Chaos Zero Nightmare (CZN)SerenielBuild and Guide

Character
Introduction

Best guide and build for Sereniel from Chaos Zero Nightmare (CZN). Sereniel is a 5 character from the Hunter class and Instinct attribute, who belongs to the Terrascion - Aerospace Defense Command faction.

To learn more about Sereniel 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 Sereniel 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

Pulse Fire

Attack
Attack

Deal 100% damage.
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Magnetic Field

Skill
Skill

100% Shield.

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Homing Laser

Attack
Attack

100% damage.
2 Afterglow.
On Ravage, move from Graveyard to hand.

Show Effects

Epiphany Cards:
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Plasma Missile

Attack
Attack

120% damage.
0.5 Tenacity Damage.
If the target was not Ravaged, activate 1 more time.

Show Effects

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Shining Core

Skill
Skill

Create 2 Homing Laser L.
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3

Cobalt Light

Attack
Attack

120% x 4 damage to random enemies.
1 Tenacity Damage for each hit.

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2

Pale Shooting Star

Attack
Attack

150% damage.
Activate 3 Homing Laser in Draw Pile and Graveyard.
Generated Cards:
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Homing Laser L

Attack
Attack

[Exhaust 2]

60% damage.
1 Afterglow.
On Ravage, move from Graveyard to hand.

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Ego Skill:
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Death Halo

Ego Skill

400% damage to all enemies.
Move all Homing Laser L in Exhaust Pile to hand
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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Homing Laser I

Attack
Attack

150% Damage.
On Ravage, Move to hand.
Destroy: Add 1 Hit(s).

Show Effects

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Homing Laser II

Attack
Attack

150% Damage.
3 Afterglow.
On Ravage, Move to hand.

Show Effects

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Homing Laser III

Attack
Attack

150% Damage.
2 Afterglow.
Create 2 Homing Laser L in Discard Pile.

Show Effects

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Homing Laser IV

Attack
Attack

100% Damage.
1 Afterglow.
On Ravage or at the start of the turn, Move to hand.

Show Effects

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Homing Laser V

Attack
Attack

150% Damage.
2 Afterglow.
Move all Homing Laser L in Graveyard to hand.

Show Effects

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Plasma Missile I

Attack
Attack

180% Damage.
1 Tenacity Damage.
If the target has not been Ravaged, activate 1 more time.

Show Effects

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Plasma Missile II

Attack
Attack

180% Damage.
+60% Damage Amount for each decreased Tenacity of the target (max 10).

Show Effects

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Plasma Missile III

Attack
Attack

120% Damage.
2 Instinct Weakness.
+60% Damage Amount to Homing Laser for 1 turn(s).
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Plasma Missile IV

Attack
Attack

120% Damage.
Create 3 Homing Laser L in Draw Pile.
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Plasma Missile V

Upgrade
Upgrade

[Unique]

At the end of the turn, 50% Damage to a random enemy.
+30% Damage Amount for each Homing Laser Moved to hand for 1 turn(s).

Show Effects

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Shining Core I

Skill
Skill

Create 3 Homing Laser L.
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Shining Core II

Skill
Skill

Create 2 Homing Laser L, increase Exhaust of those cards by 2.

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Shining Core III

Upgrade
Upgrade

[Unique][Initiation]

Create 2 Homing Laser L.
On Ravage, create 2 Homing Laser L.

Show Effects

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Shining Core IV

Skill
Skill

Create X+1 Homing Laser L.
Apply Haste to those cards.

Show Effects

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Shining Core V

Upgrade
Upgrade

Select and create 1 Homing Laser with their own distinct Epiphanies.
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3

Cobalt Light I

Attack
Attack

180% Damage × 4 to random enemies.
1 Tenacity Damage for each Hit.
Ravage: Decrease Cost by 1.

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Cobalt Light II

Attack
Attack

[Retain]

120% Damage × 4 to random enemies.
1 Tenacity Damage for each Hit.
Retain: Add 1 Hit until use (max 5 times).

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Cobalt Light III

Attack
Attack

120% Damage × 4 to random enemies.
Create 1 Homing Laser L for each target Hit.
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Cobalt Light IV

Attack
Attack

120% Damage to random enemies.
Add 1 Hit for each Homing Laser in hand.
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Cobalt Light V

Attack
Attack

[Weakness Attack]

120% Damage × 4
Ravage: Activate 1 more time.

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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 a 50% chance to create 1 Homing Laser L to Pulse Fire.
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 Sereniel's Pulse Fire.
If Sereniel's Critical Chance is greater than 20%, 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 Sereniel's Critical Chance is greater than 30%, +10% Damage Amount to Homing Laser.
If Critical Chance is greater than 60%, add an additional +5% to the modifier.
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

+50% Damage to Pale Shooting Star, and change the number of activatable Homing Laser cards to 5.
E2

Awakening Memory

Manifest Ego 2

At the start of battle, create 2 Homing Laser L cards.
At the start of the turn, if Homing Laser is one of the cards drawn, Draw 1 card.
E3

Vivid Memory

Manifest Ego 3

+50% Damage to Death Halo, and apply Haste to each Homing Laser L that is Moved by Death Halo.
E4

Inner Memory

Manifest Ego 4

For each Homing Laser that is Moved to hand on Ravage, Sereniel gains a Firepower Amp effect.
Firepower Amp: +10% Damage Amount to Sereniel's Attack Cards for 1 turn (max 5 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 an ally inflicts Ravage, Sereniel inflicts 80% Damage for each segment of the Ravaged target’s max Tenacity to that target.
Stats (level 60)
HP
329
DEF
155
ATK
491
Gallery

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

Review

Introduction
Performance Profile

ST Damage [5/5]

     

AoE Damage [4/5]

    

AP Efficiency [5/5]

     

Utility [5/5]

     

Sereniel is a (mostly) single-target Damage Dealer whose cards revolve around inflicting massive amounts of Tenacity Damage to break enemies quickly for huge benefits. Her kit is a combination of strong standalone Attack Cards, great card generation options and a potent array of “move” effects, which allow her to launch huge amounts of attacks without giving up the potential to deal huge direct damage.

The heart of all Sereniel strategies is Homing Laser (permanent card in Sereniel’s deck) and Homing Laser L (temporary, Generated Card), both of which cost 1 or 0 AP, deal a small amount of damage, but more importantly, add themselves back to hand infinitely (in most cases) after Ravaging an enemy. Using this mechanic, Sereniel can unload a barrage of lasers, Ravage an enemy, then add them all back for another round, then repeat for as many Ravages as you can get off in a turn.

Overall, Sereniel is a very flexible damage dealer that works really well in Chaos as she has plenty of viable Epiphanies, which means that you won’t ‘brick’ your run after not getting the one you need (which is very common for most other damage dealers).

Pros & Cons
Pros

  • High Single Target Damage.

  • Massive amounts of Tenacity Damage.

  • Generates many 0-Cost Attack Cards, which can be spammed.

  • Can abuse Divine Epiphany effects more often than usual through the Homing Lazer add back effect.

  • Damage Potential scales based on the number of enemies she’s able to Ravage per turn, granting her extra power in multi-target scenarios.

Cons

  • Loses huge amounts of damage when facing enemies without tenacity, or when not able to break enemies each turn.

  • No AoE cards outside of Ego Skill.

  • Maximum damage Potential is limited by hand size.

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

Chaos Mode

T0

Season Save Data

?

Great Rift

Key Mechanics

Afterglow: A buff that gives +1 Tenacity Damage to Attack Cards or +50% Damage if the enemy is already Ravaged, decreasing by 1 stack each time the effect is activated. While this buff is stackable, the bonus can only apply once. Also, each stack applies per hit of abilities, meaning if you only have 1 stack and use a 4-hit ability, only the first hit will be buffed, but if you have 4 stacks, all 4 would be consumed to fully buff the ability.

Potential

Crit Rate% > Crit DMG% > Unique Card DMG% > Common Card DMG% >= Basic Card DMG%

Sereniel’s Signature Potentials offer some extra damage for her main damage card, Homing Laser, which is essential and also includes some improvements to her early chaos Potential, smoothing out the start of runs.

  • 3-1:  Adds a 50% chance to create a Homing Laser L card to the Pulse Fire card, helping with Laser generation. A useful bonus in early chaos runs and is cheap enough to unlock, so no reason not to.

  • 5-1:  Increases the base damage of Sereniel’s Basic Attack Pulse Fire by 5%, with an additional 5% if Sereniel’s Crit Chance is above 20%. A low-impact unlock, which only sees noticeable benefit in Chaos, making it an optional investment.

  • 7:  Increases Homing Laser’s (and Homing Laser L) Base Damage by 10% if Sereniel’s Crit Chance is above 30%, with an additional 5% if her Crit Chance is above 60%. A must-have upgrade for maximizing Sereniel’s damage Potential.

Dupes Review
E0

Base

Base performance of the character.

E1
104.49%

Ego 1

Increases Pale Shooting Star’s Base Damage by +50% and increases the number of Homing Laser cards it activates from 3 to 5. How powerful this Ego unlock is depends on the type of deck your Sereniel has. In a deck with 4 copies of Homing Laser, with optimal Epiphanies and which can consistently maintain a Homing Laser L in the deck as a 5th, this bonus is a sharp power boost to Pale Shooting Star’s potential. But in Chaos, especially early on in runs, or in decks without many Homing Laser copies, this Ego loses power.

E2
106.20%

Ego 2

Create 2 Homing Laser L at the start of battle and Draw 1 extra card if Homing Laser was drawn at the start of the turn. Will very consistently net Sereniel and her team an additional draw per turn and also turbo change her first turn potential substantially, granting her the power to load her Grave with Homing Lasers, but also to establish Afterglow and inflict a lot of Tenacity, making it likely she’ll Ravage an enemy and add both Lasers back again. A phenomenal Ego point that shines brightest in Chaos but is also very strong in Save Data modes.

E3
106.24%

Ego 3

Increases Death Halo’s damage by +50% Damage and applies [Haste] to each Homing Laser L moved by this Ego skill activation. Death Halo doesn’t amount to much of Sereniel’s overall damage Potential and the [Haste] effect is incredibly niche.

E4
113.75%

Ego 4

Gives Sereniel Firepower Amp for each Homing Laser that is moved to hand on Ravage. Firepower Amp: +10% (additive) Damage to Sereniel’s Attack Cards for 1 turn (max 5 stacks). A powerful buff that isn’t hard to trigger each turn, but which usually requires a Save Data deck or multiple Ravages per turn to fully take advantage of. Still, it is a very strong damage boost.

E5
115.26%

Ego 5

Boosts the base damage increase of Sereniel’s Potentials from 20% to 26%. A small damage increase, but nothing major.

E6
144.84%

Ego 6

When an ally (or Sereniel) inflicts Ravage, Sereniel inflicts 80% Damage for each Tenacity Bar segment the enemy has. A 10 Tenacity Bar enemy = 800% damage. A strong additional burst of damage, but one that has its damage vary dramatically on the total Tenacity of the enemy and how many times you can Ravage them.

Cards & Ego Skill
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Death Halo

Ego Skill

400% damage to all enemies.
Move all Homing Laser L in Exhaust Pile to hand
Death Halo

Costs 6 EP, deals a large amount of AoE damage and moves all Homing Laser L from [Exhaust] Pile to hand. Best used as a finisher after emptying your hand as much as possible and with a fully loaded Homing Laser L [Exhaust] pile.

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Pulse Fire

Attack
Attack

Deal 100% damage.
Pulse Fire

Sereniel’s Basic Attack starts standard, but can be upgraded via Potentials to have a 50% chance to create 1 Homing Laser L cast, boosting its value and Potential in her decks.

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Magnetic Field

Skill
Skill

100% Shield.

Show Effects

Magnetic Field

Sereniel’s Basic Attack starts standard, but can be upgraded via Potentials to have a 50% chance to create 1 Homing Laser L cast, boosting its value and Potential in her decks.

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Homing Laser

Attack
Attack

100% damage.
2 Afterglow.
On Ravage, move from Graveyard to hand.

Show Effects

Homing Laser

A 0-Cost Attack Card that deals moderate damage, grants 2 Afterglow stacks and is Moved from the Graveyard or played to hand whenever enemies are Ravaged (broken). The add-back effect of this card is at the heart of many Sereniel Decks and strategies, making this one of her most important cards.
Note: If a Homing Laser triggers Ravage, that same Homing Laser cannot be added back, as it wasn’t in the Graveyard or played yet. Therefore, it’s better to use all lasers, then trigger Ravage with other cards.

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Plasma Missile

Attack
Attack

120% damage.
0.5 Tenacity Damage.
If the target was not Ravaged, activate 1 more time.

Show Effects

Plasma Missile

A 1-Cost Attack Card that deals moderate damage, but more importantly, deals 0.5 Tenacity Damage and activates again if the enemy was not Ravaged, doubling its potential. This card is fairly weak in its base form, but gains significant improvements and variations after Epiphanies, which ensures it’s still worth using/keeping.

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Shining Core

Skill
Skill

Create 2 Homing Laser L.
Shining Core

A 1-Cost Skill card that creates 2 Homing Laser L cards in hand. The most accessible and most common way Sereniel can generate Homing Laser L, and it is the bread and butter of one of the most popular Sereniel’s Homing Laser L spam decks. This card has multiple Epiphanies that increase its power significantly, but also change its functionality, most of which are viable and potent options.

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Cobalt Light

Attack
Attack

120% x 4 damage to random enemies.
1 Tenacity Damage for each hit.

Show Effects

Cobalt Light

A 3-Cost Attack Card that deals moderate damage 4 times. Each hit targets a random enemy and deals 1 Tenacity Damage to each while also dealing a moderate amount of standard damage. Baseline, this card is incredibly expensive, but it is also one of Sereniel’s most powerful tools to inflict Ravage consistently each turn. Most of this card’s Epiphanies make it either cheaper or more flexible to use. A strong supplementary damage card for Sereniel’s kit and one that can help her quickly deplete enemy Tenacity to trigger Ravage.

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Pale Shooting Star

Attack
Attack

150% damage.
Activate 3 Homing Laser in Draw Pile and Graveyard.
Pale Shooting Star

A 2-Cost Attack Card that deals average damage but also activates up to 3 Homing Laser cards from either the Draw Pile, Graveyard, or Played Pile while retaining all their effects and Epiphanies (including Divine Epiphanies). The activation of all of these cards is considered to happen at the same time, meaning effects that Draw Cards, generate other cards, etc, will all trigger after the card fully resolves. This means these effects usually cannot interact with each other either (you can’t generate Homing Laser L’s and add those generated cards to your hand at the same time). At worst, this card usually represents using 4 Attack Cards in one, but in fine-tuned Sereniel decks, the cards activated can have incredibly powerful effects and combo Potential!
Note: Cards activated by Pale Shooting Star are considered to be properly used, meaning [Exhaust] cards like Homing Laser L will lose a charge or be fully exhausted.

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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Homing Laser I

Attack
Attack

150% Damage.
On Ravage, Move to hand.
Destroy: Add 1 Hit(s).

Show Effects

★★★
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Homing Laser II

Attack
Attack

150% Damage.
3 Afterglow.
On Ravage, Move to hand.

Show Effects

★★
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Homing Laser III

Attack
Attack

150% Damage.
2 Afterglow.
Create 2 Homing Laser L in Discard Pile.

Show Effects

★★
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Homing Laser IV

Attack
Attack

100% Damage.
1 Afterglow.
On Ravage or at the start of the turn, Move to hand.

Show Effects

★★★★★
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Homing Laser V

Attack
Attack

150% Damage.
2 Afterglow.
Move all Homing Laser L in Graveyard to hand.

Show Effects

★★

Epiphanies:

  • Neutral [★★] - Target Neutral Epiphany: Agony 2, Mark 1.
    The Neutral Epiphany options on this can enable some niche builds centered around Mark or Agony, but these are not Sereniel’s popular playstyles and often require a lot of specific synergies to get full value out of.
  • Homing Laser I
    [★★★] - Homing Laser loses its Afterglow effect but gains ‘Destroy: +1 Hit’, which means it is 2-hits on a Ravaged target (or hits that Ravages). This can be one of her highest damage options in certain scenarios (where you are hitting Ravaged target or boss has low Tenacity that can be Ravaged off Sereniel Homing Laser-L’s she makes through other cards), but it still suffers the drawback every Epiphany (besides Homing Laser IV) does, which is that they all have a massive QoL gap with Homing Laser IV where the card must be drawn every turn to give basically the same value IV does.
  • Homing Laser II
    [★★] - The base ratio is increased and the Afterglow effect is increased from 2 to 3. Keep in mind that stacking Afterglow does not increase its effects, merely increases the ‘charges’ of it to be consumed. While the additional base damage and Afterglow can be nice, it suffers the drawback every Epiphany (besides Homing Laser IV) does, which is that they all have a massive QoL gap with Homing Laser IV, where the card must be drawn every turn to give basically the same value IV does.
  • Homing Laser III
    [★★] - Homing Laser is now a 1-cost that creates 2 Homing Laser-L’s but does not return to hand. This can net a very high amount of Homing Laser-L creation via Pale Shooting Star (especially with E1), but it can be more expensive to play and suffers the drawback every Epiphany (besides Homing Laser IV) does, which is that they all have a massive QoL gap with Homing Laser IV where the card must be drawn every turn to give basically the same value IV does.
  • Homing Laser IV
    [★★★★★] - Homing Laser now moves to hand at the start of the turn, but has only 1 Afterglow and a lower base ratio. The go-to Epiphany. It effectively eliminates any need to draw Sereniel’s most important card, as it moves to hand at the start of the turn. Moreover, the way Afterglow stacks and how Sereniel’s best buffs are generally additive, the downsides to this Epiphany are basically non-existent, making it the one most will hunt for in their ideal build.
  • Homing Laser V
    [★★] - The move to hand effect is replaced with ‘Move all Homing Laser-L’s to hand’. This can be quite useful in builds based around making a mass amount of Homing Laser-L’s, such as in combination with Homing Laser III, but it suffers the drawback every Epiphany (besides Homing Laser IV) does, which is that they all have a massive QoL gap with Homing Laser IV where the card must be drawn every turn to give basically the same value IV does.

Divine Epiphanies:

Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: 1 AP, Vulnerable 2.

Card 2
Neutral Epiphany
★★★
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Plasma Missile I

Attack
Attack

180% Damage.
1 Tenacity Damage.
If the target has not been Ravaged, activate 1 more time.

Show Effects

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Plasma Missile II

Attack
Attack

180% Damage.
+60% Damage Amount for each decreased Tenacity of the target (max 10).

Show Effects

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Plasma Missile III

Attack
Attack

120% Damage.
2 Instinct Weakness.
+60% Damage Amount to Homing Laser for 1 turn(s).
★★★★★
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Plasma Missile IV

Attack
Attack

120% Damage.
Create 3 Homing Laser L in Draw Pile.
★★
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1

Plasma Missile V

Upgrade
Upgrade

[Unique]

At the end of the turn, 50% Damage to a random enemy.
+30% Damage Amount for each Homing Laser Moved to hand for 1 turn(s).

Show Effects

★★★

Epiphanies:

  • Neutral [★★★] - Target Neutral Epiphany: Draw 1.
    Because this card is ‘activate again’ and not ‘hit again’, it will activate any Divine and Neutral effects on its second activation. Thus, a ‘Draw 1’ Neutral is actually Draw 2–which can be exceptionally strong in Sereniel teams that need the extra draw, but the strength of Instinct Weakness Imprint in any scenario that isn’t against an Instinct-weak enemy will likely outweigh options like this.
  • Plasma Missile I
    [] - The Tenacity Damage is increased to 1. Since Sereniel already has extremely high Tenacity Damage from Afterglow, the additional Tenacity Damage from this is not recommended in most builds.
  • Plasma Missile II
    [] - The card now loses its double activation condition, but gains additional damage based on the decreased Tenacity of the enemy. While this can be decent damage, the Supportive options of choices like Neutral or Plasma Missile III will generally outweigh its additional damage, as they will enable more damage on cards like Homing Laser.
  • Plasma Missile III
    [★★★★★] - The effect changes to ‘Instinct Weakness Imprint & 60% additive buff to all Homing Lasers’. The go-to Epiphany. Weakness Imprint is incredibly strong as it not only increases all Tenacity Damage Sereniel does (alongside allies like Cassius), but it gives a 1.25x final multiplier on all Instinct damage as well–in any scenario where the enemy isn’t Instinct weak already, this will be preferred.
  • Plasma Missile IV
    [★★] - Additional effect is now ‘Create 3 Homing Laser-L’s in Draw Pile’. This can be a great option in builds centered around creating Homing Laser-L’s, but it requires you to draw them or activate them in the Draw Pile (like through Pale Shooting Star). Moreover, the Supportive options of alternative choices like Neutral or Plasma Missile III will generally outweigh the benefits of a slightly higher Homing Laser-L generation that can be achieved through other effects like Shining Core III.
  • Plasma Missile V
    [★★★] - The card is now an Upgrade that provides damage based on Homing Lasers moved to hand. The damage is extremely negligible, but this is still worth considering in scenarios where you already have Instinct Weakness, as it will allow you to just get rid of the card after it's played.

Divine Epiphanies:

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

Card 3
Neutral Epiphany
★★
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Shining Core I

Skill
Skill

Create 3 Homing Laser L.
★★
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1

Shining Core II

Skill
Skill

Create 2 Homing Laser L, increase Exhaust of those cards by 2.

Show Effects

★★
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1

Shining Core III

Upgrade
Upgrade

[Unique][Initiation]

Create 2 Homing Laser L.
On Ravage, create 2 Homing Laser L.

Show Effects

★★★★★
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X

Shining Core IV

Skill
Skill

Create X+1 Homing Laser L.
Apply Haste to those cards.

Show Effects

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1

Shining Core V

Upgrade
Upgrade

Select and create 1 Homing Laser with their own distinct Epiphanies.
★★★

Epiphanies:

  • Neutral [★★] - Target Neutral Epiphany: Draw 1.
    The Draw 1 Epiphany is basically the equivalent of a Divine, but the value this gives for Homing Laser-L generation is much lower than that of options like Shining Core III. It can be considered in scenarios where Tenacity Damage is completely prevented, but it is typically not recommended to consider Sereniel in these scenarios, as it directly counters her main strengths.
  • Shining Core I
    [★★] - Now creates 3 Homing Laser-L’s. This gives much lower Homing Laser-L generation than that of options like Shining Core III. It can be considered in scenarios where Tenacity Damage is completely prevented, but it is typically not recommended to consider Sereniel in these scenarios, as it directly counters her main strengths.
  • Shining Core II
    [★★] - Now creates 2 Homing Lasers with [Exhaust 2]. This gives much lower Homing Laser-L generation than that of options like Shining Core III. Still, this can be a competitive option with Shining Core III, as it allows the homing lasers to be used more times.
  • Shining Core III
    [★★★★★] - The go-to Epiphany. This enables you to generate enough Homing Laser-L’s, and then some, to guarantee Ravage most bosses past your second or third Ravage (when used alongside a Tenacity-restore unit like Selena, as recommended).
  • Shining Core IV
    [] - Changes to X-cost that creates X+1 Homing Laser-L’s with [Haste]. In theory, this could be a quite good option, but the limitations to hand-size and AP for when this card would want to be played (before first Ravage) makes it extremely awkward to pull off and thus a low recommendation if optimizing for consistency.
  • Shining Core V
    [★★★] - The card is now an Upgrade that creates 1 Homing Laser for the battle of your choice. This is an amazing option in scenarios where you can Ravage the boss in a specific number of hits, which can enable a break-point for cycling Ravages on a boss with no Homing Laser-L’s (typically 4 hits, so 6 Tenacity enemies like Sereniel’s original Great Rift boss). This isn’t a super common occurrence, but worth considering when it does happen.

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, Morale/Resolve (Shining Core III).

Card 4
Neutral Epiphany
★★★★★
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3

Cobalt Light I

Attack
Attack

180% Damage × 4 to random enemies.
1 Tenacity Damage for each Hit.
Ravage: Decrease Cost by 1.

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★★★★
Card Image
3

Cobalt Light II

Attack
Attack

[Retain]

120% Damage × 4 to random enemies.
1 Tenacity Damage for each Hit.
Retain: Add 1 Hit until use (max 5 times).

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Card Image
2

Cobalt Light III

Attack
Attack

120% Damage × 4 to random enemies.
Create 1 Homing Laser L for each target Hit.
★★
Card Image
1

Cobalt Light IV

Attack
Attack

120% Damage to random enemies.
Add 1 Hit for each Homing Laser in hand.
★★★
Card Image
3

Cobalt Light V

Attack
Attack

[Weakness Attack]

120% Damage × 4
Ravage: Activate 1 more time.

Show Effects

★★★★

Epiphanies:

  • Neutral [★★★★★] - Target Neutral Epiphany: Draw 2.
    Draw 2 is incredibly high value for a Neutral, making it a strong draw card on top of its damage. The 3-cost can be hard to play around outside of Divine AP Sereniel Builds, but as it is the most popular and main recommendation for building towards, this Epiphany is still the highest recommendation to look out for.
  • Cobalt Light I
    [★★★★] - Now, it reduces its cost by 1 on Ravage. While this will be inferior to other options when used with AP Sereniel Builds, it is the most universal choice outside of that (such as for Vulnerable Homing Lasers).
  • Cobalt Light II
    [] - Gains [Retain] and ‘Retain: +1 hit until use, max: 5’. Unless you struggle to play it every turn, this will be a poor option, but if you struggle to play it every turn, it’s probably just better to remove it–so it isn’t recommended as its best-case scenario is better if it’s removed.
  • Cobalt Light III
    [★★] - Now 2-cost and creates a Homing Laser-L for each target hit. In most scenarios, this will be lower Homing Laser-L generation than Shining Core or Homing Laser Epiphany options on a card that also costs more and is more conditional (needs multi-target and RNG for it to hit them all), so it is not recommended to build around.
  • Cobalt Light IV
    [★★★] - The card is now 1-cost and gains +1 hit for each Homing Laser in hand. This can turn Sereniel into a multi-hit nuker with a reasonable 1-cost card. It can be hard to get max-value out of, but it is a practical 6-7 hit card with decent set-ups, making it a great option to consider versus enemies who are Tenacity-less (though again, it is not recommended to use Sereniel in these scenarios as they counter her).
  • Cobalt Light V
    [★★★★] - It gains [Weakness Attack] (Elemental Advantage) and will activate again if it is the card that Ravages. This is the go-to Epiphany for AP Sereniel builds outside of Neutral Epiphanies.

Divine Epiphanies:

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

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%

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

[2-PC]: +12% Attack.

Flex

The best generic set combination for Sereniel in Save Data game modes assuming you have access to a good amount of Card Damage buffing like Morale via your team. However if you don't have sufficient Morale which can be the case in some teams and chaos based game modes or are playing non-standard teams without Selena's

For more damage use 2P Cursed Corpse (if you can keep Agony on targets at all times). Alternatively for stronger Chaos starts try 2P Seth's Scarab, or if you want more survivability use 2P Healer's Journey. If none of that appeals, you can use any 2 strong sub/main stat pieces instead of a final 2P set bonus as well.

97.63%

[4-PC]: When there are 3 or more cards in hand, increase Damage Amount of Instinct Cards by 20%.

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

Usually falls behind 2/2/2 in most standard save data team compositions but can be a viable option in chaos based game modes or non-standard teams without a large amount of card damage boosts thanks to the damage boost it provides and how easy it is to keep active.

Specialist Loadout

[4-PC]: +50% Damage Amount to Instinct Cards used against Ravaged targets.

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

A specialist option which fills a similar niche to 4P Instinctual Growth where it's usually only better than 2/2/2 in game modes where you don't have good access to card damage increases like Morale. It's also worth noting how powerful this set is will depend on if you're actually hitting ravaged enemies frequently or not. In Save data based game modes Sereniel is usually played along Selena who constantly refreshes the Tenacity of enemies leaving very little time for Sereniel to attack fully ravaged enemies diminishing this sets value. However when not playing alongside Selena or in game mdoes where refreshing Tenacity isn't possible or common this set can be more powerful.

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 = ATK%
Desire
Instinct DMG% > ATK%
Imagination
ATK%
Substats:

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

To fully activate Sereniel's Potential 7, she needs 60% Crit Rate in the character screen. This is a difficult but achievable goal with good memory fragments. If you can, try to hit it as the Base Damage increase on her Homing Laser is a notable damage increase overall and Crit Rate is one of Sereniel's top stats.

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 139.43%

Passive - Peko’s Multi-Purpose Kit

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

When the assigned Combatant’s card Moves from Graveyard to hand, gain 1 [Repairs Complete!].

[Repairs Complete] +10/20% Damage to Attack Cards of this unit during this battle (max 3 stacks)

Increase Damage of the assigned Combatant’s Attack Cards that are used against Ravaged targets by 15/30%.

Skill - Overclock Beacon - 3 EP cost

When an ally inflicts Ravage, 1 Overclock to the assigned Combatant. (1 time per turn)

Overclock: +25% Critical Chance for 1 turn

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2
5 Turns 125.45%

Passive - Peko’s Multi-Purpose Kit

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

When the assigned Combatant’s card Moves from Graveyard to hand, gain 1 [Repairs Complete!].

[Repairs Complete] +10/20% Damage to Attack Cards of this unit during this battle (max 3 stacks)

Increase Damage of the assigned Combatant’s Attack Cards that are used against Ravaged targets by 15/30%.

Skill - Overclock Beacon - 3 EP cost

When an ally inflicts Ravage, 1 Overclock to the assigned Combatant. (1 time per turn)

Overclock: +25% Critical Chance for 1 turn

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3
5 Turns 125.01%

Passive - Ensemble

Increase the assigned Combatant’s Attack by 12–20%

The Critical Chance of the combatant's attack cards increases by 8/16%.

When the assigned combatant's attack results in a Critical Hit, +3/5% Critical Damage. Stacks up to 5 times.

Skill - Crimson Romance - 3 EP cost

Deal 250% Damage. Apply 2 Vulnerable.

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4
5 Turns 108.48%

Passive - Ensemble

Increase the assigned Combatant’s Attack by 12–20%

The Critical Chance of the combatant's attack cards increases by 8/16%.

When the assigned combatant's attack results in a Critical Hit, +3/5% Critical Damage. Stacks up to 5 times.

Skill - Crimson Romance - 3 EP cost

Deal 250% Damage. Apply 2 Vulnerable.

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5
5 Turns 100.00%

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.

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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
    Intellect of Discord
     
  • Equipment
    RFS-17
     
  • Equipment
    Dagger That Tricked the Shadow
     
  • Equipment
    Sword Reflected in the Lake
     
  • Equipment
    Obsidian Sword
     
Support
  • Equipment
    Tentacles of Chaos
     
Armor
Armor
DPS
  • Equipment
    Fairy King's Crown
     
  • Equipment
    Mask of Flames
     
Support
  • Equipment
    Star-Lit Cloak
     
  • Equipment
    Vine Camouflage
     
Trinket
Trinket
DPS
  • Equipment
    Amorphous Cube
     
  • Equipment
    Quantum Collector
     
Support
  • Equipment
    Sphere of Randomness
     
Comments - Weapons
  • Equipment
    Intellect of Discord
     - Offers a huge 18% Combat Attack passively which for most Attack scalers makes this weapon the defacto best in slot weapon if you're able to acquire it alongside the correct save and don't have another better Mythic equipment options.
  • Equipment
    RFS-17
     - One of the strongest Legendary Weapons for any combatant that deals the majority of their damage via 0 cost abilities either naturally or as a result of discounts.
  • 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 providing you can satisfy its conditions while using the majority of your highest damaging abilities, but this is much easier said than done making it only situationally good in certain decks.
  • 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.
  • 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.
Comments - Armor
  • 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
    Mask of Flames
     - Provides a 35% (Multiplicative) damage boost against enemies which are vulnerable. Powerful on characters that value multiplicative damage boosts (less so on those that don't) but only so long as you can consistently keep Vulnerable applied.
  • 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
    Amorphous Cube
     - The go-to generic damage accessory for most characters that is trivially easy to use and always for the most part a solid addition for any character that can make use of additive damage. Wont beat out more specialized options but always a great fallback.
  • 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 targetting 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 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.

Deck & Teams

Recommended Build
Build Comments
  • Standard Sereniel - Sereniel generally relies on start-of-turn move Homing Laser IV to get 4 Homing Lasers at the start of turn, in combination with Shining Core’s extra 2 Homing Laser - L’s on ravage and Plasma Missile’s Instinct Weakness Imprint, to repeatedly Ravage a boss alongside Selena and make a large amount of Homing Laser L’s to do a lot of hits. However, it can be difficult to manage hand size or play your cards effectively without Divine AP on Homing Laser, so it is definitely recommended to look out for it.
Removal
  • Pulse Fire
     
    Magnetic Field
     - Removed in basically any Sereniel deck.
Conditional Removal

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Copying
  • Homing Laser
     - Most builds will just copy Homing Laser IV to completely mitigate any concerns of draw, enabling Sereniel to have access to her full combo at the start of every turn.
Best Synergies
  • Selena is able to enable a boss to be Ravaged up to 4 more times, which means the amount of homing lasers Sereniel can effectively be multiplied by 3x (6 versus 2).
  • Selena can add up to 2 Extra Attacks on every Sereniel hit if her coordinated attack skills are played before Sereniel’s attacks. Meaning, you can potentially triple the amount of attacks you’re getting for every attack Sereniel plays.
  • Sereniel’s cards generally being start of hand makes Selena’s Potential draw issues less of a factor, further increasing their synergy.
  • Through neutral Morale Epiphanies on cards like Devil Dice or Dice Trick, Cass can give high additive buffing with little cost.
  • With Divine AP on Sereniel, she can circumvent the major hurdle of Cass, which is the cost of playing his cards or setting up initially and allow him to buff even more as he isn’t reliant on Divines himself.
  • Cassius, being Instinct means he benefits from Sereniel’s Plasma Missile Instinct Weakness Imprint alongside Selena’s Extra Attacks on Weakness Attack, giving him amazing synergy in assisting ravages and facilitating more Extra Attacks.
Best Teams
Chaos Teams
Generic - Chaos
Save Teams
Sereniel Hyper-Carry