Chaos Zero Nightmare (CZN)KhalipeBuild and Guide

Character
Introduction

Best guide and build for Khalipe from Chaos Zero Nightmare (CZN). Khalipe is a 5 character from the Vanguard class and Instinct attribute, who belongs to the Stella Familia [White Altair] faction.

To learn more about Khalipe 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 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 Khalipe 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

Cards
Starting Cards:
Card Image
1

Lashing

Attack
Attack

100% Defense-based Damage.​
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2

Upward Slash

Attack
Attack

220% Defense-based Damage.​
Card Image
1

Tyr's Vow

Skill
Skill

100% Shield.​

Show Effects

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3

Vulture Ejection

Attack
Attack

[Celestial][Retain]

120% Defense-based Damage to all enemies.
100% Shield.
1 Silver Veil.

Show Effects

Epiphany Cards:
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1

Greatsword Aquila

Attack
Attack

150% Defense-Based Damage to all enemies.
If Vulture Ejection is in hand, increase Cost by 1, +100% Damage Amount.
Card Image
2

Overpower

Skill
Skill

250% Shield.
1 Tenacity Damage to all enemies.

Show Effects

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1

Rally

Skill
Skill

120% Shield.
Draw 1 highest-cost card(s).

Show Effects

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X

Absolute Protection

Skill
Skill

[Finale]

100% Shield equal to the number of X.
For 1 turn, Retain all cards in hand.​

Show Effects

Ego Skill:
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5

Charisma of Resolve

Ego Skill

300% Defense-based Damage to all enemies.
Create 1 Vulture Ejection.
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
3

Vulture Ejection I

Attack
Attack

[Celestial][Retain]

280% Defense-based Damage to all enemies.
1 Silver Veil.

Show Effects

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3

Vulture Ejection II

Skill
Skill

[Celestial][Retain]

280% Shield.
1 Silver Veil.

Show Effects

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3

Vulture Ejection III

Attack
Attack

[Celestial][Retain]

180% Defense-based Damage to all enemies.
150% Shield.
1 Silver Veil.

Show Effects

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3

Vulture Ejection IV

Attack
Attack

[Celestial][Retain]

180% Defense-based Damage to all enemies.
1 Silver Veil.
Retain: 100% Shield.

Show Effects

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3

Vulture Ejection V

Attack
Attack

[Celestial][Retain]

180% Defense-based Damage to all enemies.
1 Silver Veil.
40% Shield for each card in hand.​

Show Effects

Card Image
1

Greatsword Aquila I

Attack
Attack

210% Defense-Based Damage to all enemies.
If Vulture Ejection is in hand, increase Cost by 1, +120% Damage Amount.​
Card Image
2

Greatsword Aquila II

Attack
Attack

220% Defense-Based Damage to all enemies.
When used, +40% Damage Amount.​
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2

Greatsword Aquila III

Attack
Attack

220% Defense-Based Damage to all enemies.
If Vulture Ejection is in hand, 1 Silver Veil.

Show Effects

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2

Greatsword Aquila IV

Attack
Attack

[Retain]

220% Defense-Based Damage to all enemies.
Retain: +60% Damage Amount to next used Vulture Ejection.

Show Effects

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1

Greatsword Aquila V

Attack
Attack

[Retrieve 3]

150% Defense-Based Damage to all enemies.
If Vulture Ejection is in hand, increase Cost by 1, +100% Damage Amount.

Show Effects

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2

Overpower I

Skill
Skill

300% Shield.
1 Tenacity Damage to all enemies.
For each Ravaged enemy, 1> Damage Reduction.

Show Effects

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2

Overpower II

Skill
Skill

300% Shield.
1 Tenacity Damage to all enemies.
If enemies are Ravaged, 2 Vulnerable.If not, 2 Weaken.​

Show Effects

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2

Overpower III

Skill
Skill

300% Shield.
2 Tenacity Damage to all enemies.

Show Effects

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2

Overpower IV

Skill
Skill

250% Shield.
1 Tenacity Damage to all enemies.
For each card in hand, +40% Shield Gain.​

Show Effects

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2

Overpower V

Skill
Skill

300% Shield.
1 Tenacity Damage to all enemies.
+5 Action Count to all enemies.​

Show Effects

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1

Rally I

Skill
Skill

150% Shield.
Draw 1 highest-cost card(s).
1 Silver Veil.

Show Effects

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1

Rally II

Skill
Skill

150% Shield.
Draw 1 Celestial card(s).
1 Silver Veil.

Show Effects

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2

Rally III

Skill
Skill

[Celestial]

150% Shield.
Draw 1 highest-cost card(s).
1 Silver Veil.

Show Effects

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1

Rally IV

Skill
Skill

120% Shield.
Draw 1.
Gain 60% Shield equal to that card's cost.
1 Silver Veil.

Show Effects

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1

Rally V

Skill
Skill

Choose and Draw 1 card(s) costing 2 or more from Draw Pile.​

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

Upward Slash cards deal -40% Damage Amount to target all enemies.
4

Unique Card Upgrade

Potential 4

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

Critical Chance Proficiency

Potential 5

+2/10% Critical Chance.
5-1

Basic Card Proficiency

Potential 5-1

+5% Damage for Khalipe’s Lashing and Upward Slash.
If Khalipe’s Defense is greater than 250, an additional +5% to that value.
5-2

Divine Epiphany Adaptation

Potential 5-2

Increases the chance for a Divine Epiphany to appear by 25%.
6

Health Proficiency

Potential 6

Increase Health by 1.6/8%.
7

Unique Stat Upgrade

Potential 7

+10% Vulture Ejection Damage and Shield Gain.
If Khalipe’s Attack is greater than 700, an additional +20% Vulture Ejection Damage.
If Khalipe’s Defense is greater than 300, an additional +20% Vulture Ejection Shield.
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

Add Retain to Absolute Protection cards, and +20% Shield.
E2

Awakening Memory

Manifest Ego 2

At the start of battle and on Shuffle, move 1 Vulture Ejection card from Draw pile to the top of Draw pile.
E3

Vivid Memory

Manifest Ego 3

+50% Charisma of Resolve Damage, and gain 1 Silver Veil on use.
E4

Inner Memory

Manifest Ego 4

Whenever the Silver Veil effect activates, gain Deploy Veil effect.
Deploy Veil: +10% Damage and Shield (Max 2 stacks)
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

At the start of battle, 2 Silver Veil, +100% Silver Veil Damage.
Stats (level 60)
HP
423
DEF
183
ATK
407
Gallery

Review

Introduction
Performance Profile

Damage [2/5]

  

AP Efficiency [3/5]

   

Draw [1/5]

 

Utility [4/5]

    

Khalipe is a 5-Star Instinct Vanguard that functions as a hybrid DPS/Tank that deals AoE Defense-Based Damage whilst still outputting sufficient shielding to protect her team. 

Khalipe's cards are incredibly AP expensive, but her best card, Vulture Ejection, can mitigate this with its [Celestial] tag. [Celestial] cards are used for free whenever you use another card that costs 2 AP or more, allowing Khalipe to spend big once and automatically play her most powerful card for free. Her Vulture Ejection card also generates stacks of "Silver Veil", up to a maximum of 3. When it reaches 3 stacks, Khalipe removes all stacks of Silver Veil and deals heavy Defense-Based damage to all enemies.

Outside of this, Khalipe has targeted Card Draw, decent Tenacity Damage and some good utility Epiphany upgrades. Thanks to how much shielding and damage Khalipe can bring to the table, combined with being able to reliably activate her [Celestial] tagged cards on her own, it grants her incredible team flexibility when deciding who to pair her with.

When deciding on a team, Khalipe definitely favors Combatants who can offer low-cost deck cycling to ensure she has as many [Celestial] cards in her hand at once to chain together, as there’s no limit to how many [Celestial] cards can activate after playing a 2-cost card.

Khalipe’s gameplan truly is simple: hold as many copies of Vulture Ejection as possible, activate any 2-cost card and watch her enemies get picked to shreds while setting up huge shields in the process.

Pros & Cons
Pros

  • Great single target, AoE damage and Shielding all at the same time.

  • Can cast Vulture Ejection (and Rally Epi 3) for free with [Celestial].

  • Awesome targeted Card Draw.

  • Decent AoE Tenacity Damage.

  • Access to even more supportive capabilities through Epiphanies.

Cons

  • Requires a 2 AP or higher card to trigger [Celestial].

  • Without [Celestial] activations, she's just left with many high-cost AP cards that often aren't worth their full price.

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.

T0.5

Chaos Mode

T1.5

Season Save Data

?

Great Rift

Key Mechanics
  • Defense Scaling: Like other Vanguards, all of Khalipe’s damage-dealing abilities scale off of her DEF stat instead of ATK. This allows her to improve her damage and shielding capabilities all at once, on top of improving the team's general tankiness. Do note that her Potential 7 does require hitting an ATK threshold, so you can’t neglect her ATK entirely.

  • Celestial: Khalipe’s Signature Card Vulture Ejection has the [Celestial] tag. While a card with [Celestial] is in your hand and you use a card that costs 2 AP or more, it will automatically cast from hand. Avoid playing your [Celestial] cards directly unless necessary; instead, use other high-cost cards to trigger them for free!

    • Note: Multiple [Celestial] cards can be triggered after using a singular 2-cost or higher card.

  • Silver Veil: Khalipe’s Signature Resource is a 3 charge gauge called Silver Veil, which is displayed under her character status bar at the top of the screen. Upon gaining all three charges, she deals 400% Defense-based damage to all enemies and loses all charges.

  • [Retain]: [Retain] allows you to hold onto cards for a turn without discarding them. Vulture Ejection is difficult to play without an activator, so its [Retain] tag helps a lot with its consistency. Absolute Protection also allows you to [Retain] your entire hand for a turn, which is great for setting up big burst turns.

  • Ultimate: Khalipe’s Absolute Protection has the [Finale] tag, which ends the turn immediately upon use.

Potential

Khalipe’s signature Potential unlocks are strong but not transformational. Here is a breakdown of what to expect.

  • 3-1: Converts Upward Slash from single target to AoE, at the cost of dealing -40% less damage. Improving its late-game staying power, substantially elevating it to a card worth keeping around even in high-end Khalipe decks.

  • 5-1: A small increase in damage to Upward Slash and Lashing. Khalipe can easily reach the DEF stat threshold.

  • 7: Meaningful increase in both damage and shielding for Vulture Ejection. Requires investment into Khalipe’s ATK.

Dupes Review
E0

Base

Base performance of the character.

E1

Ego 1

Khalipe’s first Ego to be unlocked adds the [Retain] tag to her Absolute Protection Skill card and increases the amount of shield given by +20%. This is a really good first Ego to help with ensuring you’re able to hold onto Absolute Protection for maximum value, whilst also improving her shielding capabilities.

E2

Ego 2

Her second Ego, when unlocked, moves 1 Vulture Ejection card from their Draw Pile to the top of the Draw Pile at the start of the battle or whenever the Discard Pile is shuffled into the main deck. This helps with Khalipes cycling to ensure she always has copies of Vulture Ejection in her hand to start her chain reaction of [Celestial] cards.

E3

Ego 3

Khalipe’s Ego3 increases the amount of damage her Ego Skill deals by an additional +50% and will also now grant 1 stack of Silver Veil when used. The best part of this Ego, when unlocked, is the stack of Silver Veil granted when used, which could potentially be the last stack required to blow up your enemies. Overall, a solid Ego node for Khalipe.

E4

Ego 4

Their fourth Ego node grants Khalipe “Deploy Veil” whenever her Silver Veil effect activates. Deploy Veil can stack up to twice and lasts indefinitely - providing +10% damage and shielding per stack. This is a fantastic buff that is incredibly easy to stack by turn 2 with a decent save file.

E5

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. This is a strong Potential boost for Khalipe as her most important cards all shield and deal damage simultaneously.

E6

Ego 6

Khalipe's final Ego node gives Khalipe 2 stacks of Silver Veil at the start of battle, while also increasing the amount of damage Silver Veil does by +100%. This is yet another great Ego node for Khalipe that can really take her to the next level, accelerating her damage output by only needing 1 stack of Silver Veil before detonating the field, whilst also dealing more damage whenever doing so. This also accelerates her Deploy Veil gain as it now becomes possible to fully stack it by turn 1.

Cards & Ego Skill
Card Image
5

Charisma of Resolve

Ego Skill

300% Defense-based Damage to all enemies.
Create 1 Vulture Ejection.
Charisma of Resolve

Khalipe’s Ego skill costs a whopping 5 EP to activate, but brings plenty of value to justify its cost. It deals very solid AoE damage and adds a copy of Vulture Ejection to your hand, which will remain in your deck until the end of battle. More Vulture Ejection means more free AoE damage and Shields to cheat out with [Celestial]. Use this skill early on in a long fight, if possible, to reap its maximum benefits.

Card Image
1

Lashing

Attack
Attack

100% Defense-based Damage.​
Lashing

A standard starter Attack Card. One of the weakest cards of Khalipe’s starting deck. Doesn’t get any meaningful upgrades outside of some stats from Potentials 2 and 5-1.

Card Image
2

Upward Slash

Attack
Attack

220% Defense-based Damage.​
Upward Slash

One of your primary activators for [Celestial] cards, especially in the early game. Very powerful starter card after activating Khalipe’s Potential 3-1, which makes it fully AoE at the cost of a heavy 40% less damage multiplier.

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1

Tyr's Vow

Skill
Skill

100% Shield.​

Show Effects

Tyr's Vow

Basic shielding starter card. Nothing special, but shielding is always valuable, especially on DEF-focused characters.

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3

Vulture Ejection

Attack
Attack

[Celestial][Retain]

120% Defense-based Damage to all enemies.
100% Shield.
1 Silver Veil.

Show Effects

Vulture Ejection

One of Khalipe’s best cards. Offers solid AoE damage and shielding for a hefty 3 AP, though its [Celestial] tag means you’ll usually cast this for free. Vulture Ejection’s [Retain] tag ensures you can hang onto it until you draw a 2+ cost activator. This attack also grants 1 Silver Veil each time it’s used for passive AoE damage.

Card Image
1

Greatsword Aquila

Attack
Attack

150% Defense-Based Damage to all enemies.
If Vulture Ejection is in hand, increase Cost by 1, +100% Damage Amount.
Greatsword Aquila

Deals a solid amount of AoE damage. It increases its own cost and damage when Vulture Ejection is in hand, which makes it a flexible card that only costs 2 AP when it matters most.

Card Image
2

Overpower

Skill
Skill

250% Shield.
1 Tenacity Damage to all enemies.

Show Effects

Overpower

Grants a large amount of Shield on use and deals 1 Tenacity Damage to all enemies, allowing her to perform decently regardless of Attribute Weakness. This card benefits from the additional AP, Stress reduction and enemy delay reaped from breaking enemies, especially multiple at once.

Card Image
1

Rally

Skill
Skill

120% Shield.
Draw 1 highest-cost card(s).

Show Effects

Rally

Provides a decent Shield, but more importantly, draws the highest cost card from your deck. Unless it’s already in your hand or in the Discard Pile, which is basically guaranteed to be Vulture Ejection, making Rally a fantastic tutor card for 1 AP.

Card Image
X

Absolute Protection

Skill
Skill

[Finale]

100% Shield equal to the number of X.
For 1 turn, Retain all cards in hand.​

Show Effects

Absolute Protection

An X-cost shielding card that also retains all cards in hand for a turn. The X-cost offers great flexibility and retaining your hand ameliorates the opportunity cost of playing a big X-cost effect with all your AP. The [Finale] tag ends the turn immediately after Absolute Protection is used, but its X-cost means you’ll be on 0 AP and will likely want to end the turn anyway; it’s still an important thing to keep in mind if you want to weave in Ego Skills and 0-cost cards.

Best Epiphanies

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.

Card 1
Neutral Epiphany
★★★★
Card Image
3

Vulture Ejection I

Attack
Attack

[Celestial][Retain]

280% Defense-based Damage to all enemies.
1 Silver Veil.

Show Effects

★★★★
Card Image
3

Vulture Ejection II

Skill
Skill

[Celestial][Retain]

280% Shield.
1 Silver Veil.

Show Effects

★★★★
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3

Vulture Ejection III

Attack
Attack

[Celestial][Retain]

180% Defense-based Damage to all enemies.
150% Shield.
1 Silver Veil.

Show Effects

★★
Card Image
3

Vulture Ejection IV

Attack
Attack

[Celestial][Retain]

180% Defense-based Damage to all enemies.
1 Silver Veil.
Retain: 100% Shield.

Show Effects

Card Image
3

Vulture Ejection V

Attack
Attack

[Celestial][Retain]

180% Defense-based Damage to all enemies.
1 Silver Veil.
40% Shield for each card in hand.​

Show Effects

★★★★

Epiphanies:

  • Neutral [★★★★] - Target Neutral Epiphany: 1 AP, Vulnerable.
    This card has access to very strong Neutral Epiphanies, such as AP or Vulnerable, which can allow Khalipe to act in a passive Supportive role, such as applying Vulnerable in AOE or giving you 1 AP upon the [Celestial] activation.
  • Vulture Ejection I
    [★★★★] - Removes the shield effect but has a much higher base damage ratio (close to double). This is the Epiphany of choice when prioritizing Khalipe damage over all else, though she still tends to fall FAR behind other units as a Damage Dealer, so she is not as commonly recommended as a damage unit as she is a shielding unit.
  • Vulture Ejection II
    [★★★★] - Removes the damage effect but increases the base shield ratio. This is the only Epiphany that can get draw 1 Divine, so it’s the easiest to use for free shielding with no downsides (both Draw 1 and costs nothing, making it a truly free card).
  • Vulture Ejection III
    [★★] - Gains a slight buff to both the damage and shielding effects. This is an all-around OK option, but you can get the same damage and more shielding from Vulture V, so it is not a high recommendation.
  • Vulture Ejection IV
    [] - Now has ‘[Retain]: 100% Shield’. This is a rather weak option that tends to be anti-synergistic with Khalipe’s playstyle and the [Celestial] tag since the [Retain] will not activate if any card above 2-cost is played that turn.
  • Vulture Ejection V
    [★★★★] - Now gains 40% shield for each card in hand, similar to Overpower IV. With 7 cards in hand, this is already the best shielding card of all the options, on top of keeping its damage (only needing 5 to usurp Vulture Ejection III), both the most versatile Vulture Epiphany and also the highest cap shield one when using for a shield support specifically.

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 (Vulture Injection II), Vulnerable 2.

Card 2
Neutral Epiphany
★★★★★
Card Image
1

Greatsword Aquila I

Attack
Attack

210% Defense-Based Damage to all enemies.
If Vulture Ejection is in hand, increase Cost by 1, +120% Damage Amount.​
Card Image
2

Greatsword Aquila II

Attack
Attack

220% Defense-Based Damage to all enemies.
When used, +40% Damage Amount.​
Card Image
2

Greatsword Aquila III

Attack
Attack

220% Defense-Based Damage to all enemies.
If Vulture Ejection is in hand, 1 Silver Veil.

Show Effects

★★★
Card Image
2

Greatsword Aquila IV

Attack
Attack

[Retain]

220% Defense-Based Damage to all enemies.
Retain: +60% Damage Amount to next used Vulture Ejection.

Show Effects

★★
Card Image
1

Greatsword Aquila V

Attack
Attack

[Retrieve 3]

150% Defense-Based Damage to all enemies.
If Vulture Ejection is in hand, increase Cost by 1, +100% Damage Amount.

Show Effects

★★

Epiphanies:

  • Neutral [★★★★★] - Target Neutral Epiphany: Draw 1.
  • Greatsword Aquila I
    [] - Card now does slightly more damage and buffs Vulture Injection slightly more. Generally speaking, Khalipe is recommended to be played for her AP-efficiency (low AP requirements because of [Celestial]), so needing to use a 2-cost card for a bit more damage is not recommended.
  • Greatsword Aquila II
    [] - Now gains a permanent additive 40% buff every time it is used. Generally speaking, Khalipe is recommended to be played for her AP-efficiency (low AP requirements because of [Celestial]), so needing to use a 2-cost card for a bit more damage is not recommended. Moreover, this Epiphany, specifically, scales extremely slowly (can only be used once per turn, so it would take an absurd number of turns for its buff to be meaningful in any way).
  • Greatsword Aquila III
    [★★★] - The card gives 1 Silver Veil. While using Khalipe for a bit more damage isn’t usually recommended, this is by far the best value option because Silver Veil is where most of her damage will come from and this enables potentially 1 more Silver Veil proc a turn in certain Khalipe damage set-ups.
  • Greatsword Aquila IV
    [★★] - Now has [Retain] and gives an additive 60% buff to the next Vulture used. This is essentially an extra 60% ratio damage once per turn, provided you just leave this in hand. While nice, it’s a completely irrelevant boost in damage to the point where it takes up 1 hand-space versus just having air, which brings up a legitimate question of ‘is it worth it?’.
  • Greatsword Aquila V
    [★★] - Gains [Retrieve 3]. Generally speaking, Khalipe is recommended to be played for her AP-efficiency (low AP requirements because of [Celestial]), so needing to use a 2-cost card for a bit more damage is not recommended. Let alone this card, which would now require you to play a 2-cost card 4x in one turn (8 AP) just to get full value out of it.

Divine Epiphanies:

Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.

Card 3
Neutral Epiphany
Card Image
2

Overpower I

Skill
Skill

300% Shield.
1 Tenacity Damage to all enemies.
For each Ravaged enemy, 1> Damage Reduction.

Show Effects

Card Image
2

Overpower II

Skill
Skill

300% Shield.
1 Tenacity Damage to all enemies.
If enemies are Ravaged, 2 Vulnerable.If not, 2 Weaken.​

Show Effects

Card Image
2

Overpower III

Skill
Skill

300% Shield.
2 Tenacity Damage to all enemies.

Show Effects

Card Image
2

Overpower IV

Skill
Skill

250% Shield.
1 Tenacity Damage to all enemies.
For each card in hand, +40% Shield Gain.​

Show Effects

★★★★★
Card Image
2

Overpower V

Skill
Skill

300% Shield.
1 Tenacity Damage to all enemies.
+5 Action Count to all enemies.​

Show Effects

Epiphanies:

  • Neutral [] - Neutral Epiphanies are not recommended on this card since it’s a pretty hard card to make work in Save Data with its base effect and 2-cost.
  • Overpower I
    [] - Now gain 1 Damage Reduction if used on a target in a Ravage state. The additional effect is nice, but it’s on a 2-cost card, which is an insanely high price to pay for an effect that can be gotten from 1 or 0-cost cards (Owen giving similar shielding on 1-cost Wind Riding IV with 3 Damage Reduction and no condition, for example), or even just random Divine Epiphanies.
  • Overpower II
    [] - Now gains the effect of applying 2 Vulnerable if the target is Ravaged, or 2 Weaken if not. The additional effect is nice, but it’s on a 2-cost card, which is an insanely high price to pay for an effect that can be gotten from 1 or 0-cost cards, or even just random Divine Epiphanies.
  • Overpower III
    [] - Tenacity Damage is increased by 1 (now 2 Tenacity Damage). The additional effect is nice, but it’s on a 2-cost card, which is an insanely high price to pay for an effect that can be gotten from 1 or 0-cost cards, or even just random Divine Epiphanies.
  • Overpower IV
    [★★★★★] - Now gains an additional 40% shield based on the number of cards in hand. The go-to Epiphany if you aren’t removing this card, as it is an EXTREMELY high ratio shield (around 800% shield with potentials), making it a premier choice for maximizing shield amount for characters like Maribell, who do damage based on shield.
  • Overpower V
    [] - The action count of all enemies is increased by 5. The additional effect is nice, but it’s on a 2-cost card, which is an insanely high price to pay for an effect that can be gotten from 1 or 0-cost cards, or even just random Divine 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).

Card 4
Neutral Epiphany
★★★
Card Image
1

Rally I

Skill
Skill

150% Shield.
Draw 1 highest-cost card(s).
1 Silver Veil.

Show Effects

★★★★
Card Image
1

Rally II

Skill
Skill

150% Shield.
Draw 1 Celestial card(s).
1 Silver Veil.

Show Effects

★★★★
Card Image
2

Rally III

Skill
Skill

[Celestial]

150% Shield.
Draw 1 highest-cost card(s).
1 Silver Veil.

Show Effects

★★★★★
Card Image
1

Rally IV

Skill
Skill

120% Shield.
Draw 1.
Gain 60% Shield equal to that card's cost.
1 Silver Veil.

Show Effects

★★★★
Card Image
1

Rally V

Skill
Skill

Choose and Draw 1 card(s) costing 2 or more from Draw Pile.​

Show Effects

★★★

Epiphanies:

  • Neutral [★★★] - This card does not have access to amazing Neutral Epiphanies, and its Epiphanies all give 1 Silver Veil, making them generally the preferred choice. However, there could be niche scenarios where you don’t want Silver Veil to activate (to avoid activating an on-hit effect), in which case a Neutral Epiphany could be considered.
  • Rally I
    [★★★★] - Gains 1 Silver Veil. Any option between Rally Epiphanies will depend on what type of Draw you prefer for your team (with basically no bad options), as their effects are all extremely similar.
  • Rally II
    [★★★★] - Gains 1 Silver Veil and now target draws a [Celestial] card instead of your ‘highest cost’ card. Any option between Rally Epiphanies will depend on what type of draw you prefer for your team (with basically no bad options), as their effects are all extremely similar.
  • Rally III
    [★★★★★] - Gains 1 Silver Veil and now is a 2-cost that has [Celestial]. Since most Khalipe builds will generally have a way of activating [Celestial] through allies, this is the go-to Epiphany as it essentially becomes free.
  • Rally IV
    [★★★★] - Gains 1 Silver Veil, loses its target draw (now just Draw 1), but gains additional shielding based on card cost drawn. In general, this will be the highest shield amount from Rally, but it can be slightly lower if drawing a 0-cost card. Any option between Rally Epiphanies will depend on what type of draw you prefer for your team (with basically no bad options), as their effects are all extremely similar.
  • Rally V
    [★★★] - Generally speaking, this Epiphany not giving Silver Veil will make it a worse choice; however, in builds where you don’t care at all about Khalipe’s damage (which isn’t completely uncommon), the target draw could be preferred.

Divine Epiphanies:

Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.

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]: +25% Critical Damage.

[2-PC]: +12% Defense.

Flex

The best set-up for Khalipe is usually 2/2/2 due to the fact that a major portion of her damage comes from Silver Veil which isn't considered card damage and can be challenging to scale with other set bonuses. The other advantage of 2/2/2 is it allows Khalipe to run a 2P flex slot which to boost the teams ruvviability elevating her role as a support. However if all you care about is damage and you're specifically playing a DPS Khlaipe team 4P Line of Justice and 4P Instinctual Growth can also be considered.

For more damage use 2P Cursed Corpse (if you can keep Agony on targets at all times) or 2P Black Wing (only a minor damage increase but more consistent). 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.

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
Instinct DMG%
Imagination
DEF%
Substats:

CRIT Rate% = CRIT DMG% > DEF > DEF%

To activate the shielding portion of Khalipe's Potential 7, ensure you have at least 301 Defense. Khalipe can also gain a damage increase from her Potential,7, but she needs to reach 701 ATK something, which is quite difficult for her without compromising her main and sub stats, which usually makes this breakpoint not worth going for unless you can hit it without losing too much elsewhere.

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.

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.

1

Passive - Deadly Poison

Increase the assigned Combatant's Defense by 16–24%

The Defense-Based Damage of the assigned combatant's Instinct cards is increased by 15/30%.

The assigned Combatant's Defense-Based Damage and Shield Amount for the Celestial card becomes +25/50%.

Skill - Undertaking the Mission - 2 EP cost

Deal 200% Defense-Based Damage. Draws 1 highest-cost cards.

In most Scenarios E4 Zeta is the best shielding and damaging option available for Khalipe, thanks to her large additive and multiplicative multipliers to Khalipe's damage and shielding potential, all while still having a solid amount of Combat Defense. However, what secures E4 Zeta's top spot for Khalipe is her card draw-based Ego Skill, which is useful in Save Data game modes but exceptional in Chaos-based modes.

2

Passive - Battle Command

The assigned combatant's Defense is increased by 12/24%.

When the assigned combatant targets a Vulnerable enemy, +10/20% Defense-based Damage of Attack cards.

Skill - Tactical Command - 2 EP cost

For 1 turn, gain 2 Morale.

For 1 turn, gain 1 Fortitude.

When excluding high Ego Level 6-star partners (which are very expensive to acquire) from the equation, the best accessible Partner option in most cases ends up being E4 Wilhelmina, thanks to her exceptionally high Combat Defense, which beats out most of what E0 Zeta can provide outside of her draw-based Ego Skill. Just the Combat Defense alone is usually enough for Wilhelmina to be better than E0 Zeta, but in the event you're able to maintain Vulnerable on enemies consistently, which isn't too hard to do with Divine Epiphanies, Wilhelmina only pulls further ahead thanks to her conditional multiplicative damage boost that activates against Vulnerable enemies.

3

Passive - Deadly Poison

Increase the assigned Combatant's Defense by 16–24%

The Defense-Based Damage of the assigned combatant's Instinct cards is increased by 15/30%.

The assigned Combatant's Defense-Based Damage and Shield Amount for the Celestial card becomes +25/50%.

Skill - Undertaking the Mission - 2 EP cost

Deal 200% Defense-Based Damage. Draws 1 highest-cost cards.

As mentioned above, E0 Zeta loses out on damage and shielding in most cases to E4 Wilhelmina, but does still have a niche where she feels best to use. That niche is Chaos as her cheap Ego Skill, which adds the highest cost card, which is usually Vulture Ejection, boosting Khalipe's consistency considerably in the mode and making her a lot more powerful. In Chaos, we recommend Zeta, even if, technically, she provides less damage and shielding, the Ego Skill is just that good.

4

Passive - Battle Command

The assigned combatant's Defense is increased by 12/24%.

When the assigned combatant targets a Vulnerable enemy, +10/20% Defense-based Damage of Attack cards.

Skill - Tactical Command - 2 EP cost

For 1 turn, gain 2 Morale.

For 1 turn, gain 1 Fortitude.

Much weaker at E0 than at E4, but it is really the only accessible Vanguard Partner available, which actually grants meaningful stats to Khalipe, so she's the default baseline option for that reason.

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 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.

Weapon
Weapon
DPS
  • Equipment
    Dagger That Tricked the Shadow
     
  • Equipment
    Gastronomicon
     
  • Equipment
    Sword Reflected in the Lake
     
  • Equipment
    Obsidian Sword
     
Support
  • Equipment
    Tentacles of Chaos
     
  • Error 
  • Equipment
    Harp of Conflict
     
  • Equipment
    Harpoon Case of Broken Resolve
     
Armor
Armor
DPS
  • Equipment
    Announcement of Catastrophe
     
    Equipment
    Shell of Aberration
     
  • Equipment
    Fairy King's Crown
     
  • Equipment
    Mask of Flames
     
  • Equipment
    Phytotype Synthetic
     
Support
  • Equipment
    Star-Lit Cloak
     
  • Error 
  • Equipment
    Vine Camouflage
     
Trinket
Trinket
DPS
  • Equipment
    Amorphous Cube
     
  • Equipment
    Rage Potion
     
  • Equipment
    Quantum Collector
     
Support
  • Equipment
    Sphere of Randomness
     
  • Equipment
    Leaf of the World Tree
     
  • Equipment
    Absolute Zero Tetrahedron
     
Comments - Weapons
  • Equipment
    Dagger That Tricked the Shadow
     - 12% Crit DMG is always a competitive option if you can find it in your runs and nothing better turns up or is required for your build.
  • Equipment
    Gastronomicon
     - A solid damage and utility option for Khalipe, allowing all her 2-cost attacks to apply 3 Agony. The damage from this weapon is solid enough, but what makes it a notable choice is its ability to activate the 2P Cursed Corpse memory set bonus for the team.
  • Equipment
    Sword Reflected in the Lake
     - A generic weapon that provides a large 25% (Multiplicative) damage boost but only while you hold 6 cards or more. This is a strong legendary equipment providing you can satisfy its conditions while using the majority of your highest damaging abilities, but this is much easier said than done making it only situationally good in certain decks.
  • Equipment
    Obsidian Sword
     - Very easy to find and grants 12% (Multiplicative) damage to everything. It's never the best, but if you have nothing else you should definitely grab it.
  • Equipment
    Tentacles of Chaos
     - Provides 8% Combat Attack to all operators in the team making it the go-to support weapon for most characters not acting as the main DPS when supporting Attack scaling carries providing the Mythic slot isn't required elsewhere.
  • Error - Activates off of Vulture Launch but only applies a single stack of Vulnerable to one random enemy. Still a fine supportive options, and not bad for Khalipe's own damage in single target but not enough to consistently keep Vulnerable active single handedly.
  • Equipment
    Harp of Conflict
     - A rare but powerful supportive option that grants the entire team 15% (multiplicative) card damage for 1 turn after you've both shielded, healed and dealt damage in the turn. This conditional effect isn't easy to activate for all teams, plus this weapon only comes from Arena Events in S2. When combined this leads to this weapon being strong but both hard to get and only useful in certain teams.
  • Equipment
    Harpoon Case of Broken Resolve
     - An Arena Event exclusive weapon which grants you a card every other turn which costs 0, deals some damage but more importantly applies a stack of Vulnerable, Agony and Weaken enabling many set and equipment effects while also boosting damage. Usually not a competitive pure damage option but a solid supportive pick-up for the debuffs it provides assuming you have the hand space.
Comments - Armor
  • Equipment
    Announcement of Catastrophe
     
    Equipment
    Shell of Aberration
     - Both Armours provide 12% combat defense a rare and powerful stat for any defense scaler making it a top choice which can even beat out other damage focused armours and be worth taking over other mythics. Note: This is also a top option when boosting Khalipe's shield based supportive abilities.
  • Equipment
    Fairy King's Crown
     - The Crit Rate this armour provides is almost always in demand and a competitive option making it a piece worth seeking out unless you're able to obtain better more specialized options.
  • Equipment
    Mask of Flames
     - Provides a 35% (Multiplicative) damage boost against enemies which are vulnerable. Powerful on characters that value multiplicative damage boosts (less so on those that don't) but only so long as you can consistently keep Vulnerable applied.
  • Equipment
    Phytotype Synthetic
     - Grants a 20% (multiplicative) damage boost to the next attack of the wearer of this equipment after they shield. This effect can trigger twice and due to its restrictions is only usable by damage focused characters also capable of shielding making it quite a niche option. But if these conditions are fufilled and you can play around the consumable buffs it can be a fine option due to how rare damage armor equipment is.
  • Equipment
    Star-Lit Cloak
     - A generic defensive option usable by all combatants making it a fine supportive addition if no other options are found. However not generally as enticing as direct damage or more immediate utility options for most builds.
  • Error - An easily accessible option for shield based characters to boost the output of their shields by the equivalent of +30% (additive) each ability use. Usually never best in slot but always fine to slot in.
  • Equipment
    Vine Camouflage
     - An easy to get and nice inclusion for teams that have use for a powerful (but conditional) survival mechanic. Usually not the most optimal choice within the armor slot for most characters but if you miss no all other options is very easy to pick up as a fall-back.
Comments - Trinkets
  • Equipment
    Amorphous Cube
     - The go-to generic damage accessory for most characters that is trivially easy to use and always for the most part a solid addition for any character that can make use of additive damage. Wont beat out more specialized options but always a great fallback.
  • Equipment
    Rage Potion
     - A rare to get Arena exclusive Accessory, but one which is a top option for characters that appreciate Multiplicative damage scaling over additive when played around correctly. Still a usable option for characters that prefer additive scaling, but usually there are better and easier to access alternatives.
  • Equipment
    Quantum Collector
     - Grants 20% (multiplicative) damage to the wearer any time any combatant uses an upgrade card (no limit) but only for 1 turn. In specific teams targetting low turn count kills this can be the best accessory available, but in longer fights, or low upgrade teams it loses a lot of its appeal.
  • Equipment
    Sphere of Randomness
     - An exceptionally powerful generic support trinket that grants both 1 draw and 1 AP at the start of battle turbo charging your early game. Is a Mythic item meaning it wont be suitable for every character, but on those who can afford to run it and don't need other accessories in this slot is well worth slotting in if it comes up in your runs.
  • Equipment
    Leaf of the World Tree
     - After using 3 2AP or higher abilities are used by the wearer, the team gains a stack of stockpile. When used on characters capable of spamming high cost abilities each turn this accessory can be equivalent to close to permanent AP carry over between turns, but depending on the team this may not always be useful compared to other accessory options.
  • Equipment
    Absolute Zero Tetrahedron
     - Boosts all shielding generated by the equipped combatant by +20% (additive). This accessory is absurdly common meaning finding each run is basically guarenteed. It's almost never the best in slot choice, but if you can't find anything else it's defeinitely better than nothing so long as the wearer is able to shield at all.

Deck & Teams

Recommended Build
Build Comments
  • Shielder - Khalipe is a premier shielder unit, with very high ratio shields off of her Vulture V and Overpower IV effects of +40% shield per card in hand. She is primarily used when high shielding is needed or beneficial, such as for Maribel DPS, which is based on shield amount.
  • Vulnerable Debuffer - This deck uses any combination of Vulture Injections Divine and Neutral Vulnerable Application in AOE to passively apply large amounts of vulnerable to all enemies via Vulture Injection’s [Celestial]. This is not recommended for teams that cannot activate [Celestial] (do not play 2+ cost cards).
Removal
  • Lashing
     
    Tyr's Vow
     - Removed in basically any Khalipe deck.
  • Greatsword Aquila
     - This is removed in most Khalipe decks, except a few fringe ones meant for more of a Khalipe main-dps playstyle.
Conditional Removal
  • Absolute Protection
     - In well-optimized decks, it will generally be removed since adding [Retain] does little to decks that can already cycle (or close to) every turn, but it can be useful for giving cards [Retain] in scenarios like for Beryl’s Opening Found V which needs Beryl to own cards with [Retain] on them at the end of turn.
Copying
  • Vulture Ejection
     - The go-to dupe of most Khalipe builds, even ones built around damage.
  • Overpower
     - Alternative dupe for shielding Khalipe, but it can be quite expensive and hard to play around without divine cost-reduction.
Best Synergies
Best Teams
Chaos Teams
Generic - Chaos
Save Teams
Maribel Hyper-Carry
Support
Narja
Mika
Veronica
Nia