Chaos Zero Nightmare (CZN)KhalipeBuild and Guide

Character
Introduction

Best guide and build for Khalipe from Chaos Zero Nightmare (CZN). Khalipe is a 5 character from the Vanguard class and Instinct attribute, who belongs to the Stella Familia [White Altair] faction.

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

Update tracker

Last review update

Season 1

Last build update

Season 1

Last profile update*

26.11.2025

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

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

Profile

Review

Gear

Deck & Teams

Profile

Cards
Starting Cards:
Card Image
1

Lashing

Attack
Attack

100% Defense-based Damage.​
Card Image
2

Upward Slash

Attack
Attack

180% Defense-based Damage.​
Card Image
1

Tyr's Vow

Skill
Skill

100% Shield.​

Show Effects

Card Image
3

Vulture Ejection

Attack
Attack

[Celestial][Retain]

100% Defense-based Damage to all enemies.
80% Shield.
1 Silver Veil.

Show Effects

Epiphany Cards:
Card Image
1

Greatsword Aquila

Attack
Attack

150% Defense-Based Damage to all enemies.
If Vulture Ejection is in hand, increase Cost by 1, +100% Damage Amount.
Card Image
2

Overpower

Skill
Skill

200% Shield.
1 Tenacity Damage to all enemies.

Show Effects

Card Image
1

Rally

Skill
Skill

120% Shield.
Draw 1 highest-cost card(s).

Show Effects

Card Image
X

Absolute Protection

Skill
Skill

[Finale]

100% Shield equal to the number of X.
For 1 turn, Retain all cards in hand.​

Show Effects

Ego Skill:
Card Image
5

Charisma of Resolve

Ego Skill

300% Defense-based Damage to all enemies.
Create 1 Vulture Ejection.
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
3

Vulture Ejection I

Attack
Attack

[Celestial][Retain]

210% Defense-based Damage to all enemies.
1 Silver Veil.

Show Effects

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3

Vulture Ejection II

Skill
Skill

[Celestial][Retain]

200% Shield.
1 Silver Veil.

Show Effects

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3

Vulture Ejection III

Attack
Attack

[Celestial][Retain]

150% Defense-based Damage to all enemies.
120% Shield.
1 Silver Veil.

Show Effects

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3

Vulture Ejection IV

Attack
Attack

[Celestial][Retain]

150% Defense-based Damage to all enemies.
1 Silver Veil.
Retain: 120% Shield.

Show Effects

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3

Vulture Ejection V

Attack
Attack

[Celestial][Retain]

150% Defense-based Damage to all enemies.
1 Silver Veil.
30% Shield for each card in hand.​

Show Effects

Card Image
1

Greatsword Aquila I

Attack
Attack

210% Defense-Based Damage to all enemies.
If Vulture Ejection is in hand, increase Cost by 1, +120% Damage Amount.​
Card Image
2

Greatsword Aquila II

Attack
Attack

220% Defense-Based Damage to all enemies.
When used, +40% Damage Amount.​
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2

Greatsword Aquila III

Attack
Attack

220% Defense-Based Damage to all enemies.
If Vulture Ejection is in hand, 1 Silver Veil.

Show Effects

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2

Greatsword Aquila IV

Attack
Attack

[Retain]

220% Defense-Based Damage to all enemies.
Retain: +60% Damage Amount to next used Vulture Ejection.

Show Effects

Card Image
1

Greatsword Aquila V

Attack
Attack

[Retrieve 3]

150% Defense-Based Damage to all enemies.
If Vulture Ejection is in hand, increase Cost by 1, +100% Damage Amount.

Show Effects

Card Image
2

Overpower I

Skill
Skill

250% Shield.
1 Tenacity Damage to all enemies.
For each Ravaged enemy, 1> Damage Reduction.

Show Effects

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2

Overpower II

Skill
Skill

250% Shield.
1 Tenacity Damage to all enemies.
If enemies are Ravaged, 2 Vulnerable.If not, 2 Weaken.​

Show Effects

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2

Overpower III

Skill
Skill

250% Shield.
2 Tenacity Damage to all enemies.

Show Effects

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2

Overpower IV

Skill
Skill

200% Shield.
1 Tenacity Damage to all enemies.
For each card in hand, +40% Shield Gain.​

Show Effects

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2

Overpower V

Skill
Skill

250% Shield.
1 Tenacity Damage to all enemies.
+5 Action Count to all enemies.​

Show Effects

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1

Rally I

Skill
Skill

150% Shield.
Draw 1 highest-cost card(s).
1 Silver Veil.

Show Effects

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1

Rally II

Skill
Skill

150% Shield.
Draw 1 Celestial card(s).
1 Silver Veil.

Show Effects

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2

Rally III

Skill
Skill

[Celestial]

150% Shield.
Draw 1 highest-cost card(s).
1 Silver Veil.

Show Effects

Card Image
1

Rally IV

Skill
Skill

120% Shield.
Draw 1.
Gain 60% Shield equal to that card's cost.
1 Silver Veil.

Show Effects

Card Image
1

Rally V

Skill
Skill

Choose and Draw 1 card(s) costing 2 or more from Draw Pile.​

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

Change Upward Slash card to target all enemies.
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 Khalipe’s Lashing and Upward Slash.
If Khalipe’s Defense is greater than 250, an additional +5% to that value.
6

Health Proficiency

Potential 6

Increase Health by 1.6/8%.
7

Unique Stat Upgrade

Potential 7

+10% Vulture Ejection Damage and Shield Gain.
If Khalipe’s Attack is greater than 700, an additional +20% Vulture Ejection Damage.
If Khalipe’s Defense is greater than 300, an additional +20% Vulture Ejection Shield.
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

Add Retain to Absolute Protection cards, and +20% Shield.
E2

Awakening Memory

Manifest Ego 2

At the start of battle and on Shuffle, move 1 Vulture Ejection card from Draw pile to the top of Draw pile.
E3

Vivid Memory

Manifest Ego 3

+50% Charisma of Resolve Damage, and gain 1 Silver Veil on use.
E4

Inner Memory

Manifest Ego 4

Whenever the Silver Veil effect activates, gain Deploy Veil effect.
Deploy Veil: +10% Damage and Shield (Max 2 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

At the start of battle, 2 Silver Veil, +100% Silver Veil Damage.
Stats (level 60)
HP
493
DEF
183
ATK
408
Voice Actors
JPN
Maaya Uchida
KR
Lee Myeongho
Gallery

Review

Introduction
Performance Profile

DMG [5/5]

     

Shielding [4/5]

    

AP Efficiency [2/5]

  

Utility [3/5]

   

Khalipe is an AoE Damage Dealer-Shielder hybrid who's capable enough at both to fill both roles by herself, which grants her incredible team flexibility. Khalipe's cards are incredibly AP expensive, but her best card, Vulture Ejection, can mitigate this with its Celestial tag. Celestial cards are used for free whenever you use another card that costs 2 or more, allowing Khalipe to spend big once and automatically play her most powerful card for free. Outside of this, Khalipe has targeted card draw, decent Tenacity Damage, and some good utility Epiphany upgrades. 

However, Khalipe loses some of her value in situations where you are confident in your survival, such as boss battle modes like Basin of Hyperspace and Nebula Distortion where having access to more card draw, AP or offensive Buffs and debuffs is more valuable than what Khalipe’s kit can bring, having only some conditional Vulnerability application with Overpower’s Epi 2 and her Ego skill to improve the team’s damage potential.

In the end, Khalipe is a solid choice for most teams, especially those that can activate her Celestial cards, offering solid damage and shielding. If you’re looking for a character that will make clearing Chaos easy and ‘chill’, Khalipe is a great choice, as she combines great damage with defensive capabilities. Just keep in mind that she can lag behind in teams and game modes that prioritize damage and speed clears above all.

Pros & Cons
Pros

  • Decent ST damage, top-tier AoE damage, and great Shielding - this is a very rare combination.

  • Can cast Vulture Ejection (and Rally Epi 3) for free with Celestial.

  • Awesome targeted card draw.

  • Decent AoE Tenacity damage.

  • Access to even more supportive capabilities through Epiphanies.

Cons

  • Requires a 2 AP or higher card to trigger Celestial.

  • Without Celestial activations, she's just left with many high-cost AP cards that often aren't worth their full price.

  • Damage does not scale very well against high-level enemies, especially tanky bosses.

  • Poor offensive buff/debuff application.

Ratings

The ratings below are based on the Basin of Hyperspace Dimensional Twilight game mode and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.

T0

Dimensional Twilight

T0

Chaos Mode

Key Mechanics
  • Hybrid Scaling: Like other Vanguards, all of Khalipe’s damage-dealing abilities scale off both DEF and ATK (DEF is more important). This allows her to improve her damage and shielding capabilities all at once, on top of improving the team's general tankiness.
  • Celestial: Khalipe’s signature card Vulture Ejection has the Celestial tag. While a card with Celestial is in your hand and you use a card that costs 2 AP or more, it will automatically cast from hand. Avoid playing your Celestial cards directly unless necessary; instead, use other high-cost cards to trigger them for free!
    • Multiple Celestial cards can trigger after using a singular 2-cost or higher card.
  • Silver Veil: Khalipe’s signature resource is a 3 charge gauge called Silver Veil, which is displayed under her character status bar at the top of the screen. Upon gaining all three charges, she deals 400% Defense-based damage to all enemies and loses all charges.
  • Retain: Retain allows you to hold onto cards for a turn without discarding them. Vulture Ejection is difficult to play without an activator, so its [Retain] tag helps a lot with its consistency. Absolute Protection also allows you to Retain your entire hand for a turn, which is great for setting up big burst turns.
  • Finale: Khalipe’s Absolute Protection has the [Finale] tag, which ends the turn immediately upon use.
Cards & Ego Skill
Card Image
5

Charisma of Resolve

Ego Skill

300% Defense-based Damage to all enemies.
Create 1 Vulture Ejection.
Charisma of Resolve

Khalipe’s Ego skill costs a whopping 5 EP to activate, but brings plenty of value to justify its cost. It deals very solid AoE damage and adds a copy of Vulture Ejection to your hand, which will remain in your deck until the end of battle. More Vulture Ejection means more free AoE damage and Shields to cheat out with Celestial. Use this skill early on in a long fight, if possible, to reap its maximum benefits.

Card Image
1

Lashing

Attack
Attack

100% Defense-based Damage.​
Lashing

A standard starter attack card. One of the weakest cards of Khalipe’s starting deck. Doesn’t get any meaningful upgrades outside of some stats from Potentials 2 and 5-1.

Card Image
2

Upward Slash

Attack
Attack

180% Defense-based Damage.​
Upward Slash

One of your primary activators for Celestial cards, especially in the early game. Very powerful starter card after activating Khalipe’s Potential 3-1, which makes it fully AoE.

Card Image
1

Tyr's Vow

Skill
Skill

100% Shield.​

Show Effects

Tyr's Vow

Basic shielding starter card. Nothing special, but shielding is always valuable, especially on DEF-focused characters.

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3

Vulture Ejection

Attack
Attack

[Celestial][Retain]

100% Defense-based Damage to all enemies.
80% Shield.
1 Silver Veil.

Show Effects

Vulture Ejection

One of Khalipe’s best cards. Offers solid AoE damage and shielding for a hefty 3 AP, though its Celestial tag means you’ll usually cast this for free. Vulture Ejection’s Retain tag ensures you can hang onto it until you draw a 2+ cost activator. This attack also grants 1 Silver Veil each time it’s used for passive AoE damage.

Card Image
1

Greatsword Aquila

Attack
Attack

150% Defense-Based Damage to all enemies.
If Vulture Ejection is in hand, increase Cost by 1, +100% Damage Amount.
Greatsword Aquila

Deals a solid amount of AoE damage. It increases its own cost and damage when Vulture Ejection is in hand, which makes it a flexible card that only costs 2 AP when it matters most.

Card Image
2

Overpower

Skill
Skill

200% Shield.
1 Tenacity Damage to all enemies.

Show Effects

Overpower

Grants a large amount of Shield on use and deals 1 Tenacity damage to all enemies, allowing her to perform decently regardless of Attribute Weakness. This card benefits from the additional AP, stress reduction, and enemy delay reaped from breaking enemies, especially multiple at once.

Card Image
1

Rally

Skill
Skill

120% Shield.
Draw 1 highest-cost card(s).

Show Effects

Rally

Provides a decent Shield, but more importantly draws the highest cost card from your deck. Unless it’s already in your hand or in the Discard Pile, this is basically guaranteed to be Vulture Ejection, making Rally a fantastic tutor card for 1 AP.

Card Image
X

Absolute Protection

Skill
Skill

[Finale]

100% Shield equal to the number of X.
For 1 turn, Retain all cards in hand.​

Show Effects

Absolute Protection

An X-cost shielding card that also Retains all cards in hand for a turn. The X-cost offers great flexibility, and Retaining your hand improves the opportunity cost of playing a big X-cost effect with all your AP. The [Finale] tag ends the turn immediately after Absolute Protection is used, but its X-cost means you’ll be on 0 AP and will likely want to end the turn anyway; it’s still an important thing to keep in mind if you want to weave in Ego Skills and 0-cost cards.

Potentials

KKhalipe’s signature Potential unlocks are strong but not transformational. Here is a breakdown of what to expect.

  • 3-1: Converts Upward Slash from single target to AoE, improving its late-game staying power, substantially elevating it to a card worth keeping around even in high-end Khalipe decks.
  • 5-1: A small increase in damage to Upward Slash and Lashing. Khalipe can easily reach the DEF stat threshold.
  • 7: Meaningful increase in both damage and shielding for Vulture Launch. Requires investment into Khalipe’s ATK.
Playstyle & Gameplay
Standard Playstyle

Khalipe’s gameplay is as simple as it comes: draw Vulture Ejection with Rally (or generate it with her Ego Skill), Retain it until you draw a card costing 2 or more, then play that card to cheat out Vulture Ejection for free. For defense, Khalipe can play Overpower for some Shields and Tenacity Damage to reap the rewards from breaking an enemy, or play Absolute Protection to turtle for a turn before retaliating with Retained cards.

When you’re facing down a lot of damage, use Full Protection to fully defend for a turn while saving cards for the next turn. Use Rally or her teammates’ Draw effects to cycle back to Vulture Ejection, play her hardest-hitting attacks for some juicy DEF-scaling AoE damage, and stack up Silver Veil for even more damage.

Dupes Review

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

Best Cards

Best Epiphanies
Note

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

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

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

Gear

Memory Fragments

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

Recommended Loadout
1

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

[2-PC]: +12% Defense.

Flex

2/2/2 only offers Khalipe higher damage than 4/2 when Agony is consistently on enemies, or if you value the early power from 2P Seth’s Scarab, otherwise, it loses out to the large multiplier on 4P Instinctual Growth. However, 2/2/2 does grant slightly higher shielding thanks to higher defense and the ability to run 2P Healers for more survivability if you value that more than damage.

2

[4-PC]: When there are 4 or more cards in hand, increase Damage Amount of Instinct Cards by 20%.

Flex

If you’re not able to maintain Agony on all enemies and you’re able to maintain 4 cards in hand most turns (which shouldn’t be hard), this set combination comes out ahead of 2/2/2 in damage for Khalipe, assuming you don’t mind giving up the potential of 2P Seth’s Scarab and slightly higher shielding.

Other 4-PC Sets
  • Line of Justice

    Line of Justice [4-PC]

    - +20% Crit Chance for all of Khalipes 2 cost or higher abilities, which is a lot of them. A reasonably strong option, but notably doesn’t affect Silver Veil or Khalipe’s Ego Skill - the former of which is a large part of her total damage potential, diminishing the benefit of this set somewhat and putting it behind running 4P Instinctual Growth.
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
Instinct DMG
Imagination
DEF%
Substats:

Crit Rate% = Crit DMG% > DEF > DEF%

Partners

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

1
Damage 3.5/5
Utility 5/5
Shield 4/5

Passive - Deadly Poison

The Defense-Based Damage of the assigned combatant's Instinct cards is increased by 15/30%.

The assigned Combatant's Defense-Based Damage and Shield Amount for the Celestial card becomes +25/50%.

Skill - Undertaking the Mission - 2 EP cost

Deal 200% Defense-Based Damage. Draws 1 highest-cost cards.

  • Zeta grants a 15% (multiplicative) damage increase to Instinct cards and +25% (additive) defense damage and shielding to Celestial cards. In addition to this, her Ego skill also deals significant single-target DEF-based damage and draws the highest cost card from the deck.
  • Zeta isn’t the best option for maximum damage or shielding for Khalipe, as her multipliers don’t affect Silver Veil, which makes up a large portion of her damage. Still, the fact that she allows the highest cost card (which is usually Vulture Launch) to be searched on demand is huge in Chaos and has its place in save-based content as well.
  • If all you care about is the biggest numbers, Zeta isn’t a must, but she’s the most well-rounded option all up.
2
Damage 5/5
Utility 2/5
Shield 5/5

Passive - Battle Command

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

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

Skill - Tactical Command - 2 EP cost

For 1 turn, gain 2 Morale.

For 1 turn, gain 1 Fortitude.

  • At max dupe, Wilhelmina provides the most shielding and damage for Khalipe due to her granting 24% combat-based Defense - a unique multiplier which is impossible to get outside of equipment and partners.
  • This bonus is so large that it allows her to pull ahead of all other options before even considering the extra damage gained when enemies are Vulnerable.
  • Her Ego skill, on the other hand, is definitely more underwhelming than that of other Vanguards, putting her behind in utility. If Khalipe has sufficient card multipliers elsewhere, max dupe Wilhelmina is the best choice for the highest numbers.
3
Damage 2/5
Utility 4/5
Shield 3.5/5

Passive - Replenish Energy

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

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

Skill - Colonel Hamburger! - 2 EP cost

Gain 100% Shield. Draw 1 Card.

  • Max Dupe Rachel offers a 40% chance to gain a Counterattack whenever Khalipe gains a shield, allowing for a bit of extra damage.
  • The real value of this partner is her +20% (multiplicative) skill shield multiplier and the draw 1 attached to her Ego Skill, which boosts her utility significantly.
  • Sadly, the shield multiplier doesn’t affect Vulture Launch as it’s not a skill, but the draw alone makes her worth considering unless you have alternatives higher on this list.
4
Damage 3.5/5
Utility 2/5
Shield 3.5/5

Passive - Battle Command

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

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

Skill - Tactical Command - 2 EP cost

For 1 turn, gain 2 Morale.

For 1 turn, gain 1 Fortitude.

  • Compared to Max, Wilhelmina’s bonus drops from 24% to 12% at S1, reducing her ability to contend with the likes of Zeta considerably. She still offers a solid increase in damage and shielding across the board for Khalipe, but it’s not as overwhelming, making it more of a choice between output and utility.
5
Damage 1/5
Utility 4/5
Shield 2/5

Passive - Replenish Energy

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

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

Skill - Colonel Hamburger! - 2 EP cost

Gain 100% Shield. Draw 1 Card.

  • Between Max and Base, Rachel loses 20% chance to generate counters and 10% skill shield multiplier, lowering her damage and shielding boosts. But her utility remains intact, which, if you value the draw, still makes her a viable choice, one you may even consider over S1 Wilhelmina depending on the content you’re against.
Equipment

The equipment recommendations are based on items obtainable in Season 1’s Chaos - Laboratory 0. If you’re running content outside of Season 1, it’s possible some options may not be available for acquisition, or that other options not obtainable in Lab 0 may be better.

Weapon
Weapon
  • Equipment
    Mutant Predator Spike
  • Equipment
    Chimeranite
  • Equipment
    Gastronomicon
  • Equipment
    Obsidian Sword
  • Equipment
    W-52 Dopamine Injector
Armor
Armor
  • Equipment
    Wings of Freedom
  • Equipment
    Fragment of the Empty Void
  • Equipment
    Rocket-Adorned Cape
  • Equipment
    Incomplete Carapace
  • Equipment
    Lush Seaweed Armor
Trinket
Trinket
  • Equipment
    Superconductive Protein
  • Equipment
    Source of the Forbidden
  • Equipment
    Emblem of an Exceptional Entity
  • Equipment
    Amorphous Cube
  • Equipment
    Heart of the Jewel
  • Equipment
    Absolute Zero Tetrahedron
  • Equipment
    Hyperimmunity Hormone
Comments - Weapons
  1. Equipment
    Mutant Predator Spike
    - Grants +30% (multiplicative) damage to all damage while holding four or more cards in hand. Khalipe has many ways to retain cards, allowing her to sustain high hand sizes in most scenarios, ensuring this weapon is online most turns. Khalipe lacks multiplicative scaling in her kit, making this one of her top options.
  2. Equipment
    Chimeranite
    - Grants the wearer a +35% (multiplicative) damage on all their damage for one turn after they use a draw card themself. Khalipe can draw cards through Rally, making it possible to maintain this weapon's buff, but unless you draw and use it every turn, it won't be consistent, hurting the potential of this choice. If you don’t have another way to draw on Khalipe or the ability to use Rally each turn, it loses power compared to other options on this list.
  3. Equipment
    Gastronomicon
    - A solid damage and utility option for Khalipe, allowing all her 2-cost attacks to apply one stack of Agony that lasts 3 turns, equal to 150% fixed damage total on all targets hit. The damage from this weapon is solid enough, but what makes it a notable choice is its ability to activate the 2P Cursed Corpse memory set bonus for Khalipe, and if running her with other DPS, them as well.
  4. Equipment
    Obsidian Sword
    - Grants +12% (multiplicative) damage to all abilities. Lacks the maximum damage potential of a lot of S1 weapons, but is always active and the most consistent choice. Usually not the best, but an option if nothing else is available.
  5. Equipment
    W-52 Dopamine Injector
    - Offers a stackable +20% (multiplicative) damage boost whenever the wearer draws a card by an ability (a card that draws 2 is 2 stacks), capping out at 2 stacks (40%) and lasting one turn. Shares all the same issues of Chimeranite but requires two draws per turn instead of 1, which is even harder for Khalipe to consistently achieve, making this weapon, while powerful, tough to use on her, lowering its value.
Comments - Armor
  1. Equipment
    Wings of Freedom
    - Every time the team is hit, it grants a stacking +10% (multiplicative) damage boost for the rest of the fight, up to 3 stacks (30%). The clear best damage-focused choice for Khalipe.
  2. Equipment
    Fragment of the Empty Void
    - If you don’t want more damage or shielding, Fragment of the Empty Void is a powerful utility choice, allowing up to 3 cards in your opening hand to be redrawn.
  3. Equipment
    Rocket-Adorned Cape
    - If neither of the options above is available, Rocket-Adorned Cape is also a solid choice, giving you an extra draw at the start of combat and also 1 damage reduction stack. Depending on your needs, the extra draw can sometimes outperform the re-draw from Fragment when it comes to utility.
  4. Equipment
    Incomplete Carapace
    - If you’d rather improve Khalipe’s shielding capabilities, this armour, which offers 140% fixed shield, allows her to apply a sizable shield each turn, essentially for free. Aassuming you’re able to maintain 5+ cards in hand at the end of the turn, which endgame Khalipe decks shouldn’t be hard.
  5. Equipment
    Lush Seaweed Armor
    - As an alternative shielding option, if you don’t want to worry about hand sizes or if you’re able to play 4 or more shielding cards a turn, Lush Seaweed Armor can be a superior choice as it essentially adds +30% shield multiplier to all your shielding abilities, including Vulture Launch.
Comments - Trinkets
  1. Equipment
    Superconductive Protein
    - If damage options don’t appeal to you, Superconductive Protein is a top utility pick and can be used to gain additional momentum for Khalipe and her team on turn 1 by discounting one card in your opening hand to 0.
  2. Equipment
    Source of the Forbidden
    - When hit, inflicts either Vulnerable, Weaken, or Impair randomly to the attacker up to 3 times per turn. Having two of this equipment doesn’t let you inflict two debuffs per enemy attack, though. For more utility-focused Khalipe builds, this can be a top choice, especially if you’re not worried about her personal damage as much.
  3. Equipment
    Emblem of an Exceptional Entity
    - A +30% (additive) bonus to all abilities, making it the best personal pure damage option for Khalipe if you’re not interested in any form of utility.
  4. Equipment
    Amorphous Cube
    - Slightly worse than Emblem, but far easier to get boosting damage by +25% (additive) instead of 30%.
  5. Equipment
    Heart of the Jewel
    - Causes Khalipe’s Absolute Protection to always be cast as though it was used with 1 extra AP. This doesn’t let a 1 AP use of this ability trigger Celestial, but it does improve Khalipe’s overall shielding capabilities. If you want extra shields from Khalipe, you can consider this accessory, although there are many other options for boosting them.
  6. Equipment
    Absolute Zero Tetrahedron
    - Grants a +20% additive bonus to all of Khalipe’s shield abilities, boosting their potency by a strong amount, especially those that had a small multiplier to begin with. If you need bigger shields, this should definitely be a consideration from the shop.
  7. Equipment
    Hyperimmunity Hormone
    - An alternative shielding option that grants +25% (additive) shielding multiplier to all shielding abilities when Khalipe draws with her own abilities for 1 turn, stacking up to 2 times. Far more powerful than Tetrahedron in theory, but outside of Rally Khalipe has no other forms of draw, making it hard to consistently keep both or even one stack/s of this accessory active when you need it.

Deck & Teams

Recommended Build
Important!

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

Build Comments

Khalipe currently has two slightly different build paths depending on how you’re using her. The only difference between the styles is that one uses Rally III and the other uses Rally II. Check the Epiphany Alternatives section to understand the differences and trade-offs between the two builds.

Card Removal Priority

When playing Chaos or Zero System, most of Khalipe’s cards are very solid early in runs; the information below refers to endgame min-maxed Khalipe decks. Keeping her starter cards around, especially early, is fine.

  • Lashing: A low-quality card compared to the rest of Khalipe’s kit, which also doesn’t trigger Celestial. First priority for removal in endgame Khalipe decks.
  • Tyr’s Vow: Much weaker than all of Khalipe’s other shielding cards, and cannot trigger Celestial. Remove it as your next priority.
  • Upward Slash: A very strong basic card for Khalipe’s strategy and one that is absolutely fine to keep even in endgame Khalipe decks. With that said, it is still outshone by Greatsword Aquila in every way, especially with Epiphanies factored in. The best Khalipe decks may remove this, especially when pairing her with another 2+ cost character.
Card Dupe Priority
Dupe Priority

Vulture Ejection III

Khalipe has many good cards, but the card you absolutely want to dupe above all others is Vulture Ejection, as it’s responsible for the majority of Khalipe’s damage and a substantial part of her shielding, all while being triggerable off of other high-cost character cards. Whether you’re playing her as a sub DPS shielder or a main DPS, this is the card to go for in as many copies as possible.

Epiphany Alternatives
  • Vulture Ejection: Vulture Ejection III is always generically good and the best choice among Khalipe’s 5 signature options. But there are many other fantastic options among the generic card pool that can outperform it, but are harder to track down. Keep a lookout for Vulnerable on hit and Counter Attack on use.
  • Overpower: If you’re okay with giving up the extra tenacity damage, you can gain significantly larger shields by using Overpower IV instead of III. Alternatively, if you value the Weaken debuff, II can also be chosen instead.
  • Greatsword Aquila: For all-around use, Greatsword Aquila III offers the best “effective damage” as the Silver Veil stack is worth ~133% DEF-based damage. But if you want an upfront benefit in exchange for AP V, it can be used thanks to its spammability through its Retrieve effect.
  • Rally: Rally II is best for ensuring you have good access to maximum copies of Vulture Ejection every turn, as it can even pull copies of it out of discard. But Rally III can be used for free thanks to having Celestial, which synergizes better when playing Khalipe with another high-cost DPS, but the downside is that the card it searches won't always be Vulture Ejection.
Best Synergies

Khalipe’s shielding is great enough that she is a solid choice in any team that can support the up-front AP costs required to trigger Celestial. Because of this, she’s fairly universal and makes for a great survivability boost to any composition with the resources to spare. With that said, here are a few notable synergies with her:

Veronica
  • Offers a very AP-efficient card draw costing either 1 or 0, which is perfect for churning the deck to gain access to your Celestial cards for big combos.
  • Outside of her basics (which you can remove) and draw cards, the rest of her cards are all upgrades, making her deck (if built correctly) a pure draw engine.
  • Deals solid damage every turn without fail, meaning even on turns you need to fully dedicate to shielding or set up, you’ll still be attacking.
  • Requires no AP for herself after being fully set up, leaving it all for Khalipe.
Best Teams
Important!

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

Double High Cost Team

Thanks to Celestial Khalipe works alongside most high-cost DPS, as using their core damage cards will trigger a lot of her core strategy.

Damage
Haru
Kayron
Beryl
Flex Team

Khalipe + Mika is a core that is strong alongside any character, as shielding, healing, and damage are mostly covered. Bring more damage or more support - either works.