To learn more about Mika check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
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 Mika 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
Water Arrow
Water Barrier
Show Effects
Source of Water
Show Effects
Blessing of Waves
[Retain]
Show Effects
Tactical Analysis
Show Effects
Whirlpool
Show Effects
Deluge
[Unique]
Show Effects
Source of Water
Show Effects
Surge
Ego Skill
Show Effects
Epiphany cards are special evolutions for the cards you can obtain while playing the roguelike mode. Only some cards in the character's deck can get Epiphany effects. Since there's quite a lot of them, we don't display them by default - press the button below to show them. There are also Divine variants of Epiphany cards, but we're still working on gathering them.
Source of Water I
Show Effects
Source of Water II
Show Effects
Source of Water III
[Retain]
Show Effects
Source of Water IV
Show Effects
Source of Water V
[Exhaust]
Show Effects
Blessing of Waves I
[Retain]
Show Effects
Blessing of Waves II
[Retain]
Show Effects
Blessing of Waves III
[Retain]
Show Effects
Blessing of Waves IV
[Retain]
Show Effects
Blessing of Waves V
[Finale]
Show Effects
Tactical Analysis I
Show Effects
Tactical Analysis II
Show Effects
Tactical Analysis III
Show Effects
Tactical Analysis IV
Show Effects
Tactical Analysis V
Show Effects
Whirlpool I
Show Effects
Whirlpool II
Show Effects
Whirlpool III
Show Effects
Whirlpool IV
Whirlpool V
Show Effects
Epiphany Bonus
Potential 1
Basic Card Upgrade
Potential 2
Common Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Unique Card Upgrade
Potential 4
Health Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Divine Epiphany Adaptation
Potential 5-2
Attack Proficiency
Potential 6
Unique Stat Upgrade
Potential 7
Sleeping Memory
Manifest Ego 1
Awakening Memory
Manifest Ego 2
Vivid Memory
Manifest Ego 3
Inner Memory
Manifest Ego 4
Complete Memory
Manifest Ego 5
Liberated Memory
Manifest Ego 6
Review
Healing [5/5]
Buffs [2/5]
Draw [1/5]
AP Generation [4/5]
Mika is a Justice Controller who excels in AP generation and healing. Mika comes with her own Signature Mechanic called "Wave". Wave is generated via two of Mika’s cards by default and doesn't provide any outright benefits until you reach 3 stacks, but when you do, Mika will generate an extra point of AP. Mika has the Potential to grant far more than the standard 3 AP per turn given to help fuel those AP-hungry characters, whilst not requiring much AP herself, thanks to her low costs across the board.
While Mika excels at generating AP, she unfortunately lacks any inbuilt Draw Power in her kit and any sort of real damage. She also doesn't provide any team buffs - due to this, Mika truly excels at keeping her team alive with massive, constant heals while also providing tons of AP generation.
Absurd AP recovery and efficiency (literal AP battery).
Incredible healing.
Access to even more supportive capabilities through Epiphanies.
Very low AP cost cards
No buffing or Card Draw Potential at all.
Underwhelming damage capabilities.
Becomes more comfortable to play and is far stronger at max dupe.
The ratings below are based on the Season Save Data modes and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.
Chaos Mode
Season Save Data
Great Rift
Wave: Wave is Mika’s signature mechanic and unique resource gauge that can be viewed below the team's 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.
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 Barrier with an additional multiplier after reaching 30 Ego Recovery.
7: A 10% healing multiplier boost for Source of Water if her Ego recovery is greater than 40, further increasing by 2% for every 5 Ego Recovery past 40, up to an additional maximum of 20% for a grand total of +30%.
Base
Ego 1
Mika’s first Ego node to be unlocked adds the [Initiation] tag to her “Deluge” card, allowing it to start generating Wave every turn off the bat. A decent first node that helps with kickstarting her AP generation.
Ego 2
Her second Ego node grants a passive ability that triggers once a turn whenever Mika’s stress increases. When triggered, Mika will heal for 200%. A solid second point that further increases Mika’s healing capabilities.
Ego 3
This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Provides a small increase to damage and shielding - but most importantly, their healing. This node is quite valuable to Mika as they further increase her main use case of healing.
Ego 4
E4 boosts her already strong Ego skill, giving the created “Source of Water” cards the [Retain] tag. Allowing her to hold onto cards generated until they’re required if you didn’t happen to need both initially.
Ego 5
Another Ego node that increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Another node to further boost Mika’s healing capabilities.
Ego 6
Her final Ego node now grants Mika 2 stacks of Wave to start every battle. A really powerful node to help start Mika’s consistent source of AP generation for her team.
Surge
Ego Skill
Show Effects
Costs 6 EP to activate and generates 2 “Source of 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 of Water cards exhaust, meaning they won't be added back to your deck, they operate no differently.
Water Arrow
Mika’s Basic Attack is completely standard and doesn't have any extra synergy with her kit.
Water Barrier
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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.
Source of Water
Show Effects
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.
Blessing of Waves
[Retain]
Show Effects
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.
Tactical Analysis
Show Effects
A 0 AP skill that generates a 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.
Whirlpool
Show Effects
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.
Deluge
[Unique]
Show Effects
An upgrade containing the [Unique] Tag (can only be used once), 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.
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.
Source of Water I
Show Effects
Source of Water II
Show Effects
Source of Water III
[Retain]
Show Effects
Source of Water IV
Show Effects
Source of Water V
[Exhaust]
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Draw 1, -1 Cost Reduction.
Blessing of Waves I
[Retain]
Show Effects
Blessing of Waves II
[Retain]
Show Effects
Blessing of Waves III
[Retain]
Show Effects
Blessing of Waves IV
[Retain]
Show Effects
Blessing of Waves V
[Finale]
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Draw 1, -1 Cost Reduction.
Tactical Analysis I
Show Effects
Tactical Analysis II
Show Effects
Tactical Analysis III
Show Effects
Tactical Analysis IV
Show Effects
Tactical Analysis V
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Morale/Resolve (Tactical Analysis V), Draw 1.
Whirlpool I
Show Effects
Whirlpool II
Show Effects
Whirlpool III
Show Effects
Whirlpool IV
Whirlpool V
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Vulnerable 2.
Gear
The Memory Fragments & Equipment suggestions below are based on calculations we did. If you want to check the damage formula and how scaling the damage works in CZN, check this guide.
[2-PC]: +12% Max HP.
[2-PC]: +12% Defense.
Mika can only activate the best 4P supportive set Glory's Reign after using her very expensive Ego Skill making it an awakward set to equip on her in most fights. Because of this we recommend running 2/2/2 on her instead. When running 2/2/2 it's best to run 2P Healer's Journey with 2P Tetra's to maximize surviability and healing.
Use either Seth's Scarab to boost the healing output of Basics for early chaos comfort or you can bypass Seth's small bonuses in favor of using non-set pieces to target better main/sub stats.
[4-PC]: When generating or using Exhaust Skill Cards, +5% to Damage Amount of all allies (max 15%).
Mika can only active this 4P set after using her Ego Skill which is very expensive. Because of this it's not usually recommended on her unless you have no other character to wear the set and you're absolutely sure you'll be using her Ego Skill early on in most fights you care about. It's important to Note that Glory Reign's effect cannot be stacked so you only want to run 1 set of it per team.
Use either 2P Tetra's for a tankiness and a healing boost or 2P Healer's Journey to bolster the overall HP total of the team.
In a lot of cases, flat sub-stats are better than percentage ones when it comes to HP, ATK and DEF. The reason behind this is that in CZN the characters stats are pretty low and you get more value from flat bonus rather than percentage one based on calcs.
DEF > DEF% => EGO Regen = HP > HP%
If you care about raising the healing multipliers of Mika's Source of Water and to a lesser extent, Water Barrier, you can optionally aim to reach 41 or higher Ego Recovery to amplify their effects. However, this isn't mandatory to do and it can be more productive to instead focus on maximizing DEF and HP, both of which boost survivability as well. We only recommend going for this stat goal if you were already going to build Ego Regen.
Our best Partner recommendation try to balance both the raw damage boost they provide based on our calculations with the additional utility provided by the skill - combined with how it interacts with the characters's kit. We have rated each Partner based on how much additional damage and the utility they provide. Read the comments under each Partner to better understand our reasoning.
No calculations in Chaos Zero Nightmare are completely accurate for all scenarios, including the ones below. What team, decks, epiphanies, gear, equipment, and enemies you’re facing all impact them. Because of this, take the results as guidelines and combine them with the explanations to make your decisions. Calculations use endgame save data set-ups, including 5 turns of combat using the whole deck with all Ego skills unless otherwise stated.
The assigned combatant's Defense, Health and healing are increased by 12–20%.
When the assigned combatant Draws for the first time each turn using an ability, +8/16% Damage dealt by allies for 1 turn.
Discard up to 3 cards, then Draw +1 cards equal to the number discarded.
Nyx is a fine all-around choice for Mika thanks to her ability to churn through 4 cards of the deck with her Ego Skill while also still having some multipliers to survivability and healing. Nyx also does offer a small buff, which is nice, but only activates on Draw, something which Mika doesn't have in her deck baseline, meaning outside of specific builds, it may not be active outside of using Nyx's Ego Skill. The one downside of Nyx is that her Ego Skill costs 4EP, which in Save Data game modes usually means you won't be able to easily use it in Turn 1, something the other main supportive Draw Partner Yuri, is capable of. All up, if you need Draw Power or value the Passive stats Nyx provides, she's a safe pick for most teams, but if all you care about is survivability/combo potential, check out other options as they may suit your needs better.
The assigned combatant's Attack is increased by 8/16%.
Upon the first shuffle, the assigned combatant's damage dealt is increased by 8/16%.
Draw 2 Cards.
Yuri isn't a Controller Partner, so her Passives don't work. However, that doesn't disable her Ego Skill, which is a potent Draw 2 for 2 EP. Yuri is an alternative option to Nyx, which can be used in Turn 1 in Save Data and is far more accessible and spammable in Chaos. If that appeals to you and you're ok downgrading how many cards you're drawing and losing out on all the Passives Nyx provides, you can use Yuri instead.
The assigned combatant's HP and healing are increased by 8/12%.
At the start of the turn, gain [Ponopoko's Cheer] equal to the number of enemies with attack intentions.
[Ponopoko's Cheer]: Incoming Damage is reduced by 10/20%. Upon activation, remove Ponopoko's Cheer (stacks up to 3 times).
Heal 200%. Apply 1 Damage Reduction.
Arwen is one of the top options when it comes to survivability, thanks to her great Passive Stats, which boost both healing and total team health, but most of all her constantly refreshing Damage Reduction. If you're struggling to stay alive and need more survivability, especially in fights that launch large but infrequent attacks, giving up utility or draw for Arwen can be worth considering, especially in Chaos-based game modes.
The assigned combatant's Defense is increased by 12/24%.
At the end of battle, recover 3/6% Health.
Heal 100%. When in an Injured state, increase Healing Amount by 50%. 1 Morale for 1 turn.
Alyssa works as an alternative to Arwen with quite a different stat line, favoring Combat Defense and Passive Healing instead. Usually not as universally strong for survivability as Arwen, but if you value the higher defense over Arwen's higher HP total and mitigation buff, she can be a more appealing option.
The assigned combatant's Defense is increased by 8/16%.
If the combatant ends the turn without using an attack card, Heal 30/60% at the start of the next turn.
Heal 100%. For 1 turn, gain 1 Fortitude.
A F2P survivability option that falls behind both Arwen and Alyssa in most cases, but is still an acceptable choice if you have neither of them available at an acceptable Ego level.
In the Zero System, it’s incredibly easy to access all items acquirable via the shop thanks to the five free refreshes you get each shop node - that's why the recommendations below are limited to them only. ATTENTION! Area-specific items can sometimes be more powerful than shop items, but are far less consistent to get or require running a specific world or giving up certain event options. Use the shop list as a starting point for building up your deck saves.
The equipment recommendations are based on items obtainable in Season 2’s Chaos - Burning Life. If you’re running content outside of Season 2, it’s possible some options may not be available for acquisition, or that other options not obtainable in Burning Life may be better.
Deck & Teams
Mika can be used as the solo Healer for anyone in Chaos, as she has high heals and allows you to play your cards more easily with innate AP Generation as well.
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Base performance of the character.