To learn more about Rita check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
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
Time Acceleration
Rewind
Show Effects
Chrono Archon
[Unique][Initiation]
Show Effects
Time Axis Collapse
Future Decreed
Chrono Circle
Time Paradox
[Unique]
Show Effects
Fate Imprint
[Retain][Exhaust]
Show Effects
Fate Distortion
[Exhaust][Ephemeral]
Show Effects
Hour of Glory
Ego Skill
Show Effects
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.
Chrono Archon I
[Unique][Initiation]
Show Effects
Chrono Archon II
[Unique][Initiation]
Show Effects
Chrono Archon III
[Unique][Initiation]
Show Effects
Chrono Archon IV
[Unique][Initiation]
Show Effects
Chrono Archon V
[Unique][Initiation]
Show Effects
Time Axis Collapse I
Time Axis Collapse II
Time Axis Collapse III
Time Axis Collapse IV
[Retain]
Show Effects
Time Axis Collapse V
Future Decreed I
Future Decreed II
Future Decreed III
Future Decreed IV
Future Decreed V
[Unique]
Show Effects
Chrono Circle I
Chrono Circle II
[Retain]
Show Effects
Chrono Circle III
[Unique]
Show Effects
Chrono Circle IV
Show Effects
Chrono Circle V
[Unique]
Show Effects
Epiphany Bonus
Potential 1
Basic Card Upgrade
Potential 2
Common Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Unique Card Upgrade
Potential 4
Critical Chance Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Divine Epiphany Adaptation
Potential 5-2
Critical Damage Proficiency
Potential 6
Unique Stat Upgrade
Potential 7
Sleeping Memory
Manifest Ego 1
Awakening Memory
Manifest Ego 2
Vivid Memory
Manifest Ego 3
Inner Memory
Manifest Ego 4
Complete Memory
Manifest Ego 5
Liberated Memory
Manifest Ego 6
Rita full image isn't available yet. It will be added soon
Review
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.
Solid single hit single-target damage.
High Tenacity Damage.
Grants herself a large amount of “free” AP each turn.
Unique playstyle.
Huge base multipliers.
Baseline costs of all cards are incredibly expensive.
No AoE.
Many builds have huge AP consumption.
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.
Chaos Mode
Season Save Data
Great Rift
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.
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.
Base
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.
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.
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.
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.
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.
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.
Hour of Glory
Ego Skill
Show Effects
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.
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.
Rewind
Show Effects
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.
Chrono Archon
[Unique][Initiation]
Show Effects
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.
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.
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.
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.
Time Paradox
[Unique]
Show Effects
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
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.
Chrono Archon I
[Unique][Initiation]
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Chrono Archon II
[Unique][Initiation]
Show Effects
Chrono Archon III
[Unique][Initiation]
Show Effects
Chrono Archon IV
[Unique][Initiation]
Show Effects
Chrono Archon V
[Unique][Initiation]
Show Effects
Epiphanies:
Divine Epiphanies:
Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over divines.
Time Axis Collapse I
Time Axis Collapse II
Time Axis Collapse III
Time Axis Collapse IV
[Retain]
Show Effects
Time Axis Collapse V
Epiphanies:
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).
Future Decreed I
Future Decreed II
Future Decreed III
Future Decreed IV
Future Decreed V
[Unique]
Show Effects
Epiphanies:
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.
Chrono Circle I
Chrono Circle II
[Retain]
Show Effects
Chrono Circle III
[Unique]
Show Effects
Chrono Circle IV
Show Effects
Chrono Circle V
[Unique]
Show Effects
Epiphanies:
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
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.
[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.
[2-PC]: +12% Attack.
[2-PC]: +25% Critical Damage.
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.
In a lot of cases, flat sub-stats are better than percentage ones when it comes to HP, ATK and DEF. The reason behind this is that in CZN the characters stats are pretty low and you get more value from flat bonus rather than percentage one based on calcs.
CRIT Rate% = CRIT DMG% >= 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.
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.
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).
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.
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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).
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.
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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.
For 1 turn, when a card is Exhausted, apply 1 Weaken to a random enemy.
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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.
For 1 turn, when a card is Exhausted, apply 1 Weaken to a random enemy.
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The assigned combatant's Attack is increased by 8/16%.
When Injured, at the end of battle, recover 4/8% Health.
Gain 200% Shield.
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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.
Deck & Teams
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Base performance of the character.