Chaos Zero Nightmare (CZN)CassiusBuild and Guide

Character

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Introduction

Best guide and build for Cassius from Chaos Zero Nightmare (CZN). Cassius is a 4 character from the Controller class and Instinct attribute, who belongs to the Peltion [Company 110] faction.

To learn more about Cassius 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 1

Last profile update*

05.12.2025

*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 Cassius 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

Card

Attack
Attack

100% Damage.​
Card Image
2

Wild Card

Attack
Attack

220% Damage.​
Card Image
1

Mana Field

Skill
Skill

Heal 100%.​

Show Effects

Card Image
1

Pop Eyed Popper

Upgrade
Upgrade

Start a random 1 out of 4 Quests.
Epiphany Cards:
Card Image
1

Devil Dice

Attack
Attack

160% Damage.
Draw 1.​
Card Image
1

Shuffle

Skill
Skill

[Exhaust]

Discard all cards in hand.
Draw for each.

Show Effects

Card Image
2

Dice Trick

Attack
Attack

240% Damage.
Decrease cost by the number of completed Quests.​
Card Image
1

Joker

Skill
Skill

Choose 1 card(s) from Draw Pile to Draw.
Generated Cards:
Card Image
0

Quest: Triple 0

Upgrade
Upgrade

When using 3 cards with cost 0, create Triple 0.​
Card Image
0

Quest: Triple 1

Upgrade
Upgrade

When using 3 cards with cost 1, create Triple 1.​
Card Image
0

Quest: Straight

Upgrade
Upgrade

When using cards costing 0, 1, and 2 each, create Straight.​
Card Image
0

Quest: Full House

Upgrade
Upgrade

When each combatant uses a card, create Full House.​
Card Image
0

Triple 0

Attack
Attack

[Exhaust][Ephemeral]

40% Damage for each Attack Card used this turn.

Show Effects

Card Image
0

Triple 1

Attack
Attack

[Exhaust][Ephemeral]

90% Damage.
Heal 90%.

Show Effects

Card Image
0

Straight

Skill
Skill

[Exhaust][Ephemeral]

For 1 turn, 2 Morale, Resolve and Fortitude.

Show Effects

Card Image
0

Full House

Skill
Skill

[Exhaust][Ephemeral]

Draw 1.

Show Effects

Ego Skill:
Card Image
4

Death Trick

Ego Skill

Create 2 Quest Card(s).
Decrease Morale of all enemies by 3 for 1 turn.

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
0

Pop Eyed Popper I

Upgrade
Upgrade

[Initiation]

Start a random 1 out of 4 Quests.

Show Effects

Card Image
0

Pop Eyed Popper II

Upgrade
Upgrade

Start a random 1 out of 4 Quests.
Create Quest Card, remove Ephemeral, apply Retain.

Show Effects

Card Image
0

Pop Eyed Popper III

Upgrade
Upgrade

Start a random 1 out of 4 Quests.
When the Quest is completed, create a stronger Quest Card.

Show Effects

Card Image
0

Pop Eyed Popper IV

Upgrade
Upgrade

Choose 1 out of 4 Quests to start.
Card Image
0

Pop Eyed Popper V

Upgrade
Upgrade

Start a random 1 out of 4 Quests.
When the Quest is completed, replace it with another random Quest.
Card Image
1

Devil Dice I

Attack
Attack

200% Damage.
Create 1 Quest Card(s).

Show Effects

Card Image
1

Devil Dice II

Attack
Attack

[Retrieve 3]

160% Damage.
Draw 1.

Show Effects

Card Image
1

Devil Dice III

Attack
Attack

160% Damage to all enemies.
Draw for each target hit.
Card Image
1

Devil Dice IV

Attack
Attack

240% Damage.
Draw 2.
Discard 2.​
Card Image
0

Devil Dice V

Attack
Attack

Draw 1.
80% Damage to all enemies equal to that card's cost.​
Card Image
1

Shuffle I

Skill
Skill

[Exhaust 2]

Discard all cards in hand.
Draw for each.

Show Effects

Card Image
1

Shuffle II

Skill
Skill

[Exhaust]

Discard any number of cards from hand.
Draw same number of cards.

Show Effects

Card Image
1

Shuffle III

Skill
Skill

[Exhaust]

Move all cards from hand and Discard to Draw Pile, then Draw 5.

Show Effects

Card Image
0

Shuffle IV

Skill
Skill

[Exhaust]

Choose up to 5 cards from Discard Pile to place on top of Draw Pile.

Show Effects

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0

Shuffle V

Skill
Skill

Draw 3.
If the total Cost of those cards is 4 or less, Discard them all.
Card Image
2

Dice Trick I

Attack
Attack

360% Damage.
Decrease Cost by the number of completed Quests.
Card Image
2

Dice Trick II

Attack
Attack

300% Damage to all enemies.
Decrease Cost by the number of completed Quests.
Card Image
0

Dice Trick III

Attack
Attack

80% Damage.
+80% Damage Amount for each completed Quest.
Card Image
2

Dice Trick IV

Upgrade
Upgrade

When using Quest Card, Heal 100%, 100 Fixed Damage to a random enemy.

Show Effects

Card Image
2

Dice Trick V

Upgrade
Upgrade

When Quest is completed, create 1 Quest Card(s).

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 a 30% chance to draw 1 card to Card and Wild Card.
4

Unique Card Upgrade

Potential 4

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

Health Proficiency

Potential 5

Increase Health by +1.6/8%.
5-1

Basic Card Proficiency

Potential 5-1

+5% Damage for Cassius's Card and Wild Card.
If Cassius's Health is greater than 600, an additional +5% to that value.
6

Attack Proficiency

Potential 6

Attack increases by +1.6/8%.
7

Unique Stat Upgrade

Potential 7

On Quest Completion, gain 1 Morale for 1 turn.
If Cassius's Health is greater than 700, gain an additional 1 Fortitude for 1 turn on Quest Completion.
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

Add Discarded Card to the target range of the Joker card effect.
E2

Awakening Memory

Manifest Ego 2

Heal Cassius by 40% each time he draws by an ability.
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

Increase Morale Reduction by +2 of Death Trick to all enemies.
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 Cassius completes a quest, apply 1 Morale Reduction to all enemies for 1 turn.
Stats (level 60)
HP
383
DEF
186
ATK
393
Gallery

Review

Introduction
Performance Profile

DMG [5/5]

     

Healing [1/5]

 

Buffs/Debuffs [4/5]

    

Utility [1/5]

 

Cassius is an accessible card search and draw specialist who also sports a strong but RNG signature mechanic in Quests, which are incredibly potent when used well. Cassius uses his Upgrade card Pop Eyed Popper to start a Quest, which can be completed by playing certain kinds of cards (i.e., playing three 1-cost cards). After completing the Quest, you'll gain the corresponding Quest Card as a reward, and the Quest resets so you can complete it again.

Cassius's Quest Cards are very potent, but which you get is completely random unless you hit a specific Epiphany upgrade. Completing Quests and using Quest Cards is core to Cassius' kit, but outside of this, he has strong card draw options and universal card searching in his core deck as well. To round things out, Cassius can provide buffs through Quest Cards and debuffs through his Ego Skill.

When paired with certain characters, Cassius can trigger his quest mechanic a large number of times, creating strong combos with certain characters. His kit allows him to help set up certain units for one-turn kill combos due to his heavy card draw and card search abilities.

Overall, Cassius is a strong card draw option as well as a robust combo unit, making him one of the top picks in a lot of teams.

Pros & Cons
Pros

  • Universal card search.

  • Unique Quest mechanic allows for a more flexible kit.

  • Defensively powerful Ego Skill.

  • Good Draw and cycling effects, which become even stronger with Epiphanies.

  • Very strong combos with his 0-cost Quest.

Cons

  • Requires teammates with 0-cost cards or hitting 0-cost Neutral cards to complete two out of his four Quests.

  • Some Quests are stronger than others, and their randomness means Cassius has an element of RNG to his power.

  • All buffs and debuffs, while strong, only last 1 turn.

  • Quests are Ephemeral, so you have to play them immediately unless you get Pop Eyed Popper II; this requires lots of planning and proper card order

  • Quite AP hungry for a Support; his card search and mulligan feel quite bad at 1 AP.

  • His E1 is quite important, as it expands his Joker card search’s range to also include the Graveyard.

  • Poor healing without his E2.

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

Season Save Data

T1

Chaos Mode

Key Mechanics
Quests

Cassius’ Pop Eyed Popper upgrade randomly starts one of four Quests, which last until the end of battle. These Quests can be completed just by playing cards, and they grant free Quest Cards with decent effects.

  • Triple 0: Play 3 cards that cost 0 AP.
    • Deals 40% damage per Attack card used this turn..
    • Triple 0 is very difficult for Cassius to complete on his own, as all of his cards cost ≥1 AP at base; Dice Trick can be discounted to 0…but only if you complete 2 Quests first, creating a catch-22 situation. If you don’t have the right teammates, this Quest can brick for the entire fight. The Quest Card works as a nice single-target finisher after spamming a lot of 0-cost attacks.
  • Triple 1: Play 3 cards that cost 1 AP.
    • Deals 90% damage, and heals for 90%.
    • Triple 1 is relatively easy to complete, but its Quest Card is quite weak. Healing is very situational and the damage isn’t great, making Triple 1 one of Cassius’s less powerful Quests.
  • Straight: Play cards costing 0, 1, and 2 AP.
    • For 1 turn(s), gain 2 stacks of Morale, Resolve, and Fortitude.
    • Straight is also a difficult Quest to complete, as playing 2 AP cards isn’t something you can do particularly often unless you have access to AP generation. Because both Morale and Resolve affect card multipliers, you want to complete this Quest at the start of your turn to take full advantage of its effects. Quest progress carries over between turns, so we recommend leaving the 0-cost or 1-cost card until last so you can complete the Quest at the start of a turn.
  • Full House: Play 1 card from each combatant.
    • Draw 1 card.
    • Full House is the best option here—if you’re lucky enough to get it. Its activation condition is extremely easy to fulfill, and getting a free Draw 1 is great.
Morale Down

-Morale causes enemies to lose -20% damage multiplier per stack of -Morale they have. This is especially effective at mitigating damage from enemy Consecutive Attacks.

Cards & Ego Skill
Card Image
4

Death Trick

Ego Skill

Create 2 Quest Card(s).
Decrease Morale of all enemies by 3 for 1 turn.

Show Effects

Death Trick

One of the most expensive Ego Skills in the game, Death Trick is a potent defensive tool. Its Morale -5 debuff on all enemies is especially powerful on enemies that deal multiple hits with Consecutive Attacks, sometimes reducing the amount of damage you take to 0. The generated Quest Cards are random, so you’ll usually want to activate this at the start of your turn so you know what you’re working with.

Card Image
1

Card

Attack
Attack

100% Damage.​
Card

Cassius’ basic attack card. Its 1 AP cost can help complete the Triple 1 or Straight Quests. Potential 3-1 grants this a 30% chance to Draw 1.

Card Image
2

Wild Card

Attack
Attack

220% Damage.​
Wild Card

Cassius’ other basic attack card. Its 2 AP cost can help complete the Straight quest. If you don’t have another 2-cost card in your deck, it may be worth keeping this until you find a better activator. Potential 3-1 grants this a 30% chance to Draw 1.

Card Image
1

Mana Field

Skill
Skill

Heal 100%.​

Show Effects

Mana Field

Cassius’ basic healing card. Not very important for Cassius’ gameplay.

Card Image
1

Pop Eyed Popper

Upgrade
Upgrade

Start a random 1 out of 4 Quests.
Pop Eyed Popper

Cassius’ main source of Quest Cards. [Pop Eyed Popper] randomly starts 1 of 4 Quests, which generate their associated Quest Cards upon completion. Play this as early as possible and reap the rewards.

Card Image
1

Devil Dice

Attack
Attack

160% Damage.
Draw 1.​
Devil Dice

A single-target attack that also Draws 1. A good cycling card that also helps complete 1-cost Quest requirements.

Card Image
1

Shuffle

Skill
Skill

[Exhaust]

Discard all cards in hand.
Draw for each.

Show Effects

Shuffle

Great card at base. Discards all your cards, draws an equal number of cards, and Exhausts. Shuffle can bail you out whenever you draw poorly or need to cycle through your deck faster. Note that Shuffle doesn’t include itself in the card count, so you’ll end up with one fewer card in hand than when you started.

Card Image
2

Dice Trick

Attack
Attack

240% Damage.
Decrease cost by the number of completed Quests.​
Dice Trick

An expensive attack card that discounts itself by 1 every time you complete a Quest. Generally, a dead card until you can make it cheaper, but its 2 AP cost can help complete the Straight quest.

Card Image
1

Joker

Skill
Skill

Choose 1 card(s) from Draw Pile to Draw.
Joker

Joker is Cassius’ signature card. It allows him to search the whole Draw Pile to draw a card of your choice. Extremely flexible and improves your consistency significantly, and it doesn’t even Exhaust like Shuffle! It’s much stronger at E1 because it also allows you to search the Discard Pile. At E0, you’re a bit sad if you draw this with nothing in your Draw Pile. Regardless, it’s an incredibly powerful card at base.

Potentials
  • 3-1: Grants a 30% chance to Draw 1 to both of Cassius’ basic attacks. 30% isn’t enough to count on, but it can help a little bit early in your run if you draw poorly. It’s not as impactful as some other Combatants’ 3-1s can be.
  • 5-1: Increases his basic attacks’ damage. Makes them a little better to play in conjunction with 3-1, but you’ll likely still end up removing them from your deck.
  • 7: Incredible. Getting Morale and Fortitude for a turn every time you complete a Quest makes Cassius an even more potent support. You already want to complete Quests early in a turn, but this makes it even more important if you want to take advantage of Morale.
Playstyle & Gameplay
Standard Playstyle

Cassius likes to start by setting up his Quest with Pop Eyed Popper, so you can get rewarded for playing cards for the rest of the battle. After that, you can use Cassius’ vast arsenal of draw effects to curate your hand. Draw more cards with Devil Dice, cycle out your hand with Shuffle, and draw the perfect card with Joker. All the while, you can complete Quests to generate Quest Cards and discount Dice Trick. If you’re facing down more damage than you can block, use his Ego Skill to reduce the enemy’s attack damage.

Tips:

  • Quest Cards do not count towards Quest progression.
  • Progress on a Quest, which is displayed below Cassius’ icon, carries over between turns.
  • Always play your Draw effects first so you can plan out your turn with the most information.
  • His Nightmare mode debuff inflicts 4 Stress every time he acquires equipment. Consider saving his slots until stronger late-run equipment becomes available.
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.

Cassius 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
1

[2-PC]: +12% Attack.

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

Flex

2/2/2 is usually Cassius’s most flexible and best option in his strongest meta teams. Use a combination of 2P Black Wing and 2P Executioner’s with either 2P

Set

Cursed Corpse [2-PC]

for maximum damage if Agony is present, 2P Tetra’s/Healer’s for more survivability, or 2P
Set

Seth's Scarab [2-PC]

for slightly stronger Chaos early game.

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 = ATK% > CRIT DMG
Desire
Instinct DMG > ATK%
Imagination
ATK%
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.

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

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!

Build Comments

Cassius has two builds he commonly uses in save data game modes - which is better, being highly dependent on the team mates you pair with him and their decks.

  • Quest Spam Build: This build is optimal for teams that can trigger Cassius’s quests multiple times a turn, making the investment in multiple Dice Trick upgrades worth the payoff. In most cases, this is limited to teams that can take advantage of the Triple 0 quest through generating an absurd amount of 0-cost cards, allowing Cassius to trigger 5-10+ Quests completions per turn.
  • General Use Joker Build:: This build is one that should always be useful, no matter the team, and doesn’t rely on Cassius being able to complete multiple quests per turn to function effectively. The multiple copies of Joker ensure you’ll be able to reach your key cards when you need them, assuming you have the AP to support using them.
Card Removal Priority
  • Card
    &
    Wild Card
    - These cards aren’t bad, but usually have no place in high-end save data Cassius decks, as they don’t directly help accomplish what Cassius is trying to do as a support or pseudo DPS.
  • Mana Field
    - Cassius’s only direct heal in most cases and valuable in some teams for that reason alone, like in Tressa decks, but usually not worth keeping around outside of that. Keep it if you want for Tressa specifically, but remove it outside of that.
Card Dupe Priority
Dupe Priority

Joker
=
Dice Trick V

Cassius’s two main builds want either

Joker
or
Dice Trick V
to be duplicated in order to maximize their efficiency in their chosen niche. However, most of Cassius’s cards are actually strong dupe options so long as they hit a satisfactory Divine Epiphany that either reduces their cost, adds buffing capabilities, or further improves their draws. E.g,. Dice Trick with -1 cost is a suitable target to dupe.

Epiphany Alternatives
  • Pop Eyed Popper
    - The majority of Pop Eyed Popper Epiphanies have their place depending on your tolerance for RNG and your playstyle.
    Pop Eyed Popper IV
    offers the highest consistency, allowing you to choose the quest you play with for the battle. Most Cassius decks want a very specific quest, so not having it for the battle either weakens him significantly or forces a restart (in save modes). If you’re okay not being able to choose, though,
    Pop Eyed Popper I
    has Initiation, meaning you’ll never have to dig through your deck to get quests rolling, and
    Pop Eyed Popper III
    offers more powerful quest rewards. All three are interchangeable depending on what you’re ok playing around.
  • Devil Dice
    - Like above, most of the Devil Dice Epiphanies have a place depending on what you’re after.
    Devil Dice V
    is best for card thinning and has no real downside.
    Devil Dice IV
    offers strong card draw at the cost of discard, which in some decks can be converted into an upside.
    Devil Dice III
    offers the best card draw, assuming you’re going against an AoE encounter.
    Devil Dice II
    grants huge unconditional card cycling, but is very AP expensive and loses power after all its retrieves are used. Which is best will depend on your access to AP, whether discards are a penalty for your strategy, and the encounter you’re up against.
  • Shuffle
    - Shuffle like Devil Dice is highly conditional on which you’d want to use with its top Epiphanies, each having a niche where they can shine. Overall, as long as you’re confident in playing out the majority of your hand,
    Shuffle III
    is a safe pick as it’ll consistently net you a strong amount of card draw in most decks.
    Shuffle II
    is usually the go-to for discard-based strategies, allowing you to choose the cards you want gone in exchange for more draws. Finally
    Shuffle V
    has huge potential in high cost strategies, potentially acting as a draw 3 for 0, but requires very specific deck builds to function.
Best Synergies

Cassisus is a universal support that works alongside the majority of the cast in the game, making listing his synergies challenging, as we’d be listing the entire cast. With that said, he does synergize a little more strongly with some characters than others. The reason Cassius is primarily brought to teams is because of the following:

  • Unique Quest mechanic when aligned with
    Full House
    provides a consistent card draw engine the entire battle for low cost investment, without restricting your team building options. The fact that this quest generates a draw 1 out of thin air makes it equivalent to a 0-cost draw 2 in value.
  • Has other card cycling and draw mechanics through
    Shuffle
    and
    Devil Dice
    further emphasizing his ability to get your team to the cards they need quickly.
  • One of, if not the best searching cards in the game,
    Joker
    , which allows you to choose any card in your deck to directly add to your hand, allowing combos to be assembled far more easily.

The above all works for the entire cast of characters; however, Cassius also has another quest option that is even more powerful, which, when combined with specific characters, truly pushes his kit to the next level. To activate this, he’ll usually need to be played with characters capable of generating multiple 0-cost cards a turn, like Tressa or Luke.

  • Choosing the
    Quest: Triple 0
    instead of Full House allows Cassius to act as a DPS character at the same time as a support. This quest, when combined with characters like Luke or Tressa who are able to complete it 5-10 times a turn alone, allows Cassius to stack the Triple 0 card to obscene damage figures.
  • When reliably able to trigger so many quests per turn, Cassius’s Dice Trick V epiphany that creates an additional quest reward when completing a quest gets pushed to a new power level, allowing Cassius to provide even more damage, buffing, and draw power.