Last updated: 19/August/2026

Best guide and build for Hilde from Chaos Zero Nightmare (CZN). Hilde is a 5✦ character from the Ranger class and Instinct attribute.
Last review update
Season 3
Last build update
Season 3
Last profile update*
N/A
*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 Hilde check the sections below. Use the tabsto quickly switch to the kind of information you're looking for.
Profile

Multishot
Attack

Bowguard
Skill

Quiver Reload
Skill
Show Effects

Plasma Rain
Attack
Show Effects

Draw & Release
Skill

Big Game Ranger
Upgrade
Show Effects

Vortex Arrow
Attack
Show Effects

Homing Arrow
Attack
Show Effects

Homing Arrow (Fracture)
Attack
Show Effects

Homing Arrow (Grand)
Attack
Show Effects

Matrix Overlay
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.
Epiphany Bonus
Potential 1
When entering Chaos, obtain 1 random Rare Card with an activated Epiphany.
Basic Card Upgrade
Potential 2
Increase Damage, Shield, and Healing Amounts of Basic Cards by 2/20%.
Common Card Upgrade
Potential 3
Increase Damage, Shield, and Healing Amounts of Common Cards by 2/20%.
Basic Card Proficiency
Potential 3-1
+20% Damage Amount to the Multishot card.
Unique Card Upgrade
Potential 4
Increase Damage, Shield, and Healing Amounts of Unique Cards by 2/20%.
Critical Damage Proficiency
Potential 5
+2.4/12% Critical Damage.
Basic Card Proficiency
Potential 5-1
+5% Damage Amount to Hilde's Multishot. If Hilde's Extra Damage (stat) is 6% or higher, add an additional +5% to the modifier.
Divine Epiphany Adaptation
Potential 5-2
Increases the chance for a Divine Epiphany to appear by 25%.
Critical Chance Proficiency
Potential 6
+2/10% Critical Chance.
Unique Stat Upgrade
Potential 7
+7% Instinct Attribute Damage Amount. If Hilde's Extra Damage (stat) is 6% or higher, add an additional +8% to the modifier.
Sleeping Memory
Manifest Ego 1
Change the following effects for Vortex Arrow:
Increase Draw by 1, +60% Damage Amount, and change the Damage Amount increase for each Attack Card Drawn through an ability this turn by to +90%.
Awakening Memory
Manifest Ego 2
At the start of battle, +10% to Hilde’s Critical Chance.
At the start of the turn or when an enemy is defeated, gain 1 Double Tap.
Double Tap: When Homing Arrow is activated, 300% Extra Attack to the enemy with the lowest Health, and decrease Double Tap by 1 (max 5 stacks).
Vivid Memory
Manifest Ego 3
Change the Weakness Damage Amount taken effect of Matrix Overlay from +15% to +25%.
Inner Memory
Manifest Ego 4
For each Hit an ally performs, gain 1 Find the Gap.
Find the Gap: Increase Damage Amount of Hilde's Extra Attacks by 5% (max 8 stacks).
Complete Memory
Manifest Ego 5
Increase the level of [Basic Card Upgrade], [Signature Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
Liberated Memory
Manifest Ego 6
When Find the Gap reaches 8 stacks, +15% additional Critical Chance to Instinct-Attribute allies.
Increase the max stack of Zero In to 100, and at the start of the turn, gain 15 Zero In.
For each stack of Zero In, +1% Critical Damage to Zero In. (max +45%)
Review
Hilde is a 5-Star Void Ranger that provides backup support for their team, providing solid draw power whilst scattering the battlefield with a barrage of arrows to lower their enemies defences. Hilde never misses the mark and can still shoot to kill as well.
Hilde’s strategy revolves around her various different “Homing Arrows” that she’s able to create from her “Quiver Reload” Skill-Card. Hilde is unable to activate these cards manually, however, whenever they’re drawn from the deck they will immediately activate due to the “Attunement” effect, when played - cause Hilde to draw a card from the deck, allowing Hilde to cycle through the deck whilst still outputting some considerable damage of their own.
Hilde is looking to be paired with other DPS units who can leverage additive damage buffs to their advantage. Due to “Ionization” providing additional damage opposed to a multiplicative damage multiplier, units who fire many smaller attacks or multi-hit will be able to ramp up their damage with Hilde on the team. Hilde also doesn’t demand a ton of AP to function effectively either, thanks to many of her cards featuring the [Lead] tag and “Homing Arrow” self activating, this can help alleviate her AP requirements to allow you to dedicate more resources to the primary carry on the team.
When deciding on a supportive unit for Hilde to be paired with, units who can help supplement Hilde with additional draw and additive damage buffs will help keep things moving throughout a fight. Even though Hilde has a solid amount of draw on her own, pairing her with another unit who can also draw cards will ensure you’re able to continually cycle into “Homing Arrow” to activate its “Attunement” effect to draw more cards and so on. Because “Homing Arrow” has a lower base damage value, additive damage bonuses will help with her damage output, especially when using her AoE Attack-Cards.
Hilde can slot quite comfortably into most teams when being brought into Chaos or Sortie. Hilde is quite AP friendly and won’t take away from the rest of the team's resources. Hilde has multiple different sources of AoE damage to deal with encounters that have multiple enemies, whilst still having considerable single target damage to deal with boss encounters thanks to her “Zero In” buff.
Hilde’s main weakness comes from being split between a DPS and a Support style character. Hilde’s own damage output is split up between Extra-Attacks, DoT Damage, weaker hitting AoE attacks and stronger single-target nukes. This can make things awkward when wanting to capitalize on synergies that typically favor one of these styles, opposed to all of them all at once.
Considerable draw power throughout her kit.
AP Friendly.
Solid source of AoE damage.
Inconsistent sources of damage, split between DoT / Extra-Attacks / Multi-Hits / Larger singular attacks that can make it difficult to specialize into.
Even though Hilde has solid AoE damage, there isn’t really any content that demands it currently.
The ratings below are based on the Season Save Data, Chaos Manifestation, and Great Rift modes. Each of the modes values different mechanics, so some characters may shine in one of them, while being underwhelming in the other.
Hilde’s playstyle circulates around creating copies of “Homing Arrow”. “Homing Arrow” is an Attack-Card that cannot be directly activated, it activates whenever it’s drawn due to the additional [Attunement] effect. It fires an Extra-Attack Damage to the enemy with the lowest HP and will draw a card. “Homing Arrow” also has the [Exhaust] tag which will remove it from the deck afterwards. Hilde wants to create as many cards of these as possible to continue firing off Extra-Attacks whilst drawing additional cards to fuel her teammates' plays.
Hilde has 3 different types of “Homing Arrow” available to her via the various epiphanies offered to her “Quiver Reload” [Upgrade] card. Each of these cards function quite similarly but each offer a different playstyle. Every variant of “Homing Arrow” has the [Exhaust] tag.
Homing Arrow - The default variant of “Homing Arrow”. This variant is the most vanilla option Hilde is presented with but is also the variant that can be created the most.
Homing Arrow (Fracture) - Homing Arrow (Fracture) is the AoE variant. Still drawing 1 card when activated, instead deals 50% Extra-Attack Damage to all enemies opposed to a single target and also inflicts 1 stack of “Fracture” to all enemies.
Fracture - Fracture is a stacking debuff that stacks up to a maximum of 30 times. Fracture activates at the end of the turn - dealing 40% DoT Damage for each stack of Fracture on that enemy, when activated it will decrease “Fracture” stacks by half. This variant allows Hilde to function as a damage over time unit, whilst also offering a consistent source of Harmful Effects to be inflicted on her enemies. Note : When activated, this will deal one instance of 1200% DoT Damage to the enemy if they have 30 stacks of Fracture. Unlike Agony, where they would be inflicted with 20 different instances of damage.
Homing Arrow (Grand) - Homing Arrow (Grand) is the hardest hitting version, dealing a much higher 500% Extra-Attack to the enemy with the highest HP. Still drawing a card when played as well. This variant is the least accessible as “Quiver Reload” only creates 1 copy of this card in your Draw Pile. This offers more upfront damage but less potential draw power.
Zero In (Buff) - “Zero In” is granted whenever Hilde hits an enemy when under the effects of her [Upgrade] Card “Big Game Ranger”. By default, stacks up to a maximum of 60 times and activates at the of the turn to deal 35% Extra-Attack Damage to the enemy with the highest HP per stack of “Zero In”. This is a huge portion of Hilde’s single target damage, dealing up to 1900% damage when at max stacks.
Ionization (Debuff) - “Ionization” is inflicted by Hilde’s “Plasma Rain” card. “Ionization” can stack up to 12 times, lasts indefinitely and causes enemies inflicted with this debuff to take +8% additional damage taken for each stack of “Ionization”. Hilde benefits from this slightly more than her allies, dealing an additional +4% to enemies inflicted with “Ionization” for a total of +12% per stack.
CRIT RATE% = CRIT DMG% >= Unique Card DMG% > Common Card DMG% = Basic Card DMG%
3-1: Hilde’s 3-1 Potential increases the damage dealt by Multishot by an additional +20%. Primarily useful for some extra-damage when early in Chaos or Sortie prior to Multishot being removed.
5-1: Hilde’s 5-1 Potential grants an additional +5% Damage to Multishot, and if Hilde’s Extra-Damage Stat is 6% or higher, adds an additional +5% to that modifier for a total of +10%. Again, primarily useful for Sortie and Chaos.
7: Hilde’s 7 Potential grants +7% Instinct Attribute Damage, increasing by an additional +8% if her Extra-Damage stat is 6% or higher. Quite a solid damage increase that should be prioritized.
Base
Ego 1
Ego 2
Ego 3
Ego 4
Ego 5
Ego 6

Matrix Overlay
Ego Skill

Multishot
Attack

Bowguard
Skill

Quiver Reload
Skill
Show Effects

Plasma Rain
Attack
Show Effects

Draw & Release
Skill

Big Game Ranger
Upgrade
Show Effects

Vortex Arrow
Attack
Show Effects
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.

Quiver Reload I
Skill
Show Effects

Quiver Reload II
Skill
Show Effects

Quiver Reload III
Skill
Show Effects

Quiver Reload IV
Upgrade
Show Effects

Quiver Reload V
Upgrade
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 Cost-Reduction, Draw 1 Common Card, Draw 1 Card of this Unit, Draw 1 (Excluding Quiver I)

Plasma Rain I
Attack
Show Effects

Plasma Rain II
Skill
Show Effects

Plasma Rain III
Attack
Show Effects

Plasma Rain IV
Attack
Show Effects

Plasma Rain V
Attack
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 Common Card, Draw 1 Card of this Unit

Draw & Release I
Skill
Show Effects

Draw & Release II
Skill
Show Effects

Draw & Release III
Skill

Draw & Release IV
Skill

Draw & Release V
Skill
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 Cost-Reduction, Draw 1 Common Card, Draw 1 Card of this Unit

Big Game Ranger I
Upgrade
Show Effects

Big Game Ranger II
Upgrade
Show Effects

Big Game Ranger III
Upgrade
Show Effects

Big Game Ranger IV
Upgrade
Show Effects

Big Game Ranger V
Upgrade
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 Morale/Resolve
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.
One of the few characters who can make full use of the new set, giving an easy to activate 35% Crit-DMG buff to her for all hits. This is the recommended set for most set-ups and general use.
Main benefit of 2/2/2 is that it can generically be used on many characters, being BiS on quite a few. While it isn't BiS on Hilde, it isn't significantly worse which makes it a high recommendation still.
One of the few characters who can make full use of the new set, giving an easy to activate 25% Crit-DMG buff to her for all hits and 15% for Fractured. This is the recommended set when using a Fracture effect.
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 DMG% > CRIT Rate% > CRIT DMG% > ATK > ATK%
Maxing out Hilde's potential 7 is the main stat breakpoint to watch out for. Fortunately, it's incredibly easy to do so, and all you need is 6% Extra DMG, which can be achieved from one memory fragment's substats alone.
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 character'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.
For the sake of baseline comparison, the completely F2P 3-star Nakia represents the completely F2P accessible option of damage for Hilde, with alternative options all being better--percentages reflecting this, whether the amount of increase from Nakia is worth it for the other Partners or not is up to the player discretion.
Hilde's signature partner offers her the most amount of buffs and by far, so Eunie is recommend if you really want to push Hilde to her limits. This is the best option because it gives a hefty Crit-Rate buff instantly and the very strong 5-star statline.
Hilde's signature partner offers her the most amount of buffs and by far, so Eunie is recommend if you really want to push Hilde to her limits. This is the best option because it gives a hefty Crit-Rate buff instantly and the very strong 5-star statline. While this is much better than low refine Eunie, for obvious stat reasons, it is up to player discretion if the increase in damage is justified by the investment required.
When used as a Support, Rosaria can be the best, but most builds will factor in Hilde's damage rather than supportive capabilities. Still, Rosaria offers the best passive of 4-stars with a chance to give a rather hefty amount of Morale to Hilde and her allies from the amount of skills Hilde plays--just keep in mind that it's purely RNG if morale is genreated or not.
Worse than 5-star standard statlines but similar and accessible at high refines, Solia prevents a light-spender/dolphin alternative for a 5-star Ranger partner accessible to many players and a high recommendation if no better options present themselves or the player does not want to invest heavily into Hilde.
Marin represents a standard 5-star partner that people may have acquired, with the main benefit of Marin being pure 5-star stats alone. This means similar 5-star standards with ineffective passives will perform similarly to Marin's increase in damage from baseline and will generally be preferred over 4-stars or Solia.
In the Zero System, it's incredibly easy to access all items acquirable via the shopthanks to the two 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.


































Deck & Teams
Check the best builds for Hilde below.




Quiver Reload I
Skill
Show Effects

Plasma Rain I
Attack
Show Effects

Big Game Ranger II
Upgrade
Show Effects

Vortex Arrow
Attack
Show Effects
Base performance of the character.