Best guide and build for Mika from Chaos Zero Nightmare (CZN). Mika is a 4✦ character from the Controller class and Justice attribute, who belongs to the Terrascion [SS Edenity] faction.
To learn more about Mika 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/Mar/2026
*Profile update means updates done to reviews/builds/gear within a season - showing the last date we changed anything on this page.
Kit
Review
Epiphanies
Gear
Deck & Teams
To learn more about Mika check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Cards
Starting Cards:
1
Water Arrow
Attack
100% Damage.
1
Water Barrier
Skill
Heal100%.
Show Effects
0
Source of Water
Skill
Heal100%. Gain 1 AP.
Show Effects
Epiphany Cards:
1
Blessing of Waves
Skill
[Retain]
Heal100%. Increase Heal Amount by 30% for each AP.
Show Effects
0
Tactical Analysis
Skill
1Wave. For 1 turn, +50% Healing.
Show Effects
2
Whirlpool
Attack
200% Damage to all enemies. Heal50% for each target hit.
Show Effects
1
Deluge
Upgrade
[Unique]
1Wave. At the start of the turn, 1Wave.
Show Effects
Generated Cards:
0
Source of Water
Skill
Heal100%. Gain 1 AP.
Show Effects
Ego Skill:
6
Surge
Ego Skill
Create 2 Source of Water card(s), grant Exhaust to it.
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.
0
Source of Water I
Skill
Heal150%. Gain 1 AP. 1Wave.
Show Effects
1
Source of Water II
Skill
Heal150%. Gain 2 AP. When Recovering, decrease Cost by 1 for 1 turn.
Show Effects
0
Source of Water III
Skill
[Retain]
Heal150%. Gain 1 AP. Increase Heal Amount of the next card used by 50%.
Show Effects
0
Source of Water IV
Skill
Heal150%. Gain 1 AP. Decrease Stress of allies by 2.
Show Effects
0
Source of Water V
Skill
[Exhaust]
Heal100%. Gain 3 AP.
Show Effects
1
Blessing of Waves I
Skill
[Retain]
Heal150%. Increase Heal Amount by 30% for each AP. Gain Shield equal to Heal Amount overflow.
Show Effects
1
Blessing of Waves II
Skill
[Retain]
Heal150%. Increase Heal Amount by 30% for each AP. 1Wave.
Show Effects
1
Blessing of Waves III
Skill
[Retain]
Heal150%. Increase Heal Amount of the next card used by 20% for each AP.
Show Effects
1
Blessing of Waves IV
Skill
[Retain]
Heal150%. Damage to random enemies equal to Healing.
Show Effects
0
Blessing of Waves V
Skill
[Finale]
Heal50%. +50% Healing for each AP used this turn.
Show Effects
0
Tactical Analysis I
Skill
Heal50%. 1Wave. For 2 turns, +50% Healing.
Show Effects
0
Tactical Analysis II
Skill
2Wave. For 1 turn, +50% Healing.
Show Effects
0
Tactical Analysis III
Skill
2Wave. For 1 turn, +100% own Healing.
Show Effects
0
Tactical Analysis IV
Skill
When own card is used, 1Wave for 1 turn.
Show Effects
0
Tactical Analysis V
Upgrade
2Wave. +50% Healing.
Show Effects
2
Whirlpool I
Attack
200% Damage to all enemies. Heal100% for each target hit.
Show Effects
1
Whirlpool II
Attack
200% Damage to all enemies. 1Wave for each target hit.
Show Effects
2
Whirlpool III
Attack
200% Damage to all enemies. Increase Heal Amount of the next card used by 20% for each target hit.
Show Effects
4
Whirlpool IV
Attack
300% Damage to all enemies. If Recovered, decrease Cost by 1 until used.
2
Whirlpool V
Attack
Heal100%. 100% (200%) Damage to all enemies. Increase Damage Amount equal to Heal Amount of this card.
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
+30% Healing of Water Barrier Cards.
4
Unique Card Upgrade
Potential 4
Increase Damage, Shield, and Healing Amounts of Unique Cards by 2/20%.
5
Health Proficiency
Potential 5
Increase Health by +1.6/8%.
5-1
Basic Card Proficiency
Potential 5-1
+5% Heal for Mika's Water Barrier. If Mika's Ego Recovery is greater than 30, 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
Attack Proficiency
Potential 6
Attack increases by +1.6/8%.
7
Unique Stat Upgrade
Potential 7
If Mika's Ego Recovery is greater than 40, +10%Source of Water Recovery. For every 5 Ego Recovery exceeding that value, an additional +2% (up to an additional +20%).
Manifest Ego (dupes)
E1
Sleeping Memory
Manifest Ego 1
Add Initiation to the Deluge card.
E2
Awakening Memory
Manifest Ego 2
When Mika takes Stress, heal for 200%. This effect triggers only once per turn.
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
Add Retain to Source of Water created by the Surge card.
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, gain 2Wave .
Stats (level 60)
HP
318
DEF
176
ATK
392
Gallery
Voice Actors
kr
Nahye Kim
jpn
Hitomi Sekine
Review
Introduction
Performance Profile
Healing [5/5]
Buffs [2/5]
Draw [1/5]
AP Generation [4/5]
Mika is a Justice Controller who excels in AP generation and healing. Mika comes with her own Signature Mechanic called "Wave". Wave is generated via two of Mika’s cards by default and doesn't provide any outright benefits until you reach 3 stacks, but when you do, Mika will generate an extra point of AP. Mika has the Potential to grant far more than the standard 3 AP per turn given to help fuel those AP-hungry characters, whilst not requiring much AP herself, thanks to her low costs across the board.
While Mika excels at generating AP, she unfortunately lacks any inbuilt Draw Power in her kit and any sort of real damage. She also doesn't provide any team buffs - due to this, Mika truly excels at keeping her team alive with massive, constant heals while also providing tons of AP generation.
Pros & Cons
Pros
Absurd AP recovery and efficiency (literal AP battery).
Incredible healing.
Access to even more supportive capabilities through Epiphanies.
Very low AP cost cards
Cons
No buffing or Card Draw Potential at all.
Underwhelming damage capabilities.
Becomes more comfortable to play and is far stronger at max dupe.
Ratings
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.
T0
Chaos Mode
T1
Season Save Data
?
Great Rift
Key Mechanics
Wave: Wave is Mika’s signature mechanic and unique resource gauge that can be viewed below the team's HP bar in combat. 3 Wave can be held at once and once fully capped, it will be consumed in exchange for 1 AP automatically.
Potential
Mika’s Signature Potentials all primarily boost her healing, making them optional if that’s not something you need more of.
3-1: Offers a large healing multiplier increase to Water Barrier.
5-1: More healing for Water Barrier with an additional multiplier after reaching 30 Ego Recovery.
7: A 10% healing multiplier boost for Source of Water if her Ego recovery is greater than 40, further increasing by 2% for every 5 Ego Recovery past 40, up to an additional maximum of 20% for a grand total of +30%.
Dupes Review
E0
Base
Base performance of the character.
E1
Ego 1
Mika’s first Ego node to be unlocked adds the [Initiation] tag to her “Deluge” card, allowing it to start generating Wave every turn off the bat. A decent first node that helps with kickstarting her AP generation.
E2
Ego 2
Her second Ego node grants a passive ability that triggers once a turn whenever Mika’s stress increases. When triggered, Mika will heal for 200%. A solid second point that further increases Mika’s healing capabilities.
E3
Ego 3
This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Provides a small increase to damage and shielding - but most importantly, their healing. This node is quite valuable to Mika as they further increase her main use case of healing.
E4
Ego 4
E4 boosts her already strong Ego skill, giving the created “Source of Water” cards the [Retain] tag. Allowing her to hold onto cards generated until they’re required if you didn’t happen to need both initially.
E5
Ego 5
Another Ego node that increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Another node to further boost Mika’s healing capabilities.
E6
Ego 6
Her final Ego node now grants Mika 2 stacks of Wave to start every battle. A really powerful node to help start Mika’s consistent source of AP generation for her team.
Cards & Ego Skill
6
Surge
Ego Skill
Create 2 Source of Water card(s), grant Exhaust to it.
Show Effects
Surge
Costs 6 EP to activate and generates 2 “Source of Water” cards with [Exhaust] on use. This EP skill is equivalent to gaining 2 AP immediately while also delivering some nice heals. Outside of the fact that the Source of Water cards exhaust, meaning they won't be added back to your deck, they operate no differently.
1
Water Arrow
Attack
100% Damage.
Water Arrow
Mika’s Basic Attack is completely standard and doesn't have any extra synergy with her kit.
1
Water Barrier
Skill
Heal100%.
Show Effects
Water Barrier
Mika’s basic Heal doesn’t contribute to her AP-generating identity but scales well with Potentials, making it valuable if you need a lot of healing.
0
Source of Water
Skill
Heal100%. Gain 1 AP.
Show Effects
Source of Water
One of, if not, Mika's best cards. Costs 0 AP, heals and grants an action point, elevating your usual 3 to 4, allowing for far more comboing and action Potential in a turn. Additional copies of this card are generated temporarily through Mika’s Ego Skill.
1
Blessing of Waves
Skill
[Retain]
Heal100%. Increase Heal Amount by 30% for each AP.
Show Effects
Blessing of Waves
Mika’s biggest healing card, which heals a certain amount but has that healing amplified based on how many AP you have when using it (scales per each AP). Also has the [Retain] tag, allowing it to be saved for when the healing is actually needed. Not always a must-have in every Mika deck, but potent if you need more healing.
0
Tactical Analysis
Skill
1Wave. For 1 turn, +50% Healing.
Show Effects
Tactical Analysis
A 0 AP skill that generates a Wave and boosts healing by +50% for the turn. A little underwhelming baseline, but due to its 0AP cost and its Potential synergy with the rest of Mika’s kit and Epiphanies, it's still a strong inclusion in many decks. Becomes far stronger with Epiphanies.
2
Whirlpool
Attack
200% Damage to all enemies. Heal50% for each target hit.
Show Effects
Whirlpool
Mika’s only non-starter damage option costs 2AP, deals damage to all enemies on use and heals based on the number of targets hit. Mika doesn’t deal enough damage to take this for offensive reasons and the healing is lower compared to other options. Baseline, this card is usually a bit expensive for something Mika doesn’t often need.
1
Deluge
Upgrade
[Unique]
1Wave. At the start of the turn, 1Wave.
Show Effects
Deluge
An upgrade containing the [Unique] Tag (can only be used once), which costs 1 AP to use, grants 1 Wave immediately and another Wave at the start of every turn after that. Gains significant value in longer fights but offers less in very short ones.
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
★★★
0
Source of Water I
Skill
Heal150%. Gain 1 AP. 1Wave.
Show Effects
★★★★
1
Source of Water II
Skill
Heal150%. Gain 2 AP. When Recovering, decrease Cost by 1 for 1 turn.
Show Effects
★★★★★
0
Source of Water III
Skill
[Retain]
Heal150%. Gain 1 AP. Increase Heal Amount of the next card used by 50%.
Show Effects
★★
0
Source of Water IV
Skill
Heal150%. Gain 1 AP. Decrease Stress of allies by 2.
Show Effects
★
0
Source of Water V
Skill
[Exhaust]
Heal100%. Gain 3 AP.
Show Effects
★★
Epiphanies:
Neutral[★★★] - Target Neutral Epiphany: Morale 1. +1 Morale Neutral Epiphany can be an amazing choice as it allows you to get buffs alongside the AP and healing, making Mika a more versatile support. The downside is that there are likely preferred options to use if using Mika in this way, as the main draw she has is giving a lot of AP through Epiphany options like Source of Water I and Source of Water II, rather than buffs.
Source of Water I
[★★★★] - The 1 wave add-on for this Epiphany can allow it to situationally allow around +1-3 AP versus base source, depending on your other sources of wave from effects like Tactical Analysis.
Source of Water II
[★★★★★] - After you recover, you have a 0-cost 2 AP Source of Water. This condition is typically very easy to fulfill and is valid for all Source of Waters if duped.
Source of Water III
[★★] - Now, the source has the [Retain] feature and will boost your other cards’ healing. These are some great utility add-ons, but the loss of AP is often hard to justify these bonuses for, mainly because AP is one of Mika’s main draw-points.
Source of Water IV
[★] - In Chaos, this is an extremely strong card during a run as it allows you to heal stress. However, it can feel rather lackluster outside of Chaos, where stress is much easier to manage.
Source of Water V
[★★] - The card now gives 3 AP but is [Exhaust]. This can be great for OTK or other low-turn content where you need a lot of AP but only for one turn.
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, -1 Cost Reduction.
Card 2
Neutral Epiphany
★★★★
1
Blessing of Waves I
Skill
[Retain]
Heal150%. Increase Heal Amount by 30% for each AP. Gain Shield equal to Heal Amount overflow.
Show Effects
★★★★★
1
Blessing of Waves II
Skill
[Retain]
Heal150%. Increase Heal Amount by 30% for each AP. 1Wave.
Show Effects
★★★
1
Blessing of Waves III
Skill
[Retain]
Heal150%. Increase Heal Amount of the next card used by 20% for each AP.
Show Effects
★★
1
Blessing of Waves IV
Skill
[Retain]
Heal150%. Damage to random enemies equal to Healing.
Show Effects
★
0
Blessing of Waves V
Skill
[Finale]
Heal50%. +50% Healing for each AP used this turn.
Show Effects
★
Epiphanies:
Neutral[★★★★] - Target Neutral Epiphany: Draw 1. Neutral Draw can be an amazing boon on this card, as it more easily justifies keeping it since there won’t be any draw concerns with playing it.
Blessing of Waves I
[★★★★★] - The ability to convert her healing into shield allows you to give a very substantial shield with this card, giving her more defensive utility than just healing.
Blessing of Waves II
[★★★] - The 1 wave add-on for this Epiphany allows it to sometimes be free to play. However, it is a card often kept for its defensive utility, which makes this variant’s comparative lack of defensive value harder to justify in comparison to Blessing of Waves I.
Blessing of Waves III
[★★] - The buff on this card allows you to multiplicatively boost your next card’s healing based on your AP, which can be quite nice for a high base ratio heal. However, it’s probably preferred to have the card itself heal more with other Epiphany versions.
Blessing of Waves IV
[★] - This Epiphany converts the healing into Fixed Damage, which can bypass certain defensive buffs like Damage Reduction and Fortitude; however, you lose a lot of the possible healing and defensive utility for this damage that cannot easily be improved or buffed because of its fixed nature.
Blessing of Waves V
[★] - This Epiphany is 0-cost and can give a lot of healing to save you in a pinch, but it forces your turn to end because of the [Finale] tag, which can lead to forcing awkward decisions. For example, you might need to heal to live an incoming boss hit, but doing so with this card will also end your turn.
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, -1 Cost Reduction.
Card 3
Neutral Epiphany
★★★
0
Tactical Analysis I
Skill
Heal50%. 1Wave. For 2 turns, +50% Healing.
Show Effects
★★★
0
Tactical Analysis II
Skill
2Wave. For 1 turn, +50% Healing.
Show Effects
★★
0
Tactical Analysis III
Skill
2Wave. For 1 turn, +100% own Healing.
Show Effects
★★
0
Tactical Analysis IV
Skill
When own card is used, 1Wave for 1 turn.
Show Effects
★★★
0
Tactical Analysis V
Upgrade
2Wave. +50% Healing.
Show Effects
★★★★★
Epiphanies:
Neutral[★★★] - Target Neutral Epiphany: Morale 1. Neutral Epiphany for +1 Morale can be a nice additional buff, especially with Divine options like Divine Draw, making it easier to cycle.
Tactical Analysis I
[★★★] - This gives an additional heal, which can be nice for activating effects that require heal or recover. Unless there is an effect based on using a heal-skill you need this for, it is generally a rather low value addition, though.
Tactical Analysis II
[★★] - This Epiphany gives a healing bonus multiplier. Because Mika already heals a lot, this isn’t recommended as a first choice.
Tactical Analysis III
[★★] - This Epiphany gives a healing bonus multiplier. Because Mika already heals a lot, this isn’t recommended as a first choice.
Tactical Analysis IV
[★★★] - The 1 wave add-on for this Epiphany allows it to sometimes be free to play, or more accurately, give ⅓ of an AP for an additional AP every 3 cards played. While this can have higher potential than any other AP source on Mika, it can be rather inconsistent as it needs to be played before other cards and has a lot of cards to play for full value on it. Moreover, this has amazing synergy with other wave effects, lowering the threshold for how many cards must be played before you get the extra wave value.
Tactical Analysis V
[★★★★★] - Because this Epiphany allows you to thin your deck after Turn 1, since it goes away once played, it’s a nice passive buff to healing that will not hinder your draw after Turn 1. Generally, this is the go-to choice because of its consistency and not having to be drawn every turn.
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: Morale/Resolve (Tactical Analysis V), Draw 1.
Card 4
Neutral Epiphany
★★★
2
Whirlpool I
Attack
200% Damage to all enemies. Heal100% for each target hit.
Show Effects
★★
1
Whirlpool II
Attack
200% Damage to all enemies. 1Wave for each target hit.
Show Effects
★★
2
Whirlpool III
Attack
200% Damage to all enemies. Increase Heal Amount of the next card used by 20% for each target hit.
Show Effects
★
4
Whirlpool IV
Attack
300% Damage to all enemies. If Recovered, decrease Cost by 1 until used.
★
2
Whirlpool V
Attack
Heal100%. 100% (200%) Damage to all enemies. Increase Damage Amount equal to Heal Amount of this card.
Show Effects
★★
Epiphanies:
Neutral[★★★] - Target Neutral Epiphany: Morale 3. 3 Morale can be an amazing boon and allow Mika to buff you a substantial amount, if you can afford the AP cost.
Whirlpool I
[★★] - Now, Whirlpool heals based on the number of targets, which makes it not only a damage card but also a very conditional but high heal-Potential card as well.
Whirlpool II
[★★] - If there are at least 3 targets, the card is now free. But Whirlpool is a damage card that scales with attack. Generally speaking, Mika does not build much attack, if at all. So it will do very little damage.
Whirlpool III
[★] - Allows you to buff your healing based on the number of targets hit, but it only works for the next card played and the 2 AP cost for this buff is quite hefty. Moreover, Whirlpool is a damage card that scales with attack. Generally speaking, Mika does not build much attack, if at all. So it will do very little damage.
Whirlpool IV
[★] - The card becomes free for the Turn upon 4 recovers, but Whirlpool is a damage card that scales with attack. Generally speaking, Mika does not build much attack, if at all. So it will do very little damage.
Whirlpool V
[★★] - The card now heals and receives a damage buff based on heal; however, it is hard to scale this damage buff to a level where the damage is meaningful.
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: Vulnerable 2.
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
Flex
Mika can only activate the best 4P supportive set Glory's Reign after using her very expensive Ego Skill making it an awakward set to equip on her in most fights. Because of this we recommend running 2/2/2 on her instead. When running 2/2/2 it's best to run 2P Healer's Journey with 2P Tetra's to maximize surviability and healing.
Use either Seth's Scarab to boost the healing output of Basics for early chaos comfort or you can bypass Seth's small bonuses in favor of using non-set pieces to target better main/sub stats.
2
Flex
Mika can only active this 4P set after using her Ego Skill which is very expensive. Because of this it's not usually recommended on her unless you have no other character to wear the set and you're absolutely sure you'll be using her Ego Skill early on in most fights you care about. It's important to Note that Glory Reign's effect cannot be stacked so you only want to run 1 set of it per team.
Use either 2P Tetra's for a tankiness and a healing boost or 2P Healer's Journey to bolster the overall HP total of the team.
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
HP%
Desire
HP%
Imagination
DEF% = EGO Regen >= HP%
Substats:
DEF > DEF% => EGO Regen = HP > HP%
If you care about raising the healing multipliers of Mika's Source of Water and to a lesser extent, Water Barrier, you can optionally aim to reach 41 or higher Ego Recovery to amplify their effects. However, this isn't mandatory to do and it can be more productive to instead focus on maximizing DEF and HP, both of which boost survivability as well. We only recommend going for this stat goal if you were already going to build Ego Regen.
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 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.
1
Draw: 5/5
Utility: 1/5
Buffing: 1.5/5
Survivability: 2/5
Final: 9.5/20
Nyx is a fine all-around choice for Mika thanks to her ability to churn through 4 cards of the deck with her Ego Skill while also still having some multipliers to survivability and healing. Nyx also does offer a small buff, which is nice, but only activates on Draw, something which Mika doesn't have in her deck baseline, meaning outside of specific builds, it may not be active outside of using Nyx's Ego Skill. The one downside of Nyx is that her Ego Skill costs 4EP, which in Save Data game modes usually means you won't be able to easily use it in Turn 1, something the other main supportive Draw Partner Yuri, is capable of. All up, if you need Draw Power or value the Passive stats Nyx provides, she's a safe pick for most teams, but if all you care about is survivability/combo potential, check out other options as they may suit your needs better.
2
Draw: 5/5
Utility: 1/5
Buffing: 1/5
Survivability: 1/5
Final: 8/20
Yuri isn't a Controller Partner, so her Passives don't work. However, that doesn't disable her Ego Skill, which is a potent Draw 2 for 2 EP. Yuri is an alternative option to Nyx, which can be used in Turn 1 in Save Data and is far more accessible and spammable in Chaos. If that appeals to you and you're ok downgrading how many cards you're drawing and losing out on all the Passives Nyx provides, you can use Yuri instead.
3
Draw: 1/5
Utility: 1/5
Buffing: 1/5
Survivability: 5/5
Final: 8/20
Arwen is one of the top options when it comes to survivability, thanks to her great Passive Stats, which boost both healing and total team health, but most of all her constantly refreshing Damage Reduction. If you're struggling to stay alive and need more survivability, especially in fights that launch large but infrequent attacks, giving up utility or draw for Arwen can be worth considering, especially in Chaos-based game modes.
4
Draw: 1/5
Utility: 1/5
Buffing: 1/5
Survivability: 4/5
Final: 7/20
Alyssa works as an alternative to Arwen with quite a different stat line, favoring Combat Defense and Passive Healing instead. Usually not as universally strong for survivability as Arwen, but if you value the higher defense over Arwen's higher HP total and mitigation buff, she can be a more appealing option.
5
Draw: 1/5
Utility: 1/5
Buffing: 1/5
Survivability: 4/5
Final: 7/20
A F2P survivability option that falls behind both Arwen and Alyssa in most cases, but is still an acceptable choice if you have neither of them available at an acceptable Ego level.
Equipment
In the Zero System, it's incredibly easy to access all items acquirable via the shop thanks 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.
Weapon
Tentacles of Chaos
Harp of Conflict
Pale Eternal Flame
Harpoon Case of Broken Resolve
Flashbang
Armor
Rocket-Adorned Cape
Fragment of the Empty Void
Vine Camouflage
Star-Lit Cloak
Trinket
Clover of the Forest
Sphere of Randomness
Superconductive Protein
A Lonesome Wedding Ring
Comments - Weapons
Tentacles of Chaos
- Provides 8% Attack to all characters in the team making it the go-to support weapon for most characters not acting as the main DPS when supporting Attack scaling carries but also a very viable option for ATK-based carries since it means you can no longer get Discord (as only one is offered from same event).
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.
Pale Eternal Flame
- A potent supportive weapon card for any character ok with giving up their weapon slot for support and who can consistently generate new exhaust cards each turn in order to re-trigger this equipments effect. Grants 10% (multiplicative) damage to the whole team for 1 turn whenever a card is exhausted. Can only be acquired by giving up the copy option though making it hard to include in many support builds.
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.
Flashbang
- As a rare equipment, it is easier to acquire than alternatives and still offers a strong survivability effect. It's recommended for defensive playstyles.
Comments - Armor
Rocket-Adorned Cape
- An amazing armor for any support but only obtainable inside a Lab 0 rare event.
Fragment of the Empty Void
- An armor option that gives an extremely strong QoL effect with its ability to discard and draw, but it being limited to first turn and a Mythic in a game where resetting and draw options are accessible, makes it often the not preferred choice for Mythic equipment.
Vine Camouflage
- An easy to get and nice inclusion for teams that have use for a powerful (but conditiona) 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.
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.
Comments - Trinkets
Clover of the Forest
- For Supports, with Cards that can Recover, this is the ideal trinket, as it is a massive increase to damage for ATK-based units. However, it does not stack on multiple allies making it not preferred when another healing ally is holding it.
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 Unique 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.
Superconductive Protein
- A great trinket to help you setup your upgrades turn 1 more easily.
A Lonesome Wedding Ring
- The go-to trinket for any Dreamworld deck support.
Deck & Teams
Recommended Build
Mika Builds
Check the best builds for Mika below.
Generic Mika
Morale Mika
Setup Summary
Character
Partner
Equipment
Tentacles of Chaos
Clover of the Forest
Fragments
Tetra's Authority
Healer's Journey
Cards Summary [6 selected]
1
Source of Water II
Skill
Heal150%. Gain 2 AP. When Recovering, decrease Cost by 1 for 1 turn.
Draw 1
Show Effects
x4
0
Tactical Analysis V
Upgrade
2Wave. +50% Healing.
Show Effects
1
Deluge
Upgrade
[Unique]
1Wave. At the start of the turn, 1Wave.
Show Effects
Deck Explanation
Generic Mika - A very straightforward Mika deck. It gives you AP while covering her major drawback of being a draw deficit without divines.
Morale Mika - A variant of the default Mika deck, which now has a neutral morale epiphany to allow Mika to also buff your unit a bit on top of giving AP. This is a common deck when played with multi-hitters, such as a team with Renoa or Diana.
Card Removal Priority
Water Arrow
,
Water Barrier
,
Whirlpool
- Removed in basically any Mika deck.
Conditional Card Removal
Deluge
- Removing this can prevent you from losing 1 handspace turn-1. Its buff is also not recommended to play around as 1AP every 3-turns is quite inconsistent.
Blessing of Waves
- This is an amazing defensive card with its overshield, but Mika already has a ton of defensive utility in heals so it depends if the shield is needed or not. If the shield isn’t worth the cost of drawing it for you, then it’s an easy remove.
Card Copying Priority
Source of Water
- Mika’s bread and butter card. You use her for AP-gen and heal and that’s what this card gives.
Best Synergies
Nine
Nine has high AP req’s and works poorly with Narja’s cost-reduction, making it a rare instance where Mika’s AP-generation is flat-out better.
Mika can provide a high shield ratio effect through Blessing, which scales well with Nine shield buffs if you take them.
Veronica
Veronica’s crazy amount of draw synergizes amazingly with Mika’s high amount of AP, making them great units to use together with any DPS for comfort (at the cost of buffing).
Mei Lin
If playing Line (Memory Fragment set that gives 20% Crit Rate on 2-cost cards), then Mika will be the preferred choice over Narja in decks where you want to play multiple spires (common strategy for bosses with elasticity).
Best Teams
Chaos Teams
Generic - Chaos
DPS
DPS
Flex
Flex
Support
Mika can be used as the solo Healer for anyone in Chaos, as she has high heals and allows you to play your cards more easily with innate AP Generation as well.
Base performance of the character.