To learn more about Narja check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
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
NA: Attack Response
NA: Defense Response
Shackles of Hunger
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Bottomless Hunger
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Voluntary Control
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Domain of Voracity
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Mealtime
[Retain][Unique]
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Predator's Hunting Method
Ego Skill
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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.
Shackles of Hunger I
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Shackles of Hunger II
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Shackles of Hunger III
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Shackles of Hunger IV
[Retain]
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Shackles of Hunger V
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Bottomless Hunger I
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Bottomless Hunger II
Bottomless Hunger III
[Unique]
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Bottomless Hunger IV
[Retain]
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Bottomless Hunger V
[Lead]
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Voluntary Control I
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Voluntary Control II
Voluntary Control III
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Voluntary Control IV
[Unique]
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Voluntary Control V
[Unique]
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Domain of Voracity I
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Domain of Voracity II
Domain of Voracity III
Domain of Voracity IV
[Retain]
Show Effects
Domain of Voracity V
[Unique]
Show Effects
Epiphany Bonus
Potential 1
Basic Card Upgrade
Potential 2
Common Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Unique Card Upgrade
Potential 4
Defense Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Critical Chance Proficiency
Potential 6
Unique Stat Upgrade
Potential 7
Sleeping Memory
Manifest Ego 1
Awakening Memory
Manifest Ego 2
Vivid Memory
Manifest Ego 3
Inner Memory
Manifest Ego 4
Complete Memory
Manifest Ego 5
Liberated Memory
Manifest Ego 6
Review
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.
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.
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.
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.
Season Save Data
Chaos Mode
Predator's Hunting Method
Ego Skill
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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.
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.
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.
Shackles of Hunger
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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.
Bottomless Hunger
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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.
Voluntary Control
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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.
Domain of Voracity
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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.
Mealtime
[Retain][Unique]
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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.
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.
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.
Best Cards
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
The Memory Fragments & Equipment suggestions below are based on calculations we did. If you want to check the damage formula and how scaling the damage works in CZN, check this guide.
[2-PC]: +25% Critical Damage.
[2-PC]: +12% Defense.
[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.
[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.
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.
Crit Rate% = Crit DMG% > DEF > DEF%
Our best Partner recommendation try to balance both the raw damage boost they provide based on our calculations with the additional utility provided by the skill - combined with how it interacts with the characters's kit. We have rated each partner based on how much additional damage and the utility they provide. Read the comments under each Partner to better understand our reasoning.
The 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)
60% Damage × 4.
Draw 1 of this unit's Attack Cards.
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.
Discard up to 3 cards, then Draw +1 cards equal to the number discarded.
The assigned combatant's Defense is increased by 12/24%.
At the end of battle, recover 3/6% Health.
Heal 100%. When in an Injured state, increase Healing Amount by 50%. 1 Morale for 1 turn.
The assigned combatant's Defense is increased by 8/16%.
If the combatant ends the turn without using an attack card, Heal 30/60% at the start of the next turn.
Heal 100%. For 1 turn, gain 1 Fortitude.
The assigned combatant's Defense is increased by 12/24%.
At the end of battle, recover 3/6% Health.
Heal 100%. When in an Injured state, increase Healing Amount by 50%. 1 Morale for 1 turn.
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.
Deck & Teams
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!
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:
Dupe Priority
General Support:
Bottomless Hunger>=Shackles of Hunger=Voluntary ControlDefense Support:
Shackles of Hunger=Voluntary ControlDPS:
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.
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!
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.
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.
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.
Sereniel + Narja:
Mei Lin + Narja:
Chizuru + Narja:
DPS Narja:
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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.