Chaos Zero Nightmare (CZN)RitaBuild and Guide

Character
Introduction

Best guide and build for Rita from Chaos Zero Nightmare (CZN). Rita is a 5 character from the Psionic class and Justice attribute, who belongs to the Wanderer faction.

To learn more about Rita 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*

20.03.2026

*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 Rita 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
3

Time Acceleration

Attack
Attack

350% Damage.
Card Image
1

Rewind

Skill
Skill

Heal 100%.

Show Effects

Card Image
1

Chrono Archon

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Upgrade

[Unique][Initiation]

When a card is activated, 1 Chronicle for each Cost of that card.

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Epiphany Cards:
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2

Time Axis Collapse

Attack
Attack

300% Damage.
Increase Damage Amount by 20% for each combined Cost of cards in hand (max 200%).
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1

Future Decreed

Skill
Skill

Increase Cost of 1 2-Cost or lower card(s) by 1 until used, then activate 1 random 3-Cost card(s).
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1

Chrono Circle

Skill
Skill

Create 2 Fate Imprint.
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0

Time Paradox

Skill
Skill

[Unique]

Decrease all Chronicle. Gain Chronal Ascension for each decreased.

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Generated Cards:
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2

Fate Imprint

Attack
Attack

[Retain][Exhaust]

120% Damage for each Cost of this card.
Increase Cost of all Fate Imprint in hand by 1.
When this card leaves the hand, change Cost to 2.

Show Effects

Card Image
0

Fate Distortion

Skill
Skill

[Exhaust][Ephemeral]

Increase Damage Amount of the next Attack Card of this unit used by 30%.
Increase Damage Amount by an additional 10% for each Cost of that card.

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Ego Skill:
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Hour of Glory

Ego Skill

6 Chronal Ascension.
Increase Damage Amount of the next Attack Card of this unit used by 10% for each combined Cost of cards activated during this battle (max 200%).

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

Chrono Archon I

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Upgrade

[Unique][Initiation]

When a card is activated, 1 Chronicle for each Cost of that card.
When Chronal Ascension is removed, 3 Chronicle.

Show Effects

Card Image
1

Chrono Archon II

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Upgrade

[Unique][Initiation]

When a card is activated, 1 Chronicle for each Cost of that card.
At the end of the turn, 100% Damage to a random enemy for each Chronal Ascension.

Show Effects

Card Image
1

Chrono Archon III

Upgrade
Upgrade

[Unique][Initiation]

When a card is Exhausted, 1 Chronicle

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1

Chrono Archon IV

Upgrade
Upgrade

[Unique][Initiation]

When a card is activated, 1 Chronicle for each Cost of that card.
When a card is Discarded, 1 Chronicle.

Show Effects

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1

Chrono Archon V

Upgrade
Upgrade

[Unique][Initiation]

When a card is activated, 1 Chronicle for each Cost of that card.
When a Retain effect is activated, 1 Chronicle.

Show Effects

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2

Time Axis Collapse I

Attack
Attack

450% Damage.
Increase Damage Amount by 20% for each combined Cost of cards in hand (max 200%).
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1

Time Axis Collapse II

Attack
Attack

300% Damage.
Increase Damage Amount by 30% for each 1-Cost or lower card in hand.
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3

Time Axis Collapse III

Skill
Skill

Increase Damage Amount of the next 3 Attack Card(s) of this unit used by 100%.
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3

Time Axis Collapse IV

Attack
Attack

[Retain]

400% Damage.
2 Vulnerable. When Chronal Ascension is gained, activate this card if in hand.

Show Effects

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2

Time Axis Collapse V

Attack
Attack

250% Damage.
Change Cost of all Fate Imprint in hand to 4.
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0

Future Decreed I

Skill
Skill

Increase Cost of 1 2-Cost or lower card(s) by 1 until used, then activate 1 random 3-Cost card(s).
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0

Future Decreed II

Skill
Skill

Activate 1 random 3-Cost Attack Card(s) in hand.
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3

Future Decreed III

Skill
Skill

Activate 1 random 3-Cost Attack Card(s) in Draw Pile.
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2

Future Decreed IV

Skill
Skill

Activate 2 random 2-Cost card(s) in hand.
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3

Future Decreed V

Upgrade
Upgrade

[Unique]

When a card whose Cost is increased is used manually, 300% Damage to a random enemy.

Show Effects

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1

Chrono Circle I

Skill
Skill

Create 3 Fate Imprint.
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1

Chrono Circle II

Skill
Skill

[Retain]

Create 2 Fate Imprint.
Retain: Create 1 Fate Imprint.

Show Effects

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2

Chrono Circle III

Upgrade
Upgrade

[Unique]

When Chronal Ascension is gained, moves all Basic Cards of this unit to hand.

Show Effects

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1

Chrono Circle IV

Skill
Skill

Select and Exhaust 1 Exhaust card(s) from all cards, then create Fate Imprint for each Cost of that card.

Show Effects

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3

Chrono Circle V

Upgrade
Upgrade

[Unique]

When Chronal Ascension is gained, Draw 3 2-Cost Attack Card(s).

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

+50% Damage Amount to the Time Acceleration card.
4

Unique Card Upgrade

Potential 4

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

Critical Chance Proficiency

Potential 5

+2/10% Critical Chance.
5-1

Basic Card Proficiency

Potential 5-1

+5% Damage Amount to Rita's Time Acceleration.
If Rita's Attack is greater than 500, add an additional +5% to the modifier.
5-2

Divine Epiphany Adaptation

Potential 5-2

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

Critical Damage Proficiency

Potential 6

+2.4/12% Critical Damage.
7

Unique Stat Upgrade

Potential 7

If Rita's Attack is greater than 800, at the start of battle +10% Attack to herself.
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

The Time Paradox card receives the following effect: If Chronicle is decreased by 6, gain 8 Chronal Ascension instead.
E2

Awakening Memory

Manifest Ego 2

When Chronal Ascension is gained, create 1 Fate Distortion.
Fate Distortion: Increase Damage Amount of the next Attack Card of this unit used by 30%.
Increase Damage Amount by an additional 10% for each Cost of that card.
E3

Vivid Memory

Manifest Ego 3

Changes Hour of Glory's values to the following effect: increase Damage Amount of the next Attack Card of this unit used by 20% (max 300%).
E4

Inner Memory

Manifest Ego 4

When a 2-Cost or higher card is activated, gain 1 Trace of Memory.
Trace of Memory: increase Rita's Damage Amount by 5% for 1 turn (max 6 stacks)
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 Chronal Ascension is gained, increase the value of Chronal Ascension gained by 6 (1 time per battle).
When Chronal Ascension is removed, inflict 80% Fixed Damage for each Chronal Ascension used over 1 turn.
Stats (level 60)
HP
356
DEF
169
ATK
443
Gallery

Rita full image isn't available yet. It will be added soon

Review

Introduction
Performance Profile

Damage [3/5]

   

AP Efficiency [3/5]

   

Draw [2/5]

  

Utility [4/5]

    

Rita is a 5-Star Justice/Psionic Combatant that warps space and time to deal heavy single-target damage, at the expense of having extremely costly cards - Rita bends the rules to turn this downside into an upside, though, through her Chronicle mechanic.

Rita's playstyle revolves around her "Chronicle" and "Chronal Ascension" buffs, which are both resources that need to be managed carefully to succeed. Rita gains stacks of "Chronicle" primarily from her "Chrono Archon" upgrade card. By itself, initially “Chronicle” doesn’t do anything, but at the end of the turn or when Rita’s card “Time Paradox” is played, “Chronicle” is turned into “Chronal Ascension”. “Chronal Ascension” is where Rita’s kit truly comes alive. Rita can consume stacks of "Chronal Ascension" to substitute it as AP for her cards, allowing her to self-fulfill her massive AP demands. In simple terms, Rita wants to generate Chronicle, convert it into Chronal Ascension, then spend that Chronal Ascension to use high-cost cards for free.

Rita’s kit allows her to function as either your primary DPS or as a sub-DPS thanks to her own resource mechanic, allowing her to play her cards without taking resources away from the rest of her team. As her attack cards all have relatively high base values, she can still dish out some solid damage whilst not specifically demanding resources of her own. Alternatively, as mentioned, Rita can also serve as the team's main damage dealer, monopolizing all the team's resources with her ability to consume an enormous amount of AP in exchange for more damage. How much AP Rita will want/need and her role in the team are largely dependent on the type of deck you make for her, with some builds requiring minimal resources and others requiring huge amounts.

As unique as Rita’s kit is, she unfortunately does have some notable downsides. The first is that Rita lacks any form of AoE across her entire kit and epiphany options, reducing her flexibility and efficacy in many game modes. Her second weakness, which is more of a feature given how her kit is designed, is her huge reliance on AP generation and coordination. If you don’t have enough AP for your Rita build to function smoothly, she won't perform remotely close to her maximum potential. Effective management of Chronicle and Chronal Ascension is also necessary for Rita to succeed, as each turn it’s up to 12 AP she has access to for free which, if you ignore, means huge potential losses unless you can recoup it elsewhere.

When it comes to team building for Rita regardless of how you play her as a support or damage dealer you’ll want a way for her to maximize her Chronicle and Chronal Ascension generation each turn which usually means you’ll want to pair her with a character capable of generating the team some additional AP as the most common way to fully cycle Rita’s buffs is to be able to trigger high cost cards either by casting them for their full AP cost or, alternatively cheating them out also works. The other thing Rita usually looks for in teams, specifically when played as a damage dealer, is both multiplicative damage buffs and Vulnerability application to boost her own damage, which, while difficult to fit in, are incredibly powerful if you can get them without sacrificing her own resource generation.

Pros & Cons
Pros

  • Solid single hit single-target damage.

  • High Tenacity Damage.

  • Grants herself a large amount of “free” AP each turn.

  • Unique playstyle.

  • Huge base multipliers.

Cons

  • Baseline costs of all cards are incredibly expensive.

  • No AoE.

  • Many builds have huge AP consumption.

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

Chaos Mode

T1

Season Save Data

?

Great Rift

Key Mechanics
  • Chronicle: Rita generates stacks of Chronicle via her Chrono Archon card. Whenever a card is activated (by any combatant on the team), Rita gains 1 Chronicle for each cost of that card activated. Rita can hold up to 6 stacks of Chronicle at once. At the start of the turn, Rita removes all stacks of Chronicle she currently has and gains 1 stack of Chronal Ascension per stack of Chronicle removed. Rita cannot gain stacks of Chronicle while she owns stacks of Chronicle Ascension. 

    • Tip: Chronicle counts the cost of the card activated. For example, if you use a 1 cost card that activates a 3 cost card - Rita will gain 1 Stack of Chronicle for the first card used, and then 3 additional stacks of Chronicle for the card that was activated - even if not directly cast/used. This allows you to “cheat” Chronicle stacks without paying full AP costs.

  • Chronal Ascension: Whenever Rita’s Basic or Unique card is used, Rita will consume stacks of Chronal Ascension to fulfill that card's AP cost instead. But at the end of the turn, Rita loses all stacks of Chronal Ascension, so you’ll want to spend it all before then.

Potential

CRIT RATE% = CRIT DMG% >= Unique Card DMG% > Common Card DMG% = Basic Card DMG%

  • 3-1: Rita’s 3-1 Potential grants an additional +50% damage to her Basic Attack card, Time Acceleration. Overall, providing a pretty substantial boost in damage to her basic cards, unless specifically building a Save File around her basic cards, this node is mostly beneficial in Chaos. Despite how niche it is, this node is cheap enough to unlock; it's not usually worth skipping.

  • 5-1: Rita's 5-1 potential further enhances her Time Acceleration card, increasing damage dealt by +5%, and if Rita’s attack is greater than 500, increases it further by an additional +5%. This node is much more costly to unlock than 3-1 and is also far less potent, while sharing the same issue of only being useful to certain save data Rita builds and her Chaos performance. If you don’t care for a boost to those elements, you can skip out on this unlock.

  • 7:  Rita's 7 potential provides a +10% attack increase to herself if her attack is greater than 800. This sounds quite strong, but it only provides a 10% increase to her base stat. Once you reach the threshold, this bonus grants Rita around 44 Attack at level 60. Not an incredibly powerful or game-changing node, but it helps slightly with her damage output.

    • Note: The increase to her base stat functions similarly to Flat ATK found in the sub stats of memory fragments and therefore isn’t multiplied by the ATK% increases also found on memory fragments.

Dupes Review
E0

Base

Base performance of the character.

E1
100.00%

Ego 1

Rita’s first Ego node to be unlocked adds an additional effect to Time Paradox, when used - if Rita removed 6 stacks of Chronical, Rita gains 8 Chronal Ascension (instead of 6), providing an extra 2 pseudo-AP to be used. This is an extremely solid first Ego node for Rita that raises her maximum free AP generation from 12 to 14 per turn, improving her ability to activate as many of her high-cost cards as possible.

E2
106.55%

Ego 2

Rita’s next Ego node creates a “Fate Distortion” card whenever Rita gains Chronal Ascension. Fate Distortion is a 0-Cost Skill card that has the tags [Ephemeral / Exhaust], increasing the damage dealt of the next Attack Card used by Rita by 30%, and by another 10% per AP cost of that card on top. A really solid second Ego that provides Rita some strong multiplicative damage buffs to further amp her damage output, which is more valuable than it might seem due to the relative scarcity of strong multiplicative damage boosts in the game.

E3
107.48%

Ego 3

Rita’s third Ego node boosts the damage amplification her Ego skill provides, increasing the damage buff per AP spent during the battle to 20% and the maximum to 300%. Not a substantial boost to Rita’s performance.

E4
117.04%

Ego 4

Her fourth Ego, when unlocked, grants 1 stack of “Trace of Memory” whenever a 2-Cost or higher card is activated. Each stack of Trace of Memory increases Rita’s damage by 5% (multiplicative) for 1 turn, up to a maximum of 6 stacks. Rita wants all the multiplicative damage scaling she can get, so this ego point is a nice boost to her damage output, especially if your current teams are lacking this buff type.

E5
122.62%

Ego 5

This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] potentials by 3. Extremely standard, provides some decent damage increases to Rita’s damage output thanks to her high base ratios.

E6
128.44%

Ego 6

Rita's final Ego to be unlocked grants Rita two different abilities. The first may only occur once per battle - When Chronal Ascension is gained, Rita gains 6 additional stacks of Chronal Ascension, elevating her free AP for that turn from 14 to 20, but only once. The second effect of this Ego point is that when Chronal Ascension is removed, Rita now inflicts 80% fixed damage for each Chronal Ascension used. The first effect of this Ego point is strongest either in short fights or for setting Rita up in battle, which is useful if you’re using any expensive upgrades. The second effect is a nice add-on, but not a game changer, as the fact its fixed damage limits its maximum potential significantly.

Cards & Ego Skill
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Hour of Glory

Ego Skill

6 Chronal Ascension.
Increase Damage Amount of the next Attack Card of this unit used by 10% for each combined Cost of cards activated during this battle (max 200%).

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Hour of Glory

Hour of Glory is Rita’s Ego Skill. It costs 5 Ego points to use and generates 6 stacks of Chronal Ascension upon use. It will also increase the damage dealt by the next Attack card used by Rita by 10% for each AP spent this battle, up to a maximum of 200%. This is a very strong Ego skill for Rita, granting a pseudo 6 additional AP to be used, raising her free limit for the turn from 12 to 1,8 whilst also buffing her next attack card.
Tip: Hour of Glory can still grant stacks of Chronal Ascension even if you have stacks of Chronicle.

Card Image
3

Time Acceleration

Attack
Attack

350% Damage.
Time Acceleration

Time Acceleration is Rita’s Basic Attack Card, which deals high single-target damage but comes at a hefty cost of 3 AP. These cards can be built around by making use of certain epiphanies across Rita’s other cards, such as the Chrono Circle III epiphany, making them worth including in endgame decks, but outside of the scenarios, they aren’t usually majorly impactful to her kit outside of Chaos.

Card Image
1

Rewind

Skill
Skill

Heal 100%.

Show Effects

Rewind

Rewind is a 1-Cost Skill card that heals for 100%. Offers no Synergy with Rita’s kit in any form and is generally one of the first cards to be removed.

Card Image
1

Chrono Archon

Upgrade
Upgrade

[Unique][Initiation]

When a card is activated, 1 Chronicle for each Cost of that card.

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Chrono Archon

Chrono Archon is Rita’s bread and butter that allows her to function. Chrono Archon is an Upgrade card that features the [Initiation / Unique] tags. Whenever a card is activated, Rita gains 1 Chronicle for each cost of that card activated. This card is absolutely crucial for Rita to function, as it allows her to generate her own set of pseudo-AP to use to fuel her costly cards. Various epiphanies can alter how she generates Chronicle, opening up alternative play styles that can allow Rita to function with various team compositions.

Card Image
2

Time Axis Collapse

Attack
Attack

300% Damage.
Increase Damage Amount by 20% for each combined Cost of cards in hand (max 200%).
Time Axis Collapse

Time Axis Collapse is a 2-Cost Attack card that deals 300% Damage to a single target, increasing by 20% (multiplicative) for each cost of the cards in your hand up to a maximum of 200%. (eg, if you had 5 AP worth of cards in your hand, it would gain a 100% (multiplicative) boost and deal 600% damage.) This is a very strong card for Rita that has the ability to deal some great damage in either Chaos or Save Data Content baseline, but which powers up further with epiphanies, allowing to serve as a mainstay in many endgame damage-focused Rita builds.

Card Image
1

Future Decreed

Skill
Skill

Increase Cost of 1 2-Cost or lower card(s) by 1 until used, then activate 1 random 3-Cost card(s).
Future Decreed

Future Decreed is a 1 Cost Skill Card that increases the cost of one, 2-Cost or lower card by 1 - until used, then - activates 1 random exactly 3-Cost card in your hand. This card, at its base variant, is pretty bad/average as it’s extremely restrictive in what it can activate, alongside the fact that the card it activates is also random. However, this card gets much better with epiphanies, though, allowing it to function as a key piece in a few of Rita’s more supportive builds while also having a place in some damage-focused Rita builds as well.

Card Image
1

Chrono Circle

Skill
Skill

Create 2 Fate Imprint.
Chrono Circle

Chrono Circle is a 1-Cost Skill card that creates 2 copies of “Fate Imprint” on use. Fate Imprint is one of the potential playstyles Rita can explore when positioned as the primary DPS of the team. This card can also transform completely with epiphanies and serve many other different functions, but in most cases, it’s primarily used for generating Fate Imprint in most Rita builds.

Card Image
0

Time Paradox

Skill
Skill

[Unique]

Decrease all Chronicle. Gain Chronal Ascension for each decreased.

Show Effects

Time Paradox

Time Paradox is a 0-Cost skill card that, when activated, removes all stacks of Chronicle and converts it into Chronal Ascension for each stack removed. Time Paradox allows Rita to bypass the usual window to gain Chronal Ascension, allowing Rita to generate up to 12 stacks of Chronal Ascension per turn to use herself, something we highly recommend aiming to achieve. To do this, you’ll want to end the turn with 6 Chronicle, which at the start of the next turn will be converted into 6 Chronal Ascension. First, spend all 6 of those Chronal Ascension, then generate 6 Chronicle, next use Time Paradox to convert it, then spend it again, after that recover another 6 Chronicle ready for the end of turn again. Repeating this loop again and again will net Rita 12 free AP a turn.

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
★★★
Card Image
1

Chrono Archon I

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Upgrade

[Unique][Initiation]

When a card is activated, 1 Chronicle for each Cost of that card.
When Chronal Ascension is removed, 3 Chronicle.

Show Effects

★★★★★
Card Image
1

Chrono Archon II

Upgrade
Upgrade

[Unique][Initiation]

When a card is activated, 1 Chronicle for each Cost of that card.
At the end of the turn, 100% Damage to a random enemy for each Chronal Ascension.

Show Effects

★★★
Card Image
1

Chrono Archon III

Upgrade
Upgrade

[Unique][Initiation]

When a card is Exhausted, 1 Chronicle

Show Effects

★★★
Card Image
1

Chrono Archon IV

Upgrade
Upgrade

[Unique][Initiation]

When a card is activated, 1 Chronicle for each Cost of that card.
When a card is Discarded, 1 Chronicle.

Show Effects

★★★
Card Image
1

Chrono Archon V

Upgrade
Upgrade

[Unique][Initiation]

When a card is activated, 1 Chronicle for each Cost of that card.
When a Retain effect is activated, 1 Chronicle.

Show Effects

★★★★

Epiphanies:

  • Neutral [★★★] - The Neutral Epiphanies are not especially strong or high priority in many cases. However, its base epiphany will often be at a similar value to options like Chrono Archon II or IV, so it’s not bad to take.
  • Chrono Archon I
    [★★★★★] - Card gains the effect of 'When ascension is removed, 3 Chronicle'. While this may seem like less Chronicle than alternative options, because you cannot gain Chronicle while having chronal ascension, it will likely be more Chronicle and much more consistent than alternative options in practice.
  • Chrono Archon II
    [★★★] - Now does damage based on Chronal Ascension at the end of the turn. This effect is pretty terrible. Chronal Ascension is the main way of playing Rita cards. By having a leftover amount, you essentially do not play any (or only 1-2) Rita cards. However, the base epiphany is already very solid -- essentially just needing you to play 2 faint imprints on Rita raw (which you likely will need to do anyway) after set-up. So, it's fine to take this despite probably getting 0-value from its additional effect.
  • Chrono Archon III
    [★★★] - Loses the original Chronicle based on card-cost effect and is now 'when a card is exhausted' as the trigger, with no bonus effects. Can easily hit the 12 Chronicle needed generation for max Chronal Ascension a turn, when played with Tiphera (or for OTK), but it requires you to time your exhausts perfectly between your turn start and signature skill (Time Paradox) use, which makes it a much more situational option than I, as there are few caveats for Chrono Archon I.
  • Chrono Archon IV
    [★★★] - Gains 'when a card is discarded, 1 Chronicle'. This effect is probably useless in most Rita teams, but the base epiphany is already very solid -- essentially just needing you to play 2 faint imprint cards on Rita raw (which you likely will need to do anyway) after set-up. So, it's fine to take this despite probably getting 0-value from its additional effect.
  • Chrono Archon V
    [★★★★] - Card gains the effect of 1 Chronicle when 'Retain:' is triggered. This is very solid, especially when used with a character who can activate ally retains, like Orlea, but even when used with an ally retainer, it requires the order you play your retain effects to not be when you have chronal ascension (as chronal ascension blocks Chronicle from being generated), which makes it less reliable than the guaranteed Chrono Archon I.

Divine Epiphanies:

Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over divines.

Card 2
Neutral Epiphany
Card Image
2

Time Axis Collapse I

Attack
Attack

450% Damage.
Increase Damage Amount by 20% for each combined Cost of cards in hand (max 200%).
★★★★★
Card Image
1

Time Axis Collapse II

Attack
Attack

300% Damage.
Increase Damage Amount by 30% for each 1-Cost or lower card in hand.
★★★
Card Image
3

Time Axis Collapse III

Skill
Skill

Increase Damage Amount of the next 3 Attack Card(s) of this unit used by 100%.
★★★
Card Image
3

Time Axis Collapse IV

Attack
Attack

[Retain]

400% Damage.
2 Vulnerable. When Chronal Ascension is gained, activate this card if in hand.

Show Effects

★★★★
Card Image
2

Time Axis Collapse V

Attack
Attack

250% Damage.
Change Cost of all Fate Imprint in hand to 4.
★★★

Epiphanies:

  • Neutral [] - This card’s neutral epiphany access is basically a worse version of other epiphanies (like Vulnerable 1 being a worse version of Time Axis IV). Therefore, they are not recommended.
  • Time Axis Collapse I
    [★★★★★] - Has a much higher base ratio than the original card while maintaining the same large multiplicative buff potential, making it one of Rita’s strongest damaging cards and the backbone of quite a few damage-focused decks. If you’re not dedicating your Rita to support or Fate Imprints Time Axis Collapse I, is generally one of her next best build around damage tools.
  • Time Axis Collapse II
    [★★★] - Changes to a 1-cost that gains 30% multiplicative buff for every 1-cost or lower card in hand. This is functionally a damage downgrade, even in its best scenarios, compared to prior Time Axis epiphanies, as the damage upgrade is harder to optimize and also scales worse with external buffs because of its lower initial value than Time Axis I. However, it can be a much more affordable option and situationally better than the alternatives.
  • Time Axis Collapse III
    [★★★] - Changes to a 3-cost skill that gives a buff to the 3 next attack cards of Rita, a huge buff. Rita has very limited ways in her kit to boost her own card damage, with this one epiphany being one of the few exceptions, meaning even though it’s expensive, it can be a viable choice if your Rita is lacking buffs from equipment or her team, and she doesn’t need the damage-focused epiphanies of Time Axis Collapse.
  • Time Axis Collapse IV
    [★★★★] - Now auto-activates when chronal ascension is gained, and applies 2 Vulnerable. Very solid damage card with it also applying Vulnerable and costing 0AP to play (nor using your chronal ascension). The only major downside of this is the change to 3-cost (which doesn't matter for playing it, but makes it not work with Chrono Circle V).
  • Time Axis Collapse V
    [★★★] - Does less damage and now changes all Fate Imprint costs to '4'. This is basically just a worse Flame of Eternity (neutral that increases attacks by 1-cost but gives them all a multiplicative buff). Still, it's a nice card to consider for Fate Imprint builds since it's not exactly easy to get Flame of Eternity (comes from an extremely rare event in Swamp).

Divine Epiphanies:

Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Vulnerable 2, Weakness Attack, -1 Cost-Reduction, Draw 1 (Time Axis Collapse III).

Card 3
Neutral Epiphany
Card Image
0

Future Decreed I

Skill
Skill

Increase Cost of 1 2-Cost or lower card(s) by 1 until used, then activate 1 random 3-Cost card(s).
★★
Card Image
0

Future Decreed II

Skill
Skill

Activate 1 random 3-Cost Attack Card(s) in hand.
★★★
Card Image
3

Future Decreed III

Skill
Skill

Activate 1 random 3-Cost Attack Card(s) in Draw Pile.
★★
Card Image
2

Future Decreed IV

Skill
Skill

Activate 2 random 2-Cost card(s) in hand.
★★★
Card Image
3

Future Decreed V

Upgrade
Upgrade

[Unique]

When a card whose Cost is increased is used manually, 300% Damage to a random enemy.

Show Effects

★★★

Epiphanies:

  • Neutral [] - This card’s neutral epiphany access isn’t especially strong, and the QoL or better effects from alternative options will generally be preferred.
  • Future Decreed I
    [★★] - Increases the cost of a random 2-cost or lower card until used, but activates a random 3-cost card. This is basically a worse version of Future Decreed II, as both of these would mainly be played to support Hew (Extreme) Nine, but this one comes with a downside.
  • Future Decreed II
    [★★★] - Now activates a random 3-cost attack card in hand. This is the preferred option when using Rita to support Nine, as it is essentially a vastly superior fighting spirit (since it's 0-cost and can also get divines for divine draw).
  • Future Decreed III
    [★★] - Now a 3-cost that activates a random 3-cost attack in the draw pile. This is just an extremely awkward card since it's using 3-cost... to activate a 3-cost. Most of the time, it effectively does nothing, as it saves no AP and is draw neutral. A card that may as well be blank. However, in niche scenarios where you are using Rita as some kind of pseudo-AP unit to manually activate a 3-cost card (like Hew), this can use Chronal Ascension instead of AP–in this scenario, you would basically be jumping through hoops to get the same exact value as Future Decreed II, though.
  • Future Decreed IV
    [★★★] - Becomes a 2-cost that activates 2 random 2-costs in hand. This is a solid card in decks where it gets its full value of effectively 2AP (2AP to play 4AP). It has particular synergy with Chrono Circle V and Time Axis Collapse I, as it allows you to easily draw all 4 Time Axis Collapse I (for half the cost).
  • Future Decreed V
    [★★★] - Becomes an upgrade with [Unique] that does a decently strong hit to a random enemy whenever using a card with an increased cost. In combination with Fate Imprints and other effects that increase card cost, this is an incredibly strong card that increases Rita's hit count by a considerable amount. The one major downside of this upgrade, though, is that it consumes Vulnerable stacks, which can make it unsuitable for many damage-focused Rita builds without teammates to spam apply enough Vulnerability to sustain 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.

Card 4
Neutral Epiphany
★★
Card Image
1

Chrono Circle I

Skill
Skill

Create 3 Fate Imprint.
★★★★★
Card Image
1

Chrono Circle II

Skill
Skill

[Retain]

Create 2 Fate Imprint.
Retain: Create 1 Fate Imprint.

Show Effects

★★★★
Card Image
2

Chrono Circle III

Upgrade
Upgrade

[Unique]

When Chronal Ascension is gained, moves all Basic Cards of this unit to hand.

Show Effects

★★
Card Image
1

Chrono Circle IV

Skill
Skill

Select and Exhaust 1 Exhaust card(s) from all cards, then create Fate Imprint for each Cost of that card.

Show Effects

★★★
Card Image
3

Chrono Circle V

Upgrade
Upgrade

[Unique]

When Chronal Ascension is gained, Draw 3 2-Cost Attack Card(s).

Show Effects

★★★

Epiphanies:

  • Neutral [★★] - This card’s neutral epiphany access isn’t especially strong, and the QoL or better effects from alternative options will generally be preferred.
  • Chrono Circle I
    [★★★★★] - Now makes 3 Fate Imprints. Fate imprints are her highest potential damage attacks, making the card that generates the most of them the go-to for Rita DPS builds.
  • Chrono Circle II
    [★★★★] - Gains Retain] and 'Retain: Create 1 Fate Imprint'. Since it maintains the Create 2 Fate Imprint, it's still a solid option, regardless, and it can also be used as a higher potential alternative to Chrono Circle I if used with characters who can activate ally 'Retain:'s such as Orlea.
  • Chrono Circle III
    [★★] - Moves basic cards to hand when chronal ascension is gained. This sounds nice, but it's more or less a ‘bait’ or fringe/meme option. Since Chronal Ascension is gained twice in a turn (once at the start of the turn and once on Time Paradox use), it actually only allows basics to be played only one extra time (since the start-of-turn proc does not give an extra use of the basics as it applies before the basics can even be used).
  • Chrono Circle IV
    [★★★] - Card is now 'Select and Exhaust 1 [Exhaust] card from anywhere in deck, create fate imprints based on cost of that card'. This can generate more fate imprints than Chrono Circle I in scenarios where you can manipulate it to exhaust higher cost cards, making it situationally a better option (provided you have the AP to play the extra amounts).
  • Chrono Circle V
    [★★★] - Is now an upgrade with the [Unique] tag that draws up to 3 2-cost attack cards whenever chronal ascension is gained. This can make Rita completely self-sufficient in some decks based around Time Axis, but provides little value in many decks because of its extremely strict condition of only 2-costs.

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.

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
100%

[4-PC]: +20% Critical Chance of cards that cost 2 or more.

[2-PC]: +25% Critical Damage.

4P Line of Justice is almost always Rita's best choice when it comes to maximizing her personal damage due to the fact that the majority of her best attacks are all over 2 cost and usually aren't ever discounted.

2P Executioner's is the best choice for maximizing output for Rita in the flex slot, but if you are struggling to hit the above 800 stat goal to activate her Potential 7, you may consider using 2P Blackwing over it, although this isn't ideal, and it's better to hit stat requirements another way.

94.50%

[2-PC]: +12% Attack.

[2-PC]: +25% Critical Damage.

Flex

2/2/2 is usually Rita's next best damage option behind 4/2 Line of Justice, while also being her best option for support as well. To maximize damage, a combination of 2P Black Wing and 2P Executioner's is recommended, but if you want to trade some damage for survivability, this setup can be mixed around to take advantage of more of the flex pieces we discuss below.

For more damage, use 2P Cursed Corpse (if you can keep Agony on targets at all times). Alternatively, for stronger Chaos starts or if you're playing a Basic Attack focused Rita build, use 2P Seth's Scarab. If you want more survivability and to lean into Rita's potential as a support, instead use 2P Healer's Journey and or 2P Tetra's Authority. If none of that appeals, you can also use any 2 strong sub/main stat pieces instead of a final 2P set bonus as well.

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
CRIT Rate > CRIT DMG
Desire
Justice DMG% > ATK%
Imagination
ATK%
Substats:

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

To access the free ATK from Rita's Potential 7 she needs above 800 ATK in the character screen. This bonus isn't a "must have" for Rita but it's definitely worth picking up if you can do so without compromising your core memory fragment stat choices. Consider prioritizing ATK on sub stats more than usual where you can to ensure you hit it.

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
5 Turns 161.72%

Passive - All of Me

Increase the assigned Combatant’s Attack by 16–24%.

When a 2-Cost or higher Justice Attribute Attack Card of the assigned Combatant is used, increase Damage Amount of the assigned Combatant’s next Attack Card used by 25/50%.

If a 2-, 3-, or 4-Cost Attack Card of the assigned Combatant is used, gain 1 [Imply]. (max 1 time each).

[Imply]: Increase Damage Amount of the assigned Combatant by 5/10% (max 3 stacks).

Skill - A New Visitor - 3 EP cost

2 Illusory Erosion.

Illusory Erosion: Increase Damage Amount taken from 2-Cost or higher Attack Cards of the assigned Combatant by 20%. At the end of the turn, Decrease 1 Illusory Erosion.

-

2
5 Turns 134.35%

Passive - All of Me

Increase the assigned Combatant’s Attack by 16–24%.

When a 2-Cost or higher Justice Attribute Attack Card of the assigned Combatant is used, increase Damage Amount of the assigned Combatant’s next Attack Card used by 25/50%.

If a 2-, 3-, or 4-Cost Attack Card of the assigned Combatant is used, gain 1 [Imply]. (max 1 time each).

[Imply]: Increase Damage Amount of the assigned Combatant by 5/10% (max 3 stacks).

Skill - A New Visitor - 3 EP cost

2 Illusory Erosion.

Illusory Erosion: Increase Damage Amount taken from 2-Cost or higher Attack Cards of the assigned Combatant by 20%. At the end of the turn, Decrease 1 Illusory Erosion.

-

3
5 Turns 119.79%

Passive - Technical Support

Increase the assigned Combatant's Attack by 8/16%.

The combatant's attack card damage increases by 10/20%.

The first time the assigned Combatant either Exhausts a card or gains a Status Ailment card (includes cards that have been changed from Status Ailment cards), increases Damage Amount of Attack Cards by 12/24% for 1 turn.

Skill - Activate Defense Module - 3 EP cost

For 1 turn, when a card is Exhausted, apply 1 Weaken to a random enemy.

-

4
5 Turns 104.46%

Passive - Technical Support

Increase the assigned Combatant's Attack by 8/16%.

The combatant's attack card damage increases by 10/20%.

The first time the assigned Combatant either Exhausts a card or gains a Status Ailment card (includes cards that have been changed from Status Ailment cards), increases Damage Amount of Attack Cards by 12/24% for 1 turn.

Skill - Activate Defense Module - 3 EP cost

For 1 turn, when a card is Exhausted, apply 1 Weaken to a random enemy.

-

5
5 Turns 100.00%

Passive - Fortune Telling

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

When Injured, at the end of battle, recover 4/8% Health.

Skill - Flower of Memory - 2 EP cost

Gain 200% Shield.

-

Equipment

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

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

Weapon
Weapon
DPS
  • Equipment
    Millenium Arbor
     
  • Equipment
    Intellect of Discord
     
  • Equipment
    Tentacles of Chaos
     
  • Equipment
    Dagger That Tricked the Shadow
     
  • Equipment
    Sword Reflected in the Lake
     
  • Equipment
    Obsidian Sword
     
Support
  • -
Armor
Armor
DPS
  • Equipment
    Mask of Flames
     
  • Equipment
    Fairy King's Crown
     
Support
  • Equipment
    Star-Lit Cloak
     
  • Equipment
    Vine Camouflage
     
Trinket
Trinket
DPS
  • Equipment
    Rage Potion
     
  • Equipment
    Amorphous Cube
     
  • Equipment
    Quantum Collector
     
Support
  • Equipment
    Sphere of Randomness
     
  • Equipment
    Leaf of the World Tree
     
Comments - Weapons
  • Equipment
    Millenium Arbor
     - As a single-hit themed character, Rita gains huge benefits from Vulnerability on enemies. Her kit has some Vulnerability generation in it, and some of her teammates may also be able to apply it, but Millennium Arbor is also a guaranteed way to ensure the majority of her attacks have it as well. If you can't consistently keep vulnerability on your target, running this weapon is usually best for maximizing Rita's damage. If you can find another way to cover Vulnerability, though, you can skip this weapon and use something else.
  • Equipment
    Intellect of Discord
     - Offers a huge 18% Combat Attack passively, which, for most Attack scalers, makes this weapon the de facto best-in-slot weapon if you're able to acquire it alongside the correct save and don't have any better Unique equipment options. If you don't need to use Arbor, this is the next best option for Rita.
  • 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, but also a very viable option for ATK-based carries if better options aren't available and the Unique slot is open. Next best option for Rita's personal damage, but also doubles as a supportive item when using Rita in a more flexible role where she's not the only damage dealer of the team.
  • Equipment
    Dagger That Tricked the Shadow
     - 12% Crit DMG is always a competitive option if you can find it in your runs and nothing better turns up or is required for your build.
  • Equipment
    Sword Reflected in the Lake
     - A generic weapon that provides a large 25% (Multiplicative) damage boost, but only while you hold 6 cards or more. This is a strong legendary equipment that you can use if you satisfy its conditions while using the majority of your highest damaging abilities. This is actually one of Rita's best weapon choices for S2, assuming you could maintain 100% uptime on it due to how strong multiplicative damage boosts are for her. However, the reason it's rated low is that playing around it can be very challenging in some teams, so take it only if you're confident.
  • Equipment
    Obsidian Sword
     - Very easy to find and grants 12% (Multiplicative) damage to everything. It's never the best, but if you have nothing else, you should definitely grab it.
Comments - Armor
  • Equipment
    Mask of Flames
     - Provides a 35% (Multiplicative) damage boost against enemies that are Vulnerable. This is the best Armour for Rita among S2 options by far, assuming you can keep Vulnerability on enemies consistently, which you should be able to either through Arbor or teammates.
  • Equipment
    Fairy King's Crown
     - The Crit Rate this armour provides is almost always in demand and a competitive option, making it a piece worth seeking out unless you're able to obtain better, more specialized options.
  • Equipment
    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 all other options, it’s very easy to pick up as a fall-back.
Comments - Trinkets
  • Equipment
    Rage Potion
     - All accessory options for Rita are quite underwhelming in S2, and Rage Potion is no exception. It grants a multiplicative damage boost that Rita appreciates but uses infrequently and inconsistently. This accessory is technically the best damage option, but the boost it grants is definitely replaceable by utility choices or easier to find pick-ups, so don't stress about finding it.
  • Equipment
    Amorphous Cube
     - Not the type of damage boost Rita is looking for but easy to get and better than running nothing. Offers a small damage boost across the board.
  • Equipment
    Quantum Collector
     - Grants 20% (multiplicative) damage to the wearer any time any combatant uses an upgrade card (no limit), but only for 1 turn. In specific teams targeting low-turn-count kills, this can be the best accessory available, but in longer fights or low-upgrade teams, it loses a lot of its appeal.
  • Equipment
    Sphere of Randomness
     - An exceptionally powerful generic support trinket that grants both 1 draw and 1 AP at the start of battle, turbo-charging your early game. Is a Unique 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
    Leaf of the World Tree
     - After using 3 2AP or higher abilities are used by the wearer, the team gains a stack of stockpile. Due to how many 2AP or higher cost cards Rita uses in most builds she can essentially grant the team Stockpile permanently in save data based game modes which under certain conditions can be useful. If you don't value the small damage increase offers by her offensive options and can't find or run any of her other utility accessory options, then this is usually the next best choice to run.

Deck & Teams

Recommended Build
Build Comments
  • Faint Imprint Hypercarry - Faint Imprint Hypercarry: This build utilizes making 6 Faint Imprint a turn via 2 copies of Chrono Circle I alongside a varied amount of copies of Time Axis Collapse, which can come in the form of a few different epiphany choices depending on your needs. This is usually the go-to Rita damage build, but comes with some of the highest AP costs of any way she can play, making her choice of team mates incredibly important in ensuring his deck can function at all.
  • Time Axis Hypercarry - Time Axis I is the highest damage potential Time Axis, and one of the few Rita cards that has a built-in self-buff. The self-buff on it is nothing to be sneezed at, with it being effectively a +1000% additive bonus (looking at it from a different angle), which is approximately the same amount most Haru Anchor Shot builds will self-buff.
  • Fighting Spirit 2.0 (Nine Support Build) - This build essentially uses Rita as an improved Fighting Spirit (Nine Signature skill that allows her to play her own high-cost cards for 1AP), since it can play 3-cost Hews for 0AP and also get divine draw (2 benefits that Fighting Spirit cannot). Essentially, it allows Nines with Hew (Extreme) setups to completely cut fighting spirit from the deck and allocate the investments elsewhere; while also benefiting from lower draw and AP needs (as Future Decreed II costs nothing and draws 1 with divine), alongside her ability to apply Vulnerable from Time Axis IV (which Nine has no innate way of doing, even from divines outside of Season-2 Equipment like Arbour).
  • Rita: The Eternal Flame (Flame of Eternity) - This build utilizes Flame of Eternity, often as many as possible to get stronger fate imprints since its strength is based on its cost. Popular builds for her Great Rift often only use one Chrono Circle, but more consistent builds outside of it can use more or less depending on number of Chrono Circles and the AP requirements. Calculate how many Flame of Eternities and/or Chrono Circles your team can handle by adding the cost of faint imprints - 8 (6 with E1 Rita) as a general rule of thumb, since Time Paradox will give you 12 (14 with E1) effective AP a ton and there will be around 4AP in other costs expected from allies / extra cards. In ideal set-ups, this often means sac’ing early turns (retaining faint imprints) to have a 9x3 (27) AP requirement from faint imprints which means you will likely need around 19AP from allies (likely Mika + Tiphera). WARNING: Do note that Flame of Eternity is an extremely rare event that can only be seen once per run and often will come after the last copy event so while it is likely Rita's best carry build, it can be extremely hard for most players to achieve.
Removal
  • Rewind
     - Rita’s basic heal is generally removed in any popular, optimized build of hers
Conditional Removal
  • Time Acceleration
     - When playing Chrono Circle III, Time Acceleration should be kept to get value out of it. However, it is not commonly kept or recommended to build around her Time Acceleration for most content. Still, it is a relatively popular build of hers, so it’s worth mentioning.
  • Future Decreed
     - When playing her in some supportive or sub-DPS builds that cannot make use of her Future Decreed epiphanies, it is better to remove them. However, if you have need of this card, hang onto it.
Copying
  • Time Axis Collapse
     - The de facto copy for her sub-dps builds, as well as certain carry builds built around Time Axis Collapse I; moreover, the AP cost concerns of Faint Imprint mean it is often not copied more than once, and therefore there are leftover dupes to use on this card instead.
  • Chrono Circle
     - This is a very popular copy to maximize the faint imprint generation; however, the extremely high costs of faint imprints means she has trouble playing around more than 2 copies of Chrono Circle (can often not play more than 6 faint imprints a turn, even with double AP generation like Mika + Tiphera), so it is not recommended to copy it more than once.
  • Future Decreed
     - This is generally only copied when using her to support Nine, or to ease the burden of her basic attack (Time Acceleration) costs in her basic build (but not a needed component of her basic build).
Best Synergies
  • Fate Decreed I and Fate Decreed II are essentially built for Nine, as it enables Nine to eliminate all of the major issues Fighting Spirit has, utilizing Fate Decreed as a replacement that is a strict upgrade over it for activating Hew (since it is 0-cost and can get divine draw, which Fighting Spirit cannot).
  • Nine also has no innate way of applying Vulnerable, relying on Season-2 equipment like Arbor to do so in Season-2 (because Hew does not keep Divine Vulnerable for most of its hits), which means Time Axis IV is an amazing way of guaranteeing Vulnerable, at least on her most important hit of Hew (Extreme).
  • Despite Rita effectively making 12AP she can use for herself every turn (14 with E1), in optimized set-ups where you are gaining the max amount of chronal (6 from start of turn, 6 from time paradox) every turn, Rita STILL requires a lot more AP in her hypercarry builds. Oftentimes, Faint Imprint builds will need an additional 20+ AP to be played to their full potential, which very few allies can help her to meet. Tiphera happens to be a unit who has insanely high potential for AP generation (20+) and is one of the best units to facilitate this.
  • Tiphera can provide multiplicative buffs that synergize amazingly with high base ratio attacks, which Rita basically has exclusively on all of her cards.
  • Tiphera can help to supplement Rita’s draw on top of her AP generation, though it can be unreliable because of Form Upgrade’s RNG nature (1-in-3 chance of getting +1 Draw every time it activates on Archetype use).
  • One of Haru’s strongest and most popular builds is centered around Anchor Shot IV, which creates 2 additional copies of Anchor Shot upon being used. The major concerns of this build often come from how difficult it can be to: Draw all 3 Anchor Shots every turn & play all 3 Anchor Shots every turn.
  • Rita can ease the burden of Anchor Shot IV builds considerably because she can draw 2-cost attacks specifically, via Chrono Circle V, at the start of every turn (after turn-1). Moreover, she has Future Decreed IV, which allows Rita to play 2 2-costs (and can be effectively for free if no other Chronal Acceleration costs that turn.
  • Rita can apply a lot of Vulnerable via Time Axis IV, which a good Haru build won’t struggle with (because she can get Vulnerable divine on her Anchor Shot); however, this can be situationally useful in scenarios where ‘Weakness Attack’ (elemental advantage) divine is preferred.
Best Teams
Chaos Teams
Generic - Chaos
Save Teams
Rita Nine-Support
Rita Hypercarry
Sub-DPS Rita (Generic)