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 0

Last build update

Season 0

Last profile update*

11.11.2025

*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

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

1 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 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

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

Show Effects

Card Image
1

G Chord II

Skill
Skill

1 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

1 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

2 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 150%.
2 Decibel.
Also activates when discarded.​

Show Effects

Card Image
1

Soul Rip II

Skill
Skill

[Retain]

Heal 120%.
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%.
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.

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.
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
383
DEF
186
ATK
393
Voice Actors
JPN
-
KR
-
Gallery

Review

Introduction
Performance Profile

DMG [2/5]

  

Healing [3/5]

   

Buffs/Debuffs [1/5]

 

Utility [4/5]

    

Nia is a deck-focused Support who can manipulate the Draw Pile, actively Discard cards for beneficial effects, and make allies perform Extra Attacks. Her main mechanic, Decibel, triggers an Extra Attack from each combatant when the deck Shuffles. Nia can stack up Decibel by using her Ego Skill, playing G Chord, or actively discarding cards while Soul Rip is active. 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.

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 to accelerate deck cycling.

  • Decent passive sustain through Elasticity.

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 Basin of Hyperspace Dimensional Twilight game mode and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.

T0.5

Dimensional Twilight

T2

Chaos Mode

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. 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 trigger a Draw effect (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.
  • 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.
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, increase Decibel by 3, and Discard all cards from the Draw Pile. This basically guarantees a Shuffle at the start of next turn, which will then trigger the buffed Decibel Extra Attacks. The damage is alright, but you won’t be building Nia for 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

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

Show Effects

G Chord

A 1-cost Skill that increases Decibel by 1 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

A 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 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.

Potentials

Nia’s Signature Potentials focus entirely on healing, which isn’t really a priority.

  • 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.
Playstyle & Gameplay
Standard Playstyle

Nia’s gameplay revolves around building up Decibel stacks, cycling through your deck very quickly, and triggering Extra Attacks when the deck Shuffles. She primarily gets Decibel stacks by playing Soul Rip together with her active Discard effects—Mute Accent, Nia’s Curiosity, Adagio, and her Ego Skill. At 2 Decibel, she can activate her Ego Skill to stack up to 5 and also Discard the entire Draw Pile to trigger a Shuffle. She can play a card in hand for cheap by combining Adagio’s Draw Pile manipulation and G Chord together. Nia’s Curiosity is a great pseudo-card search card that also improves your cycling speed to get to your Decibel Extra Attacks faster. Run her with well-built DPS characters to capitalize on their stats with Extra Attacks from Decibel and Mute Accent.

Dupes Review

Dupes review aren't available yet. We will add them soon!

Best Cards

Best Epiphanies
Note

For every Epiphany, we're colored their name based on how useful we think it is compared to the other variants. Here's the key to the colors:

  • Epiphany Name - the best variant,
  • Epiphany Name - a good variant,
  • Epiphany Name - a niche variant.

Nia best epiphanies aren't available yet. They will be added soon.

Gear

Memory Fragments

The Memory Fragments & Equipment suggestions below are based on calculations we did. If you want to check the damage formula and how scaling the damage works in CZN, check this guide.

Recommended Loadout
1

[2-PC]: +12% Defense.

[2-PC]: +12% Max HP.

[2-PC]: Increase the damage, Shield and Healing of Basic Cards by 20%.

Nia is best equipped with 2P Tetra's Authority to boost healing, as well as 2P Healer's Journey to maximize survivability, and finally 2P Seth’s Scarab, which, while nowhere near as impactful, is the only viable choice left.

2-PC Bonuses
  • Tetra's Authority

    Tetra's Authority [2-PC]

    - 12% defense passively, which boosts healing a good amount but also contributes to the whole team's tankiness. Best 2P option for Nia.
  • Healer's Journey

    Healer's Journey [2-PC]

    - A solid boost to overall team survivability via a 12% HP boost, not game-changing, but will help survive large one shots.
  • Seth's Scarab

    Seth's Scarab [2-PC]

    - Boosts Basic Heal, Shield, and Damage cards by +20% multiplicatively. Strong if you’re leaving in any of Nia’s basic cards, but solid even if you’re not when playing Zero System. Mainly used because there are very few viable set options left.
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
EGO Regen > DEF% = HP%
Substats:

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

Partners

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

The best partners information aren't available yet. They will be added soon.

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.

Weapon
Weapon
  • Flex
Armor
Armor
  • Equipment
    Reinforced Combat Suit
  • Equipment
    Assault Boots
  • Equipment
    Survivor's Hood
  • Equipment
    Standard Gas Mask
Trinket
Trinket
  • Equipment
    Water Drops of the Goddess
  • Equipment
    Grey Orb
  • Equipment
    Magic-Infused Sapphire
Comments - Weapons
  1. Flex - As a Support not focused on damage, most of the shop weapons lack much impact or synergy with Mika’s kit. Instead, this slot is ideally taken up by an Event/World item, but if you don’t find any, feel free to fill it with any equipment you see fit.
Comments - Armor
  1. Equipment
    Reinforced Combat Suit
    - Grants a 60% fixed shield at the end of every turn as long as you have no shield before clicking the end turn button. Solid for granting a little extra sustain every turn in shieldless teams. Multiple instances of this equipment also work and stack together, allowing for up to 180% end-of-turn fixed shield. Useless when run with active shielders, though.
  2. Equipment
    Assault Boots
    - Deploys a 200% fixed shield on the 2nd turn of combat. A strong one-off shielding option that triggers on a turn when enemies are very likely to be attacking you. An okay option in short fights, but loses value in longer ones.
  3. Equipment
    Survivor's Hood
    - Offers a 140% fixed shield on the 1st turn of combat. A smaller shield than Assault boots, which, when combined with the fact that many enemies use their first turn to buff themself or debuff you, makes it slightly less appealing. Still a reasonable choice, though, and better than nothing.
  4. Equipment
    Standard Gas Mask
    - A non-shield option that grants 1 stack of immunity, blocking a debuff incoming from enemies. If you’re having no issues with survivability, it can actually be more beneficial than shielding, also stacks with other characters using it, granting up to 3 immunity at the start of battle.
Comments - Trinkets
  1. Equipment
    Water Drops of the Goddess
    - Applies one stack of the Save buff at the start of battle, which preserves AP for as long as it persists, but one stack is removed at the end of each turn you conserve any AP. Unless you always perfectly spend your AP will eventually net you at least 1 spare AP. It can also be stacked if you have it on multiple characters, allowing you to start with multiple save stacks, therefore saving AP across multiple turns.
  2. Equipment
    Grey Orb
    - An always useful option which grants you 3 stacks of damage reduction at the start of the fight, reducing the first 3 hits you take by 15%. Strongest against single-hit bosses, not as useful against many small or multi-hit foes.
  3. Equipment
    Magic-Infused Sapphire
    - Inflicts 1 full bar of Tenacity to all enemies at the start of the battle, assuming you have an Initiation card in your hand, regardless of which combatant it belongs to. A good way to accelerate breaking enemies and accessing extra AP, also stacks between multiple combatants, allowing you to inflict up to 3 bars at the start of the battle if all your characters have it. Nia herself doesn’t have any Initiation cards, but she can still trigger this off of other characters.

Deck & Teams

Recommended Build
Important!

CZN is a game of randomness; sometimes you’ll be offered generic or Divine epiphanies that are stronger than a character's standard five options. In these cases, breaking the listed build can result in an even more powerful save. Adjust as you see fit!

Build Comments

Nia’s ideal build changes depending on whether you have her at E1 or E0. At E1, Nia’s Curiosity is reduced from costing 1 to 0, making it far more potent. After E1 Nia’s Curiosity digs through 3 cards, discards 2, and allows you to draw one of your choice, compared to Adagio V, which discards 1 and draws 2 of the owner's cards for 0 (A pseudo search). At this point, both are fairly close, but Curiosity’s ability to see more cards, not need a discard outlet, and also discarding more total cards usually allows it to pull ahead for most strategies; however, Adagio V can still be considered for E1+ as well if you want to keep the semi-searching.

Card Removal Priority
  • Stroke: Nia doesn’t do meaningful damage herself, so removing her Basic Attack is usually at the top of her priority list.
  • Amp Therapy: Delivers sizable healing thanks to multiple upgrades in Nia’s potentials, making it ok to keep in some endgame Nia decks. If you don’t need the pure healing, though, both should be removed as the next priority.
Card Dupe Priority
Dupe Priority

E0: Adagio V

E1: Nia’s Curiosity

At E0, Adagio V should be your target for dupes thanks to how much card draw/search it grants for 0 cost. After that, you can dupe Nia’s Curiosity instead for more discards and better card cycling in exchange for the semi-searching of Adagio.

Epiphany Alternatives
  • Mute Accent: Mute Accent III is the most universal and nets you a heal plus card activation for free, which, when played around, can result in some extra AP efficiency. But Mute Accent V, while niche, can also offer some incredible combo potential for some characters that function well off of discards.
  • Soul Rip: Soul Rip II has retain and is a heal on demand, which also grants you additional healing every time you discard, making it excellent for sustain. Alternatively, Soul Rip I can be used instead for free when discarded, but loses retain, making it more efficient when played around but less flexible. Finally, Soul Rip III can be used as a combo piece in some discard-based strategies if you find it applicable to the kind of deck you’re playing.
Best Synergies
Best Teams
Important!

If you’re losing runs when playing a damage-focused composition either to sanity or dying, consider using a team with more defensive characters - so including both a shielder and healer. This is especially important in the Zero System mode.

Renoa Team
Kayron Team