Chaos Zero Nightmare (CZN)MaribellBuild and Guide

Character
Introduction

Best guide and build for Maribell from Chaos Zero Nightmare (CZN). Maribell is a 4 character from the Vanguard class and Passion attribute, who belongs to the Ironrain [Wolf Platoon] faction.

To learn more about Maribell check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Update tracker

Last review update

Season 1

Last build update

Season 0

Last profile update*

6.11.2025

*Profile update means updates done to reviews/builds/gear within a season - showing the last date we changed anything on this page.

To learn more about Maribell 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:
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1

Shelter Kick

Attack
Attack

100% Defense-based Damage.
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1

Shelter Defense

Skill
Skill

100% Shield

Show Effects

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2

Shelter Hold

Skill
Skill

220% Shield.

Show Effects

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1

Resolute Blitz

Attack
Attack

[Pulverize]

100% Defense-based Damage.
1 Counterattack.​

Show Effects

Epiphany Cards:
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1

Maribell Shelter MK.II

Attack
Attack

[Pulverize]

100% Defense-based Damage.
Fixed Shield equal to Damage dealt (Does not exceed 20% of Max HP).​

Show Effects

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1

Wolves' Dome

Upgrade
Upgrade

2 Counterattack.
At the start of the turn, 1 Counterattack.​

Show Effects

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1

Oh... I see.

Skill
Skill

100% Shield.
1 Counterattack.
1 Weaken to all enemies.

Show Effects

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1

Shelter Strike

Attack
Attack

[Pulverize]

Fixed Damage equal to Shield owned.​

Show Effects

Ego Skill:
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4

Unbreakable

Ego Skill

350% Shield.

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.

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1

Resolute Blitz I

Attack
Attack

[Pulverize]

150% Defense-based Damage.
1 Counterattack.
When Damage is inflicted, add 1 Counterattack.

Show Effects

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1

Resolute Blitz II

Attack
Attack

[Pulverize]

100% Defense-based Damage.
2 Counterattack.​

Show Effects

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2

Resolute Blitz III

Attack
Attack

[Pulverize]

150% Defense-based Damage to all enemies.
Counterattack equal to number of targets Damaged.

Show Effects

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1

Resolute Blitz IV

Attack
Attack

[Pulverize]

150% Defense-based Damage.
Increases Damage Amount by 30% of Shield held.

Show Effects

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2

Resolute Blitz V

Upgrade
Upgrade

At the end of the turn, 1 Counterattack.
150% Defense-based Damage to random enemies.

Show Effects

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1

Maribell Shelter MK.II I

Attack
Attack

[Pulverize]

100% Defense-based Damage to all enemies.
Fixed Shield equal to Damage dealt (Does not exceed 20% of Max HP).​

Show Effects

Card Image
1

Maribell Shelter MK.II II

Attack
Attack

[Pulverize]

150% Defense-based Damage.
Fixed Shield equal to Damage dealt (Does not exceed 20% of Max HP).

Show Effects

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2

Maribell Shelter MK.II III

Attack
Attack

[Pulverize]

280% Defense-based Damage.
Fixed Shield equal to Damage dealt (Does not exceed 20% of Max HP).

Show Effects

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2

Maribell Shelter MK.II IV

Attack
Attack

[Pulverize]

150% Defense-based Damage.
+50% Damage for each of the character's Counterattack.​

Show Effects

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0

Maribell Shelter MK.II V

Attack
Attack

[Pulverize]

100% Defense-based Damage.
Fixed Shield equal to Damage dealt (Does not exceed 20% of Max HP).

Show Effects

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0

Wolves' Dome I

Upgrade
Upgrade

[Initiation]

2 Counterattack.
At the start of the turn, 1 Counterattack.​

Show Effects

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1

Wolves' Dome II

Upgrade
Upgrade

2 Counterattack.
At the start of the turn, 1 Counterattack.
50% Fixed Shield.​

Show Effects

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1

Wolves' Dome III

Upgrade
Upgrade

2 Counterattack.
At the start of the turn, 2 Counterattack.​

Show Effects

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0

Wolves' Dome IV

Skill
Skill

2 Counterattack, 2 Resolve for 1 turn.​

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2

Wolves' Dome V

Upgrade
Upgrade

[Lead]

At the start of the turn, 2 Counterattack.
+20% Counterattack Damage.​

Show Effects

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1

Oh... I see. I

Skill
Skill

150% Shield.
1 Counterattack.
2 Weaken to all enemies.​

Show Effects

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1

Oh... I see. II

Skill
Skill

150% Shield. 2 Counterattack

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1

Oh... I see. III

Skill
Skill

2 Counterattack.
2 Weaken to all enemies.

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1

Oh... I see. IV

Upgrade
Upgrade

At the end of the turn, Fixed Damage equal to 50% of Shield owned to the enemy with the lowest HP.

Show Effects

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1

Oh... I see. V

Upgrade
Upgrade

[Unique]

At the start of the turn, 25% Fixed Shield equal to number of the own Counterattack.​

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

When using Shelter Defense or Shelter Hold cards, gain 1 Counterattack.
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% Shield for Maribell’s Shelter Defense and Shelter Hold.
If Maribell’s Health is greater than 600, an additional +5% to that value.
6

Health Proficiency

Potential 6

Increase Health by 1.6/8%.
7

Unique Stat Upgrade

Potential 7

+5% Defense-based Attack Damage.
If Maribel's HP is greater than 800, +5% to that value.
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

The fixed damage of the Shelter Strike card is increased by +50%.
E2

Awakening Memory

Manifest Ego 2

Maribel's Shield gain is increased by 10%.
E3

Vivid Memory

Manifest Ego 3

Increase the level of [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
E4

Inner Memory

Manifest Ego 4

The Shield gain of the Unbreakable card is increased by +100%.
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

The first Counterattack from Maribell each turn gains damage equal to 20% of her current Shield.
Stats (level 60)
HP
461
DEF
172
ATK
383
Voice Actors
JPN
Mamiko Noto
KR
Yunmi Yeo
Gallery

Review

Introduction
Performance Profile

DMG [2/5]

  

Shielding [4/5]

    

AP Efficiency [3/5]

   

Utility [2/5]

  

Maribell is primarily a Shielder, but she has options to deal damage through her Counters and Defense-scaling Attack cards. Maribell outputs decent Defense-scaling damage, sports a high amount of shielding cards, and applies the Weaken debuff, which further improves the team's survivability. 

Maribell likes passively generating a lot of Counterattack stacks in the form of Upgrade cards, or bundled with her Shielding, which can be a good source of additional damage against enemies who attack multiple times a turn. But her highest value Shield card is tied to a specific epiphany, and works best in battles against multiple enemies, and does not scale as well against singular bosses, where Maribell becomes quite AP hungry as she is forced to use less efficient, costly Shield cards to generate enough Shields for the team.

Overall, if you need a Shielder, Maribell is usually the most accessible go-to option as a 4-star with decently flexible team-building requirements.

Pros & Cons
Pros

  • Good shielding capabilities.

  • Flexible enough to fit into most team compositions in the shielder slot.

  • Can apply the Weaken debuff to lower enemy damage output.

  • High Counterattack generation.

Cons

  • Counterattacks (and damage) are far less effective in fights where enemies are hit minimal times.

  • Counterattacks also do not scale well against tanky, higher-level enemies.

  • Shielding can be quite slow in endgame content with turn limits.

  • Most efficient at Shielding against groups of enemies' becomes quite AP Greedy against bosses.

Ratings

The ratings below are based on the Basin of Hyperspace Dimensional Twilight game mode and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.

T1

Dimensional Twilight

T1

Chaos Mode

Key Mechanics
  • Defense Scaling: Like other Vanguards, all of Maribell’s damage-dealing abilities scale off both DEF and ATK (DEF is more important). This allows her to improve her damage and shielding capabilities all at once, on top of improving the team's general tankiness.
  • Counterattack: Maribell can stack up Counterattacks, which allows her to deal Defense-based damage when hit by the enemy. If the hit is completely blocked by a Shield, the Counterattack deals more damage. This is great against enemies with Consecutive Attacks, but the backloaded damage output can make clearing stages very slow if enemies barely attack.
  • Pulverize: Does more damage to enemies with Shield. It’s not a huge part of Maribell’s kit, but a few cards have the tag.
Cards & Ego Skill
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4

Unbreakable

Ego Skill

350% Shield.

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Unbreakable

Maribell’s Ego Skill might be the most straightforward one in the game: put up the big shields. That’s it. Huge hit from a boss incoming? Four elites about to bring the smackdown? Maribell says ‘nope.’ and builds a wall. Knowing when to use this skill is going to come down to either a) knowing what enemy abilities to wait for or b) seeing a big red damage indicator on your health bar and panicking. Either way, 350% shield baseline and 450% with Maribell’s E4 will go a long way towards keeping you alive.

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1

Shelter Kick

Attack
Attack

100% Defense-based Damage.
Shelter Kick

A basic Attack card in a deck where you want to draw your Shield cards more often. A good removal target, since it doesn’t get any upgrades outside of the basic +20% from Potential 2.

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1

Shelter Defense

Skill
Skill

100% Shield

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Shelter Defense

Maribell’s staple 1-cost Shield applier. Good for blocking chip damage. Gets a nice upgrade with her Potential 3-1, adding Counterattack to the card.

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2

Shelter Hold

Skill
Skill

220% Shield.

Show Effects

Shelter Hold

More AP spent = more Shield. This is the card that will get you through tough early situations and soften heavy hits from elites and bosses. Gets a nice upgrade with her Potential 3-1, which adds Counterattack to the card.

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1

Resolute Blitz

Attack
Attack

[Pulverize]

100% Defense-based Damage.
1 Counterattack.​

Show Effects

Resolute Blitz

A Defense-based attack that has Pulverize, which means it hits enemies with Shield harder than normal, and Counterattack. This is an all-around better version of Shelter Kick.

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1

Maribell Shelter MK.II

Attack
Attack

[Pulverize]

100% Defense-based Damage.
Fixed Shield equal to Damage dealt (Does not exceed 20% of Max HP).​

Show Effects

Maribell Shelter MK.II

At its base, this card deals damage and returns some of the damage dealt as Shield, hitting enemies with Shield harder via Pulverize. A decent defensive option into stages that incentivize you to attack often.

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1

Wolves' Dome

Upgrade
Upgrade

2 Counterattack.
At the start of the turn, 1 Counterattack.​

Show Effects

Wolves' Dome

An Upgrade card that grants 2 stacks of Counterattack and generates 1 Counterattack at the start of each turn. If you want Maribell to Counterattack consistently, this card guarantees that she’ll have stacks every turn.

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1

Oh... I see.

Skill
Skill

100% Shield.
1 Counterattack.
1 Weaken to all enemies.

Show Effects

Oh... I see.

Shields, Counterattack, and the only instance of Weaken in Maribell’s kit. This is the ‘all-in-one’ card that hits on everything we want from Maribell. Weaken is a powerful effect that reduces enemy damage by 25% and this card applies it to all enemies, which can have the same effect as stacking a ton of Shield at times. And you still get some actual Shield out of it anyway.

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1

Shelter Strike

Attack
Attack

[Pulverize]

Fixed Damage equal to Shield owned.​

Show Effects

Shelter Strike

An interesting card that does Fixed Damage (damage that cannot be modified in any way). If you are focused on a heavy Shield-stacking build, this can hit pretty hard, but it won’t match the damage of a dedicated DPS character. If you need a little more punch in your deck, it’ll do the trick, but if you are going for a Counterattack-heavy strategy or just find your Shield not stacking very high, it could be a removal target.

Potentials

Maribell’s first signature Potential is a priority early pickup, as it adds more Counterattack to her kit, increasing her utility and offense on the team. You can invest in her other signatures if you want more Shields or damage and can meet the stat requirements to get their full benefit.

  • 3-1: Adds Counterattack to her basic Shield cards: Shelter Defense and Shelter Hold. This is a great upgrade to her kit, allowing her to expand on her offensive capability while still maintaining the Shield you’re bringing her to the party for.
  • 5-1: Continues to improve her basic Shield cards by adding an extra 5% Shield to them. Additionally, if Maribell’s HP is greater than 600, an additional 5% is added, for 10% total. More Shield is always nice, but this doesn’t feel as impactful as her 3-1.
  • 7: Similar to 5-1, but adds 5% to her Defense-based Attack Damage for cards such as Shelter Kick. If her HP is greater than 800, it adds an additional 5% for 10% total. In most cases, if Maribell is on your team, it’s for Shield. Some strategies for Maribell lean into Defense-based attacking as Shield generation, which can make them easier to execute.
Playstyle & Gameplay
Standard Playstyle

Maribell is a lower complexity combatant. Primarily, you’ll want to use her to generate Shield to protect your HP and Sanity. You can do this most easily through pure high-value Shield cards like Shelter Defense or through attacks that also generate Shield, like Maribell MK.II.

As a secondary function, Maribell can deal passive chip damage through the Counterattacks built into her kit, though you would rarely bring her just for that. The damage done through Counterattacks can often finish off opponents or soften them up for your DPS on the next turn

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.

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

Gear

Gear

Maribell Gear guide isn't available yet. It 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!

Card Removal Priority
  • Shelter Kick: When running her as a shielder, you won’t want to waste AP playing her basic attack. Remove when possible.
  • Shelter Strike: This card is a brick in your hand more often than not, except for the rare Maribell Shelter MK.II combo. Remove when possible.
  • Resolute Blitz: Doesn’t really do much for a pure shielder build, but using the upgrade version or exhausting it usually enough to get rid of it. Remove if you have the spare save data space.
Card Dupe Priority
Dupe Priority

Maribell Shelter MK.II I > Oh… I see. I > Wolves’ Dome I

Maribell Shelter MK.II I is our first priority to dupe, because it’s just good, consistent shielding for stages with multiple mobs that would kill you otherwise. Another option for shielding purposes is the 0 Cost “Oh… I see.” I card, which also offers two stacks of the Weaken debuff and is generally better for boss fights. Wolves’ Dome I is also valid if you want to better stack Counter stacks.

Epiphany Alternatives
  • Resolute Blitz: Resolute Blitz V is our first pick because the card doesn’t contribute much to the shielder role, so we want to remove it from our deck by using the upgrade version, gaining some counter stacks, and dealing damage. If you prefer to keep the card and run her as subdps, Resolute Blitz III offers the best damage and counter stack gain overall.
  • Maribell Shelter MK.II: We choose the AoE version, Epi 1, because it offers the best shield generation for most scenarios, at a relatively cheap cost. A more boss-oriented version is the Epi 3, which instead deals massive single-target damage and converts it to shields.
  • Wolves’ Dome: Likewise, Wolves’ Dome does not contribute much to the build, so we take Wolves’ Dome I to get rid of it for free, getting some counter stacks for our trouble. While the shield version, Wolves’ Dome II, may sound enticing, in actual usage, it does not offer enough shields to be worth the extra AP cost. If you prefer to go all in on counters, Wolves’ Dome V offers some rare fixed damage scaling.
  • Oh… I see.: For this one, we go with Epi 1, which increases the shield value, a counter stack, and provides a defensive debuff, fitting right into our shielder build. Oh… I see. IV can be viable if running Maribell as a sub-DPS, and Oh… I see. V works well in counter-heavy builds that can take advantage of it.
Best Synergies

Maribell is a universal shielder that works in most teams and is able to help or single-handedly keep the team alive while dealing some supplementary damage herself. If your team is having trouble with sanity or staying alive, trading support or a sub-DPS for Maribell can be a viable upgrade. Here is why she’s so good:

  • Huge on-demand shielding from Ego Skill.
  • Reasonable sub-DPS potential.
  • Has access to good 1-cost shielding to fit alongside other characters' combos, and 2-cost shielding for large hits.
  • Can easily apply the weaken debuff to all enemies, lowering their damage output.
Best Teams
Important!

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

Balanced Team