Chaos Zero Nightmare (CZN)BerylBuild and Guide

Character
Introduction

Best guide and build for Beryl from Chaos Zero Nightmare (CZN). Beryl is a 4 character from the Ranger class and Justice attribute, who belongs to the Ironrain [Wolf Platoon] faction.

To learn more about Beryl 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 Beryl 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

Launcher

Attack
Attack

100% Damage.
Card Image
2

Charge Launcher

Attack
Attack

220% Damage.​
Card Image
1

Barrier

Skill
Skill

100% Shield.

Show Effects

Card Image
1

Opening Found

Attack
Attack

[Retain]

140% Damage.
Retain: Add 1 Hit(s) for 1 turn.

Show Effects

Epiphany Cards:
Card Image
2

Charged Shot

Attack
Attack

[Retain]

240% Damage.
Retain: Damage +120%.

Show Effects

Card Image
0

Guilty Pleasure

Skill
Skill

[Exhaust]

Draw 3.

Show Effects

Card Image
1

Unlimited Firepower

Skill
Skill

100% Shield.
+80% Damage of next Attack Card used.

Show Effects

Card Image
1

Heavy Weapons Specialist

Skill
Skill

Create 1 Opening Found or Charged Shot card, apply Exhaust to that card, decrease Cost by 1 until used.

Show Effects

Generated Cards:
Card Image
1

Opening Found

Attack
Attack

[Retain]

120% Damage.
Retain: Add 1 Hit(s) for 1 turn.

Show Effects

Card Image
2

Charged Shot

Attack
Attack

[Retain]

200% Damage.
Retain: Damage +80%.

Show Effects

Ego Skill:
Card Image
5

Maximum Output Charged Shot

Ego Skill

350% Damage to all enemies
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

Opening Found I

Attack
Attack

[Retain]

210% Damage.
Retain: Add 1 Hit(s) for 1 turn.

Show Effects

Card Image
1

Opening Found II

Attack
Attack

[Retain]

260% Damage.
Retain: Change cost to 0.

Show Effects

Card Image
1

Opening Found III

Attack
Attack

[Retain]

110% Damage.
Retain: Add 2 Hit(s) for 1 turn.

Show Effects

Card Image
1

Opening Found IV

Attack
Attack

[Retain]

180% Damage.
Retain: +80% Damage amount.

Show Effects

Card Image
1

Opening Found V

Upgrade
Upgrade

When Retain owned cards, 150% Extra Attack to random enemies.

Show Effects

Card Image
2

Charged Shot I

Attack
Attack

[Retain]

360% Damage.
Retain: Damage +180%.

Show Effects

Card Image
1

Charged Shot II

Attack
Attack

[Retain]

240% Damage.
Combo: +120% Damage amount.

Show Effects

Card Image
3

Charged Shot III

Attack
Attack

[Retain]

500% Damage.
Retain: Decrease Cost by 1 until used.

Show Effects

Card Image
2

Charged Shot IV

Attack
Attack

[Retain]

360% Damage.
Retain: +240% Damage (Max 1 time).​

Show Effects

Card Image
2

Charged Shot V

Attack
Attack

[Retain]

140% Damage × 2.
Retain: +80% Damage amount.

Show Effects

Card Image
0

Guilty Pleasure I

Skill
Skill

[Exhaust]

Draw 3.
1 Morale.

Show Effects

Card Image
0

Guilty Pleasure II

Skill
Skill

[Exhaust]

Draw 3.
Decrease Cost of 1 random card of this unit in hand by 1.

Show Effects

Card Image
0

Guilty Pleasure III

Skill
Skill

[Exhaust]

Draw 3.
At the start of the next turn, Draw 2.​

Show Effects

Card Image
0

Guilty Pleasure IV

Skill
Skill

Draw 1.
Activate Retain effect on all cards in hand.​

Show Effects

Card Image
0

Guilty Pleasure V

Skill
Skill

[Unique][Exhaust 2]

Draw 3.

Show Effects

Card Image
1

Unlimited Firepower I

Skill
Skill

150% Shield.
+120% Damage of next Attack Card used.​

Show Effects

Card Image
1

Unlimited Firepower II

Skill
Skill

For 1 turn, +80% Attack Card Damage.
Card Image
1

Unlimited Firepower III

Skill
Skill

+160% Attack Damage of next own card used.
Card Image
1

Unlimited Firepower IV

Skill
Skill

150% Shield.
+80% Damage of the next Attack card.​

Show Effects

Card Image
1

Unlimited Firepower V

Upgrade
Upgrade

Increases Damage Amount of Attacks Cards of this unit by 30%.
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

+20% damage of Launcher and Charge Launcher Cards.
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 of Beryl's Launcher and Charge Launcher cards.
If Beryl's Critical Damage is greater than 160%, increase that value by an additional 5%.
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

+10% Beryl's Expose Weakness Damage.
If Beryl's Critical Damage is greater than 230%, +10% Charged Shot Damage.
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

Reduces the cost of Heavy Weapons Specialist cards by 1.
E2

Awakening Memory

Manifest Ego 2

Beryl's Retain card damage is increased by +20%.
E3

Vivid Memory

Manifest Ego 3

Increase the level of [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
E4

Inner Memory

Manifest Ego 4

The damage of the Max Output Charged Round card is increased by +50%.
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

Whenever Beryl's card is Retained, she gains 1 Condense.
Condense: When Beryl uses an attack card, deal +50% additional damage per Condense stack to the target, then remove all Condense stacks (Max 3 stacks).
Stats (level 60)
HP
293
DEF
133
ATK
482
Gallery

Review

Introduction
Performance Profile

ST Damage [3/5]

   

AoE Damage [1/5]

 

AP Efficiency [4/5]

    

Utility [4/5]

    

Beryl is a Justice attribute Ranger that is focused on the [Retain] keyword. Beryl offers solid damage at the cost of having high AP requirements for some of her most damaging cards. Beryl's base "Opening Found" and "Charged Shot" cards both have the [Retain] tag, which will provide additional effects when they've been retained. This keyword helps with AP management as she can hold onto these cards for when the time is right or when you have AP available to use them. 

Beryl has Card Draw via her "Guilty Pleasure" card alongside card creation via "Heavy Weapons Specialist" to generate a card to hold onto to unleash at the right time. Thanks to this, Beryl has a very flexible playstyle that allows her to fall out of a standard DPS role into a more supportive DPS role. Beryl does offer some inbuilt ways to assist with AP management with Heavy Weapons Specialist.

Due to her high AP costs on her damage-dealing cards, she is best paired with supports who offer support via AP management. Berly also lacks AOE damage outside of her Ego skill, so potentially in content where AoE is key, Beryl may struggle in this department.

Beryl can also trigger the [Retain] effect of cards outside of the usual end-of-turn window with a specific Epiphany on her Guilty Pleasure card, thus creating potential synergies with any cards that heavily benefit from being retained. Beryl is strictly limited to her own cards.

Due to the amount of flexibility in Beryl’s different Epiphanies, she can fit into a Support role to provide Draw Power, a Primary DPS and even a Sub-DPS. 

Pros & Cons
Pros

  • High Single Target Potential when [Retain] hold effect are effectively used.

  • Strongest damaging cards have [Retain], allowing for greater combat flexibility.

  • Access to strong, but [Exhaust]-based, Card Draw, which has powerful alternative Epiphany effects.

Cons

  • Limited AoE only accessible via Ego Skill.

  • Must wait one or multiple turns for card damage to scale via [Retain] hold mechanics.

  • Higher than average AP costs across cards.

Ratings

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

T1

Chaos Mode

T1

Season Save Data

?

Great Rift

Key Mechanics
  • [Retain]: Some of Beryl’s best cards have the [Retain] tag, which allows them to be held in the hand and not Discarded between turns.

  • [Retain] Hold Effects: To complement [Retain], many cards have special effects that trigger when held in hand via the [Retain] mechanic. These can be one-off effects that require one turn or infinitely scaling ones that encourage Retaining as long as possible. Regardless of which it is, capitalizing on these effects is crucial to doing well with Beryl.

Potential

Beryl’s Signature Potentials are all completely damage-focused, making them a high priority to unlock.

  • 3-1:  Increases the multipliers of both the Launcher and Charge Launcher Basic Attacks by +20%.

  • 5-1:  Further increases Launcher and Charge Launcher damage multipliers by +5% with an additional +5% bonus granted if Crit DMG exceeds 160%.

  • 7:  Boosts Opening Found Damage after unlocking, but also boosts Charged Shot damage as well if Crit DMG exceeds 230%.

Dupes Review
E0

Base

Base performance of the character.

E1
100.00%

Ego 1

Beryl’s E1 reduces the cost of “Heavy Weapons Specialist” by 1. This is a great first Ego point that further alleviates the AP demand for Beryl.

E2
100.00%

Ego 2

Her 2nd Ego point grants a 20% damage buff to her cards that have the [Retain] tag. A decent 2nd node that provides a decent damage increase.

E3
100.00%

Ego 3

This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Provides a small increase in damage.

E4
100.05%

Ego 4

The fourth Ego node provides a damage buff to her Ego skill, increasing the damage by an additional +50%. Nothing major in terms of gameplay changes, but helps Beryl slightly in the AoE category.

E5
100.05%

Ego 5

This node again increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Provides another small increase to damage.

E6
100.05%

Ego 6

Beryl’s E6 is a passive effect that grants her stacks of “Condense”. Condense is a buff that can stack up to 3 times and is gained whenever she Retains a card in her hand. Condense is spent whenever she activates an Attack Card, which will cause her to do an additional 50% Fixed Damage for each stack of Condense she had at the time and then removes all stacks. This is a decent final Ego node for Beryl that further boosts her damage.

Cards & Ego Skill
Card Image
5

Maximum Output Charged Shot

Ego Skill

350% Damage to all enemies
Maximum Output Charged Shot

Costs 5 EP and does a large amount of AoE damage to all enemies, that’s it. Best used to burst down large packs of trash enemies.

Card Image
1

Launcher

Attack
Attack

100% Damage.
Launcher

Beryl’s 1 AP Basic Attack is entirely standard and doesn't have any extra synergy with her kit outside of gaining significant damage boosts through her Potentials.

Card Image
2

Charge Launcher

Attack
Attack

220% Damage.​
Charge Launcher

A 2 AP version of Launcher, which doesn’t offer anything new outside of higher damage numbers.

Card Image
1

Barrier

Skill
Skill

100% Shield.

Show Effects

Barrier

Beryl’s basic shield is entirely standard and doesn't have any extra synergy with her kit.

Card Image
1

Opening Found

Attack
Attack

[Retain]

140% Damage.
Retain: Add 1 Hit(s) for 1 turn.

Show Effects

Opening Found

Beryl's first [Retain] card, it costs 1AP, deals solid up-front damage and gains an additional hit after being Retained, but only for one turn, preventing it from endlessly stacking. Aim to always preserve this card for at least one turn unless at risk of wasting AP.

Card Image
2

Charged Shot

Attack
Attack

[Retain]

240% Damage.
Retain: Damage +120%.

Show Effects

Charged Shot

Beryl’s other [Retain] card, it costs 2AP, deals more damage and gains an additive +120% DMG multiplier when Retained. Should be held for as long as is feasible and until burning 2AP on a large attack is effective and safe.

Card Image
0

Guilty Pleasure

Skill
Skill

[Exhaust]

Draw 3.

Show Effects

Guilty Pleasure

A 0 AP draw 3 with the only downside of having [Exhaust]. Despite being a one-time use, it is absurdly AP efficient for how much Card Draw it provides and is definitely one of Beryl’s best cards for herself and her team. Will get your [Retain] cards into your hand faster to start stacking.

Card Image
1

Unlimited Firepower

Skill
Skill

100% Shield.
+80% Damage of next Attack Card used.

Show Effects

Unlimited Firepower

Grants shielding and an additive +80% damage increase to the next Attack Card used for 1AP. Not a bad card to include, but definitely not a core part of Beryl’s game plan. Most efficiently used on Opening Found due to its multi-hitting.

Card Image
1

Heavy Weapons Specialist

Skill
Skill

Create 1 Opening Found or Charged Shot card, apply Exhaust to that card, decrease Cost by 1 until used.

Show Effects

Heavy Weapons Specialist

A skill that generates either Opening Found or Charged Shot on use while also reducing their cost by 1 at the cost of 1AP. Equivalent to searching out one of Beryl’s best cards, then gaining 1 AP, with the only downside being that the card won't have the chance at having an Epiphany. Cards generated by Heavy Weapons Specialist are exhausted after use.

Best Epiphanies

Best Epiphanies
Note

We have given a star rating for each Epiphany, showing how strong and useful it is - with 1★ being the lowest rating and 5★ the highest.

Card 1
Neutral Epiphany
★★
Card Image
1

Opening Found I

Attack
Attack

[Retain]

210% Damage.
Retain: Add 1 Hit(s) for 1 turn.

Show Effects

Card Image
1

Opening Found II

Attack
Attack

[Retain]

260% Damage.
Retain: Change cost to 0.

Show Effects

Card Image
1

Opening Found III

Attack
Attack

[Retain]

110% Damage.
Retain: Add 2 Hit(s) for 1 turn.

Show Effects

★★★
Card Image
1

Opening Found IV

Attack
Attack

[Retain]

180% Damage.
Retain: +80% Damage amount.

Show Effects

Card Image
1

Opening Found V

Upgrade
Upgrade

When Retain owned cards, 150% Extra Attack to random enemies.

Show Effects

★★★★★

Epiphanies:

  • Neutral [★★] - Target Neutral Epiphany: Draw 1.
    With Draw 1 Neutral, there’s an argument for using this over Opening Found III in a Beryl Attack Card build, but only for QoL reasons that are typically already easy to work around with Beryl, so it is not the premiere recommendation.
  • Opening Found I
    [] - Slightly higher base damage. Generally speaking, DPS Beryl will utilize Extra Attacks via Opening Found V as opposed to Attack Cards, and if using Attack Cards, Opening Found III will be better with a slight amount of buffs, so this is not the recommended Epiphany.
  • Opening Found II
    [] - Now is 0-cost when retained once. Generally speaking, DPS Beryl will utilize Extra Attacks via Opening Found V as opposed to Attack Cards, and if using Attack Cards, Opening Found III will be better with a slight amount of buffs, so this is not the recommended Epiphany.
  • Opening Found III
    [★★★] - The previous +1 hit on [Retain] effect is upgraded to +2 hits, with slightly less base damage per hit. The highest damage Attack Card from Beryl with a minimal amount of additive buffs, but it isn’t typically used because Opening Found V builds generally have much higher damage and are much easier to use.
  • Opening Found IV
    [] - Now gains an additive 80% buff every time it is retained. Generally speaking, DPS Beryl will utilize Extra Attacks via Opening Found V as opposed to Attack Cards, and if using Attack Cards, Opening Found III will be better with a slight amount of buffs, so this is not the recommended Epiphany.
  • Opening Found V
    [★★★★★] - Changes to an Upgrade that does an Extra Attack for each Beryl card with [Retain] at the end of the turn. The go-to Epiphany for a damage-based Beryl build since she can do a ton of Extra Attacks with very little effort via duping this and retaining her own cards.

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: Attack Weakness, -1 Cost Reduction, Morale/Resolve (Opening Found V).

Card 2
Neutral Epiphany
★★★
Card Image
2

Charged Shot I

Attack
Attack

[Retain]

360% Damage.
Retain: Damage +180%.

Show Effects

★★★
Card Image
1

Charged Shot II

Attack
Attack

[Retain]

240% Damage.
Combo: +120% Damage amount.

Show Effects

★★★
Card Image
3

Charged Shot III

Attack
Attack

[Retain]

500% Damage.
Retain: Decrease Cost by 1 until used.

Show Effects

★★★
Card Image
2

Charged Shot IV

Attack
Attack

[Retain]

360% Damage.
Retain: +240% Damage (Max 1 time).​

Show Effects

★★★
Card Image
2

Charged Shot V

Attack
Attack

[Retain]

140% Damage × 2.
Retain: +80% Damage amount.

Show Effects

★★★

Epiphanies:

  • Neutral [★★★] - Target Neutral Epiphany: N/A.
    None of the effects on any of these cards really matter, since it is a card only typically kept for an extra Beryl [Retain] to have in hand, so it typically isn’t even played when it isn’t removed.
  • Charged Shot I
    [★★★] - Its [Retain] buff is slightly higher. None of the effects on any of these cards really matter, since it is a card only typically kept for an extra Beryl [Retain] to have in hand, so it typically isn’t even played when it isn’t removed.
  • Charged Shot II
    [★★★] - Changed buff from [Retain] to [Combo], meaning it does not gain its buff from ending turn / [Retain] activation, but through a Justice card being played before it, instead. None of the effects on any of these cards really matter, since it is a card only typically kept for an extra Beryl [Retain] to have in hand, so it typically isn’t even played when it isn’t removed.
  • Charged Shot III
    [★★★] - Now is a 3-cost that decreases its cost by 1 on [Retain], but loses its previous damage buff. None of the effects on any of these cards really matter, since it is a card only typically kept for an extra Beryl [Retain] to have in hand, so it typically isn’t even played when it isn’t removed.
  • Charged Shot IV
    [★★★] - [Retain] damage buff is much higher, but can only be activated once. None of the effects on any of these cards really matter, since it is a card only typically kept for an extra Beryl [Retain] to have in hand, so it typically isn’t even played when it isn’t removed.
  • Charged Shot V
    [★★★] - Now has a lower ratio and lower buff, but hits two times instead of once. None of the effects on any of these cards really matter, since it is a card only typically kept for an extra Beryl [Retain] to have in hand, so it typically isn’t even played when it isn’t removed.

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
★★★★★
Card Image
0

Guilty Pleasure I

Skill
Skill

[Exhaust]

Draw 3.
1 Morale.

Show Effects

★★★★★
Card Image
0

Guilty Pleasure II

Skill
Skill

[Exhaust]

Draw 3.
Decrease Cost of 1 random card of this unit in hand by 1.

Show Effects

★★★★★
Card Image
0

Guilty Pleasure III

Skill
Skill

[Exhaust]

Draw 3.
At the start of the next turn, Draw 2.​

Show Effects

★★★★★
Card Image
0

Guilty Pleasure IV

Skill
Skill

Draw 1.
Activate Retain effect on all cards in hand.​

Show Effects

★★★★
Card Image
0

Guilty Pleasure V

Skill
Skill

[Unique][Exhaust 2]

Draw 3.

Show Effects

★★★★★

Epiphanies:

  • Neutral [★★★★★] - Target Neutral Epiphany: Morale 1.
    Literally the same as Epiphany 1 if taking Neutral Morale, and all Guilty Pleasure Epiphanies are great and generally have no downside to keeping them.
  • Guilty Pleasure I
    [★★★★★] - Now gains 1 Morale. This Morale is permanent and is just great both for supporting allies and also Beryl herself. Moreover, all Guilty Pleasure Epiphanies are great and generally have no downside to keeping them.
  • Guilty Pleasure II
    [★★★★★] - Now decreases the cost of one random Beryl card in hand by 1 for 1-turn. This is a great Supportive effect, essentially turning Guilty Pleasure into not only a Turn 1 draw card but also an AP card. Moreover, all Guilty Pleasure Epiphanies are great and generally have no downside to keeping them.
  • Guilty Pleasure III
    [★★★★★] - Also gain 2 Draw at the start of the next turn. The additional effect can be very nice in scenarios where you specifically need a bit of Extra Draw in only the first 2 turns (usually for playing Upgrades). Moreover, all Guilty Pleasure Epiphanies are great and generally have no downside to keeping them.
  • Guilty Pleasure IV
    [★★★★] - Changes to a card that activates Beryl's [Retain] effects and only has 1 Draw. This is an incredibly strong card that is BiS in some Beryl builds, but it is rated lower because it is not universally good, as it requires specific Neutral cards, such as Season 2’s Contaminated Spore, to make good use of it, which Beryl will not always have access to.
  • Guilty Pleasure V
    [★★★★★] - Gains [Unique] but also is now [Exhaust 2] instead of [Exhaust 1], meaning it can be played one more time. This is an amazing Epiphany since the downside is relatively small in most Beryl builds, as she will not copy Guilty Pleasure in most of her builds. Moreover, all Guilty Pleasure Epiphanies are great and generally have no downside to keeping them.

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.

Card 4
Neutral Epiphany
★★★
Card Image
1

Unlimited Firepower I

Skill
Skill

150% Shield.
+120% Damage of next Attack Card used.​

Show Effects

★★
Card Image
1

Unlimited Firepower II

Skill
Skill

For 1 turn, +80% Attack Card Damage.
★★★
Card Image
1

Unlimited Firepower III

Skill
Skill

+160% Attack Damage of next own card used.
★★★
Card Image
1

Unlimited Firepower IV

Skill
Skill

150% Shield.
+80% Damage of the next Attack card.​

Show Effects

★★★
Card Image
1

Unlimited Firepower V

Upgrade
Upgrade

Increases Damage Amount of Attacks Cards of this unit by 30%.
★★★★★

Epiphanies:

  • Neutral [★★★] - Target Neutral Epiphany: Draw 1.
    Neutral Epiphanies can offer value similar to Divine Epiphanies, at the cost of this having less buffing than Firepower I or Firepower III. Still, the QoL of getting essentially a Divine effect for no save data point cost essentially is invaluable and worth considering in builds that keep this card.
  • Unlimited Firepower I
    [★★] - Bigger shield and higher buff (120% additive buff from the base 80%). While the shield might be situationally useful, the buff being worse than Unlimited Firepower III makes it hard to justify going for it since Beryl is typically not used for shielding.
  • Unlimited Firepower II
    [★★★] - Buff is now applied to all Beryl attacks, but it only lasts for 1-turn so it can’t be carried over multiple turns like the other buffs. While this would normally be a benefit for many characters, Beryl’s primary Attack Card Opening Found III tends to prefer a playstyle that skips turns for one massive multi-hit. However, this can still be a great choice in some Beryl builds that do Attack Cards every turn, specifically with multihit Neutrals.
  • Unlimited Firepower III
    [★★★] - Loses the shield, but the buff is doubled from its previous amount (160% additive buff from the base 80%). The best card for maximizing the buff for Beryl’s own Attack Cards (generally Opening Found III). Not typically used in Opening Found V builds that are Beryl’s most popular damage builds, by far, though.
  • Unlimited Firepower IV
    [★★★] - Now, a higher shield, but more importantly, the buff can affect allies as well. This is a great option when using Beryl as a support for other units.
  • Unlimited Firepower V
    [★★★★★] - The card is now an Upgrade that gives Beryl Attack Cards a 30% multiplicative buff. The go-to Epiphany in many Beryl builds that can’t get rid of the card because of removal limitations, as it will go away after being played once.

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.

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.

The best generic set combination for Beryl's personal damage in save data and also the most consistent choice for her in Chaos based game modes as well. The reason this is the default choice for Beryl is primarily due to the fact Beryl's main Save build is upgrade based which currently does not scale with any of the 4P sets available. The other reason is that in Chaos Beryl plays with a mix of high, low and fully discounted cards making running Conqueror's or Line a mixed experience compared to the consistency of 2/2/2.

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.

Main and sub-stats

In a lot of cases, flat sub-stats are better than percentage ones when it comes to HP, ATK and DEF. The reason behind this is that in CZN the characters stats are pretty low and you get more value from flat bonus rather than percentage one based on calcs.

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

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

Partners

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

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

1
5 Turns 118.55%

Passive - Spacetime Warp

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

+20/40% Damage Amount to Extra Attacks dealt by the assigned Combatant.

When the assigned combatant Draws for the first time each turn using an ability, +10/20% Attack Card Damage for 1 turn.

Skill - Spacetime Rift - 3 EP cost

Deal 250% Damage. Apply 1 Mark.

-

2
5 Turns 114.16%

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.

-

3
5 Turns 107.15%

Passive - Spacetime Warp

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

+20/40% Damage Amount to Extra Attacks dealt by the assigned Combatant.

When the assigned combatant Draws for the first time each turn using an ability, +10/20% Attack Card Damage for 1 turn.

Skill - Spacetime Rift - 3 EP cost

Deal 250% Damage. Apply 1 Mark.

-

4
5 Turns 102.39%

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.

-

5
5 Turns 100.00%

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.

-

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
    Pale Eternal Flame
     
  • 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
    Rage Potion
     
  • 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
    Pale Eternal Flame
     - A potent supportive weapon card for any character ok with giving up their weapon slot for support and who can consistently generate new exhaust cards each turn in order to re-trigger this equipments effect. Grants 10% (multiplicative) damage to the whole team for 1 turn whenever a card is exhausted. Can only be acquired by giving up the copy option though making it hard to include in many support builds.
  • Equipment
    Harp of Conflict
     - A rare but powerful supportive option that grants the entire team 15% (multiplicative) card damage for 1 turn after you've both shielded, healed and dealt damage in the turn. This conditional effect isn't easy to activate for all teams, plus this weapon only comes from Arena Events in S2. When combined this leads to this weapon being strong but both hard to get and only useful in certain teams.
  • Equipment
    Harpoon Case of Broken Resolve
     - An Arena Event exclusive weapon which grants you a card every other turn which costs 0, deals some damage but more importantly applies a stack of Vulnerable, Agony and Weaken enabling many set and equipment effects while also boosting damage. Usually not a competitive pure damage option but a solid supportive pick-up for the debuffs it provides assuming you have the hand space.
Comments - Armor
  • Equipment
    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
    Rage Potion
     - A rare to get Arena exclusive Accessory, but one which is a top option for characters that appreciate Multiplicative damage scaling over additive when played around correctly. Still a usable option for characters that prefer additive scaling, but usually there are better and easier to access alternatives.
  • 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
  • Spore Support - Utilizing Guilty Pleasure IV, Beryl can activate her owned cards ‘[Retain]’ effects. Thus, if Beryl is holding a card that can make contaminated spores like Spore Harvester, she can activate their ‘[Retain]’s and make a large number of spores. It’s also important that this is on a card with ‘Draw 1’ and 0 cost, meaning it innately incurs essentially no penalty for having itself.
  • Spore Opening Found - Through Opening Found V duped four times, she is able to do 4 extra attacks for every [Retain] card of hers owned in hand at the end of the turn. This can be very strong and relatively easy to pull off, for little effort, but has very clearly capped damage and few ways to improve it quickly or consistently. With seasonal cards like Contaminated Spores and Forgotten Grave, she can set up especially fast and shines for a lot of players, especially versus bosses with elasticity as she has one of the only multihit attacks immune to it.
Removal
  • Launcher
     
    Charge Launcher
     
    Barrier
     - Removed in basically any Beryl deck.
Conditional Removal
  • Charged Shot
     
    Heavy Weapons Specialist
     - This tends to be removed in more supportive builds for Beryl, such as Sporyl.
Copying
  • Guilty Pleasure
     - The go-to copy for Beryl’s premiere season-2 ‘Sporyl’ deck, but it is also a common dupe for turn-1 draw-based Beryl builds with its other Epiphanies.
  • Opening Found V
     - This is the go-to dupe for a DPS-oriented Beryl, allowing you to do 1 extra attack for every card with [Retain] owned by Beryl at the end of the turn.
Best Synergies
  • She can provide a decent Morale buff off very few cards with very little setup, specifically via her permanent Morale from neutral ‘Morale 1’ Epiphany on Snack-Time and/or Neutral/Divine Morale Epiphanies on her upgrades, which are also permanent.
  • While very synergistic with Beryl DPS, they have much less synergy together as supportive units–overlapping as draw turn-1 draw units and giving different kinds of buffs that don’t stack well together.
Best Teams
Chaos Teams
Generic - Chaos
Save Teams
Sporyl Support
Beryl Opening Found Carry