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 1

Last build update

Season 0

Last profile update*

10.11.2025

*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

Gear

Deck & Teams

Profile

Cards
Starting Cards:
Card Image
1

Launcher

Attack
Attack

100% Damage.
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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]

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

Show Effects

Epiphany Cards:
Card Image
2

Charged Shot

Attack
Attack

[Retain]

200% Damage.
Retain: Damage +80%.

Show Effects

Card Image
0

Guilty Pleasure

Skill
Skill

[Exhaust]

Draw 3.

Show Effects

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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:
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1

Opening Found

Attack
Attack

[Retain]

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

Show Effects

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2

Charged Shot

Attack
Attack

[Retain]

200% Damage.
Retain: Damage +80%.

Show Effects

Ego Skill:
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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]

180% Damage.
Retain: Add 1 Hit(s) for 1 turn.

Show Effects

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1

Opening Found II

Attack
Attack

[Retain]

225% Damage.
Retain: Change cost to 0.

Show Effects

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1

Opening Found III

Attack
Attack

[Retain]

100% Damage.
Retain: Add 2 Hit(s) for 1 turn.

Show Effects

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1

Opening Found IV

Attack
Attack

[Retain]

150% Damage.
Retain: +50% Damage amount.

Show Effects

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1

Opening Found V

Upgrade
Upgrade

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

Show Effects

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2

Charged Shot I

Attack
Attack

[Retain]

300% Damage.
Retain: Damage +120%.

Show Effects

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1

Charged Shot II

Attack
Attack

[Retain]

200% Damage.
Combo: +100% Damage amount.

Show Effects

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3

Charged Shot III

Attack
Attack

[Retain]

450% Damage.
Retain: Decrease Cost by 1 until used.

Show Effects

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2

Charged Shot IV

Attack
Attack

[Retain]

300% Damage.
Retain: +160% Damage (Max 1 time).​

Show Effects

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2

Charged Shot V

Attack
Attack

[Retain]

120% Damage × 2.
Retain: +50% Damage amount.

Show Effects

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0

Guilty Pleasure I

Skill
Skill

[Exhaust]

Draw 3.
1 Morale.

Show Effects

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0

Guilty Pleasure II

Skill
Skill

[Exhaust]

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

Show Effects

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0

Guilty Pleasure III

Skill
Skill

[Exhaust]

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

Show Effects

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0

Guilty Pleasure IV

Skill
Skill

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

Show Effects

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0

Guilty Pleasure V

Skill
Skill

[Unique][Exhaust 2]

Draw 3.

Show Effects

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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

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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%.
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
363
DEF
138
ATK
483
Voice Actors
JPN
Hikaru Akao
KR
Iseo Park
Gallery

Review

Introduction
Performance Profile

ST Damage [4/5]

    

AoE Damage [2/5]

  

AP Efficiency [3/5]

   

Utility [4/5]

    

Beryl is a high AP cost DPS combatant who offsets this downside by the fact that many of her cards have the Retain tag, allowing her to hold them for when resources are available. Not only is this convenient for Beryl, but it's also recommended as each of her Retain cards gains additional damage or effects when holding them for one or more turns, creating a style of set-up, wait, then blast.

On top of this, Beryl also has personal card generation, cost reduction, and Exhaust-based card draw to push her efficiency back towards optimal.  

Beryl’s immense damage potential is truly unleashed when using the Upgrade epiphany of her Opening Found card, which deals damage for each card retained. When stacked with multiple copies of this Upgrade and multiple Retain cards, Beryl can quickly destroy most enemies with a barrage of high-damage attacks.

However, all this damage potential comes at the cost of a somewhat costly setup process, which may be delayed even more depending on the luck of the draw, since Opening Found does not have Initiation, and that delay can be a major problem against enemies that scale up damage quickly, or game modes where a low turn count matters.

Pros & Cons
Pros

  • High Single Target potential when Retain effects 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 mechanic.

  • Higher than average AP costs across cards.

Ratings

The ratings below are based on the Basin of Hyperspace Dimensional Twilight game mode 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.

T0.5

Dimensional Twilight

T0

Chaos Mode

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.
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 1AP 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 2AP 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]

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

Show Effects

Opening Found

Beryl's first Retain card 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]

200% Damage.
Retain: Damage +80%.

Show Effects

Charged Shot

Beryl’s other Retain card costs 2AP, deals more damage, and gains an additive +80% 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.

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0

Guilty Pleasure

Skill
Skill

[Exhaust]

Draw 3.

Show Effects

Guilty Pleasure

A 0AP 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.

Potentials

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%.
Playstyle & Gameplay
Standard Playstyle

Playing Beryl is easy - leverage draw power until collecting her Retain cards. Hold them for at least one turn, or longer if using them early causes inefficiencies. Then unload them when fully empowered and AP is available and convenient to use.

Dupes Review

Dupes review aren't available yet. We will add them soon!

Best Cards

Best Epiphanies
Note

For every Epiphany, we're colored their name based on how useful we think it is compared to the other variants. Here's the key to the colors:

  • Epiphany Name - the best variant,
  • Epiphany Name - a good variant,
  • Epiphany Name - a niche variant.

Beryl best epiphanies aren't available yet. They will be added soon.

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
2

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

[2-PC]: +12% Attack.

Flex

Due to Beryl’s mixed costing and the fact that there is no 4P Justice set, Beryl is limited to 2/2/2 combinations. Executioner’s and Black Wing are easy inclusions, but the final 2P set is less solid. You can either use 2P

Cursed Corpse

Cursed Corpse [2-PC]

if you’re confident in applying Agony to the enemy or 2P
Seth's Scarab

Seth's Scarab [2-PC]

to amplify basic damage if you’re not.

2-PC Bonuses
  • Executioner's Tool

    Executioner's Tool [2-PC]

    - The 25% unconditional Crit DMG from this set makes it Beryl’s best option among 2P sets.
  • Black Wing

    Black Wing [2-PC]

    - A 12% unconditional ATK% increase benefits all of Beryl’s abilities and is a stat she can’t get anywhere else apart from gear, making it a high priority.
  • Cursed Corpse

    Cursed Corpse [2-PC]

    - Grants +10% Multiplicative DMG% to all of Beryl’s abilities as long as there is Agony on the target. A solid damage boost, across the board, but one that isn’t as accessible to Beryl as other characters, as she herself doesn’t normally apply Agony, and neither do her most common teammates.
  • Seth's Scarab

    Seth's Scarab [2-PC]

    - An alternative to 2P Cursed Corpse if Agony isn’t accessible. Boosts all basic attacks and shields by +20% multiplicatively. Strong in Zero System runs but loses value in the endgame as many high-end Beryl decks remove basics.
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%
Sub-stats

Beryl has two playstyles: one focused on Extra Attack damage and the other on direct damage. Pick the sub-stat priority that fits the build you’re pursuing.

Extra Attack build sub-stat focus:
Substats:

Extra ATK% > Crit Rate% = Crit DMG% > ATK > ATK%

Direct damage build sub-stat focus:
Substats:

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.

The best partners information aren't available yet. They will be added soon.

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.

Weapon
Weapon
  • Equipment
    Second Method
  • Equipment
    Obsidian Sword
  • Equipment
    Bone Cutter
Armor
Armor
  • Flex
Trinket
Trinket
  • Equipment
    Dimensional Cube
  • Equipment
    Amorphous Cube
  • Equipment
    Quantum Collector
Comments - Weapons
  1. Equipment
    Second Method
    - A situational powerful equipment for Beryl, which will be outstanding on some builds but almost useless on others. If you’re playing an Extra Attack-focused Beryl, such as the one that uses Opening Found V, the Second Method will provide a huge additive +30% bonus to all shots, making it her best shop-based weapon. Not recommended for non-extra attack builds.
  2. Equipment
    Obsidian Sword
    - Grants +12% Multiplicative damage to all of Beryl’s attacks. Not better than the Second Method for extra attack builds, but a solid all-around option that boosts her entire kit and the go-to shop choice for non-extra attack set-ups.
  3. Equipment
    Bone Cutter
    - Grants a +30% Additive damage boost to all of Beryl’s abilities while they have the Weaken debuff. Stronger than Obsidian Sword and Second Method in theory, but relies on Weaken being on all targets, something that’s not easy to achieve consistently.
Comments - Armor
  1. Flex - As an ATK scaler, Beryl's shielding from defense items is underwhelming, and unfortunately, none of the shop-based Armors have much synergy with her kit. This slot is ideally taken up by an Event/World item, but if you don’t find any, feel free to fill it with any equipment you see fit.
Comments - Trinkets
  1. Equipment
    Dimensional Cube
    - Grants Beryl +10% additive damage whenever any character discards any card anywhere, with the exception of the end-of-turn discard. When paired with characters like Nia or Cassius, it has the potential to grant Beryl an absurd amount of extra damage, which is especially potent in builds that have high hit counts like her extra attack-focused decks. Not useful without a discard outlet, though, and less powerful for builds that favor large singular hits.
  2. Equipment
    Amorphous Cube
    - Grants Beryl a permanent +25% Additive damage bonus to all her abilities. Not nearly as potent as Dimensional Cube, but doesn’t require specific team mates and is always active, making it a solid choice for those who value consistency.
  3. Equipment
    Quantum Collector
    - A stacking +20% multiplicative damage bonus to all Beryl’s damage for 1 turn per upgrade played this turn. As this applies to all damage, it’s strong but its short duration, combined with the fact that upgrades can only be played once, limits its longevity. It can compete with the highs of the Dimensional Cube when lined up perfectly, but only for a short time.

Deck & Teams

Recommended Build
Important!

CZN is a game of randomness; sometimes you’ll be offered generic or Divine epiphanies that are stronger than a character's standard five options. In these cases, breaking the listed build can result in an even more powerful save. Adjust as you see fit!

Card Removal Priority
  • Barrier: 4-star Rangers have the lowest base Defense stats in the game, making Beryl’s Barrier a weak source of Shields compared to other basic Shield skills. Remove this as your first priority
  • Launcher & Charge Launcher: Beryl’s basics do higher damage than most characters, but aren’t relevant in her endgame upgrade/retain build and should be removed as the next priority.
  • Unlimited Firepower: Unlimited Firepower can only buff attack cards, meaning it doesn’t boost Opening Found upgrade damage. Because of this, if you have the spare deck save data, you could remove it, but it’s also fine to keep it to boost Beryl’s attack card damage when you use them to finish off enemies.
Card Dupe Priority
Dupe Priority

Opening Found V

Opening Found V is the key card to dupe for Beryl, as each additional copy will add another round of shots per card retained, boosting damage significantly.

Epiphany Alternatives
  • Charged Shot: All epiphanies of Charged Shot work for Beryl’s Opening Found Retain build, as the only thing this card really needs is retain. Ideally, the one you choose can infinitely stack for as long as you hold it to provide a strong finisher nuke when you need it, making I and V the more optimal choices, with III also being an option if you value AP over scalability.
  • Guilty Pleasure: All the Guilty Pleasure epiphanies are incredible, making choosing which one a matter of preference. We’ve chosen V for the build, but all options are viable.
  • Unlimited Firepower: As mentioned in the card removal section, Unlimited Firepower cannot boost Beryl’s Opening Found upgrade damage, meaning you’ll either want to thin the deck by converting it to an upgrade with Epiphany V or use it to buff another character's damage using II or IV.
Best Synergies
Best Teams
Important!

If you’re losing runs when playing a damage-focused composition either to sanity or dying, consider using a team with more defensive characters - so including both a shielder and healer. This is especially important in the Zero System mode.

AFK Retain Beryl Team
Support
Cassius
Nia
Mika
Flex
Flex DPS
Flex Other
Double Support Beryl Team
Support
Cassius
Orlea
Nia
Mika
Support
Cassius
Orlea
Nia
Mika
Rei