Chaos Zero Nightmare (CZN)MikaBuild and Guide

Character
Introduction

Best guide and build for Mika from Chaos Zero Nightmare (CZN). Mika is a 4 character from the Controller class and Justice attribute, who belongs to the Terrascion [SS Edenity] faction.

To learn more about Mika 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 0

Last build update

Season 0

Last profile update*

11.11.2025

*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 Mika 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:
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1

Water Arrow

Attack
Attack

100% Damage.​
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1

Water Barrier

Skill
Skill

Heal 100%.​

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0

Source of Water

Skill
Skill

Heal 100%.
Gain 1 AP.

Show Effects

Epiphany Cards:
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1

Blessing of Waves

Skill
Skill

[Retain]

Heal 100%.
Increase Heal Amount by 30% for each AP.

Show Effects

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0

Tactical Analysis

Skill
Skill

1 Wave.
For 1 turn, +50% Healing.​

Show Effects

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2

Whirlpool

Attack
Attack

200% Damage to all enemies.
Heal 50% for each target hit.

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1

Deluge

Upgrade
Upgrade

[Unique]

1 Wave.
At the start of the turn, 1 Wave.

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Generated Cards:
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0

Source of Water

Skill
Skill

Heal 100%.
Gain 1 AP.

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Ego Skill:
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6

Surge

Ego Skill

Create 2 Source of Water card(s), grant Exhaust to it.​

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.

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0

Source of Water I

Skill
Skill

Heal 150%.
Gain 1 AP.
1 Wave.

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1

Source of Water II

Skill
Skill

Heal 150%.
Gain 2 AP.
When Recovering, decrease Cost by 1 for 1 turn.

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0

Source of Water III

Skill
Skill

[Retain]

Heal 150%.
Gain 1 AP.
Increase Heal Amount of the next card used by 50%.

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0

Source of Water IV

Skill
Skill

Heal 150%.
Gain 1 AP.
Decrease Stress of allies by 2.

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0

Source of Water V

Skill
Skill

[Exhaust]

Heal 100%.
Gain 3 AP.

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1

Blessing of Waves I

Skill
Skill

[Retain]

Heal 150%.
Increase Heal Amount by 30% for each AP.
Gain Shield equal to Heal Amount overflow.

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1

Blessing of Waves II

Skill
Skill

[Retain]

Heal 150%.
Increase Heal Amount by 30% for each AP.
1 Wave.

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1

Blessing of Waves III

Skill
Skill

[Retain]

Heal 150%.
Increase Heal Amount of the next card used by 20% for each AP.

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1

Blessing of Waves IV

Skill
Skill

[Retain]

Heal 150%.
Damage to random enemies equal to Healing.

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0

Blessing of Waves V

Skill
Skill

[Finale]

Heal 50%.
+50% Healing for each AP used this turn.

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0

Tactical Analysis I

Skill
Skill

Heal 50%.
1 Wave.
For 2 turns, +50% Healing.​

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0

Tactical Analysis II

Skill
Skill

2 Wave.
For 1 turn, +50% Healing.​

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0

Tactical Analysis III

Skill
Skill

2 Wave.
For 1 turn, +100% own Healing.​

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0

Tactical Analysis IV

Skill
Skill

When own card is used, 1 Wave for 1 turn.​

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0

Tactical Analysis V

Upgrade
Upgrade

2 Wave.
+50% Healing.​

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2

Whirlpool I

Attack
Attack

200% Damage to all enemies.
Heal 100% for each target hit.

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1

Whirlpool II

Attack
Attack

200% Damage to all enemies.
1 Wave for each target hit.

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2

Whirlpool III

Attack
Attack

200% Damage to all enemies.
Increase Heal Amount of the next card used by 20% for each target hit.

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4

Whirlpool IV

Attack
Attack

300% Damage to all enemies.
If Recovered, decrease Cost by 1 until used.
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2

Whirlpool V

Attack
Attack

Heal 100%.
100% (200%) Damage to all enemies.
Increase Damage Amount equal to Heal Amount of this card.

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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

+30% Healing of Water Barrier Cards.
4

Unique Card Upgrade

Potential 4

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

Health Proficiency

Potential 5

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

Basic Card Proficiency

Potential 5-1

+5% Heal for Mika's Water Barrier.
If Mika's Ego Recovery is greater than 30, an additional +5% to that value
6

Attack Proficiency

Potential 6

Attack increases by +1.6/8%.
7

Unique Stat Upgrade

Potential 7

If Mika's Ego Recovery is greater than 40, +10% Source of Water Recovery.
For every 5 Ego Recovery exceeding that value, an additional +2% (up to an additional +20%).
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

Add Initiation to the Deluge card.
E2

Awakening Memory

Manifest Ego 2

When Mika takes Stress, heal for 200%.
This effect triggers only once per turn.
E3

Vivid Memory

Manifest Ego 3

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

Inner Memory

Manifest Ego 4

Add Retain to Source of Water created by the Surge card.
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, gain 2 Wave .
Stats (level 60)
HP
388
DEF
176
ATK
402
Voice Actors
JPN
Hitomi Sekine
KR
Nahye Kim
Gallery

Review

Introduction
Performance Profile

DMG [1/5]

 

Healing [5/5]

     

Buffs/Debuffs [1/5]

 

Utility [5/5]

     

Mika is a potent healer but also the premier AP generator of the game, capable of elevating your usual 3 AP per turn far, far beyond. A major part of this is Mika's signature mechanic, Wave. Wave is gained via many of her abilities, and once reaching 3, it will grant an additional AP. It is no exaggeration to say that the free Mika is one of the most accessible options for most combatants when it comes to support.

Pros & Cons
Pros

  • Absurd AP recovery and efficiency (literal AP battery).

  • Incredible healing.

  • Access to even more supportive capabilities through Epiphanies.

  • Very low AP cost cards

Cons

  • No buffing or card draw potential at all.

  • Underwhelming damage capabilities.

  • Becomes more comfortable to play and is far stronger at max dupe.

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
  • Wave: Wave is Mika’s signature mechanic and unique resource gauge that can be viewed below the team HP bar in combat. 3 Wave can be held at once, and once fully capped, it will be consumed in exchange for 1 AP automatically.
Cards & Ego Skill
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6

Surge

Ego Skill

Create 2 Source of Water card(s), grant Exhaust to it.​

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Surge

Costs 6EP to activate and generates 2 “Source Water” cards with Exhaust on use. This EP skill is equivalent to gaining 2 AP immediately while also delivering some nice heals. Outside of the fact that the Source Water cards exhaust, meaning they won't be added back to your deck, they operate no differently.

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1

Water Arrow

Attack
Attack

100% Damage.​
Water Arrow

Mika’s basic attack is completely standard and doesn't have any extra synergy with her kit.

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1

Water Barrier

Skill
Skill

Heal 100%.​

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Water Barrier

Mika’s basic Heal doesn’t contribute to her AP-generating identity but scales well with potentials, making it valuable if you need a lot of healing.

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0

Source of Water

Skill
Skill

Heal 100%.
Gain 1 AP.

Show Effects

Source of Water

One of, if not, Mika's best cards. Costs 0 AP, heals, and grants an action point, elevating your usual 3 to 4, allowing for far more comboing and action potential in a turn. Additional copies of this card are generated temporarily through Mika’s Ego Skill.

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1

Blessing of Waves

Skill
Skill

[Retain]

Heal 100%.
Increase Heal Amount by 30% for each AP.

Show Effects

Blessing of Waves

Mika’s biggest healing card, which heals a certain amount but has that healing amplified based on how many AP you have when using it (scales per each AP). Also has the Retain tag, allowing it to be saved for when the healing is actually needed. Not always a must-have in every Mika deck, but potent if you need more healing.

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0

Tactical Analysis

Skill
Skill

1 Wave.
For 1 turn, +50% Healing.​

Show Effects

Tactical Analysis

A 0 AP skill that generates Wave and boosts healing by +50% for the turn. A little underwhelming baseline, but due to its 0AP cost and its potential synergy with the rest of Mika’s kit and Epiphanies, it's still a strong inclusion in many decks. Becomes far stronger with epiphanies.

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2

Whirlpool

Attack
Attack

200% Damage to all enemies.
Heal 50% for each target hit.

Show Effects

Whirlpool

Mika’s only non-starter damage option costs 2AP, deals damage to all enemies on use, and heals based on the number of targets hit. Mika doesn’t deal enough damage to take this for offensive reasons, and the healing is lower compared to other options. Baseline, this card is usually a bit expensive for something Mika doesn’t often need.

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1

Deluge

Upgrade
Upgrade

[Unique]

1 Wave.
At the start of the turn, 1 Wave.

Show Effects

Deluge

An upgrade containing the Unique Tag, which costs 1 AP to use, grants 1 Wave immediately and another Wave at the start of every turn after that. Gains significant value in longer fights but offers less in very short ones.

Potentials

Mika’s Signature Potentials all primarily boost her healing, making them optional if that’s not something you need more of.

  • 3-1: Offers a large healing multiplier increase to Water Barrier.
  • 5-1: More healing for Water Shield with an additional multiplier after reaching 30 Ego Recovery.
  • 7: A healing multiplier boost for Essence of Water, with further improvements offered for every 2 Ego Recovery exceeding 40.
Playstyle & Gameplay
Standard Playstyle

Mika is a trivially easy character to play. Almost her entire kit is either healing-based, which you use when you need it. Or AP generation-based, which you’ll be using every time you draw it, thanks to it costing 0 AP to activate, allowing you to accelerate your plays. The only nuance to playing Mika is knowing when the best time to use her Ego Skill is and understanding which cards to remove or add when to best tailor her kit to the team and content you’re playing.

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.

Mika 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]: +12% Defense.

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

[2-PC]: Increase the damage, Shield and Healing of Basic Cards by 20%.

Mika is best equipped with 2P Tetra's Authority to boost healing, as well as 2P Healer's Journey to maximize survivability, and finally 2P Seth’s Scarab, which, while nowhere near as impactful, is the only viable choice left.

2-PC Bonuses
  • Tetra's Authority

    Tetra's Authority [2-PC]

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

    Healer's Journey [2-PC]

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

    Seth's Scarab [2-PC]

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

In a lot of cases, flat sub-stats are better than percentage ones when it comes to HP, ATK and DEF. The reason behind this is that in CZN the characters stats are pretty low and you get more value from flat bonus rather than percentage one based on calcs.

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

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

Partners

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

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

Equipment

In the Zero System, it’s incredibly easy to access all items acquirable via the shop thanks to the five free refreshes you get each shop node - that's why the recommendations below are limited to them only. ATTENTION! Area-specific items can sometimes be more powerful than shop items, but are far less consistent to get or require running a specific world or giving up certain event options. Use the shop list as a starting point for building up your deck saves.

Weapon
Weapon
  • Flex
Armor
Armor
  • Equipment
    Reinforced Combat Suit
  • Equipment
    Assault Boots
  • Equipment
    Survivor's Hood
  • Equipment
    Standard Gas Mask
Trinket
Trinket
  • Equipment
    Water Drops of the Goddess
  • Equipment
    Grey Orb
  • Equipment
    Magic-Infused Sapphire
Comments - Weapons
  1. Flex - As a Support not focused on damage, most of the shop weapons lack much impact or synergy with Mika’s kit. Instead, this slot is ideally taken up by an Event/World item, but if you don’t find any, feel free to fill it with any equipment you see fit.
Comments - Armor
  1. Equipment
    Reinforced Combat Suit
    - Grants a 60% fixed shield at the end of every turn as long as you have no shield before clicking the end turn button. Solid for granting a little extra sustain every turn in shieldless teams. Multiple instances of this equipment also work and stack together, allowing for up to 180% end-of-turn fixed shield. Useless when run with active shielders, though.
  2. Equipment
    Assault Boots
    - Deploys a 200% fixed shield on the 2nd turn of combat. A strong one-off shielding option that triggers on a turn when enemies are very likely to be attacking you. An okay option in short fights, but loses value in longer ones.
  3. Equipment
    Survivor's Hood
    - Offers a 140% fixed shield on the 1st turn of combat. A smaller shield than Assault boots, which, when combined with the fact that many enemies use their first turn to buff themself or debuff you, makes it slightly less appealing. Still a reasonable choice, though, and better than nothing.
  4. Equipment
    Standard Gas Mask
    - A non-shield option that grants 1 stack of immunity, blocking a debuff incoming from enemies. If you’re having no issues with survivability, it can actually be more beneficial than shielding, also stacks with other characters using it, granting up to 3 immunity at the start of battle.
Comments - Trinkets
  1. Equipment
    Water Drops of the Goddess
    - Applies one stack of the Save buff at the start of battle, which preserves AP for as long as it persists, but one stack is removed at the end of each turn you conserve any AP. Unless you always perfectly spend your AP will eventually net you at least 1 spare AP. It can also be stacked if you have it on multiple characters, allowing you to start with multiple save stacks, therefore saving AP across multiple turns.
  2. Equipment
    Grey Orb
    - An always useful option which grants you 3 stacks of damage reduction at the start of the fight, reducing the first 3 hits you take by 15%. Strongest against single-hit bosses, not as useful against many small or multi-hit foes.
  3. Equipment
    Magic-Infused Sapphire
    - Inflicts 1 full bar of Tenacity to all enemies at the start of the battle, assuming you have an Initiation card in your hand, regardless of which combatant it belongs to. A good way to accelerate breaking enemies and accessing extra AP, also stacks between multiple combatants, allowing you to inflict up to 3 bars at the start of the battle if all your characters have it. Ideal on Mika as her Deluge card triggers 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!

Card Removal Priority
  • Water Arrow: Mika’s damage isn’t why she’s in the team. Remove this card as the first priority.
  • Whirlpool: This card conflicts with Mika’s role as a healer and AP generator due to its high cost and, in most cases, lackluster healing. The exception to this is if you upgrade it to Whirlpool II, but even then, most endgame Mika decks aim to remove this card.
  • Water Barrier: Mika’s basic heal heals a strong amount, but doesn’t do anything outside of that. Unless you specifically need more healing in your deck, this is also usually high up on the removal list if you have any save data left to do so.

Depending on your runs, you may not be able to remove Water Arrow, Whirlpool, and both Water Barriers while duplicating/adding the cards you want, so strategize accordingly.

Card Dupe Priority
Dupe Priority

Source of Water

Source of Water is Mika’s best card and the reason most bring her to the team so your goal should be to duplicate it as many times as possible.

Epiphany Alternatives
  • Source of Water: Source of Water II has a huge upside compared to alternatives, but requires you to recover life or have 1 AP to activate it. If your deck is top decking with 0AP a lot, this may not be ideal. In these cases, you can swap it out for Source of Water I or other options of your liking.
  • Tactical Analysis: There are three strong choices for Tactical Analysis, which have merit. The first is Analysis V, which grants 2 Wave, giving you most of an additional AP while costing 0 and being an upgrade that increases healing for the rest of the fight. This choice is strong as it thins the deck. The other options are Tactical Analysis III or II, which also grant 2 Wave but aren’t upgrades, and which give temporary healing boosts. These can be used as an additional source of AP generation, but ultimately aren’t as strong as the Source of Water, making them a little less appealing.
Best Synergies

Mika is a universal support that can fit into most teams as an AP battery and healer, making her teams and synergies “everyone”. The reason she’s so good and universal after optimal deckbuilding is:

  • She possesses multiple 0AP skill cards, which can act as combo pieces for other combatants.
  • Has tremendous healing enough to keep the team alive even in the endgame herself.
  • Has a retain and upgrade card, which, after set-up, and if held, makes cycling the remainder of her deck very quick.
  • Absurd AP generation massively fuels any and all strategies.
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.