.
  • In low-turn content, Rei can provide excellent draw, making her amazing as a draw support for OTK, especially with the addition of the Ebony Lumen card, which she can make great use of via Snack-Time.
  • Able to easily activate 4P Glory Reign for a 15% multiplicative team buff that lasts the entire battle.
  • Rei’s additive buffs are inconsequential and recommended to be removed for Kayron, but she can also be used with her upgrades (and additional ones) to buff Kayron with Quantum Collector for one of the best Kayron OTK set-ups.
  • Rei can provide additional [Exhausts] for Brand IV or manually [Exhaust] Kayron’s Futility for his other builds, though her main avenue of doing so is also [Exhaust], so it’s mainly for low-turn content.
  • Because Kayron has really high AP requirements, an AP battery is generally recommended.
  • Narja’s main benefit is her ability to reduce costs, which can allow Kayron to make use of certain equipment/Memory Fragment effects like RFS’ 10% Crit Rate or Foggy’s 40% multiplicative buff for 0-costs that he wouldn’t be able to on cards like Black Hole.
  • Narja has a noticeable downside where she can get cost-reduction on cards that already would at the wrong time, like Kayron’s Brands that become 0-cost anyway, getting a wasted cost-reduction from her Bottomless.
  • Tiphera’s high amount of AP-generation synergizes amazingly with Kayron’s high AP requirements, with her having 16+AP possible per turn.
  • Tiphera’s Form Convergence 4 allows her to target [Exhaust] Futility anywhere in the deck, allowing her to facilitate Kayron’s Black Hole scaling and prevent Futility from clogging the deck in imperfect rotations.
  • Tipher’s multiplicative buffs on one hit scale extremely well with Kayron, who does few hits, but they hit for high amounts.
  • Tiphera’s ability to act as both an AP unit and pseudo-draw unit with RNG manipulation via protos rewind can make playing Kayron with Orlea much more accessible. However, this can be more difficult for most players who are not fond of manipulating RNG. Alternatively, Kayron can play thinner decks, similar to Nine, to play with both in a consistent manner.
Best Teams
Chaos Teams
Generic - Chaos
Save Teams
Ex-Brand OTK
Support
Rei
Beryl
Owen
Generic Brand AOE Carry
Support
Rei
Owen
Mika
Narja
Infinite Scaling Echo