To learn more about Beryl check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Last review update
Season 2
Last build update
Season 2
Last profile update*
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
Launcher
Charge Launcher
Barrier
Show Effects
Opening Found
[Retain]
Show Effects
Charged Shot
[Retain]
Show Effects
Guilty Pleasure
[Exhaust]
Show Effects
Unlimited Firepower
Show Effects
Heavy Weapons Specialist
Show Effects
Opening Found
[Retain]
Show Effects
Charged Shot
[Retain]
Show Effects
Maximum Output Charged Shot
Ego Skill
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.
Opening Found I
[Retain]
Show Effects
Opening Found II
[Retain]
Show Effects
Opening Found III
[Retain]
Show Effects
Opening Found IV
[Retain]
Show Effects
Opening Found V
Show Effects
Charged Shot I
[Retain]
Show Effects
Charged Shot II
[Retain]
Show Effects
Charged Shot III
[Retain]
Show Effects
Charged Shot IV
[Retain]
Show Effects
Charged Shot V
[Retain]
Show Effects
Guilty Pleasure I
[Exhaust]
Show Effects
Guilty Pleasure II
[Exhaust]
Show Effects
Guilty Pleasure III
[Exhaust]
Show Effects
Guilty Pleasure IV
Show Effects
Guilty Pleasure V
[Unique][Exhaust 2]
Show Effects
Unlimited Firepower I
Show Effects
Unlimited Firepower II
Unlimited Firepower III
Unlimited Firepower IV
Show Effects
Unlimited Firepower V
Epiphany Bonus
Potential 1
Basic Card Upgrade
Potential 2
Common Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Unique Card Upgrade
Potential 4
Critical Damage Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Divine Epiphany Adaptation
Potential 5-2
Critical Chance Proficiency
Potential 6
Unique Stat Upgrade
Potential 7
Sleeping Memory
Manifest Ego 1
Awakening Memory
Manifest Ego 2
Vivid Memory
Manifest Ego 3
Inner Memory
Manifest Ego 4
Complete Memory
Manifest Ego 5
Liberated Memory
Manifest Ego 6
Review
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.
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.
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.
The ratings below are based on the Season Save Data modes and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.
Chaos Mode
Season Save Data
Great Rift
[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.
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%.
Base
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.
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.
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.
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.
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.
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.
Maximum Output Charged Shot
Ego Skill
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.
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.
Charge Launcher
A 2 AP version of Launcher, which doesn’t offer anything new outside of higher damage numbers.
Barrier
Show Effects
Beryl’s basic shield is entirely standard and doesn't have any extra synergy with her kit.
Opening Found
[Retain]
Show Effects
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.
Charged Shot
[Retain]
Show Effects
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.
Guilty Pleasure
[Exhaust]
Show Effects
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.
Unlimited Firepower
Show Effects
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.
Heavy Weapons Specialist
Show Effects
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
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.
Opening Found I
[Retain]
Show Effects
Opening Found II
[Retain]
Show Effects
Opening Found III
[Retain]
Show Effects
Opening Found IV
[Retain]
Show Effects
Opening Found V
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Attack Weakness, -1 Cost Reduction, Morale/Resolve (Opening Found V).
Charged Shot I
[Retain]
Show Effects
Charged Shot II
[Retain]
Show Effects
Charged Shot III
[Retain]
Show Effects
Charged Shot IV
[Retain]
Show Effects
Charged Shot V
[Retain]
Show Effects
Epiphanies:
Divine Epiphanies:
Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.
Guilty Pleasure I
[Exhaust]
Show Effects
Guilty Pleasure II
[Exhaust]
Show Effects
Guilty Pleasure III
[Exhaust]
Show Effects
Guilty Pleasure IV
Show Effects
Guilty Pleasure V
[Unique][Exhaust 2]
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: 1 AP.
Unlimited Firepower I
Show Effects
Unlimited Firepower II
Unlimited Firepower III
Unlimited Firepower IV
Show Effects
Unlimited Firepower V
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Draw 1, -1 Cost Reduction.
Gear
The Memory Fragments & Equipment suggestions below are based on calculations we did. If you want to check the damage formula and how scaling the damage works in CZN, check this guide.
[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.
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.
Extra ATK DMG% > CRIT Rate% = CRIT DMG% > ATK > ATK%
Our best Partner recommendation try to balance both the raw damage boost they provide based on our calculations with the additional utility provided by the skill - combined with how it interacts with the characters's kit. We have rated each Partner based on how much additional damage and the utility they provide. Read the comments under each Partner to better understand our reasoning.
No calculations in Chaos Zero Nightmare are completely accurate for all scenarios, including the ones below. What team, decks, epiphanies, gear, equipment, and enemies you’re facing all impact them. Because of this, take the results as guidelines and combine them with the explanations to make your decisions. Calculations use endgame save data set-ups, including 5 turns of combat using the whole deck with all Ego skills unless otherwise stated.
Increase the assigned Combatant’s Attack by 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.
Deal 250% Damage. Apply 1 Mark.
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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.
Draw 1 Enhanced Card(s).
If there are no Enhance Cards in the Draw Pile, Draw 1 Card.
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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.
Deal 250% Damage. Apply 1 Mark.
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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.
Draw 1 Enhanced Card(s).
If there are no Enhance Cards in the Draw Pile, Draw 1 Card.
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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).
Deal 200% Damage.
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In the Zero System, it’s incredibly easy to access all items acquirable via the shop thanks to the five free refreshes you get each shop node - that's why the recommendations below are limited to them only. ATTENTION! Area-specific items can sometimes be more powerful than shop items, but are far less consistent to get or require running a specific world or giving up certain event options. Use the shop list as a starting point for building up your deck saves.
The equipment recommendations are based on items obtainable in Season 2’s Chaos - Burning Life. If you’re running content outside of Season 2, it’s possible some options may not be available for acquisition, or that other options not obtainable in Burning Life may be better.
Deck & Teams
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Base performance of the character.