Chaos Zero Nightmare (CZN)VeronicaBuild and Guide

Character
Introduction

Best guide and build for Veronica from Chaos Zero Nightmare (CZN). Veronica is a 5 character from the Ranger class and Passion attribute, who belongs to the Stella Familia [Black Spica] faction.

To learn more about Veronica 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 Veronica 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
1

Rapid Fire

Attack
Attack

100% Damage.​
Card Image
1

Illusion of Golden Daffodils

Skill
Skill

100% Shield.​

Show Effects

Card Image
1

Firing Preperation

Upgrade
Upgrade

[Unique][Initiation]

Create 1 Ballista card(s).
At the start of the turn, create 1 Ballista card(s).

Show Effects

Epiphany Cards:
Card Image
1

Repose

Skill
Skill

100% Shield.
Draw 2 card(s) from other combatant.

Show Effects

Card Image
1

Pendant of Resolution

Upgrade
Upgrade

When another combatant uses Skill Card, 1 Reload.​

Show Effects

Card Image
1

Sir Kowalski

Skill
Skill

Choose 1 Ballista card in hand, +100% Damage Amount until activated. Draw 1.

Show Effects

Card Image
1

Bombardment Prep

Upgrade
Upgrade

[Unique]

Increase max stack of Reload by 1.
2 Reload.​

Show Effects

Generated Cards:
Card Image
-

Ballista

Attack
Attack

[Unusable][Ephemeral]

At the end of the turn, 150% Extra Attack to a random enemy.​

Show Effects

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-

Piercing Ballista

Attack
Attack

[Unusable][Ephemeral]

At the end of the turn, 200% Piercing Damage to a random enemy.
If the target has Shield, +50% Damage.​

Show Effects

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-

Enhanced Ballista

Attack
Attack

[Unusable][Ephemeral]

At the end of the turn, 200% Extra Attack to a random enemy, +30% Critical Chance.​

Show Effects

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-

Giant Ballista

Attack
Attack

[Unusable][Ephemeral]

At the end of the turn, 150% Extra Attack to all enemies.​

Show Effects

Card Image
-

Shelling Ballista

Attack
Attack

[Unusable][Ephemeral]

At the end of the turn, 100% × 2 Extra Attack to random enemies.​

Show Effects

Card Image
-

Micro Ballista

Attack
Attack

[Unusable][Ephemeral]

At the end of the turn, 40% Extra Attack to a random enemy.​

Show Effects

Ego Skill:
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5

Hunting Time

Ego Skill

250% Piercing Damage to all enemies.
Gain Maximum Reload.

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

Firing Preperation I

Upgrade
Upgrade

[Unique][Initiation]

Create 1 Ballista card(s).
At the start of the turn, create 1 Ballista card(s) with a 50% chance to additionally create 1 more.​

Show Effects

Card Image
1

Firing Preperation II

Upgrade
Upgrade

[Unique][Initiation]

Create 1 Piercing Ballista card(s).
At the start of the turn, create 1 Piercing Ballista card(s).

Show Effects

Card Image
1

Firing Preperation III

Upgrade
Upgrade

[Unique][Initiation]

Create 1 Enhanced Ballista card(s).
At the start of the turn, create 1 Enhanced Ballista card(s).

Show Effects

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1

Firing Preperation IV

Upgrade
Upgrade

[Unique][Initiation]

Create 1 Giant Ballista card(s).
At the start of the turn, create 1 Giant Ballista card(s).

Show Effects

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1

Firing Preperation V

Upgrade
Upgrade

[Unique][Initiation]

Create 1 Shelling Ballista card(s).
At the start of the turn, create 1 Shelling Ballista card(s).

Show Effects

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0

Repose I

Skill
Skill

Draw 2 other Combatant's card(s).​
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1

Repose II

Skill
Skill

Draw 2 other combatant card(s).
If that card is a Skill Card, 1 Reload.

Show Effects

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1

Repose III

Skill
Skill

150% Shield.
Draw 2 card(s) of other Combatants.
Decrease Cost of 1 of those cards by 1 for 1 turn.

Show Effects

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1

Repose IV

Skill
Skill

150% Shield.
1 Reload equal to number of other combatant Skill Cards in hand.

Show Effects

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1

Repose V

Skill
Skill

150% Shield.
Discard all other combatant cards in hand.
1 Reload equal to that number.​

Show Effects

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1

Pendant of Resolution I

Upgrade
Upgrade

When using a Skill Card, 1 Reload.​

Show Effects

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1

Pendant of Resolution II

Upgrade
Upgrade

[Unique]

When another combatant uses Skill Card, 1 Reload.
If 3 are used, at the start of the next turn, create 1 Micro Ballista card(s).​

Show Effects

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1

Pendant of Resolution III

Skill
Skill

[Exhaust 2]

For 1 turn(s), when a card is used, 1 Reload

Show Effects

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1

Pendant of Resolution IV

Upgrade
Upgrade

When another combatant uses a Skill Card, 1 Reload.
50% Chance to gain additional 1 Reload.​

Show Effects

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1

Pendant of Resolution V

Skill
Skill

[Retain][Retrieve 4]

Reload 2.

Show Effects

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1

Sir Kowalski I

Skill
Skill

Choose 1 Ballista card in hand, +150% Damage Amount until activated. Draw 2.

Show Effects

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1

Sir Kowalski II

Skill
Skill

Skill Draw 1.
Increase Damage Amount of Ballista by 30% for 1 turn.​

Show Effects

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1

Sir Kowalski III

Skill
Skill

Draw 2.
When drawing a Skill card, create 1 Ballista.

Show Effects

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1

Sir Kowalski IV

Skill
Skill

+250% Damage amount of 1 random Ballista Card in hand.
Exhaust after activation.​

Show Effects

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1

Sir Kowalski V

Skill
Skill

Select and Exhaust 1 Ballista in hand.
Create 2 Ballista, decrease Damage Amount of those cards by 25% until activated.

Show Effects

Potential
1

Epiphany Bonus

Potential 1

When entering Chaos, obtain 1 random Rare Card with an activated Epiphany.
2

Basic Card Upgrade

Potential 2

Increase Damage, Shield, and Healing Amounts of Basic Cards by 2/20%.
3

Common Card Upgrade

Potential 3

Increase Damage, Shield, and Healing Amounts of Common Cards by 2/20%.
3-1

Basic Card Proficiency

Potential 3-1

Add to Rapid Fire card effect: 20% chance to create 1 random Ballista card in hand.
4

Unique Card Upgrade

Potential 4

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

Critical Damage Proficiency

Potential 5

+2.4/12% Critical Damage.
5-1

Basic Card Proficiency

Potential 5-1

+5% Damage for Veronica's Rapid Fire.
If Veronica is Attack is greater than 500, an additional +5% to that value.
5-2

Divine Epiphany Adaptation

Potential 5-2

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

Critical Chance Proficiency

Potential 6

+2/10% Critical Chance.
7

Unique Stat Upgrade

Potential 7

If Veronica's Attack is greater than 700, +5% Ballista Shot damage.
For every 40 Attack exceeding that value, +1% (up to an additional +10%).
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

Bombardment Prep card's Reload is increased by 2.
E2

Awakening Memory

Manifest Ego 2

Whenever an ally uses a Targeting Attack Card, apply 1 Floral Scent to the target.
Floral Scent: +20% Damage taken from Ballista.
This monster becomes a Ballista activation target.
Floral Scent is removed when applied to another target.
E3

Vivid Memory

Manifest Ego 3

Add to Hunting Time card effect: Create 1 random Ballista card in hand.
E4

Inner Memory

Manifest Ego 4

Increase max stack of Reload by 1.
E5

Complete Memory

Manifest Ego 5

Increase the level of [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
E6

Liberated Memory

Manifest Ego 6

At the start of the turn, inflicts 1 Mark on all enemies inflicted with Floral Scent.
Stats (level 60)
HP
317
DEF
141
ATK
515
Gallery

Review

Introduction
Performance Profile

Healing [1/5]

 

Buffs [2/5]

  

Draw [5/5]

     

AP Generation [2/5]

  

Veronica is a 5-Star Passion Ranger Combatant that hunts their enemies down from the backline whilst also offering amazing supporting capabilities.

Veronica delivers their damage via their Ballistas, which are unusable Attack Cards that activate themselves at the end of the turn for no cost. Her Ballistas are created from her Firing Preparation Upgrade card and can change the type of Ballista created via alternative Epiphanies to adjust how she delivers her damage. 

Veronica can fill into an amazing support DPS thanks to having multiple different sources of low-cost Card Draw built into their kit from their Repose and Sir Kowalski cards, combined with the majority of her damage coming from her freely created Ballistas, can also dish out some great damage without needing any direct investment. As Veronica also comes with multiple upgrade cards, her deck can very quickly become an extremely small and consistent draw engine to help cycle through your deck as quickly as possible. Veronica can also boost her Ballista damage massively via the stackable Reload buff.

Because Veronica's Ballistas activate during the end phase and target enemies randomly, it can cause her damage to be quite random and if you aren't able to consistently stack her Reload buff, their damage can sometimes fall a little short. 

Piloting Veronica effectively is relatively straightforward: create Ballistas, stack her Reload buff and support your team with her amazing Card Draw. 

Veronica truly is one of the best supporting-DPS characters, with all of this taken into consideration and can almost fit into every single team with ease. 

Pros & Cons
Pros

  • Phenomenal targeted Card Draw that can become even stronger with Epiphanies.

  • Consistently deals damage every turn with Ballista Cards at 0 AP cost after initial setup.

  • Upgrade-heavy card pool thins out deck size for other Combatants.

  • Impressive, mostly passive damage, assuming Reload is kept active.

Cons

  • Limited AoE - only accessible via Epiphanies and Ego Skill.

  • Ballistas target enemies randomly.

  • Optimal damage output relies on stacking Reload, which isn’t always easy

  • Upgrade-based strategy requires upfront AP investment to get going.

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

Ballista: Veronica’s main mechanic is Ballista cards. Ballistas are costless cards generated via her kit, which cannot be played and have the [Ephemeral] tag, meaning they’re exhausted automatically at the end of the turn. Before Exhausting, though, Ballista's deal a 150% ATK as Additional Attack damage to a random target. With Epiphanies, different variants of Ballistas can be generated that have different bonuses. Here is what they all do:

  • Ballista: Deals damage 150% ATK to a single target randomly

  • Piercing Ballista: Deals 200% ATK and also has piercing, which ignores enemy shields. Also deals +50% damage against shielded enemies.

  • Enhanced Ballista: Deals 200% ATK and also has +30% critical chance.

  • Giant Ballista: Deals the same 150% ATK but hits all enemies instead of one

  • Shelling Ballista: Deals 100% but hits twice instead, making it better at scaling with Flat +% damage scaling (like with Morale).

  • Micro Ballista: Deals 40% to a single random enemy (far weaker) but can be generated in higher amounts.

Reload: Reload is Veronica’s other core mechanic and is a stackable buff that can be checked either in the buff window or below the team HP gauge. Reload can stack up to 3 times baseline, with each stack offering a 50% multiplicative +%DMG increase to Ballista cards for the turn. Reload is gained via many of Veronica’s cards and all stacks of it will be removed fully at the end of the turn.

  • Note: Here is how the math works out for Reload at base. 150% x ( 1 + 50% x Reload Stacks). At 3 stacks, that’s 375% DMG.

Potential

Veronica’s Signature Potentials add new mechanics to her cards and all improve her damage, enhancing her Sub DPS capabilities.

  • 3-1:  Grants Rapid Fire a 20% chance to create a Random Ballista card on use. A must-have Potential if you plan to use Veronica’s Basic Attack at all.

  • 5-1:  Increases Rapid Fire’s DMG by +5% and an additional 5% if ATK exceeds 500.

  • 7:  Improves Ballista’s DMG by +5% while Veronica’s ATK is 700 or higher. Also adds an additional +1% for every 40 ATK over 700 Veronica, up to +10%.

Dupes Review
E0

Base

Base performance of the character.

E1

Ego 1

Veronica’s first Ego point, when unlocked, increases the amount of Reload given by her “Bombardment Prep” card by 2. This doesn’t increase the maximum stacks, but means when activating the card, you’ll immediately be at the maximum of 4. A decent first node that can help with providing the maximum damage possible for a turn immediately after being played.

E2

Ego 2

Her second Ego point applies a passive to her team. Whenever an Ally uses a Targeting Attack Card, it will also apply 1 “Floral Scent” to the target. Floral Scent has a maximum stack size of 1 on an enemy and will act almost as a targeting beacon for Veronica, as when her Ballistas activate, they will prioritize the enemy with Floral Scent debuff whilst also dealing extra damage. However, if another unit is hit with a targeting attack, Floral Scent is removed from the existing unit and moved to the most recent target. A really good second Ego node to be unlocked that allows Veronica to pseudo-target who she wants to attack with her Ballistas, whilst further boosting her damage output.

E3

Ego 3

Their third Ego point now grants their Ego Skill an additional effect of creating 1 random Ballista card in their hand. This is a solid Ego node that can allow her Ego Skill to truly swing the tides in a fight by fully stacking Reload and giving her an additional Ballista to work with.

E4

Ego 4

The fourth Ego to be unlocked increases the maximum stack size of Reload by 1, to a maximum of 4 (5 with Bombardment Prep). A very sizable damage increase, as Reload is a multiplicative damage buff.

E5

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. Helps with Veronica’s Damage output further, overall, no huge

E6

Ego 6

Veronica’s final Ego node now inflicts 1 stack of Mark on enemies who are inflicted with Floral Scent. Overall, a good node that again further enhances Veronica’s passive damage, but will only take effect once the team has started to get rolling.

Cards & Ego Skill
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5

Hunting Time

Ego Skill

250% Piercing Damage to all enemies.
Gain Maximum Reload.

Show Effects

Hunting Time

Costs 5EP, deals a solid amount of piercing AoE damage and generates maximum Reload on use. A reasonable burst damage cooldown when factoring in the additional Ballista damage from Reload stacks. Use when Reload is inaccessible for the turn or when big AoE damage is required.

Card Image
1

Rapid Fire

Attack
Attack

100% Damage.​
Rapid Fire

Veronica’s Basic Attacks can be upgraded with Potentials to gain a 20% chance to create a random Ballista on use, raising their value considerably to a point where genuinely using them is a fine option even in high-end decks.
Note: Random includes the baseline Ballista, as well as all the “Enhanced” versions.

Card Image
1

Illusion of Golden Daffodils

Skill
Skill

100% Shield.​

Show Effects

Illusion of Golden Daffodils

Veronica's basic shield is completely standard and doesn't have any extra synergy with her kit.

Card Image
1

Firing Preperation

Upgrade
Upgrade

[Unique][Initiation]

Create 1 Ballista card(s).
At the start of the turn, create 1 Ballista card(s).

Show Effects

Firing Preperation

A 1 AP Cost upgrade, which is the main way Veronica generates Ballistas. On use, it generates a standard Ballista, then generates another one at the start of each turn thereafter. This upgrade is the backbone of Veronica’s AP efficiency and damage before adding in her strongest Epiphanies. Also has the [Initiation] tag, ensuring you always start with it and the [Unique] tag, so you don’t gain too many Ballistas.

Card Image
1

Repose

Skill
Skill

100% Shield.
Draw 2 card(s) from other combatant.

Show Effects

Repose

Veronica’s strongest support card and an incredibly potent Draw Engine for any deck. It costs 1 AP, shields and Draws two cards from your other two Combatant card pools on use. The fact that this card doesn’t draw Veronica’s cards gives it an element of pseudo-searching, allowing you to more easily assemble combos involving other characters’ cards.

Card Image
1

Pendant of Resolution

Upgrade
Upgrade

When another combatant uses Skill Card, 1 Reload.​

Show Effects

Pendant of Resolution

An upgrade card that costs 1 AP to use and is the primary way Veronica generates Reload. After use, it causes all other characters' skill cards to generate a Reload stack for Veronica. This card is the only real place Veronica has to consistently gain Reload, making it a valuable addition if you intend her to deal meaningful damage.

Card Image
1

Sir Kowalski

Skill
Skill

Choose 1 Ballista card in hand, +100% Damage Amount until activated. Draw 1.

Show Effects

Sir Kowalski

Another draw card for Veronica, this time only drawing 1 at a baseline, but also allowing you to choose one Ballista in hand to grant a Flat +100% DMG boost to. A solid hybrid of cycling and damage, but a card that only really shines after Epiphanies are included.
Note: Sir Kowalski’s multiplier is additive with Ballista’s damage and not multiplicative like Reload’s, so it is just whatever it was +100% added on top.

Card Image
1

Bombardment Prep

Upgrade
Upgrade

[Unique]

Increase max stack of Reload by 1.
2 Reload.​

Show Effects

Bombardment Prep

Yet another upgrade, this time increasing the Reload max stack size from 3 to 4 while also granting 2 stacks on use. Raises Veronica’s max damage Potential, but it isn’t a must-have card like some of her others unless you know you’ll have the AP to spare in activating it. Additionally, it has the [Unique] tag restricting excessive Reload cap raising.
Note: A baseline Ballista goes from 375% -> 450% with 3 stacks vs 4.

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
★★★
Err
★★★
Err
★★★
Err
★★★
Err
★★★
Err
★★★

Epiphanies:

  • Neutral [★★★] - Target Neutral Epiphany: N/A.
    There is no specific Neutral Epiphany recommended, but basically all Firing Preparations are just a bit of passive Ballista damage–there is no clear recommendation as it depends on the situation and personal preference for what type of Ballista you want.
  • Err
    [★★★] - Now has a 50% chance to create 1 additional Ballista. This is great for Veronica builds that want to hit the maximum number of Ballistas possible (Veronica DPS), but this can be a detriment in builds that want the hand-space (for draw reasons, typically) as it will potentially add 2 cards to hand you can’t get rid of instead of just 1.
  • Err
    [★★★] - Now creates a Piercing Ballista. This is a great option if you want to ignore enemy shield and want the extra damage from Veronica.
  • Err
    [★★★] - Now creates an Enhanced Ballista. This is a great option if you want to increase the Ballista damage with little external buffers (or with passive mult buffers, as some Orlea builds).
  • Err
    [★★★] - Now creates a Piercing Ballista. This is a great option if you want to do more damage in multi-target/AOE,
  • Err
    [★★★] - Now creates a Shelling Ballista. This is a great option if you want to do more damage in single-target, using external buffers to increase multihit damage.

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: Morale/Resolve.

Card 2
Neutral Epiphany
★★★
Card Image
0

Repose I

Skill
Skill

Draw 2 other Combatant's card(s).​
★★★★★
Card Image
1

Repose II

Skill
Skill

Draw 2 other combatant card(s).
If that card is a Skill Card, 1 Reload.

Show Effects

★★★
Card Image
1

Repose III

Skill
Skill

150% Shield.
Draw 2 card(s) of other Combatants.
Decrease Cost of 1 of those cards by 1 for 1 turn.

Show Effects

★★★★
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1

Repose IV

Skill
Skill

150% Shield.
1 Reload equal to number of other combatant Skill Cards in hand.

Show Effects

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1

Repose V

Skill
Skill

150% Shield.
Discard all other combatant cards in hand.
1 Reload equal to that number.​

Show Effects

Epiphanies:

  • Neutral [★★★] - Target Neutral Epiphany: N/A.
    There is no specific Neutral Epiphany recommended, but the Base Epiphany is still very strong and will likely be preferred over other options if given a good Divine Epiphany.
  • Repose I
    [★★★★★] - Now a 0-cost but loses its previous shield. Since Veronica is not typically used as a shielder, this is a completely fine trade-off; moreover, being a 0-cost means it now can get +1 AP Divine instead of -1 Cost Reduction, enabling her to be an AP battery as well.
  • Repose II
    [★★★] - Now does a bit more shield and gives 1 Reload if drawing a Skill Card. Basically, a better version of Repose IV or Repose V, since it allows you to quite easily hit Reload cap without losing the draw effect.
  • Repose III
    [★★★★] - Now reduces the cost of cards drawn by 1 for 1-turn. A rather underrated Epiphany that, with Cost Reduction, will provide very similar value to Repose I with AP Divine. Which is to say, this can act as a pseudo-AP card on top of a draw card.
  • Repose IV
    [] - Gives 1 Reload for every Skill Card in hand, but loses its Draw effect. The effect is OK, but there’s almost no scenario where you’d want to get rid of one of the strongest draw cards in the entire game for Reload (a buff you can easily max out through other effects).
  • Repose V
    [] - Discards all other combatant cards and gains Reload for the amount discarded. The effect is kind of terrible (just getting rid of your entire hand for fun), and there’s almost no scenario where you’d want to get rid of one of the strongest Draw cards in the entire game for Reload (a buff you can easily max out through other effects).

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 AP (Repose I), -1 Cost Reduction.

Card 3
Neutral Epiphany
★★★★★
Card Image
1

Pendant of Resolution I

Upgrade
Upgrade

When using a Skill Card, 1 Reload.​

Show Effects

★★★★★
Card Image
1

Pendant of Resolution II

Upgrade
Upgrade

[Unique]

When another combatant uses Skill Card, 1 Reload.
If 3 are used, at the start of the next turn, create 1 Micro Ballista card(s).​

Show Effects

★★★
Card Image
1

Pendant of Resolution III

Skill
Skill

[Exhaust 2]

For 1 turn(s), when a card is used, 1 Reload

Show Effects

Card Image
1

Pendant of Resolution IV

Upgrade
Upgrade

When another combatant uses a Skill Card, 1 Reload.
50% Chance to gain additional 1 Reload.​

Show Effects

★★★★★
Card Image
1

Pendant of Resolution V

Skill
Skill

[Retain][Retrieve 4]

Reload 2.

Show Effects

★★★

Epiphanies:

  • Neutral [★★★★★] - Target Neutral Epiphany: N/A.
    There is no specific Neutral Epiphany recommended, but the Base Epiphany is comparable to the most universal options, as you should be able to hit Reload cap with it, as well.
  • Pendant of Resolution I
    [★★★★★] - Now gain Reload from Veronica’s cards as well. The go-to Epiphany with most Supportive builds since it’ll allow you to passively hit reload cap every turn off of just Veronica cards alone.
  • Pendant of Resolution II
    [★★★] - If gained at least 3 Reload (and used a Ballista), then gain 1 Micro-Ballista next turn. This is more situational than options that just give Reload, since making an additional Ballista might not be worth the damage if you need the hand space to draw or play certain effects.
  • Pendant of Resolution III
    [] - Becomes a skill with [Exhaust 2] that gives Reload for any card used. This is bad because you already hit Reload cap quite easily off any other Epiphany without needing to play a skill in a specific order or them being exhausted, as they’re passive Upgrades.
  • Pendant of Resolution IV
    [★★★★★] - 50% chance of gaining an additional Reload. This is basically the base Epiphany since both can hit the Reload cap quite quickly–the additional Reload gain truly does not mean anything in 99.9% of Veronica builds.
  • Pendant of Resolution V
    [★★★] - Becomes a skill and gains [Retrieve 4]. The skill is lowkey buns (just too much Reload), but this is a VERY strong card for Mei Lin’s Aromata (or any buff that needs you to play Passion cards and/or Skill Cards repeatedly) since this allows you to play the card 5 times in one turn (can be very expensive without Cost Reduction Divine, though).

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: Morale/Resolve.

Card 4
Neutral Epiphany
Card Image
1

Sir Kowalski I

Skill
Skill

Choose 1 Ballista card in hand, +150% Damage Amount until activated. Draw 2.

Show Effects

★★★★★
Card Image
1

Sir Kowalski II

Skill
Skill

Skill Draw 1.
Increase Damage Amount of Ballista by 30% for 1 turn.​

Show Effects

★★
Card Image
1

Sir Kowalski III

Skill
Skill

Draw 2.
When drawing a Skill card, create 1 Ballista.

Show Effects

★★★★
Card Image
1

Sir Kowalski IV

Skill
Skill

+250% Damage amount of 1 random Ballista Card in hand.
Exhaust after activation.​

Show Effects

Card Image
1

Sir Kowalski V

Skill
Skill

Select and Exhaust 1 Ballista in hand.
Create 2 Ballista, decrease Damage Amount of those cards by 25% until activated.

Show Effects

Epiphanies:

  • Neutral [] - Target Neutral Epiphany: N/A.
    Basically, no reason to ever use the Base/Neutral Epiphany since it has less draw than other options and its buff isn’t that great.
  • Sir Kowalski I
    [★★★★★] - Draw 2. The Buff doesn’t matter at all; this is the go-to option simply because many builds cannot afford the hand space that Kowalski III will take up, making this option much more universal.
  • Sir Kowalski II
    [★★] - Now buffs ALL Ballistas by a multiplicative 30% for the turn. A decent buff to Vero’s Ballistas, this is worth considering if you have other sources of draw and Ballista creation and want to do a Veronica DPS build.
  • Sir Kowalski III
    [★★★★] - Now Draw 2 and create a Ballista when drawing a Skill Card. This is probably the best way to make a lot of Ballistas passively every turn. The option builds that want additional Ballista damage (and can afford the hand space) will take.
  • Sir Kowalski IV
    [] - Loses Draw 1 and will give a decent additive buff to 1 Ballista. Losing a draw for a bit more damage on one Ballista is not recommended for most uses of Veronica, as it is more likely to introduce variables that result in dead draws.
  • Sir Kowalski V
    [] - Loses Draw 1 and Exhaust 1 Ballista and creates 2 new Ballistas with 25% less damage. This option doesn’t draw and creates fewer Ballistas than Kowalski III can make, with a debuff as well, so it is very much not recommended.

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 Cost Reduction, Vulnerable 2, 1 AP (Echo V).

Gear

Memory Fragments

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

Recommended Loadout
1

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

[2-PC]: +12% Attack.

Flex

2/2/2 is the safe pick when playing Veronica in Save Data based game modes thanks to its flexibility which allows you to pick-up most of the damage 4/2 provides while still having access to another 2P bonus which can be used to bring supportive benefits as well. 2/2/2 usually loses out to 4/2 in chaos based game modes or teams where Veronica has limited access to card damage increases howeeer in teams with high amounts of Morale or other forms of Card Damage boosts it can actually edge out 4/2 even in damage assuming high enough numbers.

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 and to double down on Veronica's ability to support use 2P Healer's Journey or 2P Tetra's Authority. If none of that appeals, you can use any 2 strong sub/main stat pieces instead of a final 2P set bonus as well.

2

[4-PC]: When an Upgrade Card is used, increase Damage Amount of Passion Cards by 20% (max 1 stack).

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

4/2 is a pure damage option for Veronica which is stronger for her own personal output in Chaos based game modes and in teams which don't offer her a lot of card damage boosts. However it's damage isn't so far ahead of 2/2/2 that it's a complete game changer so it's only recommended to use this set-up if you already have a strong set farmed. Also worth considering is the fact that in save based game modes Veronica usually isn't brought for her damage so the utility 2/2/2 can provide may be even more valuable to you.

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
Passion DMG% > ATK%
Imagination
ATK%
Substats:

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

To fully activate all of Veronica's Potentials and max out the damage she can gain toward her Ballistas and to a lesser extent, Basic Attack Rapid Fire, you'll want 701 ATK initially, but ideally aim for 1000 ATK endgame in her character screen before entering combat. This isn't a mandatory stat goal as Veronica's main role in Save Data modes is usually as a draw-based support, but if you want her to perform at her best in Chaos, it is recommended. However, this shouldn't come at the cost of picking optimal main stats on memory fragments.

Partners

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

No calculations in Chaos Zero Nightmare are completely accurate for all scenarios, including the ones below. What team, decks, epiphanies, gear, equipment, and enemies you’re facing all impact them. Because of this, take the results as guidelines and combine them with the explanations to make your decisions. Calculations use endgame save data set-ups, including 5 turns of combat using the whole deck with all Ego skills unless otherwise stated.

1

Passive - Financial Support

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

The assigned combatant's Extra Attack damage is increased by 10/20%.

When the assigned combatant uses an Upgrade or Skill card, 25/50% chance to gain 1 Morale for 1 turn.

Skill - Security team, requesting support! - 2 EP cost

Draw 1 Enhanced Card(s).

If there are no Enhance Cards in the Draw Pile, Draw 1 Card.

Draw: 3/5
Utility: 5/5
Buffing: 0/5
Survivability: 4/5
Final: 12/20

Best option in most cases for Veronica's personal and team-based damage before considering 6-star Partners with multiple Ego levels. The reason Rosaria is so strong is not only due to her outstanding Passive Stats, but also the fact that she allows Veronica to gain multiple chances at buffing the team every turn whenever she plays a Skill or Upgrade Cards. The combination of both of these effects, in addition to Rosaria's solid Ego skill make her the go-to option for Veronica outside of very high investment alternatives.

2

Passive - Financial Support

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

The assigned combatant's Extra Attack damage is increased by 10/20%.

When the assigned combatant uses an Upgrade or Skill card, 25/50% chance to gain 1 Morale for 1 turn.

Skill - Security team, requesting support! - 2 EP cost

Draw 1 Enhanced Card(s).

If there are no Enhance Cards in the Draw Pile, Draw 1 Card.

Draw: 3/5
Utility: 3/5
Buffing: 0/5
Survivability: 2.5/5
Final: 8.5/20

Significantly worse at E0 compared to E4, but still a solid option and worthy alternative to Marianne, offering somewhat comparable damage and the edge of granting team-based buffs. It's fine to use either E0 Rosaria or E0 Marianne, but as you get more copies of Rosaria, it's recommended you switch over to her instead.

3

Passive - Eyes on the Target

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

Increase Damage Amount of the assigned Combatant when attacking Ravaged enemies by 15/30%.

The assigned combatant's Basic Cards always apply as Weak Point Damage, and +5/25% Weakness Damage.

Skill - Blood Stalker - 3 EP cost

Deal 350% Damage.

Draw: 3/5
Utility: 1/5
Buffing: 0/5
Survivability: 3/5
Final: 7/20

Veronica's Signature Partner, who surprisingly isn't her best in slot choice in most cases. At E0, she grants less personal damage than E4 Rosaria due to having a lower Combat Attack boost and no ability to buff the team. The one upside of Marianne is that she can deliver a solid amount of AoE damage with her Ego Skill while also drawing a Skill Card, which can be a nice bonus for Chaos game modes, but in Save Rosaria is the clear winner.

4

Passive - Hot-Blooded Soldier

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

When an ally defeats an enemy, gain 1 [Backline Support].

[Backline Support]: +10/20% Damage of 1 attack card. Upon activation, Backline Support is reduced by 1 (up to 3 stacks).

Skill - Powerful Shot - 2 EP cost

Deal 200% Damage.

Draw: 1/5
Utility: 1/5
Buffing: 0/5
Survivability: 2.5/5
Final: 4.5/20

A F2P option that's fine to use if you have nothing else, but falls behind in damage and utility. Additionally has has a less impactful Ego Skill than all the above options. Should be replaced as soon as you're able to.

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
    Second Method
     
  • Equipment
    Dagger That Tricked the Shadow
     
  • Equipment
    Sword Reflected in the Lake
     
  • Equipment
    Obsidian Sword
     
Support
  • Equipment
    Tentacles of Chaos
     
  • Equipment
    Harp of Conflict
     
  • Equipment
    Harpoon Case of Broken Resolve
     
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
    Second Method
     - A generically strong and accessible legendary equipment for all combatants that deal the majority of their damage via Extra Attacks thanks to its +35% (Additive) Extra Attack bonus. Usually never best in slot, but always an acceptable pick-up for how common it is to find.
  • 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.
  • Equipment
    Harp of Conflict
     - A rare but powerful supportive option that grants the entire team 15% (multiplicative) card damage for 1 turn after you've both shielded, healed and dealt damage in the turn. This conditional effect isn't easy to activate for all teams, plus this weapon only comes from Arena Events in S2. When combined this leads to this weapon being strong but both hard to get and only useful in certain teams.
  • Equipment
    Harpoon Case of Broken Resolve
     - An Arena Event exclusive weapon which grants you a card every other turn which costs 0, deals some damage but more importantly applies a stack of Vulnerable, Agony and Weaken enabling many set and equipment effects while also boosting damage. Usually not a competitive pure damage option but a solid supportive pick-up for the debuffs it provides assuming you have the hand space.
Comments - Armor
  • Equipment
    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
  • Pure Draw Support - Veronica is generally a very easy-to-slot-in draw support who needs very little divines, with her having a 0-cost ‘Draw 2’ card without Divine Epiphanies needed. Most Draw builds will make very few Ballistas. Many teams even avoid them altogether because of it hurting your headspace, but this doesn’t diminish her dominating strength as a premier draw unit that needs very little special treatment to utilize.
  • Ballista Spam + Draw Support - Contrary to her draw support builds centered around Repose only for draw, her Ballista Spam builds tend to utilize Kowalski III in order to make more Ballistas on skill card use and do okay AOE damage at the end of your turn, while still drawing through Repose. This isn’t compatible with all DPS, but it is certainly worth considering when it is for the extra damage from Veronica herself. Kowalski III can alternatively be copied in these builds, but is extremely AP-expensive to do so without Divine Epiphany cost-reduction.
  • Draw + AP - Essentially the same as the other builds in playstyle, this build opts to instead take an AP divine on Repose, allowing Veronica to double as a pseudo-AP battery on top of being a draw support.
Removal
  • Rapid Fire
     
    Illusion of Golden Daffodils
     - Removed in basically any Veronica deck.
Conditional Removal
  • Bombardment Prep
     
    Pendant of Resolution
     - Can be removed in pure draw support builds, as her ballista damage tends to be very negligible, but it is also an upgrade that will leave your deck after turn-1 anyway, so it can be kept with little downside.
Copying
  • Repose
     - The go-to copy of most Veronica builds, even ones oriented for more sub-DPS playstyles, as it nets her a very strong amount of draw for 0-cost.
  • Sir Kowalski
     - This can be a great copy with Divine Epiphany cost-reduction, especially in Ballista-based builds with Kowalski III.
Best Synergies
Best Teams
Chaos Teams
Generic - Chaos
Save Teams
Mei Lin Hyper-Carry
Veronica Draw Flex