To learn more about Kayron 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 Kayron 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
Elimination
Sphere
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Echo of Futility
Brand of Annihilation
Show Effects
Black Hole
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Oath of Vanity
[Unique]
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Echoes of True Abyss
Futility
Status
[Exhaust]
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Futility
[Exhaust]
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Rift of Nothingness
Ego Skill
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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.
Echo of Futility I
Echo of Futility II
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Echo of Futility III
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Echo of Futility IV
Echo of Futility V
Brand of Annihilation I
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Brand of Annihilation II
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Brand of Annihilation III
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Brand of Annihilation IV
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Brand of Annihilation V
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Black Hole I
Black Hole II
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Black Hole III
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Black Hole IV
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Black Hole V
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Oath of Vanity I
[Unique]
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Oath of Vanity II
[Unique][Initiation]
Show Effects
Oath of Vanity III
[Unique]
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Oath of Vanity IV
[Exhaust][Retain]
Show Effects
Oath of Vanity V
Show Effects
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 Chance Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Divine Epiphany Adaptation
Potential 5-2
Critical Damage 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 [4/5]
AoE Damage [4/5]
AP Efficiency [1/5]
Utility [1/5]
Kayron is a Void Psionic that wreaks havoc by truly harnessing the Void to deal devastating AoE and single-target damage.
Kayron has extremely expensive AP costs across the board and demands AP to function due to his "Futility" cards that are created from various sources in his kit. Futility by default are 1 Cost "Status Ailment" cards that feature the [Exhaust] tag, but can be changed into Attack Cards through his "Oath of Vanity" Upgrade card. Kayron can infinitely scale as his "Black Hole" card deals heavy base damage and does extra damage for each exhausted "Futility" card. He can also deal some serious AoE damage via his "Brand of Annihilation", which is a 3 Cost Attack Card that reduces its cost by 1 for each card exhausted this turn.
Kayron relies heavily on supporting characters who can provide AP management via either Cost Reduction to help alleviate his high costs or pure AP Generation to ensure he can [Exhaust] any Futility cards created so he can maximize his damage output consistently, whilst not leaving any unwanted Futilitys to be cycled back into your deck as you very rarely want to be clogging your deck with them.
With most of, if not all of Kayron's qualities being of a pure Damage Dealer, he's positioned to be your main DPS on a team, best paired with other supporting characters who can assist with his high AP demands.
Because of Kayron’s extremely high AP demands, he can struggle in Chaos early, especially if he hasn't obtained his "Oath of Vanity" Upgrade card to turn his Futility cards from dead-weight bricks into damage/healing cards. He can shine in Save Data content where your supports have been built properly to help with his insane AP demands to be able to reach that true late-game scaling monster that he is.
Incredible single-target and AoE damage potential.
Has many gameplay-altering Epiphanies - both mechanically and damage-wise.
Becomes stronger the longer the fight drags on.
High AP costs can be bypassed with smart play.
Many very AP expensive cards on top of Void also costing AP.
Main mechanic Void is not fully functional without the Gold Card Oath of Vanity.
Can clog its own hand and deck with Void, which is too expensive to use if not careful.
Gains so much power from Epiphanies that his base deck can feel awkward and underwhelming.
Hard to play.
Almost feels reliant on his signature partner Bria, to function at a basic level.
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
Futility: A status ailment card created by many of Kayron’s cards that costs 1AP, does nothing on use, but is exhausted after. Can be upgraded to deal damage and heal with Oath of Vanity and Epiphanies.
X: Some of Kayron’s cards/Epiphanies specify X. X means the card will consume all available AP when used and scale the X value in the effect by the amount used.
Kayron’s Signature Potentials offer huge damage boosts as well as key additional functionality, making them a high priority to unlock.
3-1: Increases the multiplier of Kayron’s Basic Cards by a whopping +50% and causes them to generate a Futility when played. Absolutely key to helping get Kayron off the ground faster.
5-1: Further increases the damage of Kayron’s Basic Attack by 5%, or 10% if his Attack stat is 500 or more.
7: If Kayron’s ATK is 600 or higher, he gains +5% Crit DMG and for every 40 over 600, he gains a further 1% up to a cap of 10% for 15% total.
Base
Ego 1
Kayron's first Ego node to be unlocked causes his “Echoes of True Abyss” card to create an additional 2 Futility cards. This is a great first Ego to be unlocked, as it can rapidly speed up his Futility creation to start his scaling.
Ego 2
His second Ego point grants Kayron a passive effect that deals 100% Damage to all enemies whenever 2 Futility cards are Exhausted. This is a solid second Ego to unlock to assist with some extra AoE damage. With a solid Kayron deck and supporting cast, you could potentially trigger this 3-4 each turn, which adds up over the course of a fight.
Ego 3
The third Ego point provides extra utility to his Ego Skill, allowing it to exhaust Futility that are in the Graveyard/Discard Pile when used, instead of only his hand. This is a really solid buff to his overall gameplay loop that helps with unclogging your deck whilst also boosting its potential damage output.
Ego 4
His E4 provides Kayron a buff whenever he activates one of his Futility cards, granting him 1 stack of “Paradox of Nothingness”. This buff lasts for 1 turn, stacking up to 3 times and increases the damage of Kayron's Attack Cards by 10% per stack. This is a great self-generated multiplicative buff that Kayron really wants due to his already higher-than-average base damage across his cards.
Ego 5
This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Nothing unique here, a decent increase to Kayron's potential damage whilst also providing some extra healing to his Futility cards if going for an “Oath of Vanity” variant that provides his Futility cards healing properties.
Ego 6
Kayron’s final Ego node is one of his best. Whenever he creates a Futility card, there’s a 50% chance of applying 1 stack of either “Vulnerable”, “Weaken” or “Injured” to a random enemy. With the amount of Futility Kayron can generate, he can consistently maintain each of these debuffs.
Rift of Nothingness
Ego Skill
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Cost 4 EP to perform an AoE attack dealing 200% damage. Additionally, Exhausts all Futility cards in hand to increase damage by 80% per card exhausted. An effective way to get rid of a bunch of Futility cards generated during the turn while also laying down some nice AoE damage. A key ability in ensuring you don’t clog your deck too badly in longer fights.
Elimination
Kayron’s Basic Attack Card hits a whole lot harder than most characters and also generates Futility on use thanks to his Potentials.
Sphere
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Kayron’s basic Heal card, not a card you’ll be focusing on, but it also gains the ability to generate Futility thanks to Potentials.
Echo of Futility
A 1 cost high damage single-target ability that generates 2 Futility as opposed to the 1 his basics do.
Brand of Annihilation
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An immensely expensive 3 AP Attack Card that hits incredibly hard in full AoE. Thankfully, it is able to be discounted by 1 AP on every single card that is exhausted this turn, allowing it to achieve 0 cost with a well-structured hand. This card is one of the main reasons Kayron is so strong in AoE and only gets stronger with Epiphanies.
Black Hole
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A 2 AP single-target Attack Card that deals 240% baseline but gains an additional +40% damage multiplier per Futility that has been exhausted in this fight. This bonus has… no limit, making it an absolute monster in extended fights in decks that can quickly and easily generate and exhaust Futility.
Oath of Vanity
[Unique]
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Oath of Vanity is the focal point of Kayron’s kit and is an upgrade that, after being activated, transforms his Futility from useless fodder into a useful attack or even more exotic things with Epiphanies. Getting the Oath of Vanity online as early as possible should be a priority, as Kayron’s ability to exhaust Futility outside of using them is limited and you’d rather be using them for something useful.
Echoes of True Abyss
Deals single-target damage and generates 3 Void cards; another excellent but expensive Futility generator.
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.
Echo of Futility I
Echo of Futility II
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Echo of Futility III
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Echo of Futility IV
Echo of Futility 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: -1 Cost Reduction, Vulnerable 2, 1 AP (Echo V).
Brand of Annihilation I
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Brand of Annihilation II
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Brand of Annihilation III
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Brand of Annihilation IV
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Brand of Annihilation V
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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: Weakness Attack, Vulnerable 2, 30% Damage Increase.
Black Hole I
Black Hole II
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Black Hole III
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Black Hole IV
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Black Hole V
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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: Weakness Attack, Vulnerable 2, 30% Damage Increase.
Oath of Vanity I
[Unique]
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Oath of Vanity II
[Unique][Initiation]
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Oath of Vanity III
[Unique]
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Oath of Vanity IV
[Exhaust][Retain]
Show Effects
Oath of Vanity V
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.
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.
[4-PC]: When a card is Exhausted, increase Damage Amount of Void Cards by 20% for 1 turn.
[2-PC]: +25% Critical Damage.
Best option for Kayron in most scenarios due to the limited availability of card damage increases (multiplicative) among equipment and support combatant buffing. The reason multiplicative card damage is so strong for Kayron is that all of his scaling cards count as base damage not addittive damage so all his stacking effects are all multiplied by 4P Void's damage boost. In high end save data decks with maximum buffing for Kayron 2/2/2 comes close in performance to 4/2 but if any of those buffs are missing 4/2 pulls ahead.
[2-PC]: +25% Critical Damage.
[2-PC]: +12% Attack.
A generic alternative to 4/2 which is easier to farm and has the advantage of a flex slot open. Usually loses out to 4/2 in damage but can beat it if Agony is consistently present on the enemy by running the standard set-up alongside 2P Cursed Corpse for some Card Damage% (multiplcative).
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.
[4-PC]: +20% Critical Chance of cards that cost 2 or more.
[2-PC]: +25% Critical Damage.
Under very specific circumstances in hyper optimized Kayron teams which already have a large amount of Card Damage (multiplicative) and which deal the majority of their damage through 2 cost or higher cards like Black Hole 4P Line of Justice can perform higher than 4P Offering of the Void and 2/2/2. However these scenarios are very high end and require extensively optimization in order to achieve. In most cases it's safer to just use either of Kayron's other options.
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.
CRIT Rate% = CRIT DMG% > ATK > ATK%
To activate Kayron's Potential 7, which grants Crit DMG, you need at least 601 ATK, which you definitely want to aim for at a minimum. After that, getting more ATK in breakpoints of 50 is recommended and beneficial, but not at the cost of sacrificing Kayron's optimal Main stats or too many of his best sub stats.
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 16–24%.
When the assigned Combatant creates a card, gain Risk Factor Report.
Risk Factor Report: Increase Damage Amount of the assigned Combatant's Attack Cards by 10/20% for 1 turn (max 3 stacks).
When the assigned Combatant creates a Status Ailment card for the first time (includes cards that have been changed from Status Ailment cards), +25/50% Damage Amount to Attack Cards for 1 turn.
Exhaust all Status Ailment Cards (including those that were originally Status Ailment) and Curse Cards from Discard Pile
For each card Exhausted, +10% Designated Combatants's Attack card Damage for 1 turn.
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Increase the assigned Combatant’s Attack by 16–24%.
When the assigned Combatant creates a card, gain Risk Factor Report.
Risk Factor Report: Increase Damage Amount of the assigned Combatant's Attack Cards by 10/20% for 1 turn (max 3 stacks).
When the assigned Combatant creates a Status Ailment card for the first time (includes cards that have been changed from Status Ailment cards), +25/50% Damage Amount to Attack Cards for 1 turn.
Exhaust all Status Ailment Cards (including those that were originally Status Ailment) and Curse Cards from Discard Pile
For each card Exhausted, +10% Designated Combatants's Attack card Damage for 1 turn.
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Increase the assigned Combatant's Attack by 8/16%.
The combatant's attack card damage increases by 10/20%.
The first time the assigned Combatant either Exhausts a card or gains a Status Ailment card (includes cards that have been changed from Status Ailment cards), increases Damage Amount of Attack Cards by 12/24% for 1 turn.
For 1 turn, when a card is Exhausted, apply 1 Weaken to a random enemy.
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Increase the assigned Combatant’s Attack, Health, and Damage Amount by 12–20%.
When the assigned combatant generates a card, +8/16% attack card damage for 1 turn.
Deal 180% Damage to all enemies. Apply 1 Vulnerable.
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Increase the assigned Combatant’s Attack, Health, and Damage Amount by 12–20%.
When the assigned combatant generates a card, +8/16% attack card damage for 1 turn.
Deal 180% Damage to all enemies. Apply 1 Vulnerable.
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Increase the assigned Combatant's Attack by 8/16%.
The combatant's attack card damage increases by 10/20%.
The first time the assigned Combatant either Exhausts a card or gains a Status Ailment card (includes cards that have been changed from Status Ailment cards), increases Damage Amount of Attack Cards by 12/24% for 1 turn.
For 1 turn, when a card is Exhausted, apply 1 Weaken to a random enemy.
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The assigned combatant's Attack is increased by 8/16%.
When Injured, at the end of battle, recover 4/8% Health.
Gain 200% Shield.
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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.