Chaos Zero Nightmare (CZN)NiaBuild and Guide

Character
Introduction

Best guide and build for Nia from Chaos Zero Nightmare (CZN). Nia is a 4 character from the Controller class and Instinct attribute, who belongs to the Terrascion [No Affiliation] faction.

To learn more about Nia 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 Nia 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:
Card Image
1

Stroke

Attack
Attack

100% Damage
Card Image
1

Amp Therapy

Skill
Skill

Heal 100%.

Show Effects

Card Image
1

G Chord

Skill
Skill

2 Decibel.
Activate the top 1 card(s) of the Draw Pile.​

Show Effects

Epiphany Cards:
Card Image
1

Mute Accent

Skill
Skill

Discard 1 card(s) with highest Cost.
The Combatant who owns that card performs 150% Extra Attack to a random enemy.
Card Image
1

Soul Rip

Skill
Skill

[Retain]

Heal 120%.
When a card is discarded, Heal 100%, 1 Decibel and 1 Elasticity for 1 turn.

Show Effects

Card Image
0

Adagio

Skill
Skill

Draw 1.
Discard 1.
Move discarded card that is effected to top of the Draw Pile.
Card Image
1

Nia's Curiosity

Skill
Skill

Check 3 random cards from the Draw Pile.
Choose one to Draw, Discard the rest.
Ego Skill:
Card Image
5

Rock and Roll

Ego Skill

200% Damage to all enemies.
3 Decibel.
Discard all cards from the Draw Pile.

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.

Card Image
1

G Chord I

Skill
Skill

2 Decibel.
Check the top 3 cards of the Draw Pile.
Choose one to activate.

Show Effects

Card Image
1

G Chord II

Skill
Skill

2 Decibel.

Activate the top 1 card(s) of the Draw Pile.
Decibel equal to that card’s Cost.

Show Effects

Card Image
1

G Chord III

Skill
Skill

2 Decibel.
The Combatant who owns the top card of the Draw Pile performs 120% Extra Attack to a random enemy, then activates that card.

Show Effects

Card Image
1

G Chord IV

Skill
Skill

3 Decibel.
Discard the top 3 card(s) of the Draw Pile.

Show Effects

Card Image
2

G Chord V

Skill
Skill

Activate the top 1 card(s) of the Draw Pile.
If in a Decibel state, decrease Decibel by 1, activate 1 more card(s).

Show Effects

Card Image
1

Mute Accent I

Skill
Skill

Discard 1 random card(s).
The owner of those cards performs 250% Extra Attack to a random enemy.
Card Image
1

Mute Accent II

Skill
Skill

Discard 1.
The owner of those cards deals 200% Extra Attack to a random enemy.​
Card Image
1

Mute Accent III

Skill
Skill

Heal 150%.
Activate 1 card(s) with the lowest-cost

Show Effects

Card Image
2

Mute Accent IV

Upgrade
Upgrade

At the start of the turn, Discard 1.
The Combatant who owns the card(s) performs 150% Extra Attack to a random enemy.

Show Effects

Card Image
1

Mute Accent V

Skill
Skill

Discard all highest Cost cards.
The Combatant who owns the card(s) performs 100% Extra Attack to a random enemy.

Show Effects

Card Image
2

Soul Rip I

Skill
Skill

Heal 200%, 2 Decibel, 2 Elasticity, Activate even when Discarded

Show Effects

Card Image
1

Soul Rip II

Skill
Skill

[Retain]

Heal 150%.
When a card in hand is discarded, Heal 100%, and 1 Decibel for 1 turn.

Show Effects

Card Image
1

Soul Rip III

Skill
Skill

[Retain]

When a card in hand is discarded, the Combatant who owns the card performs 100% Extra Attack to a random enemy for 1 turn.

Show Effects

Card Image
2

Soul Rip IV

Skill
Skill

Heal 200%, 2 Decibel.
The next Decibel effect activates 1 more time(s).​

Show Effects

Card Image
2

Soul Rip V

Upgrade
Upgrade

When a card is discarded, 1 Decibel, 1 Elasticity.

Show Effects

Card Image
0

Adagio I

Skill
Skill

Draw 2.
Discard 2.
Move discarded card that is effected to top of the Draw Pile.
Card Image
0

Adagio II

Skill
Skill

Draw 1.
Discard up to 1 card(s).
If discarded, create 1 Adagio card(s) with Exhaust.

Show Effects

Card Image
1

Adagio III

Skill
Skill

Draw 1.
1 Decibel equal to that card’s Cost.
Discard 1.
Heal 100% equal to that card’s Cost.

Show Effects

Card Image
3

Adagio IV

Skill
Skill

Discard the top 2 card(s) of Draw Pile.
Draw 2.
Decrease Cost by 1 for each Decibel held.

Show Effects

Card Image
0

Adagio V

Skill
Skill

Discard 1.
Draw 2 card(s) of the Combatant who owns the card.
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

When using an Amp Therapy card, +1 Elasticity.
Elasticity: When allies perform an Extra Attack, Heal 50% (Max 2 stacks).
4

Unique Card Upgrade

Potential 4

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

Health Proficiency

Potential 5

Increase Health by 1.6/8%.
5-1

Basic Card Proficiency

Potential 5-1

+5% Heal for Nia's Amp Therapy.
If Nia's Ego Recovery is greater than 30, an additional +5% to that value.
5-2

Divine Epiphany Adaptation

Potential 5-2

Increases the chance for a Divine Epiphany to appear by 25%.
6

Attack Proficiency

Potential 6

Attack increases by 1.6/8%.
7

Unique Stat Upgrade

Potential 7

+30% Elasticity Healing.
If Nia's Ego Recovery exceeds 70, +20% additionally.
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

The cost of Nia's Curiosity card decreases by 1.
E2

Awakening Memory

Manifest Ego 2

Whenever a Shuffle occurs, gain 4 Rhythm Boost. At the start of each turn, lose 1 Rhythm Boost.
Rhythm Boost: Increases Damage Amount by 5% (Max 4 stacks).
E3

Vivid Memory

Manifest Ego 3

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

Inner Memory

Manifest Ego 4

Increase Rock & Roll’s Decibel gain effect by 2
E5

Complete Memory

Manifest Ego 5

Increase the level of [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
E6

Liberated Memory

Manifest Ego 6

At the start of battle, gain 4 Rhythm Boost, and whenever a shuffle occurs, Heal 40% for each Decibel.
Stats (level 60)
HP
313
DEF
186
ATK
392
Gallery

Review

Introduction
Performance Profile

Healing [3/5]

   

Buffs [3/5]

   

Draw [4/5]

    

AP Generation [3/5]

   

Nia is an Instinct controller who is all about deck manipulation. Nia has an abundant amount of Card Draws throughout her cards, alongside multiple different sources of Discard. Nia turns card Discard from what's traditionally a downside into an upside via her Signature mechanic, Decibel.

“Decibel” is gained via multiple different sources in her kit. It's a persistent buff that can stack up to 5 times and activates when your Discard Pile is shuffled into your deck and then removes all stacks. When Decibel is triggered, every team member will do an extra attack on an enemy, dealing 50% damage per stack removed. Decibel also heals for 50% per stack removed, providing a generous source of healing.

Nia can gain these stacks when she activates her “G-Chord” card, or when discarding cards when under the effect of “Soul Rip”. She can also cheat out specific cards by using Adagio to move a card in hand to the top of the Draw Pile and activating it for cheap with G Chord. Her kit features multiple Discard effects (such as her pseudo-card search Nia’s Curiosity) that allow her to cycle through a deck quickly to trigger Shuffles as often as possible.

Nia doesn’t offer much on the damage front, so you’ll ideally want her to be paired with a high DPS character who benefits from or is looking for Card Draw.

Thanks to all these amazing qualities, Nia is an amazing support choice to be paired with almost any character. If you specifically are looking for some deck cycling on the cheap side, whilst still offering some decent healing, Nia’s might be the perfect fit.

Pros & Cons
Pros

  • Fantastic deck manipulation with her Activate, Draw, Discard and “move to top of Draw Pile” effects.

  • Makes other allies perform Extra Attacks through Decibel and Mute Accent.

  • Can cheat out expensive cards by playing Adagio and G Chord together.

  • Pseudo-card search in Nia’s Curiosity, which also Discards cards to accelerate deck cycling.

  • Solid healing capabilities thanks to Decibel and Potential Nodes.

Cons

  • Most Decibel stacks come from Soul Rip, which requires lots of active Discard effects to trigger; it does not work with the automatic end-of-turn Discard.

  • Deals no personal damage; extremely reliant on allies’ stats.

  • Extremely Skill-heavy, which can be good in some cases, but also punished heavily by some enemies.

  • E1 improves her AP efficiency and overall feels better to play.

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.

T1.5

Chaos Mode

T0.5

Season Save Data

?

Great Rift

Key Mechanics
  • Decibel: Nia’s cards generate stacks of Decibel, which are displayed in the top left corner under Nia’s icon. Decibel triggers a 50% Extra Attack from each Combatant when your deck is Shuffled; each stack of Decibel increases this Extra Attack’s damage and will also heal per stack. After this Extra Attack is triggered, you lose all stacks of Decibel. This means that you’ll ideally want to reach 5 stacks of Decibel per deck cycle.

  • Extra Attack: Nia’s Decibel mechanic and her Skill card Mute Accent can trigger Extra Attacks on Combatants, which will prompt them to automatically unleash an attack with a specified damage multiplier. 

  • Discard: Much of Nia’s kit revolves around actively discarding cards from hand as opposed to automatically discarding at the end of the turn. By discarding cards with her skills, she can trigger a variety of effects, such as gaining Decibel, triggering an Extra Attack, or moving the Discarded card to the top of the Draw Pile. Discarding cards also helps her cycle through your deck faster to trigger Shuffles.

  • Shuffle: When there are no cards in the Draw Pile and a Draw effect is triggered (like Drawing 5 cards at the start of each turn), the game Shuffles all the cards in the Graveyard back into the Draw Pile. Nia wants to do this as much as possible to trigger Decibel’s Extra Attacks.

  • Elasticity: Unlocking Potential 3-1 adds this effect to her two basic healing Skill cards, Amp Therapy. Each stack heals 50% whenever an ally performs an Extra Attack; this amount is increased by unlocking Potential 7. Elasticity allows Nia to provide sustenance without spending AP after the first two casts of Amp Therapy.

  • Activate: Nia can activate a card from the Draw Pile, which automatically plays a card without paying for its AP cost. Nia can use this to cheat out more expensive cards, especially since she can manipulate which card is on the top of the Draw Pile.

Potential

Nia’s Signature Potentials focus entirely on healing, which isn’t really a priority given her primary use as a deck manipulator. 

  • 3-1:  Causes Amp Therapy to accumulate 1 stack of Elasticity on use. Good passive healing.

  • 5-1:  Improves Amp Therapy’s heal by 5% and an additional 5% if Nia’s Ego Recovery is greater than 30.

  • 7: Increases Elasticity’s healing by +30% and another +20% if Nia’s Ego Recovery is greater than 70.

Dupes Review
E0

Base

Base performance of the character.

E1

Ego 1

Nia’s E1 reduces the cost of her “Nia’s Curiosity” card by 1. A really, really good first node for Nia, which slightly reduces her AP needs whilst allowing you to ramp your decibel stacks even further.

E2

Ego 2

Her 2nd Ego node grants Nia an additional passive buff called “Rhythm Boost”. Whenever a shuffle occurs, Nia grants 4 stacks of Rhythm Boost, which provides a 5% multiplicative damage buff per stack. At the start of each turn 1 stack will be lost. This is a fantastic 2nd node for Nia that now allows her to provide a solid buff to her allies that can be consistently maintained.

E3

Ego 3

This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. As Nia doesn’t necessarily have many cards that directly deal damage or heal, this node is relatively minor and doesn’t overall provide a huge benefit to her gameplay.

E4

Ego 4

Her 4th Ego node boosts her “Rock & Roll” Ego skill by increasing the amount of Decibel stacks granted by 2, to a total of 5. An okay node that allows her Ego skill to fully stack Decibel to maximize healing and damage dealt when your next Shuffle occurs.

E5

Ego 5

E5 again increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. As mentioned earlier, a very minor increase that really only benefits her basic cards, which are often removed.

E6

Ego 6

Her E6 node is arguably her most impactful node that allows Nia to function additionally as an amazing Healer. Not only does this node grant a 40% heal per Decibel stack when a shuffle triggers, but it also now starts battles off with 4 stacks of Rhythm Boost to immediately boost the damage output of your team. When combined with her 7-1 Potential Node, whenever a shuffle occurs she has the Potential to heal for a huge 500% + 200% whenever a shuffle occurs.

Cards & Ego Skill
Card Image
5

Rock and Roll

Ego Skill

200% Damage to all enemies.
3 Decibel.
Discard all cards from the Draw Pile.

Show Effects

Rock and Roll

Nia’s Ego Skill costs 5 EP to deal AoE damage, increases Decibel by 3 and Discards all cards from the Draw Pile. This basically guarantees a Shuffle at the start of the next turn, which will then trigger the buffed Decibel Extra Attacks. The damage is alright, but you won’t be building Nia for damage since this is one of her two sources of damage.

Card Image
1

Stroke

Attack
Attack

100% Damage
Stroke

Nia’s Basic Attack is completely standard and doesn't have any extra synergy with her kit. A good removal target.

Card Image
1

Amp Therapy

Skill
Skill

Heal 100%.

Show Effects

Amp Therapy

Nia’s basic Heal card grants an Elasticity stack on use thanks to Potential 3-1, which forms the core of her sustain. Healing is very situational, though, so your mileage may vary.

Card Image
1

G Chord

Skill
Skill

2 Decibel.
Activate the top 1 card(s) of the Draw Pile.​

Show Effects

G Chord

A 1-cost Skill that increases Decibel by 2 and activates the top card of the Draw Pile. This can be played with Adagio to cheat out specific cards.

Card Image
1

Mute Accent

Skill
Skill

Discard 1 card(s) with highest Cost.
The Combatant who owns that card performs 150% Extra Attack to a random enemy.
Mute Accent

1-cost Skill card that actively discards the highest cost card in hand and triggers an Extra Attack from the card’s owner. One of Nia’s sources of Discard, which is important for Soul Rip.

Card Image
1

Soul Rip

Skill
Skill

[Retain]

Heal 120%.
When a card is discarded, Heal 100%, 1 Decibel and 1 Elasticity for 1 turn.

Show Effects

Soul Rip

A 1-cost Skill card that increases Decibel every time you actively Discard a card this turn. Nia’s main source of Decibel, but it feels clunky to use.

Card Image
0

Adagio

Skill
Skill

Draw 1.
Discard 1.
Move discarded card that is effected to top of the Draw Pile.
Adagio

A 0-cost Skill card that Draws 1 card and allows you to select a card to Discard, which will be moved to the top of the Draw Pile. Fantastic effect that allows you to remove the RNG of G Chord or save a card for next turn.

Card Image
1

Nia's Curiosity

Skill
Skill

Check 3 random cards from the Draw Pile.
Choose one to Draw, Discard the rest.
Nia's Curiosity

A 1-cost Skill card that reveals 3 cards from the Draw Pile and allows you to choose one of them to Draw into your hand and Discard the other two options. Speeds up deck cycling to trigger Shuffles for Decibel. A pseudo-card search that gets even better with Nia’s E1, which discounts this to 0.

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
★★★★★
Err
★★★★
Err
★★★★
Err
★★★★
Err
★★
Err
★★★

Epiphanies:

  • Neutral [★★★★★] - Target Neutral Epiphany: Draw 1.
    A draw Epiphany on this allows this card to give you effectively 1-free card play (from the Draw Pile) and 1 free draw, which is tremendous value. Combine this with the fact that most Epiphanies are basically the default form, makes this is the ideal choice.
  • Err
    [★★★★] - Essentially, the base card. Not a substantial Upgrade over its base form, but it’s generally worth keeping.
  • Err
    [★★★★] - Essentially, the base card. Not a substantial Upgrade over its base form, but it’s generally worth keeping.
  • Err
    [★★★★] - Essentially, the base card. Not a substantial Upgrade over its base form, but it’s generally worth keeping.
  • Err
    [★★] - This Epiphany is an amazing option if you want to Discard a lot of cards, but it tends to rely on a lot of RNG factors to get its highest value.
  • Err
    [★★★] - As long as you have a way to maintain a Decibel state (which isn’t difficult), this card will give more value than most other options, as it activates an additional card. However, it is important to note that not all Nia builds are in a constant Decibel state, so it isn’t as universal.

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 2
Neutral Epiphany
★★★
Card Image
1

Mute Accent I

Skill
Skill

Discard 1 random card(s).
The owner of those cards performs 250% Extra Attack to a random enemy.
Card Image
1

Mute Accent II

Skill
Skill

Discard 1.
The owner of those cards deals 200% Extra Attack to a random enemy.​
Card Image
1

Mute Accent III

Skill
Skill

Heal 150%.
Activate 1 card(s) with the lowest-cost

Show Effects

★★
Card Image
2

Mute Accent IV

Upgrade
Upgrade

At the start of the turn, Discard 1.
The Combatant who owns the card(s) performs 150% Extra Attack to a random enemy.

Show Effects

Card Image
1

Mute Accent V

Skill
Skill

Discard all highest Cost cards.
The Combatant who owns the card(s) performs 100% Extra Attack to a random enemy.

Show Effects

★★

Epiphanies:

  • Neutral [★★★] - Target Neutral Epiphany: Draw 1.
    Neutral draw allows this card to not net you as great a loss in Card Draw and is definitely worth considering.
  • Mute Accent I
    [] - Essentially, the base card. Situationally, Mute Accent can be great for freeing up hand space, but it’s generally not worth losing cards and there is a heavy RNG element attached.
  • Mute Accent II
    [] - Essentially, the base card. Situationally, Mute Accent can be great for freeing up hand space, but it’s generally not worth losing cards and there is a heavy RNG element attached.
  • Mute Accent III
    [★★] - With the right set-up, this can be effectively a pseudo-AP battery as it can allow you to play high-cost cards for 1 AP. However, it’s extremely hard to set this up when the condition is a ‘lowest-cost’ card.
  • Mute Accent IV
    [] - Most of the time, this card will effectively be -1 Draw start-of-turn. Which means you’re losing ⅕ of the bulk of most teams’ draw.
  • Mute Accent V
    [★★] - This can be great with certain synergies where you want to Discard a lot of 1-cost cards and do Extra Attacks. For example, this can enable a double Extra Attack set-up on Renoa. However, it has large drawbacks, often with the inherent loss of most of your handoff using it.

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 3
Neutral Epiphany
★★★★★
Card Image
2

Soul Rip I

Skill
Skill

Heal 200%, 2 Decibel, 2 Elasticity, Activate even when Discarded

Show Effects

★★★
Card Image
1

Soul Rip II

Skill
Skill

[Retain]

Heal 150%.
When a card in hand is discarded, Heal 100%, and 1 Decibel for 1 turn.

Show Effects

★★★
Card Image
1

Soul Rip III

Skill
Skill

[Retain]

When a card in hand is discarded, the Combatant who owns the card performs 100% Extra Attack to a random enemy for 1 turn.

Show Effects

★★★
Card Image
2

Soul Rip IV

Skill
Skill

Heal 200%, 2 Decibel.
The next Decibel effect activates 1 more time(s).​

Show Effects

★★
Card Image
2

Soul Rip V

Upgrade
Upgrade

When a card is discarded, 1 Decibel, 1 Elasticity.

Show Effects

★★★★

Epiphanies:

  • Neutral [★★★★★] - Target Neutral Epiphany: Draw 1.
    Neutral Draw is seldom a bad choice on skills with good base Epiphanies like this.
  • Soul Rip I
    [★★★] - Turns the card into a great Discard target as it will now activate on Discard with higher effects.
  • Soul Rip II
    [★★★] - Vastly raises the amount of healing Nia can do and is vital to most heal-centered Nia builds.
  • Soul Rip III
    [★★★] - Has great synergy with Extra Attackers who want Discards or synergize with Nia in some other capacity, such as Renoa.
  • Soul Rip IV
    [★★] - While this can have synergy with other Decibel effects, the increase to 2-cost is a hard wall to surmount.
  • Soul Rip V
    [★★★★] - Turning this card into an Upgrade not only thins your Deck after Turn-1, but it also gives a great effect that allows you to accrue Decibels on Nia with little effort.

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
0

Adagio I

Skill
Skill

Draw 2.
Discard 2.
Move discarded card that is effected to top of the Draw Pile.
★★★
Card Image
0

Adagio II

Skill
Skill

Draw 1.
Discard up to 1 card(s).
If discarded, create 1 Adagio card(s) with Exhaust.

Show Effects

★★★
Card Image
1

Adagio III

Skill
Skill

Draw 1.
1 Decibel equal to that card’s Cost.
Discard 1.
Heal 100% equal to that card’s Cost.

Show Effects

★★
Card Image
3

Adagio IV

Skill
Skill

Discard the top 2 card(s) of Draw Pile.
Draw 2.
Decrease Cost by 1 for each Decibel held.

Show Effects

★★★
Card Image
0

Adagio V

Skill
Skill

Discard 1.
Draw 2 card(s) of the Combatant who owns the card.
★★★★★

Epiphanies:

  • Neutral [★★★] - Target Neutral Epiphany: Morale 1.
    Neutral Morale can offer additional buffs that are certainly worth considering. Base Adagio and its ‘move-to-top-of-Draw Pile’ effect Epiphanies are always amazing choices with effects that synergize with it, like Attunement or G-Chord’s activate top-of-Draw Pile effects.
  • Adagio I
    [★★★] - You now move two cards to the top of the Draw Pile, with the second card selected being moved above the first. Base Adagio and its ‘move-to-top-of-Draw Pile’ effect Epiphanies are always amazing choices with effects that synergize with it, like ‘Attunement’ or G-Chord’s activate top-of-Draw Pile effects.
  • Adagio II
    [★★★] - Now, Adagio creates a duplicate [Exhaust] that allows you to cycle further. This could potentially be utilized quite effectively in modes with no used pile to cycle cards endlessly.
  • Adagio III
    [★★] - This offers more healing and utility, but it comes at the cost of Nia’s best draw/cycle card, so it is not generally recommended.
  • Adagio IV
    [★★★] - An amazing draw and cycle card, but the condition needs to be met or it’s extremely hard to utilize.
  • Adagio V
    [★★★★★] - This card is always quite good. It allows you to target a different unit and remove certain cards of theirs from play. It’s one of the only Epiphanies that nets you a default ‘positive-state’ of draw.

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: +1 AP.

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% Max HP.

[2-PC]: +12% Defense.

Flex

Nia cannot activate the most powerful 4P supportive set Glory's Reign with her base deck and needs neutral cards or epiphanies to do so making whether it's worth running highly dependent on your specific deck. Because of this in general we recommend running 2/2/2 on her instead. When running 2/2/2 it's best to run 2P Healer's Journey with 2P Tetra's to maximize surviability and healing.

Use either Seth's Scarab to boost the healing output of Basics for early chaos comfort or you can bypass Seth's small bonuses in favor of using non-set pieces to target better main/sub stats.

2

[4-PC]: When generating or using Exhaust Skill Cards, +5% to Damage Amount of all allies (max 15%).

Flex

As mentioned above it's possible for Nia to access Exhaust Skill cards via neutrals or epiphanies so if you're using decks with either of these Nia can run this set quite well, but if you're not this set is a downgrade to 2/2/2. If you can activate it, you can run it on Nia, otherwise run 2/2/2 instead. It's important to Note that Glory Reign's effect cannot be stacked so you only want to run 1 set of it per team.

Use either 2P Tetra's for a tankiness and a healing boost or 2P Healer's Journey to bolster the overall HP total of the team.

Main and sub-stats

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

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

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

If you care about raising the healing multipliers of Nia's Elasticity and to a lesser extent, Amp Therap,y you can optionally aim to reach 71 or higher Ego Recovery to amplify their effects. However, this isn't mandatory to do and it can be more productive to instead focus on maximizing DEF and HP, both of which boost survivability as well. We only recommend going for this stat goal if you were already going to build Ego Regen.

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 - 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
Buffing: 2/5
Survivability: 2/5
Final: 10/20

Nyx is a safe all-around choice for Nia thanks to her ability to churn through 4 cards of the deck with her Ego Skill while also still having some multipliers to survivability and healing. Nyx also offers a small buff, which Nia is easily able to keep active with all her card draw, which is a nice bonus. The one downside of Nyx is that her Ego Skill costs 4EP, which in Save Data game modes usually means you won't be able to easily use it in Turn 1, something the other main supportive Draw Partner Yuri, is capable of. All up, if you need Draw Power or value the Passive stats Nyx provides, she's a safe pick for most teams, but if all you care about is survivability/combo potential, check out other options as they may suit your needs better.

2

Passive - Cantrip

The assigned combatant's Attack is increased by 8/16%.

Upon the first shuffle, the assigned combatant's damage dealt is increased by 8/16%.

Skill - Drone Deployment! - 3 EP cost

Draw 2 Cards.

Draw: 5/5
Utility: 1/5
Buffing: 1/5
Survivability: 1/5
Final: 8/20

Yuri isn't a Controller Partner, so her Passives don't work. However, that doesn't disable her Ego Skill, which is a potent Draw 2 for 2 EP. Yuri is an alternative option to Nyx, which can be used in Turn 1 in Save Data and is far more accessible and spammable in Chaos. If that appeals to you and you're ok downgrading how many cards you're drawing and losing out on all the Passives Nyx provides, you can use Yuri instead.

3

Passive - Starshine Intellect

The assigned combatant's HP and healing are increased by 8/12%.

At the start of the turn, gain [Ponopoko's Cheer] equal to the number of enemies with attack intentions.

[Ponopoko's Cheer]: Incoming Damage is reduced by 10/20%. Upon activation, remove Ponopoko's Cheer (stacks up to 3 times).

Skill - Pokopo ponpon! - 3 EP cost

Heal 200%. Apply 1 Damage Reduction.

Draw: 1/5
Utility: 1/5
Buffing: 1/5
Survivability: 5/5
Final: 8/20

Arwen is one of the top options when it comes to survivability, thanks to her great Passive Stats, which boost both healing and total team health, but most of all her constantly refreshing Damage Reduction. If you're struggling to stay alive and need more survivability, especially in fights that launch large but infrequent attacks, giving up utility or draw for Arwen can be worth considering, especially in Chaos-based game modes.

4

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: 1/5
Survivability: 4/5
Final: 7/20

Alyssa works as an alternative to Arwen with quite a different stat line, favoring Combat Defense and Passive Healing instead. Usually not as universally strong for survivability as Arwen, but if you value the higher defense over Arwen's higher HP total and mitigation buff, she can be a more appealing option.

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.

Draw: 1/5
Utility: 1/5
Buffing: 1/5
Survivability: 4/5
Final: 7/20

A F2P survivability option that falls behind both Arwen and Alyssa in most cases, but is still an acceptable choice if you have neither of them available at an acceptable Ego level.

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
  • -
Support
  • Equipment
    Tentacles of Chaos
     
  • Equipment
    Harp of Conflict
     
  • Equipment
    Harpoon Case of Broken Resolve
     
Armor
Armor
DPS
  • -
Support
  • Equipment
    Star-Lit Cloak
     
  • Equipment
    Vine Camouflage
     
Trinket
Trinket
DPS
  • -
Support
  • Equipment
    Sphere of Randomness
     
  • Equipment
    Shining World Tree Stem
     
Comments - Weapons
  • 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
    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
    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.
  • Equipment
    Shining World Tree Stem
     - An option for those looking to increase the total healing output of their team. Not usually favored over more immediately impactful accessory options, but can still be a fine pick-up if nothing else presents itself.

Deck & Teams

Recommended Build
Build Comments
  • Cycler and Healer - Adagio allows you to cycle through your deck, specifically targeting a unit of choice if needed. Combined with the Soul Rip upgrade, you are able to generate a lot of deck cycling on top of Decibels/Elasticity (Nia effects that give healing).
  • Renoa Support - Soul Rip III is able to give an extra attack on Discard for the unit whose card was Discarded. Renoa is able to Discard her own dirge bullets for extra attacks, thus she is able to effectively double the amount of extra attacks Renoa is doing through the use of Soul Rip.
Removal
  • Stroke
     
    Amp Therapy
     - Removed in basically any Nia deck.
  • Mute Accent
     - Even in its best-case scenarios, it’s a very hard card to justify unless +1 Discard really matters for your team.
Conditional Removal
  • Soul Rip
     - If you have no use for its Epiphanies (decibel generation, heal, extra attack support, etc.), then it will often be removed.
Copying
  • Adagio
     - There will very rarely, if ever, be a time when you are duping something besides Adagio, as it is her bread and butter card for cycling your deck.
Best Synergies
Best Teams
Chaos Teams
Generic - Chaos
Flex
Flex

While she can be played with other carries, she often falls behind as a solo Healer when not played with Extra Attackers like Hugo or Renoa, who can activate her Elasticity Heal through their Extra Attacks.

Save Teams
Generic - Draw/Cycle

She can be substituted as a Draw unit for many teams, although it’s important to be aware of her drawbacks since she very often isn’t actually netting Draw (often losing you Draw) even though she’s deck-cycling. Typically, she’ll find a lot of success when a unit wants all of just their cards in hand (Rin, Haru, etc.) since Adagio V can easily target draw only a specific unit’s cards. Moreover, she can be used to abuse Attunement: effects multiple times a turn, if there are ones available to your team’s decks.