Chaos Zero Nightmare (CZN)NarjaBuild and Guide

Character

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Introduction

Best guide and build for Narja from Chaos Zero Nightmare (CZN). Narja is a 5 character from the Controller class and Instinct attribute, who belongs to the Peltion faction.

To learn more about Narja 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*

15.01.2026

*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 Narja 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

NA: Attack Response

Attack
Attack

100% Defense-Based Damage.
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1

NA: Defense Response

Skill
Skill

Heal 100%.
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1

Shackles of Hunger

Attack
Attack

30% Defense-Based Damage × 3.
Attunement: 4 Voracity.

Show Effects

Epiphany Cards:
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0

Bottomless Hunger

Skill
Skill

The next 2 times Voracity is activated, decrease Cost of 1 random card in hand by 1 for 1 turn.

Show Effects

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1

Voluntary Control

Skill
Skill

If Voracity is fewer than 6 stacks, gain 6 Voracity.
If 6 or more stacks, gain 2 Predation.

Show Effects

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1

Domain of Voracity

Attack
Attack

100% Defense-Based Damage to all enemies.
Increase Tenacity Damage taken of the target by 100% until their next Ravage.

Show Effects

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6

Mealtime

Attack
Attack

[Retain][Unique]

If Voracity is decreased, decrease Cost by 1 and add +30% Heal Amount (max 10) until used.
160% Defense-Based Damage to all enemies.
Heal 100%.
4 Predation.

Show Effects

Ego Skill:
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5

Predator's Hunting Method

Ego Skill

10 Voracity.
250% Defense-Based Damage.
If Mealtime is in Graveyard, 5 Predation.

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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1

Shackles of Hunger I

Attack
Attack

30% Defense-Based Damage × 4.
Attunement: 6 Voracity.

Show Effects

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0

Shackles of Hunger II

Attack
Attack

30% Defense-Based Damage × 2.
At the start of the turn, if Voracity was activated 3 or more times in the previous turn, move to hand.
Attunement: 1 Voracity.

Show Effects

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1

Shackles of Hunger III

Attack
Attack

50% Defense-Based Damage × 3.
Add 1 Hit for each 4 Voracity owned (max 3 times).

Show Effects

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1

Shackles of Hunger IV

Skill
Skill

[Retain]

Decrease Voracity by max 5.
+40% Damage Amount to the next used Attack Card for each amount decreased.
If 5 decreased, 3 Predation.

Show Effects

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0

Shackles of Hunger V

Skill
Skill

60% Shield.
Decrease Voracity by max 3.
Repeat for each amount decreased.

Show Effects

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0

Bottomless Hunger I

Skill
Skill

3 Voracity.
The next 2 times Voracity is activated, decrease Cost of 1 random card in hand by 1 for 1 turn.

Show Effects

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0

Bottomless Hunger II

Skill
Skill

Decrease Cost of 2 random cards in hand by 1 for 1 turn(s).
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1

Bottomless Hunger III

Upgrade
Upgrade

[Unique]

When Voracity is activated 3 times in 1 turn, decrease Cost of 1 random card in hand by 1 until used (1 time per turn).

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0

Bottomless Hunger IV

Skill
Skill

[Retain]

For 1 turn, +100% Defense-Based Damage.

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1

Bottomless Hunger V

Skill
Skill

[Lead]

7 Voracity.
For 1 turn, each time Voracity is activated, +40% Damage Amount to the next Mealtime.

Show Effects

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1

Voluntary Control I

Skill
Skill

If Voracity is fewer than 6 stacks, gain 9 Voracity.
If 6 or more stacks, gain 3 Predation.

Show Effects

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0

Voluntary Control II

Skill
Skill

If Mealtime is in Draw Pile, move to hand.
If in Graveyard, 3 Morale for 1 turn.
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1

Voluntary Control III

Skill
Skill

For 2 turn(s), each time Action Count of the target is decreased, 1 Voracity.

Show Effects

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1

Voluntary Control IV

Upgrade
Upgrade

[Unique]

10 Voracity.
Select 1 Attack Card(s).
1 Predation each time that card is moved to hand.

Show Effects

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1

Voluntary Control V

Upgrade
Upgrade

[Unique]

Each time a Basic Attack Card inflicts a Hit, 1 Voracity.
+50% Damage Amount to Basic Attack Cards.

Show Effects

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1

Domain of Voracity I

Attack
Attack

100% Defense-Based Damage to all enemies.
Increase Tenacity Damage taken of the target by 100% until their next Ravage, and on Ravage, 3 Voracity.

Show Effects

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1

Domain of Voracity II

Attack
Attack

100% Defense-Based Damage to all enemies.
For 2 turn(s), +100% Defense-Based Damage taken by the target.
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1

Domain of Voracity III

Attack
Attack

150% Defense-Based Damage to all enemies.
When Hitting the target for the next 5 time(s), Heal 40%.
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3

Domain of Voracity IV

Attack
Attack

[Retain]

320% Defense-Based Damage to all enemies.
If granted both Voracity and Predation, activate 1 more time.

Show Effects

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1

Domain of Voracity V

Upgrade
Upgrade

[Unique]

Each time Mealtime is used, Heal 200%.

Show Effects

Potential
1

Epiphany Bonus

Potential 1

When entering Chaos, obtain 1 random Rare Card with an activated Epiphany.
2

Basic Card Upgrade

Potential 2

Increase Damage, Shield, and Healing Amounts of Basic Cards by 2/20%.
3

Common Card Upgrade

Potential 3

Increase Damage, Shield, and Healing Amounts of Common Cards by 2/20%.
3-1

Basic Card Proficiency

Potential 3-1

Adds 2 Voracity to NA: Defense Response.
4

Unique Card Upgrade

Potential 4

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

Defense Proficiency

Potential 5

Increases Defense by +1.6/8%.
5-1

Basic Card Proficiency

Potential 5-1

+5% Heal Amount to Narja's NA: Defense Response.
If Narjais Defense is greater than 250, add an additional +5% to the modifier
6

Critical Chance Proficiency

Potential 6

+2/10% Critical Chance
7

Unique Stat Upgrade

Potential 7

+10% Damage Amount to Voracity If Narja's Defense is greater than 300, +20% Damage Amount to Predation.
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

Increase Mealtime’s Predation by 2.
E2

Awakening Memory

Manifest Ego 2

When Voracity decreases, 25% chance to gain 1 Voracity.
E3

Vivid Memory

Manifest Ego 3

Increases Predator’s Hunt’s Predation gained if Mealtimeis in Graveyard by 3.
E4

Inner Memory

Manifest Ego 4

+30% Damage Amount to Predation.
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 end of the turn, deal 50% Defense-Based Damage to random enemies and recover 1% Health for each Predation decreased this turn.
Stats (level 60)
HP
-
DEF
-
ATK
-
Gallery

Review

Introduction
Performance Profile

DMG [3/5]

   

Healing [4/5]

    

Buffs/Debuffs [4/5]

    

Utility [4/5]

    

Narja is a jack-of-all-trades unit capable of performing multiple roles at once, while also having a specific niche as a Defense-Based damage buffer. However, at the time of her release, this build isn’t capable of being used to its full potential.

Narja deals solid damage in both single-target and AoE. She can also reduce card costs to boost AP efficiency, while enabling some combos that normally can’t be used through standard AP generation. Her kit is built around granting consistent buffs to the team while also providing incredible passive healing delivered at close to no cost. Outside these basics, she possesses multiple Epiphanies that allow her to specialize in different builds like DPS, the aforementioned DEF damage buffing, basic attack buffing, and even huge single-card buffing - all without sacrificing much of her all-rounder nature.

The heart of Narja’s kit is her Voracity and Predation buffs, which are both special stackable buffs she accumulates via her abilities. Consuming these is what makes up the bulk of her standard healing and damage increases.

All of Narja’s buffs and healing, alongside her solid personal damage and card discounts, position her very well within Chaos-based modes, where consistency and balance are valued highly. However, in save data-based modes, Narja’s all-rounder faces stiff competition from other controllers who can outperform Narja when specializing in a single avenue of support. Characters like Rei can buff allies more generically and with fewer conditional requirements. Mika generates AP without having to land discounts on the right cards, along with directly healing, which is important for some teams.

Narja can certainly slot into many, if not all, teams well enough. Still, when it comes to the cutting edge, many may consider her a sidegrade or alternative rather than a straight power-up. There are exceptions to this, though, and those are the incredibly powerful Niches some of Narja’s epiphanies open up, the strongest of which is her ability to massively buff specifically Def Damage dealers. The only problem with this niche is that it’s currently lacking support, watering down one of Narja’s largest potential strengths.

In Chaos, Narja’s all-around kit makes her a stand-out unit, capable of carrying many types of teams all by herself. In save data game modes, Narja is currently unable to fully express her maximum potential due to some of her strongest builds currently lacking team members in order to thrive.

Pros & Cons
Pros

  • Additive damage buffs through Voracity and Predation.

  • Passive healing that occurs constantly for close to free.

  • AP cost reductions.

  • Has both single-target and AoE damage.

  • Multiple different support paths thanks to powerful buff/debuff epiphanies.

  • Def damage buffing niche.

Cons

  • No Card Draw restricts team and epiphany options in save data modes.

  • Defense Damage archetype Narja is strongest within, currently lacks top-tier teammates to be used with.

Ratings

The ratings below are based on the Season Save Data modes and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.

T0.5

Season Save Data

T0

Chaos Mode

Key Mechanics
  • Voracity: A stackable buff Narja gains via the majority of her abilities. While Narja has stacks, the team’s Attack Cards heal the team for 40% (fixed) per hit and, if the team’s health is 50% or higher, they’ll also all gain a 30% (additive) damage boost. Narja can hold up to 30 stacks, and each hit of every attack card will reduce the stack size by 1; e.g., a 4-hit attack will reduce the stack size by 4, but trigger 4 heals.
  • Predation: Another stackable buff that functions similarly. While Narja has stacks, the team’s Attack Cards each gain a +80% (additive) damage boost. Just like Voracity, each hit of every attack consumes a stack in order to grant the buff, so if you have 1 Predation stack and use a 2-hit ability, only the first hit would receive the +80% boost.
    • Note: Voracity and Predation are consumed by all card-based attacks as well as Ego Skills, but cannot be consumed by triggers, such as Mark and Counter. Furthermore, each individual hit of AoE attacks consumes a stack of both buffs. This means that an AoE that hits once against 4 enemies will consume 4 stacks.
Cards & Ego Skill
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5

Predator's Hunting Method

Ego Skill

10 Voracity.
250% Defense-Based Damage.
If Mealtime is in Graveyard, 5 Predation.

Show Effects

Predator's Hunting Method

Costs 5 EP, deals a solid amount of Def-Based damage while additionally granting 10 Voracity stacks. If you have Mealtime in grave/played when using this ego, though, it will grant 5 Predation stacks as well. This Ego is a strong supplementary way to gain Predation and replenish Voracity when preparing for large combos or if you’re just running low, but it isn’t a pivotal part of playing Narja in most teams.

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1

NA: Attack Response

Attack
Attack

100% Defense-Based Damage.
NA: Attack Response

Narja’s basic attack is a single hit that deals a bit of DEF-based damage, but is nothing special and doesn’t synergize with her kit much at all. Usually, the first target of removal in most Narja decks.

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1

NA: Defense Response

Skill
Skill

Heal 100%.
NA: Defense Response

Narja’s basic heal starts standard, but after potentials grants 2 Voracity on use, making it a solid early source of buffing in Chaos runs. Outside of Chaos, though, and in save, this card is underwhelming as other cards grant more Voracity stacks more efficiently, meaning this card is generally the next on Narja’s list to remove.

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1

Shackles of Hunger

Attack
Attack

30% Defense-Based Damage × 3.
Attunement: 4 Voracity.

Show Effects

Shackles of Hunger

Narja’s most reliable way to build Voracity before Epiphanies and her main way to consume stacks in order to activate cards within her kit. It’s also one of Narja’s main cards for dealing damage when targeting a more damage-focused playstyle. It is a 1 AP attack that hits 3 times, dealing a small amount of Defense-based Damage and consuming 3 Voracity. Additionally, it has the attunement effect, causing it to apply 6 Voracity whenever drawn, granting Narja a free way to establish stacks. This card has many epiphanies that sacrifice its Voracity generation for other powerful effects. However, taking these should be done carefully as without reliable generation Narja cannot heal, buff, or function optimally.

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0

Bottomless Hunger

Skill
Skill

The next 2 times Voracity is activated, decrease Cost of 1 random card in hand by 1 for 1 turn.

Show Effects

Bottomless Hunger

The source of all of Narja’s AP efficiency. A 0-cost card, which causes the next 2 Voracity stacks you consume to decrease the cost of a random card in hand by 1 for the rest of the turn. This card is essentially +2 AP, assuming you can trigger it (have and can spend Voracity) and it lands on cards you actually want to spend your AP on, making it a very strong but somewhat conditional card. Epiphanies for this card can help solve some of its conditions, while others transform it completely. Note: Bottomless Hunger’s effect has no turn duration, meaning you can use it, end turn, then spend Voracity on the next turn and still get the discount. When stacking multiple Bottomless Hunger effects on top of each other, e.g., 2 + 2, you’ll need to consume 4 Voracity to access all 4 discounts. Discounts prioritize cards with costs above 0, but if no cards are available to discount with costs higher than 0, stacks will be wasted and not saved. This card works alongside other cards and equipments who reduce AP cost. This can help lower the RNG and open up more AP positive combinations.

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1

Voluntary Control

Skill
Skill

If Voracity is fewer than 6 stacks, gain 6 Voracity.
If 6 or more stacks, gain 2 Predation.

Show Effects

Voluntary Control

Narja’s other main Voracity generator. Costs 1 to use, and if Narja has less than 6 Voracity grants her 6 stacks immediately. If Narja has 6 or more Voracity, though, she’ll instead gain 2 Predation. This card retains some ability to generate Voracity (to varying degrees) across most of its epiphanies, often making it one of Narja’s core generators within save decks, especially if Shackles is changed to a non-generation variant. Note: You can only gain Voracity OR Predation, and never both.

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1

Domain of Voracity

Attack
Attack

100% Defense-Based Damage to all enemies.
Increase Tenacity Damage taken of the target by 100% until their next Ravage.

Show Effects

Domain of Voracity

A 1 cost AoE Def Damage attack which causes enemies to take 100% additional tenacity damage until the next time they’re ravaged. Baseline, this card isn’t bad in Chaos, but is underwhelming in save data modes. Post epiphanies, this card becomes one of Narja’s most potent damage amplification tools when played within DEF Damage-based teams and is capable of majorly boosting her own and the team's damage. However, when played outside of Def Damage teams, this card remains underwhelming.

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6

Mealtime

Attack
Attack

[Retain][Unique]

If Voracity is decreased, decrease Cost by 1 and add +30% Heal Amount (max 10) until used.
160% Defense-Based Damage to all enemies.
Heal 100%.
4 Predation.

Show Effects

Mealtime

A 6 cost DEF Damage AoE attack with retain, which has its cost reduced by 1 every time a stack of Voracity is consumed. Additionally heals for a large amount, which scales further based on the amount of Voracity consumed before using it, often resulting in a massive burst of healing. Finally, also grants 4 Predation immediately on use. This card, while not offering any new groundbreaking buffs or effects, is still one of Narja’s stronger cards. It is usually her most consistent way to acquire Predation while also being the focal point of some of her damage-focused builds. In Chaos, this card is an efficient burst of healing and damage, and in save, it can be used as a combo piece in Narja burst damage builds or as a Predation buff before dishing out your team's main damage. The discount and healing buff applied to Mealtime only lasts for one use, meaning its cost and healing will be reset immediately after.

Potentials
Potential Priority

Crit Rate% > Defense% >= Unique Card DMG% > Common Card DMG% = Basic Card DMG%

2 out of 3 of Narja’s signature potentials are incredibly impactful to her core gameplay, each dramatically improving her performance as both a support and a damage dealer, making them highly recommended unlocks.

  • 3-1: Causes Narja’s basic heal, NA: Defense Response to now grant 2 Voracity per use, boosting Narja’s Voracity accessibility early on in Chaos runs and when you get undesirable epiphany options substantially. Less useful in save data modes where basics are likely removed, but still worth getting for Chaos.
  • 5-1: An optional potential you can either choose to unlock or skip, which boosts the base healing of Narja’s Basic Heal by +5% initially and another +5% while her DEF is greater than 250. Ok for Chaos, but not needed when focusing on save data game modes.
  • 7: The main must have potential for Narja. Boosts Voracity’s buff from +30% (additive) to +40%, and while Narja’s defense is 300 or higher, raises Predation’s buff from +80% (additive) to +100%. Both of these help Narja’s own personal damage and supportive capabilities.
Playstyle & Gameplay
Standard Playstyle

Narja’s playstyle will vary wildly depending on the epiphanies you’re using, the team you’re playing her with, and the role you have in mind for her. A purely supportive Narja is going to play very differently from a DPS-focused Narja.

At a base, Narja is reasonably easy to play and understand. She usually boils down to generating Voracity through either Shackles of Hunger, Voluntary Control, or both, depending on the build you’re running. Next, if available and optimal discount targets are present, Bottomless Hunger is typically used before consuming Voracity. After that, Voracity stacks are then either consumed to fuel other cards/epiphanies or used to boost Narja or the Team’s attack damage. Lastly, Mealtime should be used when discounted sufficiently and when Predation stacks will be most effective. Outside of that, Domain of Voracity can be used either before Voracity generation for its debuffing or after Voracity generation to boost damage. Her Ego skill can be woven into either stock up Voracity stacks or establish more Predation on your main damage cards.

There are certain nuances to playing almost every Narja build and team, but covering them all here isn’t possible.

Dupes Review
  • E1 [★★]. Increase the Predation stacks Mealtime grants from 4 to 6, improving the total amount of Predation Narja can access each turn by a nice amount. Not a game changer, but definitely a welcome upgrade to a card that sees regular and impactful play in almost every Narja deck.
  • E2 [★★★]. After unlocking this Ego, whenever Narja’s Voracity stacks are consumed, she has a 25% chance to immediately regain the stack. In Narja builds that use Voracity as fuel for other effects or teams that churn through stacks fast, this Ego Skill can make a substantial difference in ensuring Narja can continue operating at maximum potential.
  • E3 [★]. Upgrades the number of stacks Narja’s ego skill grants from 5 to 8. Given that Ego skills can only be used once per battle, and Narja has other methods to consistently gain Predation, this bonus isn’t particularly impactful in the grand scheme of things.
  • E4 [★★★]. Boosts Narja’s Predation damage boost from +100% (additive) with potentials unlocked to 130%, improving Narja’s total damage and buffing potential by a nice amount. Doesn’t mechanically transform Narja in any way, taking her to the next level, but it is just a nice, decent power increase.
  • E5 [★]. Boosts the base damage increase of Narja’s potentials from 20% to 26%. A small damage increase, but nothing major.
  • E6 [★★]. Causes Narja to deal 50% Def Based damage and Heal 1% of the team's HP at the end of the turn per Predation stack that was consumed that turn. Assuming Mealtime and a single copy of Voluntary Control I (Predation effect) is used per turn, and all Predation stacks can be consumed, this ego can deal 450% damage and 9% healing. Even in damage-focused Narja builds, this kind of additional damage isn’t game-changing, but is simply a nice addition. If you can consume more Predation than is assumed in this example, though, the ego can get better, but the opposite can also be true, especially in early Chaos runs.

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.

Narja 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

When playing Narja as a support, 2/2/2 is the way to go, and even when playing her with a damage focus, if you want consistency, you may still want to consider it.

In all 2/2/2 set-ups you’ll want to run 2P Executioner's Tool and 2P Tetera’s. Then you have a choice between either, 2P Healer’s to maximize support and survival, 2P Seth’s to boost early game Chaos performance slightly, 2P Cursed Corpse for a small damage increase assuming you can maintain agony on enemies or 2P Black Wing if you want more damage and can’t ensure Agony is on enemies.

2

[4-PC]: +35% Critical Damage of 1-cost cards.

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

Alternatively, if you’re focused on dealing maximum damage with Narja and are able to play around specific restrictions, running 4/2 can be a sizable damage increase. If you’re playing a build focused on dealing damage with Narja’s 1-cost attack cards, 4P Conqueror’s plus 2P Executioner’s can beat out 2/2/2, just make sure you’re not discounting your attacks below 1-cost, or it won't work.

3

[4-PC]: +50% Damage Amount to Instinct Cards used against Ravaged targets.

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

The other option is 4P Judgment's Flame, which is a slightly smaller theoretical boost than 4P Conqueror’s and which requires you to launch the majority of Narja’s damage while the enemy is Ravaged. If you can time it right, this can also be a significant boost for Narja’s damage over 2/2/2 - in most cases. Pair it with 2P Executioners as well.

Main and sub-stats

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

Ideal
CRIT Rate > 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 4/5

Passive - Snow Upon the Heart

The assigned combatant’s Defense is increased by 8/16%.

+20%/40% Defense-Based Damage for the assigned combatant’s Instinct cards.

When using a Unique Attack Card of the assigned Combatant with an original Cost of 6, +20%/40% to Damage Amount of all allies. (max 1 stack)

Skill - Ice Wyrm’s Roar - 3 EP cost

60% Damage × 4.

Draw 1 of this unit's Attack Cards.

  • Narja’s signature partner is a strong balance of offense and support tailor-made for Narja’s kit.
  • Her passive grants 8% combat defense, +20% (additive) damage to all of Narja’s Instinct cards, and after she uses Mealtime for the first time in a fight, will permanently boost the whole team's card damage by a further +20% (additive).
  • Gaya’s Ego Skill is also solid; it deals 4 hits of Def-based damage and then draws an attack card for 3 EP. Card cycling egos are always great for consistency, and the multi-hit attack can be useful for consuming Voracity to trigger Bottomless Hunger’s discount without having to play cards.
  • When compared to other options, Gaya isn’t the best pure damage option for Narja, but she is 2nd best. She is arguably also not the best pure support option due to Nyx’s Ego Skill being so strong, but her permanent buff and single draw are also solid enough.
  • What makes Gaya strong is her ability to bring solid support while also being a reasonable damage boost at the same time, something which in Chaos definitely makes her the best choice in most cases.
2
Damage 1.5/5
Utility 5/5

Passive - Resonance

The assigned combatant's HP and healing are increased by 8/16%.

When the assigned combatant Draws for the first time each turn using an ability, +8/16% Damage dealt by allies for 1 turn.

Skill - Errante Hurricane - 4 EP cost

Discard up to 3 cards, then Draw +1 cards equal to the number discarded.

  • Nyx, the battle pass partner, is a specialized support choice for Narja. You should only choose if you aren’t concerned about her personal damage.
  • Nyx’s passive effects increase Narja’s healing and health by 8% and cause her to increase the whole team's damage by +8% (additive) for 1 turn after she draws a card. The healing and health aren’t bad, but not crazy, and the buff, while solid, is much weaker than Gaya’s and not triggerable outside of using Nyx’s ego skill unless you use a neutral/divine epiphany or neutral card.
  • The real reason to use Nyx is her Ego Skill, which costs 4 EP and allows you to discard up to 3 cards and draw that many back +1 (so up to 4). This effect is incredible in Save and Chaos and can unbrick hands and save whole turns.
  • As good as that sounds, Nyx is an incredibly poor choice for Narja’s personal damage and is significantly behind all other options. If all you care about is support, Nyx is fine, but if you want damage or a balance, choose a different partner.
3
Damage 4.5/5
Utility 2/5

Passive - Alchemical Fruits

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

At the end of battle, recover 3/6% Health.

Skill - Vitality Boosting Potion - 2 EP cost

Heal 100%. When in an Injured state, increase Healing Amount by 50%. 1 Morale for 1 turn.

  • Max dupe Alyssas is the best choice for maximizing Narja’s damage thanks to her +24% combat Defense buff she applies at all times passively.
  • Her other passive is handy in Chaos thanks to it recovering 6% at the end of each battle, but this isn’t useful in save data game modes.
  • Lastly, her Ego Skill costs 2 EP, heals, and grants the team 1 Morale for a turn, and if used when below 30% HP, the heal is increased by 50% (multiplicative). This Ego skill isn’t a difference maker in either Chaos or save for Narja and ranks fairly low in value.
  • All up, if you want maximum damage, max dupe Alyssa is the go-to choice, but her supportive capabilities leave a lot to be desired compared to Nyx and Gaya.
4
Damage 3.5/5
Utility 1/5

Passive - Bless

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.

Skill - Consecration - 2 EP cost

Heal 100%. For 1 turn, gain 1 Fortitude.

  • Max dupe Yvonne is a completely F2P option for Narja and functions very similarly to max dupe Alyssa, although less powerful in almost every area.
  • The main reason to use her is the 16% combat Defense she provides, which, while less than max dupe Alyssa, still allows Yvonne to compete damage-wise with Gaya for Narja. Yvonne’s Ego skill, like Alyssa’s, isn’t too impactful and is just a 2EP cost heal, which grants 1 Fortitude for 1 turn.
  • If you don’t have anything of the above, Yvonne is a functional choice for Narja.
5
Damage 3/5
Utility 2/5

Passive - Alchemical Fruits

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

At the end of battle, recover 3/6% Health.

Skill - Vitality Boosting Potion - 2 EP cost

Heal 100%. When in an Injured state, increase Healing Amount by 50%. 1 Morale for 1 turn.

  • When going from max dupe to a single copy, Alyssa loses what makes her a standout option for Narja - her damage. The reason for this is the downgrade of her passive from 24% to 12%, which is lower than the max dupe Yvonne.
  • Because of this, unless you specifically want the healing or morale from her, if you only have one copy, Yvonne is usually the better choice unless you’re able to rank up Alyssa to multiple copies later (as soon as Alyssa reaches 16% or higher combat DEF, she’s better than Yvonne.)
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.

Narja can be built in two ways: to deal damage or to maximize support. Because of this, she has two different equipment build paths.

Support Build

Weapon
Weapon
  • Equipment
    Tentacles of Chaos
Armor
Armor
  • Equipment
    Fragment of the Empty Void
  • Equipment
    Rocket-Adorned Cape
Trinket
Trinket
  • Equipment
    Sphere of Randomness
  • Equipment
    Superconductive Protein
  • Equipment
    Source of the Forbidden
Comments - Weapons
  1. Equipment
    Tentacles of Chaos
    - Grants the entire team +8% Combat Attack. Not a particularly useful weapon for Narja herself, but when playing her as a support for ATK-based damage dealers, if you don’t plan on using any other mythics, it is a solid damage amplification option.
Comments - Armor
  1. Equipment
    Fragment of the Empty Void
    - When playing Narja in more of a supportive fashion, Fragment of the Empty Void is a strong consistency choice, allowing up to 3 cards in your opening hand to be redrawn.
  2. Equipment
    Rocket-Adorned Cape
    - If you already have a unique equipment or would prefer raw draw power, the Rocket-Adorned Cape is also a solid choice, giving you an extra draw at the start of combat and 1 damage reduction stack. Depending on your needs, the extra draw can sometimes outperform the re-draw from Fragment.
Comments - Trinkets
  1. Equipment
    Sphere of Randomness
    - If you haven’t already invested in a different unique equipment, Sphere of Randomness is an exceptional choice for support Narja, granting the team an extra draw and AP on the first turn of combat while also offering 10% combat HP.
  2. Equipment
    Superconductive Protein
    - If you don’t get Sphere, Superconductive Protein can be used to gain additional momentum for the wearer and their team on turn 1 by discounting one card in your opening hand to 0, something that can be especially powerful when it lands on more expensive cards.
  3. 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 2 debuffs per enemy attack, though. You’ll usually want to aim for at least one of these pieces of equipment on your team if possible, and if playing Narja as support, she’s a solid carrier of it if you’re not invested in options above.

DPS Build

Weapon
Weapon
  • Equipment
    Mutant Predator Spike
  • Equipment
    Obsidian Sword
Armor
Armor
  • Equipment
    Shell of Aberration
  • Equipment
    Wings of Freedom
Trinket
Trinket
  • Equipment
    Emblem of an Exceptional Entity
  • Equipment
    Amorphous Cube
  • Equipment
    Nerve Hacking Module
Comments - Weapons
  1. Equipment
    Mutant Predator Spike
    - Grants 30% (multiplicative) damage to all of Narja’s abilities while holding four or more cards in hand, making it a solid option if you can maintain your hand size. Multiplicative damage isn’t as potent as additive damage for boosting Narja’s damage, but when it comes to weapons, there aren’t many strong choices for her unless pursuing other worlds drops.
  2. Equipment
    Obsidian Sword
    - Adds 12% (multiplicative) damage to all of Narja’s damaging abilities. Not as good as the option above, but better than nothing if you can’t get it.
Comments - Armor
  1. Equipment
    Shell of Aberration
    - The best damage-focused armor option for Narja, thanks to its 12% combat Def being a stat she can rarely find elsewhere.
  2. Equipment
    Wings of Freedom
    - If you don’t get Shell, or already have a unique Wings of Freedom is a damage alternative. Every time the team is hit, it grants Narja a stacking 10% (multiplicative) damage boost for the rest of the fight, up to 3 stacks (30%). Not Narja’s desired multiplier type, but one of the only boosts available.
Comments - Trinkets
  1. Equipment
    Emblem of an Exceptional Entity
    - A +30% (additive) bonus for all of Narja’s abilities, making it her best damage option thanks to how well she scales from additive card damage.
  2. Equipment
    Amorphous Cube
    - Slightly worse than Emblem, but far easier to get boosting damage by +25% (additive) instead of 30%.
  3. Equipment
    Nerve Hacking Module
    - Can outperform both of the options above when playing Narja in teams with strong access to Forbidden cards. Grants +20% damage and shielding for 1 turn every time a forbidden card is played, up to a cap of twice. Less consistent than both emblem and cube unless you have teams built for 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

There are currently many different build paths Narja can pursue, each with its own playstyle, combos, and optimal teams. We aren’t able to display every single deck combination, but we’ll do our best to split up the decks into archetypes to explain all the options, builds, and cards to change to form each variant. At the time of release, there are three ways to play Narja:

  • General Support: Able to be played with a wide range of different units and focuses on either fully investing into Narja’s Bottomless Hunger Discounts (deck displayed), pivoting Voluntary Control into a unique Basic Buffing upgrade or reworking the copies of the deck and epiphany of Shackles of Hunger to IV instead of I in order to sacrifice Voracity stacks to establish huge buffs for a single attack which is powerful with multi-hitters like Luke, Mei Lin and Chizuru.
  • Defense Support: Narja can also be played as a dedicated support for DEF-Damage dealers, buffing their damage through Bottomless Hunger IV and Domain of Voracity II by a tremendous amount. One thing to note about this build is that it can’t run maximum DEF buffing at the same time as Narja’s card discounting.
  • DPS: Lastly, Narja can be built to maximize her own damage, which can utilize some buffing cards from the defense support build as well, maintaining some of her support. There are two damage variants you can pursue, one which focuses on consistent Voracity generation and some buffing in order to massively boost the damage of both Shackles of Hunger and Mealtime (deck displayed), the other trades off the ability to constantly buff mealtime and some smoothness of Voracity generation in favor of being able to retain more defensive support cards.
Card Removal Priority
  • NA: Attack Response
    - First priority to be removed in all endgame Narja decks.
  • NA: Defense Response
    - Not a bad card after factoring in potentials, thanks to it generating 2 Voracity, but one that falls short when compared to Narja’s unique cards. Optimal to remove both copies, but if you can’t or want to save points, 1 copy can be left in.
Card Dupe Priority
Dupe Priority

General Support:

Bottomless Hunger
>=
Shackles of Hunger
=
Voluntary Control

Defense Support:

Shackles of Hunger
=
Voluntary Control

DPS:

Shackles of Hunger III
>=
Bottomless Hunger V
=
Voluntary Control

Depending on the specific build you’re playing and the epiphanies you’re choosing, you’ll want to duplicate different cards when playing Narja.

  • General Support: When playing general support builds, you’ll either want to duplicate Bottomless Hunger to max out Narja’s AP discounting or invest in additional Voracity generation. The exception to this is if you’re playing the Shackles of Hunger IV build, where you’ll instead want to balance Voracity generation with running as many Shackles of Hunger IV as you can reliably use per turn to maximize buffing.
  • Defense Support: Duping the buffs used by defensive support Narja isn’t as strong as you might expect, as all it does is extend their duration and not increase their buffs. Because of this, the only cards you may want to consider duping are Shackles of Hunger or Voluntary Control to maximize predation and Voracity generation. You can also choose not to dupe cards and instead run a slimmer deck.
  • DPS: When playing DPS Narja, your goal with epiphanies is to balance duping as many Shackles of Hunger III as you can while also ensuring you have enough Voracity to sustain them by either duping Bottomless Hunger V in the mealtime build or Voluntary Control in the more supportive build.
Epiphany Alternatives
  • Shackles of Hunger
    :
    • Neutral: Unless you need a specific epiphany’s effect or more Voracity generation for your build, in many cases, neutral epiphanies can outperform most options, so look out for any that shore up any of Narja's weaknesses.
    • Shackles of Hunger I
      - The go-to choice for most Narja builds that don’t need another specific epiphany, and when no good Neutrals are offered.
    • Shackles of Hunger III
      - Gives up all Voracity generation to max out damage. Only used when playing Narja with a focus on damage, but the best choice for those builds.
    • Shackles of Hunger IV
      - Trades Voracity generation for consumption in exchange for a huge 1-time buff and predation stacks. The cornerstone of specific support Narja builds requires a careful balance of Voracity generation to make them work. Hard to make work when not specifically planning to target it and the build/team it needs.
  • Bottomless Hunger
    :
    • Neutral: Like Shackles, neutral epiphanies are usually Bottomless Hunger’s best choice unless you need something specific or Voracity.
    • Bottomless Hunger I
      - Best generic choice when a good neutral isn’t offered, thanks to it granting Voracity, guaranteeing its cost reduction can be immediately used.
    • Bottomless Hunger II
      - Alternative to Bottomless I, which trades Voracity for immediacy and eliminates the condition of activation. Depending on your team/playstyle, you may find using this epiphany more comfortable, even if it technically offers less than both bottomless I and a neutral epiphany.
    • Bottomless Hunger IV
      - Used in DEF Buffing Narja builds and some DPS builds, but not useful outside of that.
    • Bottomless Hunger V
      - Strong specifically in DPS Narja build, but usually not worth using for her other playstyles.
  • Voluntary Control
    :
    • Neutral: Some Neutral options can be worth taking over epiphanies for Voluntary Control if you don’t specifically need Voracity generation.
    • Voluntary Control I
      - The most generically useful option for most Narja builds if you’re not using a neutral option, thanks to its huge Voracity generation.
    • Voluntary Control IV
      - Not usually an optimal choice for many builds, but if you want to thin Narja’s deck out and don’t have a use for any of these cards epiphanies, you can use this option as a 1 cost, gain 10 Voracity, and exhaust in order to slim down Narja’s deck size.
    • Voluntary Control V
      - Best choice specifically if you’re using Narja to support any basic attack-themed team.
  • Domain of Voracity
    :
    • Neutral: Just like above, if you don’t need any specific epiphany, neutral options usually win out for this card.
    • Domain of Voracity I
      - For general-purpose builds, if you don’t get a good neutra,l Domain I is the next best bet.
    • Domain of Voracity II
      - In any build with other DEF damage dealers or where Narja is intended to deal any damage at all, this should be your highest priority choice, as the buff it provides is easy to maintain and incredibly strong.
    • Domain of Voracity V
      - If none of these cards' options appeal to you, you can take this epiphany to slim down Narja’s deck, as after playing it, it will be out of circulation.
Neutral Cards
Important!

As with most supports, Narja can make good use of S1’s forbidden cards to boost her damage and sure up some of her weaknesses, like card draw.

Depending on your team, the content you’re facing, and your playstyle, Neutrals aren’t always “best in slot”; as such, we haven’t included them in the sample decks. Modify and update the decks as you see fit based on whether you want to include neutrals or not. They may not always be worth the save data points!

  • Forbidden: Portrait of Fury
    - A 1-cost source of card draw for Narja, something she doesn’t have without neutral or divine epiphanies. Usually a 1-cost, 2-hit, draw 2, at worst, but can become a 3-hit draw 3 in best-case scenarios. Narja’s biggest weakness is her lack of card draw so adding some in is a huge boon to her and her teams.
  • Forbidden: Eternal Hunger
    - A strong addition to Narja’s deck if you know you’ll be playing her alongside discard characters like Nia or other characters with hand manipulation cards/decks. This card's effect triggers when it’s drawn from the deck, immediately draws you another card, and grants you 1 AP. It also has Retain and Exhaust, meaning it will stick in your hand and vanish if you play it. To get around this, aim to discard it instead so it can re-enter the deck to be drawn again later.
  • Confiscation
    - Not always worth the points, but grants Narja a way to help her team gain access to Forbidden Cards while also replacing itself on use at no cost. When combined with draw-related Forbidden Cards like Portrait of Fury can help remedy Narja’s lack of card draw somewhat.
Best Synergies

Narja is playable with the majority of the cast thanks to her ability to heal, buff generically, and reduce AP costs, all while also being able to be played as a DPS herself, making listing an exhaustive list of her synergies very difficult.

Despite that, Narja does have characters she synergizes particularly well with, usually because of one or two of her tailor-made builds that aim to power up a specific niche. We’ll cover the particularly powerful ones.

  • DEF Scalers: Narja’s Def buffing build offers a very large and consistent set of buffs to the current cast of Def Scaling characters (Khalipe, Amir, Maribell, and Magna). Even though Narja’s predation and voracity can’t buff counterattack-type abilities, her other DEF-specific buffs can, which makes her a strong amplifier for the damage of any DEF-based character.
  • Combo Hitters: Thanks to epiphanies, Narja is capable of buffing a single attack incredibly hard, thanks to builds that make use of Shackles of Hunger IV. Using Multiple shackles and then a multi-hit combo card like Mei Lin’s Dragon Spire V, Chizuru’s Tsukiyomi III buffed Shadow of the Moon + or Luke’s Dance of the Demon can yield insane single-target damage.
  • Multi-Hitters: Narja can fairly consistently maintain voracity and some stacks of predation throughout a fight, both of which can be a huge help to frequent attackers whose card multipliers are on the low end, like Luke and Sereniel. Narja isn’t specifically the best at this style of buffing in save data modes, but she’s still serviceable and is very good in Chaos.
  • Basic Attackers: Narja gains an edge when buffing basic attackers thanks to her Voluntary Control V upgrade, which amplifies all basic attack damage in a huge way and causes all hits from basics to generate voracity. This, on top of her standard kit, gives her a notable edge when supporting Mei Lin or Chizuru as they’re focusing more on basic heavy set-ups.
  • Attack Card Adders: Some character builds focus on continually adding back a single attack again and again to reuse it multiple times per turn, like Haru and Rin. When Narja lands a discount on these character cards, they stick for the whole turn, meaning discounting Haru’s Anchor Shot using Bottomless Hunger can allow you to set it to 0, where you can use it, then add it back multiple times with Anchor pointer, all for free without having to spend huge amounts of AP.
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.

Chaos

The combination of Narja and Veronica covers damage, card draw, and sustain in large enough amounts that the third character can be any character you’d like or a character you’re aiming to build a deck for. The purpose of this team is primarily for farming, which is more effective than most.

The reason is that Narja and Veronica both have access to a large number of unique cards that cannot be duplicated. This means when entering duplication events, you’re much more likely to be offered the chance to duplicate the card of the character being carried instead, making farming more successful. If you don’t have Veronica, Sereniel can be used instead, although she has no card draw and has fewer possible unique cards.

Flex
Carry Bag
Save Modes

Sereniel + Narja:

Support
Nia
Veronica
Cassius

Mei Lin + Narja:

Chizuru + Narja:

Support
Nia
Veronica
Rei

DPS Narja: