Chaos Zero Nightmare (CZN)NarjaBuild and Guide

Character
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 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 Narja check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Epiphanies

Gear

Deck & Teams

Profile

Cards
Starting Cards:
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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

Card Image
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.

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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.

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0

Shackles of Hunger V

Skill
Skill

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

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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
5-2

Divine Epiphany Adaptation

Potential 5-2

Increases the chance for a Divine Epiphany to appear by 25%.
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
336
DEF
197
ATK
419
Gallery

Review

Introduction
Performance Profile

Healing [5/5]

     

Buffs [3/5]

   

Draw [1/5]

 

AP Generation [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 scenarios. 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 Defense 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 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.

  • Defense Damage buffing niche.

Cons

  • No Card Draw restricts team and Epiphany options in Save Data modes.

  • Defense Damage archetype Narja is strongest in currently lack 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

Chaos Mode

T0.5

Season Save Data

?

Great Rift

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 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 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.

Potential

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.

Dupes Review
E0

Base

Base performance of the character.

E1
★★

Ego 1

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
★★★

Ego 2

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

Ego 3

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
★★★

Ego 4

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

Ego 5

Boosts the base damage increase of Narja’s Potentials from 20% to 26%. A small damage increase, but nothing major.

E6
★★

Ego 6

Causes Narja to deal 50% Defense Based damage and Heal 1% of the team's HP at the end of the turn per Predation stack that was consumed in 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.

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 Defense-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 additionally. 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.

Card Image
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, it grants 2 Voracity on use, making it a solid early source of buffing in Chaos runs. Outside of Chaos, though and in Save Data, 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 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 Voracity 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 AP to use and if Narja has less than 6 Voracity, it 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.

Card Image
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 Defense 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 Defense Damage-based teams and is capable of majorly boosting her own and the team's damage. However, when played outside of Defense Damage teams, this card remains underwhelming.

Card Image
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 Defense 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.

Best Epiphanies

Best Epiphanies
Note

We have given a star rating for each Epiphany, showing how strong and useful it is - with 1★ being the lowest rating and 5★ the highest.

Card 1
Neutral Epiphany
★★★★★
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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

★★★
Card Image
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

★★★

Epiphanies:

  • Neutral [★★★★★] - Target Neutral Epiphany: Draw 1.
    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 card now gives more Voracity through its attunement, making it a strong Voracity generation tool and a decent attack that is great to take if you don’t have any draw concerns.
  • Shackles of Hunger II
    [★★★★★] - Now, the card is 0-cost and moves to hand at start-of-turn. However, it will no longer give you Voracity (unless Attunement is activated, in which case the start-of-turn move will not activate). Still, it makes it so you need to draw 1-less card and have a 0-cost card that can activate Voracity using Bottomless Epiphanies, making it an easy card to slot into any Narja build.
  • 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.
  • Shackles of Hunger V
    [★★★] - For units that want shield gain from skills for effects, like some Amir and Nine builds, this is an amazing option as it counts as 3 shield gain from skills per card. Allowing you to activate effects like Amir’s Metallization 3x per card.

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, -1 Cost Reduction.

Card 2
Neutral Epiphany
★★★
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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).
★★★★★
Card Image
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).

Show Effects

★★
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0

Bottomless Hunger IV

Skill
Skill

[Retain]

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

Show Effects

★★★
Card Image
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

★★★

Epiphanies:

  • Neutral [★★★] - Target Neutral Epiphany: Morale 1.
    Can be a great addition to her buffing, if you have ways to get Voracity for proc’ing its effect.
  • Bottomless Hunger I
    [★★★★★] - The card now gives you the 3-Voracity you need to activate its effect, which makes it the ideal choice when playing teams that can easily activate the Cost Reduction via hits.
  • Bottomless Hunger II
    [★★★★★] - While you lose the Voracity, you no longer need to do hits to get the Cost Reduction, which makes it usable in practically any team - even those who do very few hits.
  • Bottomless Hunger III
    [★★] - This is the equivalent of 1 AP a turn, when typically you could dupe the alternative versions for an effective 8 AP a turn. Thus, it’s typically not recommended unless your AP requirements are very low.
  • Bottomless Hunger IV
    [★★★] - The card changed to be a Defence-based damage buff (additive +100%). It has great synergy with Defence-based multihitters such as Amir. Keep in mind this buff does not stack, so it is typically not recommended to dupe it, and often you will instead have both this Epiphany alongside another Bottomless Epiphany like Bottomless II.
  • Bottomless Hunger V
    [★★★] - This card can be used when you need to make A LOT of Voracity, such as builds with Shackles V, where you might need over 20 Voracity. The additional damage on Mealtime can be nice, as well, but is generally not the main drawing point.

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.

Card 3
Neutral Epiphany
★★★★
Card Image
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

★★★
Card Image
0

Voluntary Control II

Skill
Skill

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

Voluntary Control III

Skill
Skill

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

Show Effects

★★
Card Image
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

★★★★★
Card Image
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

★★★★

Epiphanies:

  • Neutral [★★★★] - Target Neutral Epiphany: Draw 1.
    This can allow you to have much less draw concerns when playing Narja.
  • Voluntary Control I
    [★★★] - Can be great if you need a lot of Voracity, but it turning into Predation can also be a bad thing for that reason – since you’ll usually play this card for Voracity, not Predation, it’ll be tough to guarantee the Voracity when you already have a lot during set-up.
  • Voluntary Control II
    [★★] - This card’s buff is extremely inconsistent and its move is unreliable as well. Moreover, many decks remove Mealtime (to avoid Mealtime eating Bottomless Cost Reduction).
  • Voluntary Control III
    [★★] - The card changes to give Voracity on the action counter going down. This can be a lot of Voracity, but it is extremely conditional and hard to play around with.
  • Voluntary Control IV
    [★★★★★] - Gives a lot of initial Voracity, gets rid of the card after Turn 1 (which is preferred in many builds since it’ll thin your deck) and if the character can make use of its buff (like Haru or Rin), then it’s one of the best forms of getting Predation.
  • Voluntary Control V
    [★★★★] - Similar to Voluntary Control IV, it can allow you to get rid of the card after Turn 1. However, its buff to Basic Attacks tends to be much more niche, with some characters really enjoying its buff (Chizuru and Mei Lin, for example) while most make no use of it at all (since basics are typically removed).

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.

Card 4
Neutral Epiphany
★★
Card Image
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

Card Image
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.
★★★
Card Image
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%.
Card Image
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

★★
Card Image
1

Domain of Voracity V

Upgrade
Upgrade

[Unique]

Each time Mealtime is used, Heal 200%.

Show Effects

★★★

Epiphanies:

  • Neutral [★★] - Target Neutral Epiphany: Draw 1.
    It allows you to more easily justify the card’s existence since it won’t hurt your drawing abilities for a buff most characters won’t capitalize on. However, an increase in Tenacity Damage is generally not what characters are looking for in a support, so it’s a rather niche buff.
  • Domain of Voracity I
    [] - The same as the base card, more or less, but you get 3 Voracity when you next Ravage that enemy. This can be useful for a bit more Voracity, but its Tenacity buff can be quite niche and conditional.
  • Domain of Voracity II
    [★★★] - In builds with Defense-based multihitters or where Narja is intended to deal damage herself, this should be your highest priority choice, with it being the equivalent to 5 Morale (100% additive bonus) to all Defense-based hits for 2-turns. Keep in mind this buff does not stack with itself.
  • Domain of Voracity III
    [] - The card now gives additional healing equivalent to 200% Heal (around the strength of a Mika Basic). Typically, the heal value from using this is not enough to justify taking it, but if you really need the extra healing, it’s a great choice.
  • Domain of Voracity IV
    [★★] - This can be a great AOE damage card for Narja DPS, but it’s rather awkward with it being more of a ‘nuke’ high base ratio card than a multi-hit one. It is an ‘activation’, not +1 hit, though, which means Divine effects like Vulnerable 2 will be applied twice.
  • Domain of Voracity V
    [★★★] - Can be great to thin your deck of this card after Turn 1, but Narja has access to quite a few other Upgrades, so it is typically not needed to keep this card for the deck-thinning (and its buff will often not do much, especially if Mealtime is removed).

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

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]: +25% Critical Damage.

In most cases 2/2/2 is the way to go when playing Narja. There are some damage focused builds which may prefer other gear set-ups but those are all specialized builds which play her outside of her usual niche as a support. When focusing on Narja as a support running a standard set-up of 2P Healer's and 2P Tetra's alongside 2P Executioner's for a little more damage is recommended. If you don't care about Narja's damage though you can sub out 2P Executioner's for any 2 pieces with strong sub stats for her instead.

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.

Support
Ideal
HP%
Desire
HP%
Imagination
DEF%
Substats:

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

When playing Narja, getting her Defense to 301+ in the character screen is a must for maxing out the effect of her Potential 7 to boost the damage bonus of Predation. Prioritize stacking Defense on sub stats where you can to ensure you hit this breakpoint.

DPS-Lite
Ideal
CRIT Rate > CRIT DMG
Desire
Instinct DMG
Imagination
DEF%
Substats:

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

When playing Narja, getting her Defense to 301+ in the character screen is a must for maxing out the effect of her Potential 7 to boost the damage bonus of Predation. Prioritize stacking Defense on sub stats where you can to ensure you hit this breakpoint.

Partners

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

No calculations in Chaos Zero Nightmare are completely accurate for all scenarios, including the ones below. What team, decks, epiphanies, gear, equipment, and enemies you’re facing all impact them. Because of this, take the results as guidelines and combine them with the explanations to make your decisions. Calculations use endgame save data set-ups, including 5 turns of combat using the whole deck with all Ego skills unless otherwise stated.

1

Passive - Snow Upon the Heart

Increase the assigned Combatant's Defense by 16–24%

+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% Defense-based Damage × 4.

Draw 1 Attack Card(s).

Draw: 3/5
Utility: 3/5
Buffing: 3.5/5
Survivability: 3/5
Final: 12.5/20

Narja's Signature Partner Gaya isn't the strongest choice for her own personal damage, but does offer a good mix of team-wide buffs, utility and some card draw. Gaya's permanant +20% (additive) buff isn't usually a game-changer in most optimized Save Data teams, but is still a step-up from other partner options. Gaya's multi-hit Ego Skill can also help consume Voracity to trigger Bottomless Hunger's discount without needing to commit to playing other cards first, while also drawing another Attack Card for some card economy. All up, Gaya brings a little bit of everything, making her a nice generalist all around choice, but if you're looking for something more specific, it's possible other Partners can outperform her depending on your needs.

2

Passive - Resonance

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.

Skill - Errante Hurricane - 4 EP cost

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

Draw: 5/5
Utility: 1.5/5
Buffing: 3.5/5
Survivability: 2/5
Final: 12/20

Nyx is the go-to option for Narja if you want draw power thanks to her Ego skill churning through 4 cards on use. Nyx also has the benefit of still having some Combat DEF as well as solid survivability and healing bonuses, meaning running her isn't completely sacrificing those elements of Narja's build. Last but not least, Nyx's damage buff can be a nice boost but is usually not activatable for Narja outside of Nyx's Ego skill unless you target specific Neutral or Divine Epiphanies. Nyx is good if you know you need draw power, but otherwise, you may want to consider other options.

3

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.

Draw: 1/5
Utility: 1/5
Buffing: 4/5
Survivability: 5/5
Final: 11/20

E4 Alyssa is the highest damage partner for Narja outside of high 6-star Ego options, which require extreme investment. Because of this, she'll likely be the top choice for any Narja build looking to maximize damage. As an additional bonus, Alyssa also offers some extra sustain capabilities for Chaos-based game modes.

4

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.

Draw: 1/5
Utility: 1/5
Buffing: 4/5
Survivability: 3/5
Final: 9/20

An alternative damage and sustain option to Alyssa if you don't have her at a high Ego level yet. However, Yvonne isn't a meaningful damage upgrade over E0 Nyx or E0 Gaya, meaning if you have them, you're definitely better off using them over Yvonne, especially because Narja often doesn't get to activate Yvonne's Passive healing effect, as many of her cards are Attack-based. Summing all of this up, Yvonne is a fine budget option if you have none of the choices above.

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.

Draw: 1/5
Utility: 1/5
Buffing: 3/5
Survivability: 2.5/5
Final: 7.5/20

E0 Alyssa lacks the damage advantage E4 has over other Partners due to offering substantially less Combat Defense, and even loses out in damage to E4 Yvonne, making her, in most cases, a sub-optimal pick until you can advance her Ego level to higher stages.

Equipment

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

The equipment recommendations are based on items obtainable in Season 2’s Chaos - Burning Life. If you’re running content outside of Season 2, it’s possible some options may not be available for acquisition, or that other options not obtainable in Burning Life may be better.

Weapon
Weapon
DPS
  • Equipment
    Dagger That Tricked the Shadow
     
  • Equipment
    Sword Reflected in the Lake
     
  • Equipment
    Obsidian Sword
     
Support
  • Equipment
    Tentacles of Chaos
     
  • Equipment
    Harp of Conflict
     
  • Equipment
    Harpoon Case of Broken Resolve
     
Armor
Armor
DPS
  • Equipment
    Announcement of Catastrophe
     
    Equipment
    Shell of Aberration
     
  • Equipment
    Fairy King's Crown
     
  • Equipment
    Mask of Flames
     
Support
  • Equipment
    Star-Lit Cloak
     
  • Equipment
    Vine Camouflage
     
Trinket
Trinket
DPS
  • Equipment
    Amorphous Cube
     
  • Equipment
    Quantum Collector
     
Support
  • Equipment
    Sphere of Randomness
     
Comments - Weapons
  • Equipment
    Dagger That Tricked the Shadow
     - 12% Crit DMG is always a competitive option if you can find it in your runs and nothing better turns up or is required for your build.
  • Equipment
    Sword Reflected in the Lake
     - A generic weapon that provides a large 25% (Multiplicative) damage boost but only while you hold 6 cards or more. This is a strong legendary equipment providing you can satisfy its conditions while using the majority of your highest damaging abilities, but this is much easier said than done making it only situationally good in certain decks.
  • Equipment
    Obsidian Sword
     - Very easy to find and grants 12% (Multiplicative) damage to everything. It's never the best, but if you have nothing else you should definitely grab it.
  • Equipment
    Tentacles of Chaos
     - Provides 8% Combat Attack to all operators in the team making it the go-to support weapon for most characters not acting as the main DPS when supporting Attack scaling carries providing the Mythic slot isn't required elsewhere.
  • Equipment
    Harp of Conflict
     - A rare but powerful supportive option that grants the entire team 15% (multiplicative) card damage for 1 turn after you've both shielded, healed and dealt damage in the turn. This conditional effect isn't easy to activate for all teams, plus this weapon only comes from Arena Events in S2. When combined this leads to this weapon being strong but both hard to get and only useful in certain teams.
  • Equipment
    Harpoon Case of Broken Resolve
     - An Arena Event exclusive weapon which grants you a card every other turn which costs 0, deals some damage but more importantly applies a stack of Vulnerable, Agony and Weaken enabling many set and equipment effects while also boosting damage. Usually not a competitive pure damage option but a solid supportive pick-up for the debuffs it provides assuming you have the hand space.
Comments - Armor
  • Equipment
    Announcement of Catastrophe
     
    Equipment
    Shell of Aberration
     - Both Armours provide 12% combat defense a rare and powerful stat for any defense scaler making it a top choice which can even beat out other damage focused armours and be worth taking over other mythics.
  • Equipment
    Fairy King's Crown
     - The Crit Rate this armour provides is almost always in demand and a competitive option making it a piece worth seeking out unless you're able to obtain better more specialized options.
  • Equipment
    Mask of Flames
     - Provides a 35% (Multiplicative) damage boost against enemies which are vulnerable. Powerful on characters that value multiplicative damage boosts (less so on those that don't) but only so long as you can consistently keep Vulnerable applied.
  • Equipment
    Star-Lit Cloak
     - A generic defensive option usable by all combatants making it a fine supportive addition if no other options are found. However not generally as enticing as direct damage or more immediate utility options for most builds.
  • Equipment
    Vine Camouflage
     - An easy to get and nice inclusion for teams that have use for a powerful (but conditional) survival mechanic. Usually not the most optimal choice within the armor slot for most characters but if you miss no all other options is very easy to pick up as a fall-back.
Comments - Trinkets
  • Equipment
    Amorphous Cube
     - The go-to generic damage accessory for most characters that is trivially easy to use and always for the most part a solid addition for any character that can make use of additive damage. Wont beat out more specialized options but always a great fallback.
  • Equipment
    Quantum Collector
     - Grants 20% (multiplicative) damage to the wearer any time any combatant uses an upgrade card (no limit) but only for 1 turn. In specific teams targetting low turn count kills this can be the best accessory available, but in longer fights, or low upgrade teams it loses a lot of its appeal.
  • Equipment
    Sphere of Randomness
     - An exceptionally powerful generic support trinket that grants both 1 draw and 1 AP at the start of battle turbo charging your early game. Is a Mythic item meaning it wont be suitable for every character, but on those who can afford to run it and don't need other accessories in this slot is well worth slotting in if it comes up in your runs.

Deck & Teams

Recommended Build
Build Comments
  • Generic Battery - Bottomless Hunger’s Voracity-Use version cannot be used effectively by all allies, thus it is recommended to use the non-Voracity version if your goal is a generic Narja build usable with almost anyone.
  • Multi-Hitter Battery - This deck is essentially the same as the Generic Battery deck, but uses Voracity-use which best synergizes with characters who have multiple hits.
  • Defence Multi-Hitter Support - This is a deck used with Defence-based multi-hitters, such as Amir. You are able to additively buff Defence units +200% ratio and give other utility such as cost-reduction and healing.
  • DPS Narja - Instead of buffing allies, this build utilizes Voracity to gain hits on the specific Shackles Epiphany in order to use Narja as a multi-hit hypercarry.
  • Metal Amir Support - The ‘Metal Amir’ deck requires Amir’s allies to play shield skills to activate her Metallicization effect. One of the best ways to do this is Narja’s Shackles Epiphany which allows her to activate a shield skill effect 3 times with one card.
Removal
  • NA: Attack Response
     
    NA: Defense Response
     - Removed in basically any Narja deck.
Conditional Removal
  • Mealtime
     - This card has a surprising amount of anti-synergy with Narja’s own kit - with her often losing cost-reduction on vital cards by it hitting MealTime. It is generally recommended to remove it but some builds can afford to use it and get its good effects.
  • Domain of Voracity
     - When not using with a Defence-based damage unit, it is always recommended to get rid of this card as it has little purpose outside of Defence-based buffing.
Copying
  • Bottomless Hunger
     - Her go-to card for cost-reduction, which is her primary use.
  • Shackles of Hunger
     - DPS builds will typically dupe Shackles as opposed to Bottomless Hunger.
Best Synergies
  • Anchor Shot builds have extremely high AP requirements normally, but Narja can quite easily drop them down to 0 with just a few Bottomless Hunger uses, as her cost-reduction lasts on the card for the entire turn.
  • Her Predation on move buff is utilized very well by Haru, as Anchor Shot will receive Predation for every move (if the Voluntary Control Epiphany is taken)
  • Because Haru attacks a decent amount of times (15-30), she fits the buff uptime of most builds’ Voracity quite well.
  • The Defence-based damage buff Narja can give is best utilized by multihitters and Amir is both Defence-based and a multihitter.
  • Narja is able to activate Metallization very quickly with her Shackles Epiphany, if building around Metal Amir.
  • Narja is able to cost-reduce Full-Metal Hurricanes, which can be extremely expensive, especially as they are a prime dupe target in both of Amir’s most popular builds.
Best Teams
Chaos Teams
Generic - Chaos

Narja is a great solo healer for Chaos and also offers AP-utility, similar to Mika. There are no specific recommendations to play her with for Chaos because she can work with anyone in Chaos.

Save Teams
Generic - AP Battery

She can be used as an AP battery to a similar effect as Mika for basically any team and gives some small buffs on top of that. However, it’s worth noting that while Narja is often better than Mika, there are times when Cost-reduction is not as valuable as normal AP (X-cost, Celestial, Cards activated through other effects, etc).

Narja Hypercarry

Narja is a decent Hypercarry unit, with her having a variety of multihits and buffs; she utilizes herself quite well. She is best paired with Multihit buffers like Rei or Cassius, with the last spot being flexible but often a draw unit for consistency.

Haru Hypercarry

Narja’s hidden Signature Carry. All her buffs work extremely well on Haru and her Cost-reduction makes Haru’s best builds have a much higher ceiling than before her release. Because of Haru’s own high self-buff amount, you can often afford to run a draw unit with little loss over another buffer as well.

Amir Hypercarry

Narja doubling as a Defence-buffer and AP battery is rather tailor-made for Amir, who has high AP requirements and a lot of Multihits (+ does Defence-based damage).