Chaos Zero Nightmare (CZN)OrleaBuild and Guide

Character
Introduction

Best guide and build for Orlea from Chaos Zero Nightmare (CZN). Orlea is a 5 character from the Controller class and Instinct attribute, who belongs to the The Holy Crusaders [No Affiliation] faction.

To learn more about Orlea 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 Orlea 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

Attack,My Minions

Attack
Attack

100% Damage
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1

Heaven's Healing

Skill
Skill

Heal 100%.​

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1

Sacred Censer

Skill
Skill

[Initiation]

Create 2 Creation★ Cards.

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Epiphany Cards:
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1

Growth Acceleration

Skill
Skill

Heal 100%.
Select 1 of own Cards in hand and trigger Retain effect 2 time(s).

Show Effects

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0

Annoying

Attack
Attack

40% Fixed Damage equal to the number of cards in hand.​
Card Image
1

Growing Creature

Skill
Skill

[Retain]

Create 1 Creation★ card(s).
Retain: Change this card to Creation★★★.​

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1

Will of Light

Skill
Skill

Heal 200%.
Activate the Retain effect of all cards in hand.

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Generated Cards:
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0

Softie ★

Skill
Skill

[Exhaust][Retain][Creation]

Increase Damage Amount by 10% for 1 turn.
Retain: Increase Damage Amount of the next Attack Card used by 10%.

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0

Swiftie ★

Attack
Attack

[Exhaust][Retain][Creation]

100% Damage.
Retain: +40% Damage Amount.​

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0

Sturdie ★

Skill
Skill

[Exhaust][Retain][Creation]

100% Shield.
Retain: Heal 60%.

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0

Softie ★★

Skill
Skill

[Exhaust][Retain][Creation]

Increase Damage Amount by 20% for 1 turn.
Retain: Increase Damage Amount of the next Attack Card used by 20%.​

Show Effects

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0

Swiftie ★★

Attack
Attack

[Exhaust][Retain][Creation]

200% Damage.
Retain: +80% Damage Amount.​

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0

Sturdie ★★

Skill
Skill

[Exhaust][Retain][Creation]

200% Shield.
Retain: Heal 120%.

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0

Softie ★★★

Skill
Skill

[Exhaust][Retain][Creation]

Increase Damage Amount by 35% for 1 turn.
Retain: Increase Damage Amount of the next Attack Card used by 35%.

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0

Swiftie ★★★

Attack
Attack

[Exhaust][Retain][Creation]

350% Damage.
Retain: +150% Damage Amount.​

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0

Sturdie ★★★

Skill
Skill

[Exhaust][Retain][Creation]

350% Shield.
Retain: Heal 200%.

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Ego Skill:
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6

Salvation

Ego Skill

Create 1 of each Creation★★.​

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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

Sacred Censer I

Skill
Skill

[Initiation]

Create 3 Creation★ Cards.

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2

Sacred Censer II

Upgrade
Upgrade

[Initiation][Lead]

Create 2 Creation★ Cards. At the start of the turn, create 1 Creation★ Card(s).​

Show Effects

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1

Sacred Censer III

Skill
Skill

[Initiation]

Create Softie★ and 1 Creation★ Card(s).
Upon next Softie use, create Softie★.

Show Effects

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1

Sacred Censer IV

Skill
Skill

[Initiation]

Create 1 Swiftie★ and Creation★ Card(s).
Increase Damage Amount of the next Swiftie used by 40%.​

Show Effects

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1

Sacred Censer V

Skill
Skill

[Initiation]

Create 1 Sturdie★ and Creation★ Card(s).
150% Shield to the next Sturdie used.​

Show Effects

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0

Growth Acceleration I

Skill
Skill

Heal 100%.
Select 1 Card in hand and trigger Retain effect 2 time(s).​

Show Effects

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2

Growth Acceleration II

Skill
Skill

[Exhaust]

Heal 200%.
Select 1 of own Creation Cards in hand and duplicate it.

Show Effects

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1

Growth Acceleration III

Skill
Skill

Heal 150%.
Select 1 of own Cards in hand and trigger Retain effect 2 time(s).
If that Card is a Softie, 2 Vulnerable to all enemies.​

Show Effects

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1

Growth Acceleration IV

Skill
Skill

Heal 150%.
Select 1 of own Cards in hand and trigger Retain effect 2 time(s).
If that card is a Swiftie, trigger Retain effect 3 times.​

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1

Growth Acceleration V

Skill
Skill

Heal 150%.
Select 1Retain 2 time(s).
If the card is Sturdie decrease Stress of an ally by 5.

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0

Annoying I

Attack
Attack

40% Fixed Damage equal to the number of cards in hand.​ If 6 or more Cards are present, Heal 150%.​

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1

Annoying II

Attack
Attack

100% Damage.
+100% Damage Amount for each Creation in hand.​

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3

Annoying III

Attack
Attack

[Retain]

450% Fixed Damage.
Retain: Reduce cost by 1.​

Show Effects

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0

Annoying IV

Attack
Attack

Deal 60% x 3 Fixed Damage to random enemies.
Create 1 Creation★ Card for each target hit.​

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1

Annoying V

Attack
Attack

[Retain]

100% Damage.
If this card is in hand and have created Creations while it was in hand, +100% Damage until used.​

Show Effects

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1

Growing Creature I

Skill
Skill

[Retain]

Create 1 Creation★ card(s).
Retain: Create 1 Creation★ card(s).

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1

Growing Creature II

Skill
Skill

[Retain]

Create 1 Creation★ card(s).
Retain: Change this card to Creation★★ and create 1 Creation★ card for each.

Show Effects

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1

Growing Creature III

Skill
Skill

[Retain]

Create 1 Creation★ card(s).
Retain: Change this card to Softie★★★ and 2 Vulnerable to all enemies.

Show Effects

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1

Growing Creature IV

Skill
Skill

[Retain]

Create 1 Creation★ card(s).
Retain: Change this card to Swiftie★★★ and activate Retain effect 2 times.

Show Effects

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1

Growing Creature V

Skill
Skill

[Retain]

Create 1 Creation★ card(s).
Retain: Change this card to Sturdie★★★ and add 3 Weaken to all enemies

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

Add 50% chance to Attack, My Minions card to create 1 Creation★ card in hand.
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

Orlea's Healing of Light's Healing +10%.
5-2

Divine Epiphany Adaptation

Potential 5-2

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

Attack Proficiency

Potential 6

Increase Attack by 1.6/8%.
7

Unique Stat Upgrade

Potential 7

If Orlea’s Attack is greater than 700 or Defense is greater than 300, at the start of battle, +6% Critical Chance of Combatant.
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

Adds Retain to the Will of Light card.
E2

Awakening Memory

Manifest Ego 2

When a Creation card evolves into a Creation★★★ card, Retain is triggered.
E3

Vivid Memory

Manifest Ego 3

Evolved Creation effect is added to Salvation.
E4

Inner Memory

Manifest Ego 4

If holding Creation Card in hand, increase Damage Amount of allies by 10%.
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

When Orlea uses a Creation card, deal ★ x 50% Fixed Damage to all enemies.
Stats (level 60)
HP
336
DEF
197
ATK
419
Gallery

Review

Introduction
Performance Profile

Healing [4/5]

    

Buffs [5/5]

     

Draw [1/5]

 

AP Generation [1/5]

 

Orlea is an Instinct Attribute Controller that can do it all - she has buffs, debuffs, heals, shields and some damage thanks to her unique mechanic “Creations”. Creations are generated cards with each having its own special use, plus a retain effect. Orlea can generate 3 different types of Creations through her cards, each of which costs 0 AP and has both an on-use and [Retain] effect. The three types of Creations are Toughie, who Shields on use and heals on [Retain]; Swiftie, who gains damage on [Retain] which can be dished out to a target on use; and Softie, who buffs damage (multiplicatively) both when used and on [Retain].

Orlea’s other main claim to fame is her ability to trigger the [Retain] keyword outside of the ordinary activation window through multiple of her cards. This effect single-handedly puts her into consideration in any team that values [Retain]. Orlea herself is a great benefactor of this, thanks to each of her Creations having powerful [Retain] effects, but this can also be a game-changer for some other Combatant and Neutral Cards, unlocking usually impossible strategies.

As strong and flexible as Orlea’s kit is, the one thing she’s missing is natural Draw Power, meaning she’s best paired up with other Combatants that can pick up the slack. The other consideration when team building for Orlea is that her main buffs from Softie are multiplicative, not additive which favors high base value attacks compared to low damage high hit count attacks, which when combined with the fact that Orlea also applies [Vulnerable] as her main debuff means she’s often best used with Damage Dealers capable of dealing maximum damage in singular attacks which hit hard instead of often.

Playing Orlea boils down to leveraging all of her Creations effectively and making use of her ability to forcibly activate [Retain] effects multiple times a turn, every turn. This allows her to both play actively and passively, with the only limiting factor often being getting the Creations you need, plus ensuring you have the hand space to hold onto them.

Pros & Cons
Pros

  • Capable of decent shielding as well as great passive and active healing.

  • Can deal a bit of damage when playing around Swiftie.

  • Highly flexible thanks to so many different Creation effects.

  • Can be played both actively through forcibly using [Retain] plus passively by maintaining them in hand.

  • Strong multiplicative card buffing.

  • Able to trigger her own and other characters' [Retain] effects on demand with some card.

Cons

  • Creations and [Retain] cards can end up clogging your hand when held too long.

  • No Card Draw.

  • Certain strategies can require multiple turns to gain value from Creation [Retain] effects

Ratings

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

T0.5

Chaos Mode

T0.5

Season Save Data

?

Great Rift

Key Mechanics

Orlea’s main mechanics lie in her card generation and holding cards in hand to trigger effects.

[Creation] Cards: Orlea can create three types of [Creation] cards through her Ego Skill and Skill cards, Sacred Censer and Growing Creature. [Creation] cards come in three rarities ★, ★★ and ★★★ with each rarity continually increasing in power. Creations of the same type and rarity in hand merge automatically into one of a higher rarity unless they’re already at the max rarity of ★★★. All [Creation] cards have the [Exhaust], [Retain] and [Creation] tags, which you can find explanations for below. Last but not least, each creation has a “use” effect and a [Retain] effect. Here’s what each of Orlea’s three creations does:

  • Softie (★/★★/★★★): Orlea’s most meta-relevant Creation, responsible for most of her buffing and debuffing Potential in one way or another. The [Retain] effect can be saved up to massively buff a single attack and its use effect can be used as a generic full team buff. Its effects are:

    • Use: Increases the damage of all allies by +10/20/35% (multiplicative) for 1 turn.

    • [Retain]: Increases the damage of the next Attack Card used by any character by +10/20/35% (multiplicative). This can stack infinitely and has no duration, meaning it can be stacked across turns, allowing for a truly immense single-attack buff.

  • Swiftie (★/★★/★★★): Responsible for much of Orlea’s own damage Potential, but usually not enough to position her as a dedicated Damage Dealer. Useful in Chaos and has some applications in Save, but usually not as universally appreciated as her other two Creations.

    • Use: Deals a strong hit of damage scaling on Attack.

    • [Retain]: Increases the damage of this Attack Card by a fixed amount (additive). This increase has no duration and no stack size limit, letting it stack for as long as you hold it in your hand across turns.

  • Toughie (★/★★/★★★): The source of all of Orlea’s shielding and a large amount of her Potential healing. Not as exciting as the creations above, but necessary for keeping the team alive and fulfilling Orlea’s role as a controller.

    • Use: Grants a solid-sized shield.

    • [Retain]: Provides a decent heal every trigger.

[Retain]: Cards with the [Retain] tag remain in your hand at the end of the turn instead of being Discarded. Many of Orlea’s cards have effects that trigger when they are Retained and she can also trigger these effects manually with her Skill cards Growth Acceleration and Will of Light.

[Exhaust]: All of Orlea’s Creation cards [Exhaust], meaning they’re removed from the deck after use. Because they can only be used once, you’ll want to save high Creations for important turns.

Potential
  • 3-1:  Adds a 50% chance to generate 1 Creation(★) card to her healing cards. Decent for [Creation] generation, but won’t trigger very often and you realistically want to remove these Basic Cards anyway.

  • 5-1:  Orlea’s 5-1 Potential Node provides an additional 10% healing to her Basic Healing Card “Healing of Light”. An okay node for helping out with sustain early in Chaos, but not a must-have if you’re looking to save resources.

  • 7:  Gives allies a +6% Critical Chance at the start of battle if Orlea’s Attack is above 700, or her Defense is above 300. An extremely powerful node for any Combatant when paired with Orlea. A must-have unlock and a stat target you absolutely need to fulfill, as 6% Crit Rate is a huge buff to the team.

Dupes Review
E0

Base

Base performance of the character.

E1

Ego 1

Orlea’s first Ego node grants the [Retain] to “Will of Light”, allowing you to hold it across turns you don’t use it. In hyper-optimized Orlea strategies that play through all her cards each turn, this Ego isn’t that powerful, but in Chaos or slower strategies that can’t do that or are looking to time cards instead of playing them all out every turn, the addition of [Retain] can be a useful bonus.

E2
★★

Ego 2

Upgrades Orlea’s Creation card to also trigger their [Retain] effects whenever they Evolve, granting Orlea even more avenues to trigger [Retain] effects mid-turn without having to wait. This Ego skill isn’t a game-changer for Orlea, but is certainly a nice bonus which can net you some extra damage, healing and buffing for free.

E3
★★

Ego 3

Orlea’s E3 improves her Ego Skill. It will now also evolve the Creations made, which, due to her last Ego node, will trigger the [Retain] effect. Creating 3 individual Creations at their highest level whilst also triggering their [Retain] effect can be a huge swing in a battle, which now makes her Ego skill a proper cooldown-like ability, which is far more worth the 6EP it costs to use.

E4
★★★

Ego 4

Orlea’s fourth Ego level provides a passive 10% (multiplicative) damage buff to all allies while she holds a Creation in her hand. This boost is almost always going to be active and is entirely passive, making it a potent inclusion for almost any team and a notable boost to Orlea’s Potential.

E5

Ego 5

This node increases the base and maximum level of Orlea’s [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Provides small increases to damage, healing and shielding, but definitely not a meaningful increase to Orlea’s power.

E6

Ego 6

Orlea’s final Ego point adds an additional effect to her Creation cards, causing them to deal 50% Fixed Damage per ★ in their name, resulting in 50 - 150% Fixed Damage each creation used. This doesn’t help Orlea’s Supportive role at all, but does allow her to deal a little extra damage, which can help out in Chaos and sometimes Save Data as well.

Cards & Ego Skill
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6

Salvation

Ego Skill

Create 1 of each Creation★★.​

Show Effects

Salvation

Orela’s Ego Skill Salvation costs an exorbitant 6 EP and generates a ★★ of each creation. This effect usually doesn’t justify the incredibly high EP cost it takes to activate it. If it’s all you have available at the time, though, it’s best used for some emergency Shields (from Toughie) or a damage buff (from Softie), but otherwise avoid using it and prioritize other, more powerful Ego skills.

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1

Attack,My Minions

Attack
Attack

100% Damage
Attack,My Minions

Orlea’s Basic Attack Card, which isn’t notable or important to her main strategy, meaning it’s almost always the first target for removal.

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1

Heaven's Healing

Skill
Skill

Heal 100%.​

Show Effects

Heaven's Healing

A basic healing Skill card for when Toughie and other healing cards aren’t available. When you have her 3-1 Potential unlocked, it also offers a 50% chance to create a Level 1 Creation. A solid card for early on in Chaos, but also usually not kept in most endgame Orlea decks.

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1

Sacred Censer

Skill
Skill

[Initiation]

Create 2 Creation★ Cards.

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Sacred Censer

A 1-cost Skill card that is always drawn in the first hand each battle, thanks to the [Initiation] tag putting it on top of the draw pile. At Baseline, it generates 2 Creation(★) cards on use and is the main way Orlea generates her Creations. After Epiphanies, this card becomes even stronger, making it even more of a focal point for Orlea’s kit.

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1

Growth Acceleration

Skill
Skill

Heal 100%.
Select 1 of own Cards in hand and trigger Retain effect 2 time(s).

Show Effects

Growth Acceleration

A 1-cost Skill card that heals and triggers one of Orlea’s own [Retain] cards in hand two times. This card is how Orlea can play more actively in teams and doesn’t need to wait for the end of every turn to activate her Creation effects. When optimizing decks for Orlea, this is one of the go-to cards you’ll be constructing strategies around.
Tip: The restriction of this card only working on “Orlea’s cards” means it still works on Neutral Cards that are in Orlea’s deck, which can open up powerful synergies.

Card Image
0

Annoying

Attack
Attack

40% Fixed Damage equal to the number of cards in hand.​
Annoying

A 0-cost Attack Card that deals Fixed Damage based on the number of cards in your hand. This card can end up hitting quite a lot if you have a full hand of cards (9 times), allowing it to deal some solid damage. But the fact that it deals Fixed Damage means it cannot scale, limiting its maximum potential. This, on top of the factthat  Orlea is usually played as a Support, not a Damage Dealer, usually means this card is less of a focus in most decks.

Card Image
1

Growing Creature

Skill
Skill

[Retain]

Create 1 Creation★ card(s).
Retain: Change this card to Creation★★★.​

Show Effects

Growing Creature

A 1-cost Skill card that has both an on-use effect plus a [Retain] effect. The on use effect generates 1 Creation(★) card when played. The [Retain] effect, on the other hand is quite different. When Retained, this card transforms into a ★★★ Creation, removing itself from your deck in the process. This card is usually best used with its [Retain] effect for immediate access to a high rarity Creation, but due to how the transformation works, this can only happen once.

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1

Will of Light

Skill
Skill

Heal 200%.
Activate the Retain effect of all cards in hand.

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Will of Light

A 1-cost Skill card that grants a burst of healing, but more importantly, activates the [Retain] effects of all cards in hand even of other Combatants. This card is an incredibly powerful synergy tool for [Retain] based strategies and one of the major reasons you might consider bringing Orlea to the team. One consideration to keep in mind with this card, though, is that it can’t gain Normal or Divine Epiphanies, which means while it’s strong, it might not always be the card you want to duplicate at the high end of play.

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

Sacred Censer I

Skill
Skill

[Initiation]

Create 3 Creation★ Cards.

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★★
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2

Sacred Censer II

Upgrade
Upgrade

[Initiation][Lead]

Create 2 Creation★ Cards. At the start of the turn, create 1 Creation★ Card(s).​

Show Effects

★★★★★
Card Image
1

Sacred Censer III

Skill
Skill

[Initiation]

Create Softie★ and 1 Creation★ Card(s).
Upon next Softie use, create Softie★.

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★★★★
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1

Sacred Censer IV

Skill
Skill

[Initiation]

Create 1 Swiftie★ and Creation★ Card(s).
Increase Damage Amount of the next Swiftie used by 40%.​

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★★
Card Image
1

Sacred Censer V

Skill
Skill

[Initiation]

Create 1 Sturdie★ and Creation★ Card(s).
150% Shield to the next Sturdie used.​

Show Effects

★★★

Epiphanies:

  • Neutral [★★] - Target Neutral Epiphany: Draw 1.
    Neutral Epiphanies can be used with this card and definitely to improve its AP/Card efficiency, but giving up the creation-based effects of other Epiphanies on this list usually isn’t worth the trade-off.
  • Sacred Censer I
    [★★] - This Epiphany dramatically increases the number of creations spawned, but retains the base card's effect of still giving you no control over which creation is created, while also still needing to be drawn and used each turn. Because of these facts, it’s less desirable than alternatives unless you’re specifically building around raw creation spam.
  • Sacred Censer II
    [★★★★★] - The usual go-to option for most Orlea decks, despite costing 2 AP instead of 1 and still generating creations at random. The reason this option is preferred is that it’s an Upgrade, which means after the first use, it’ll be gone from your deck and continually feed you creations each turn. This saves AP and Card Draw each turn compared to other Epiphanies. Also, the main downside of this card (its high cost) can be eliminated with common equipment, Parallel Universe Nexus, which allows it to be played for free thanks to its [Lead] tag.
  • Sacred Censer III
    [★★★★] - Guarantees at least one creation created is Softie on use and also grants more future Softie generation thanks to its additional effect. This Epiphany helps Orlea consistently do what she’s often brought to teams to do, which is to generate a bunch of Softies, trigger their [Retain] effects and play them all out. Usually doesn’t beat out the efficiency of II, but can be a viable alternative if you want to guarantee Softie generation in fights.
  • Sacred Censer IV
    [★★] - This Epiphany is great for maximizing Orlea’s own damage from her Swiftie creations, but Orlea’s role tends to be more Supportive, so this isn’t usually a favored option.
  • Sacred Censer V
    [★★★] - This Epiphany is great for boosting Orlea’s sustain capabilities and introduces a large amount of consistent shielding into her deck, but at the cost of losing the more direct Supportive capabilities that can be achieved via the rest of the options available.

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
0

Growth Acceleration I

Skill
Skill

Heal 100%.
Select 1 Card in hand and trigger Retain effect 2 time(s).​

Show Effects

★★★★★
Card Image
2

Growth Acceleration II

Skill
Skill

[Exhaust]

Heal 200%.
Select 1 of own Creation Cards in hand and duplicate it.

Show Effects

★★
Card Image
1

Growth Acceleration III

Skill
Skill

Heal 150%.
Select 1 of own Cards in hand and trigger Retain effect 2 time(s).
If that Card is a Softie, 2 Vulnerable to all enemies.​

Show Effects

★★★
Card Image
1

Growth Acceleration IV

Skill
Skill

Heal 150%.
Select 1 of own Cards in hand and trigger Retain effect 2 time(s).
If that card is a Swiftie, trigger Retain effect 3 times.​

Show Effects

★★
Card Image
1

Growth Acceleration V

Skill
Skill

Heal 150%.
Select 1Retain 2 time(s).
If the card is Sturdie decrease Stress of an ally by 5.

Show Effects

Epiphanies:

  • Neutral [★★★] - Target Neutral Epiphany: Draw 1.
    The Neutral ‘Draw 1’ Epiphany option can help alleviate draw concerns with Orlea, so it is a viable choice over Growth Acceleration I if you have greater draw concerns than AP concerns (and have no use for the ‘Ally [Retain]’ feature).
  • Growth Acceleration I
    [★★★★★] - This changes the card to 0-cost and enables it to work on ally [Retain]’s. This is the go-to that is great in any build thanks to the fact that it costs none of the team's resources, allowing it to be copied and spammed each turn liberally to maximize creation or teammates [Retain] effects without consuming the entirety of the team's AP. At 0 cost, this card also has incredible synergy with Divine Epiphanies.
  • Growth Acceleration II
    [★★] - The option to immediately get a 3-star creation can have merit, but the 2-cost and [Exhaust] tag on it can make it hard to justify over other options. This can be useful in builds based around Growing Creature for OTK set-ups, but is usually not the preferred option compared to alternatives.
  • Growth Acceleration III
    [★★★] - Allows Orlea to apply a massive amount of Vulnerable each time she retains Softie, something she’s likely to be doing anyways. If your team doesn’t have another source of Vulnerable available and you have the AP to support using this card each turn, this can be a viable alternative and Upgrade over other Epiphany options.
  • Growth Acceleration IV
    [★★] - This Epiphany is great for maximizing Orlea’s own damage from her Swiftie creations, but Orlea’s role tends to be more Supportive so this isn’t the favored option.
  • Growth Acceleration V
    [] - This Epiphany is great for healing stress in Chaos, but the value of stress-healing tends to be quite low outside of Chaos.

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
0

Annoying I

Attack
Attack

40% Fixed Damage equal to the number of cards in hand.​ If 6 or more Cards are present, Heal 150%.​

Show Effects

★★
Card Image
1

Annoying II

Attack
Attack

100% Damage.
+100% Damage Amount for each Creation in hand.​

Show Effects

★★
Card Image
3

Annoying III

Attack
Attack

[Retain]

450% Fixed Damage.
Retain: Reduce cost by 1.​

Show Effects

Card Image
0

Annoying IV

Attack
Attack

Deal 60% x 3 Fixed Damage to random enemies.
Create 1 Creation★ Card for each target hit.​

Show Effects

★★★
Card Image
1

Annoying V

Attack
Attack

[Retain]

100% Damage.
If this card is in hand and have created Creations while it was in hand, +100% Damage until used.​

Show Effects

Epiphanies:

  • Neutral [★★] - Target Neutral Epiphany: Morale 1.
    This has access to a few decent Neutral Epiphanies like Morale 1, which for a 0-cost, can certainly have benefits. However in most endgame Orlea decks this card usually isn’t the focus and is even often removed.
  • Annoying I
    [★★] - This provides a rather substantial heal on a 0-cost attack. In builds where you want a little extra healing, you might consider this, but it’s still not enough to redeem this card in most endgame builds.
  • Annoying II
    [★★] - This provides a decent damage card that is not Fixed Damage, unlike her other variations, which can allow you to buff its damage further and give it access to different Divines. However, its damage ratio, effects and impact are all still quite low and not usually recommended to pursue.
  • Annoying III
    [] - Has more Fixed Damage Potential than the base card, but at the cost of needing to be retained for 3 whole turns to reach the same AP efficiency. Usually not worth the trade-off unless you have a very specific damage-focused goal in mind.
  • Annoying IV
    [★★★] - In builds where you want to spam creations, this card enables some of the highest creation generation, given there are multiple targets. Generally, this is the main Epiphany worth considering for Save Data, with most others being an easy removal–still, this Epiphany will also often be removed.
  • Annoying V
    [] - This card costs 1 and gives a negligible damage benefit over base or other epi versions that makes it hard to justify.

Divine Epiphanies:

Divines are not recommended for this card because the Save Data points can be allocated elsewhere.

Card 4
Neutral Epiphany
Card Image
1

Growing Creature I

Skill
Skill

[Retain]

Create 1 Creation★ card(s).
Retain: Create 1 Creation★ card(s).

Show Effects

Card Image
1

Growing Creature II

Skill
Skill

[Retain]

Create 1 Creation★ card(s).
Retain: Change this card to Creation★★ and create 1 Creation★ card for each.

Show Effects

Card Image
1

Growing Creature III

Skill
Skill

[Retain]

Create 1 Creation★ card(s).
Retain: Change this card to Softie★★★ and 2 Vulnerable to all enemies.

Show Effects

★★★★★
Card Image
1

Growing Creature IV

Skill
Skill

[Retain]

Create 1 Creation★ card(s).
Retain: Change this card to Swiftie★★★ and activate Retain effect 2 times.

Show Effects

★★
Card Image
1

Growing Creature V

Skill
Skill

[Retain]

Create 1 Creation★ card(s).
Retain: Change this card to Sturdie★★★ and add 3 Weaken to all enemies

Show Effects

★★★

Epiphanies:

  • Neutral [] - Neutral Epiphanies are lost when the ‘[Retain]’ effect triggers, meaning they effectively do nothing.
  • Growing Creature I
    [] - This Epiphany can help with making many different creations, but you lose the fastest way to get a 3-star for Growth Acceleration value and you will often need to gamble for certain creations compared to more specialized versions. Moreover, the rate at which it makes creations is typically surpassed by Sacred Censer setups.
  • Growing Creature II
    [] - Much like Growing Creature I, this Epiphany will require you to gamble for certain creations compared to more specialized versions.
  • Growing Creature III
    [★★★★★] - Softie 3-Star is the bread-and-butter buff for Orlea’s Growth Acceleration. This Epiphany enables you to guarantee Softie 3-Star for buffs and also get Vulnerable 2 on the enemy.
  • Growing Creature IV
    [★★] - This Epiphany is great for maximizing Orlea’s own damage off her Swiftie creations, but Orlea’s role tends to be more Supportive so this isn’t the favored option.
  • Growing Creature V
    [★★★] - This Epiphany can be great for guaranteeing a Sturdie 3-star for healing/shielding, if you are building Orlea for healing/shielding.

Divine Epiphanies:

Divine Epiphanies are lost when the ‘[Retain]’ effect triggers, meaning they effectively do nothing on this card.

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

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

Flex

Orlea is easily able to max out Glory Reign's effect to grant the entire team a 15% (multiplicative) damage boost permanantly thanks to how often she creates and consumes her creation cards 2 out of 3 of which are skill cards. It's important to Note that Glory Reign's effect cannot be stacked so if you already have this set on another character you should use a different memory fragment set-up on Orlea instead.

Use either 2P Tetra's for a tankiness and healing/shielding boost plus an easier time hitting Orlea's recommended stat goals or 2P Healer's Journey to bolster the overall HP total of the team.

2

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

[2-PC]: +12% Defense.

Flex

Only recommended if you already have a 4P Glory's Reign user on your team otherwise you should just use that set instead. If running 2/2/2 though it's best to run 2P Healer's Journey with 2P Tetra's to maximize surviability, healing and help get Orlea to 300 DEF.

Use either Seth's Scarab to boost the healing and damage output of Basics for early chaos comfort or 2P Blackwing/2P Executioner's to boost Orlea's total damage output by a small amount. Alternatively you can also bypass these small bonuses in favor of using non-set pieces to target better main/sub stats.

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%

To activate Orlea's incredibly potent Potential 7, she either needs 300 DEF or 700 ATK (in the stat screen). Usually targeting DEF is both easier and more productive given Orlea's usual supportive role, so prioritize reaching above 300 DEF above all else. If you're playing Orlea witha focus on damage though, you can instead go for 700 ATK.

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: 1.5/5
Survivability: 2/5
Final: 9.5/20

Nyx is a fine all-around choice for Orlea 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 does offer a small buff, which is nice, but only activates on Draw, something which Orlea doesn't have in her deck baseline, meaning outside of specific builds, it may not be active outside of using Nyx's Ego Skill. 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 - Hymn of Blessing

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

Increase Damage, Shield Gain, and Heal Amounts of the assigned Combatant's Retain cards by 15/30%.

At the end of the turn, deal Fixed Damage to all enemies equal to 15/30% for each retained card of the assigned combatant.

+5/10% Damage for enemies with the Instinct attribute.

Skill - Legato of Faith - 3 EP cost

Heal 100%. Activate the Retain effect of all cards held by the assigned combatant.

Draw: 1/5
Utility: 5/5
Buffing: 1/5
Survivability: 3/5
Final: 10/20

Noel is Orlea's Signature Partner whos main benefit is her Ego Skill, which can be used to execute larger-than-usual [Retain] combos for Orlea's creations and the fact that she also provides a large amount of base defensive stats and healing/shielding multipliers. Noel also amplifies Orlea's damage the best out of all Controller Partners, but unless you're specifically building Orlea for that, it usually isn't too relevant. Noel is mainly worth running if you specifically value her Ego Skill that forcibly triggers [Retain] effects or you want to boost Orlea's damage; otherwise, it's usually better to commit more to maxing out survivability or picking up some draw power with other Partners.

3

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.

4

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.

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: 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.

6

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
    Pale Eternal Flame
     
  • 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
    Multifaceted Parallel Universe Nexus
     
  • Equipment
    Sphere of Randomness
     
  • Equipment
    Combat Drum
     
  • 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
    Pale Eternal Flame
     - A potent supportive weapon card for any character ok with giving up their weapon slot for support and who can consistently generate new exhaust cards each turn in order to re-trigger this equipments effect. Grants 10% (multiplicative) damage to the whole team for 1 turn whenever a card is exhausted. Can only be acquired by giving up the copy option though making it hard to include in many support builds.
  • 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
    Multifaceted Parallel Universe Nexus
     - An exceptionally niche but powerful accessory that allows a card with Lead to be played at the start of each turn making it an effective way to cheat AP each turn on characters with either expensive or replayable lead cards. For characters this accessory works for, is usually one of, if not the best in slot option.
  • 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
    Combat Drum
     - An Arena Event only item but one which is exceptionally powerful for support for combatants that can use it. Only usable on characters who consistently create a massive amount of skill cards per turn. The effect of this accessory also needs to be timed so it's buff lands on a large attack from your main DPS or else it'll be wasted.
  • 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
  • OTK-Lea (OTK Support) - To play this deck, you want to draw all 4 Growing Creatures + Will of Light and then use Will of Light and play all 4 Growing Creatures, before doing your main attacks on your DPS unit (probably Nine or Kayron). This is a great deck for supporting OTK, as it enables you to get 8 vulnerable and 155% multiplicative buffing for the duration of the turn. However, it does not allow for adequate buffing after turn 1, as you will consume your Growing Creatures.
  • MULT Buffer - This deck allows for 80% to 120% multiplicative buffing of all cards by using your Sacred Censer, then immediately using the Softies it makes as you play them, as they will give 10%x2 buffs per Sacred Censer. HOWEVER, this deck often has issues with draw and AP, so it’s recommended to consider these factors when building around this deck.
  • Sporelea - This deck is built around using orlea to generate Spores. Keep in mind, she can also generate Spores off Spore ally cards. Essentially, you use Growth Acceleration and Will of Light on Spore cards to make more of them.
  • One-Card (MULT) Buffer - Contrary to the above decks, Growth Acceleration will only buff one attack, but its 0-cost feature allows you to have both 0-cost and draw with divine draw, making it the preferred deck for consistency. It can also buff that one card much more than the other deck options buff one card around 315% multiplicative buff to that one card.
Removal
  • Attack,My Minions
     - Removed in basically any Orlea deck.
  • Heaven's Healing
     - Rather nice in Chaos now, but it’s still typically removed if there are no mods that give a lot of AP and draw in effect.
  • Annoying
     - This is often the priority remove over basics as it increases dupe odds and this card gives very little value.
Conditional Removal
  • Growth Acceleration
     - This is often removed in Growing Creature OTK builds to lower draw requirements and increase duping odds, but is otherwise a very good card and a hallmark of her buffing.
Copying
  • Growth Acceleration I
     - As this is a base 0-cost card with Epiphany that can work on ally [Retain]:’s and get Divine Draw, it is often the de facto goal to build around for more consistent Orlea builds.
  • Sacred Censer III
     - With divine draw or cost-reduction and the right 3rd character, this can give more buffing than growing creature overall, as it allows you to play 8-12 Softies (80-120% mult on ALL cards that turn). However, it has steeper team requirements to get consistency versus Growing Creature I.
  • Growing Creature III
     - For turn-1 or turn-2 OTK Orlea setups, the easiest and highest way to get value out of her is by duping Growing Creature x3 (4 total) and activating them all with Will of Light to give 8 vulnerable and 140% mult on ALL cards that turn.
Best Synergies
  • Orlea offers a ton of Vulnerable applications that are ideal for maximizing Nine’s damage. Getting this debuff here frees up other parts of the team and Nine’s build for other things.
  • Also provides great multiplicative card damage increases through her Softie creations, which are a huge damage boost to Nine’s damage. Can also easily activate 4p Glory Reign for a 15% multiplicative team buff that lasts the entire battle.
  • Can be difficult to use consistently due to the conflicting needs of draw and AP she has alongside Kayron’s own needs.
  • Orlea offers a ton of Vulnerable applications that are ideal for maximizing Kayron’s damage. Getting this debuff here frees up other parts of the team and Kayron’s build for other things.
  • Also provides great multiplicative card damage increases through her Softie creations, which are a huge damage boost to Kayron’s damage as it scales quadratically with Kayron’s infinite scaling feature on many of his cards.
  • Easily activate 4p Glory Reign for a 15% multiplicative team buff that lasts the entire battle.
  • Can be difficult to use consistently due to the conflicting needs of draw and AP she has alongside Kayron’s own needs.
  • Tiphera can act as both a Draw and AP unit, which can allow Orlea to be used with teams that need both Draw and AP to make her work easily (such as high-end Kayron or Nine teams). However, this comes with a MAJOR NOTE, which is that Tiphera’s ability to act as both together is tied to an RNG card, Event Horizon, which will not be able to consistently function as a draw card without RNG manipulation via protos rewind skills.
  • Tiphera can further buff one attack multiplicatively, while this type of buff does not stack multiplicatively with other mult buffs like Orlea, it still lends itself to being used with similar DPS that benefit greatly from more buffs of that nature.
  • Tiphera can act as a high AP-generator, which, unlike her AOE, is much less of an RNG concern, as many of her builds have a strong minimum of 8-12AP guaranteed. Many of Orlea’s builds have a certain AP cost attached, so this can help utilize Orlea more easily.
Best Teams
Chaos Teams
Generic - Chaos

After her Season 2 Buffs, Orlea is an amazing unit for Chaos who can double as both your healer and shielder. She does have RNG elements to her, but her base card healing is substantial, and she has ways to easily get passive healing when played right as well.

Save Teams
Nine Carry

Most Nine compositions base themselves around Orlea as the primary buffer. For more specific Nine compositions, you can see Nine’s page on this site.

Kayron Carry

Kayron’s highest Potential teams generally base themselves around Orlea buffs because of how well he can scale with them. But, it can be difficult to make these teams work without high investment (consistently), similar to Nine’s issues with Orlea.

Sporelea Support

While it is not as strong after its nerfs, Orlea and Beryl can be used together to do a combinative Spore and multiplicative buff setup for most dps characters.