Chaos Zero Nightmare (CZN)OwenBuild and Guide

Character
Introduction

Best guide and build for Owen from Chaos Zero Nightmare (CZN). Owen is a 4 character from the Striker class and Passion attribute, who belongs to the Terrascion [Planet-Born] faction.

To learn more about Owen 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 Owen 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

Downward Cut

Attack
Attack

100% Damage.
Card Image
1

Weapon Block

Skill
Skill

100% Shield.

Show Effects

Card Image
1

Wind Charge

Skill
Skill

Add 1 Hit(s) to the next Attack Card of this unit that is used.
Epiphany Cards:
Card Image
2

Wind Slash

Attack
Attack

240% Damage to all enemies
Card Image
1

Break Armor

Attack
Attack

140% Damage.
2 Vulnerable.

Show Effects

Card Image
1

Wind Riding

Skill
Skill

150% Shield.
Move Wind Charge from Discard Pile to hand

Show Effects

Card Image
2

Gale Strike

Attack
Attack

300% Damage.
130% Shield.

Show Effects

Generated Cards:
Card Image
1

Wind Charge

Skill
Skill

Add 1 Hit(s) to the next Attack Card of this unit that is used.
Ego Skill:
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5

Raging Storm

Ego Skill

250% Damage.
250% 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.

Card Image
1

Wind Charge I

Skill
Skill

[Retrieve]

Add 1 Hit(s) to the next Attack Card of this unit that is used.

Show Effects

Card Image
1

Wind Charge II

Skill
Skill

Add 1 Hits to the next Attack Card used.
Decrease Damage Amount by 25%.
Card Image
1

Wind Charge III

Upgrade
Upgrade

[Unique]

When this unit's Attack Card is used, 30% chance to add 1 Hit(s).

Show Effects

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1

Wind Charge IV

Skill
Skill

[Unique][Exhaust]

Activate next used Skill Card 1 more time(s).

Show Effects

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1

Wind Charge V

Skill
Skill

Add 3 Hits to the next Attack Card of this unit used.
Decrease Damage Amount by 50%.
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1

Wind Slash I

Attack
Attack

240% Damage to all enemies.
Card Image
2

Wind Slash II

Attack
Attack

130% Damage x3.
Card Image
2

Wind Slash III

Attack
Attack

240% Damage to all enemies.
Defeat: Activate this card 1 more time​.
Card Image
2

Wind Slash IV

Upgrade
Upgrade

At the start of the turn, decrease AP by 1.
At the end of the turn, 240% Damage to all enemies.
Card Image
2

Wind Slash V

Attack
Attack

240% Damage to all enemies.
Increase Tenacity Damage by 100%.

Show Effects

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1

Break Armor I

Attack
Attack

210% Damage.
Decrease Fortitude by 4 for 1 turn.

Show Effects

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0

Break Armor II

Attack
Attack

140% Damage.
2 Vulnerable.

Show Effects

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1

Break Armor III

Attack
Attack

210% Damage.
2 Vulnerable.
When the target is in a Vulnerable state, increase Damage Amount by 30%.

Show Effects

Card Image
1

Break Armor IV

Attack
Attack

210% Damage.
2 Vulnerable.
If the target has Shield, increase Damage Amount by 30%.​

Show Effects

Card Image
1

Break Armor V

Attack
Attack

140% Damage.
3 Vulnerable.
When using Wind Charge, move this card from Discard Pile to hand.

Show Effects

Card Image
1

Wind Riding I

Skill
Skill

220% Shield.
Move 2 owned card(s) from Discard Pile to hand.

Show Effects

Card Image
1

Wind Riding II

Upgrade
Upgrade

When using Wind Charge, 120% Shield.
120% Damage to all enemies.​

Show Effects

Card Image
1

Wind Riding III

Skill
Skill

150% Shield.
Add 1 Hit(s) to next Attack Card of this unit used.​

Show Effects

Card Image
1

Wind Riding IV

Skill
Skill

220% Shield.
3 Damage Reduction.​

Show Effects

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1

Wind Riding V

Skill
Skill

220% Shield.
If used Wind Charge this turn, activate this card 1 more time.​

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

The damage of the Downward Cut card is increased by +30%.
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 Owen's Downward Cut.
If Owen's Health is greater than 600, 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

Critical Damage Proficiency

Potential 6

+2.4/12% Critical Damage.
7

Unique Stat Upgrade

Potential 7

+4% Attack, Defense.
If Owen's Health is greater than 700, an additional +4% to that value.
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

The damage and Shield gain of the Gale Strike card is increased by 50%.
E2

Awakening Memory

Manifest Ego 2

Whenever Owen's Wind Charge card is moved to the hand, deal 80% damage to all enemies.
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 damage and Shield gain of the Raging Storm card is increased by 50%.
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

Whenever Wind Charge Card is used, Owen's Damage Amount increases by 20% for 1 turn.
Stats (level 60)
HP
348
DEF
147
ATK
438
Gallery

Review

Introduction
Performance Profile

Healing [1/5]

 

Buffs [4/5]

    

Draw [1/5]

 

AP Generation [1/5]

 

Owen is a Passion attribute Striker who falls into a more supportive role compared to the other Strikers on the roster. Owen's kit offers a mix of AoE damage, some shielding and offers support to other Combatants in the form of debuffing via Vulnerability or even allowing units to multi-hit via his "Wind Charge II" Epiphany. 

Owen is a relatively simple character who doesn't have any Signature Mechanics that they need to play around with or focus on. Due to this, Owens best and most consistent playstyle places him into a more supportive role as his damage and shielding don't quite compete with other units. 

Owen's kit by default doesn't provide any draw or AP management, so he's best paired with units who can assist in this area. Owen is also a consistent applicator of Vulnerability, so you’ll want a Combatant to take advantage of this. Be on the lookout for units that have high base damage to fully utilize the additional hit and to also capitalize on the Vulnerability debuff.

Pros & Cons
Pros

  • Solid access to AoE.

  • Strong access to the Vulnerable Debuff.

  • Some cards shield while also dealing their damage.

  • Enables Attack Cards to multi-hit. 

Cons

  • Strongest cards have high AP costs.

  • Lacks personal damage scaling outside of the extra hit mechanic.

  • Shielding isn't enough to be a dedicated shielder and damage sometimes is not enough to be the sole DPS.

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.

T2

Chaos Mode

T1.5

Season Save Data

?

Great Rift

Key Mechanics

Extra Hits: Owen’s main special mechanic lies in his Wind Charge card, which grants an extra hit to the next card he plays. This mechanic enables Owen to double up on damage using powerful, expensive cards. He can also tutor that card back to hand using his Wind Riding card.

Potential
  • 3-1:  A basic Damage multiplier increase for Owen’s Wind Slash card. Good, but not a high-priority upgrade to spend your limited weekly resources on.

  • 5-1:  A tiny 5% damage multiplier bump, further increased by another 5% when Owen’s Health is greater than 600. Low priority.

  • 7:  Another tiny 4% multiplier bump, this time applying to all his cards, thanks to providing a raw Attack and Defense bonus. Better investment than 5-1, but still very minor. Increases by another 4% when his Health is greater than 1100.

Dupes Review
E0

Base

Base performance of the character.

E1

Ego 1

Owen’s first Ego node increases the amount of damage and shielding on his “Gale Strike” card. A relatively minor first Potential Node that slightly increases his damage and shielding capabilities.

E2

Ego 2

His second Ego node provides Owen a passive ability that triggers whenever his “Wind Charge” card is moved to his hand dealing 80% damage to all enemies. A solid second node for Owen that helps provide some extra AoE damage when recurring his key card.

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. This node is solid for Owen as almost all of his cards feature Damage and Shielding.

E4

Ego 4

E4 increases the amount of damage and shielding from his Ego Skill “Raging Storm”. A relatively minor node for Owen, but it further amplifies his damage and shielding capabilities.

E5

Ego 5

His fifth node again increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Again, a decent increase to his shielding/damage.

E6

Ego 6

His final Ego node grants Owen a 20% damage buff for 1 turn whenever his “Wind Charge” card is used. A decent final node that further boosts his damage output, but as Owen is primarily a support unit, nothing game-changing.

Cards & Ego Skill
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5

Raging Storm

Ego Skill

250% Damage.
250% Shield.

Show Effects

Raging Storm

Owen’s Ego Skill is called Whirling Storm. It’s a better version of his Gale Strike card, with Shield multipliers as high as the damage multiplier on the card. Great for getting out of a bad situation with an emergency shield, while also potentially eliminating an enemy threat.

Card Image
1

Downward Cut

Attack
Attack

100% Damage.
Downward Cut

A Basic Attack Card. The only upgrades it gets from Potential Nodes simply increase its damage.

Card Image
1

Weapon Block

Skill
Skill

100% Shield.

Show Effects

Weapon Block

A basic shield card. Doesn’t get any meaningful upgrades outside of the +20% from Potential 2.

Card Image
1

Wind Charge

Skill
Skill

Add 1 Hit(s) to the next Attack Card of this unit that is used.
Wind Charge

A great card to combo with expensive, powerful Attack Cards. Adds an extra hit to an attack, so it is more effective when used with cards that already have a high damage multiplier. Extra hits also scale well with damage buffs.

Card Image
2

Wind Slash

Attack
Attack

240% Damage to all enemies
Wind Slash

A 2-cost AoE Attack Card with a high damage multiplier. Great with Wind Charge.

Card Image
1

Break Armor

Attack
Attack

140% Damage.
2 Vulnerable.

Show Effects

Break Armor

A 1-cost Attack Card that deals low damage and inflicts 2 stacks of the [Vulnerable] debuff, which causes enemies to take 50% more damage, removing one stack per hit.

Card Image
1

Wind Riding

Skill
Skill

150% Shield.
Move Wind Charge from Discard Pile to hand

Show Effects

Wind Riding

A 1-cost basic Shield Skill card with the added ability to tutor Wind Charge back to the hand from the Discard Pile.

Card Image
2

Gale Strike

Attack
Attack

300% Damage.
130% Shield.

Show Effects

Gale Strike

A simple 2-cost Attack Card that deals very high single-target damage, with a bit of bonus Shields attached to it. Best against bosses and pairs well with Wind Charge.

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
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1

Wind Charge I

Skill
Skill

[Retrieve]

Add 1 Hit(s) to the next Attack Card of this unit that is used.

Show Effects

Card Image
1

Wind Charge II

Skill
Skill

Add 1 Hits to the next Attack Card used.
Decrease Damage Amount by 25%.
★★★
Card Image
1

Wind Charge III

Upgrade
Upgrade

[Unique]

When this unit's Attack Card is used, 30% chance to add 1 Hit(s).

Show Effects

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1

Wind Charge IV

Skill
Skill

[Unique][Exhaust]

Activate next used Skill Card 1 more time(s).

Show Effects

★★★★★
Card Image
1

Wind Charge V

Skill
Skill

Add 3 Hits to the next Attack Card of this unit used.
Decrease Damage Amount by 50%.

Epiphanies:

  • Neutral [] - The base Epiphany and thus its Neutral Epiphanies are great for Owen DPS, but it’s generally recommended to use more Supportive options for Owen, which typically require a different Wind Charge as his core.
  • Wind Charge I
    [] - This card can be amazing for an Owen Turn 1 DPS with certain Neutral Attack Cards that have big hits, but the way his extra hit stacks does not work on the same card, so its potential is still rather capped. And as is the case with other buffs to Owen’s own damage, it is not recommended to use him as a DPS.
  • Wind Charge II
    [★★★] - An amazing supportive card for increasing the damage of cards with 1-hit. Because of its dmg-decrease that is multiplicatively negative on Final Damage, it falls off in potential for cards that already have multiple hits, though.
  • Wind Charge III
    [] - This Upgrade can give some RNG, but strong potential to certain DPS Owen builds. But while this card can be great for Owen DPS, it is not recommended to use him as a DPS.
  • Wind Charge IV
    [★★★★★] - The universal choice for Support Owen, which is his recommended build. Allows you to double the effectiveness of good Skill Cards once per battle.
  • Wind Charge V
    [] - Now, you have +3 hits, but they do 50% less damage for each hit. This can be nice for DPS Owen, but it is not recommended to use him as a DPS.

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
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1

Wind Slash I

Attack
Attack

240% Damage to all enemies.
★★
Card Image
2

Wind Slash II

Attack
Attack

130% Damage x3.
Card Image
2

Wind Slash III

Attack
Attack

240% Damage to all enemies.
Defeat: Activate this card 1 more time​.
Card Image
2

Wind Slash IV

Upgrade
Upgrade

At the start of the turn, decrease AP by 1.
At the end of the turn, 240% Damage to all enemies.
Card Image
2

Wind Slash V

Attack
Attack

240% Damage to all enemies.
Increase Tenacity Damage by 100%.

Show Effects

Epiphanies:

  • Neutral [] - Because we do not recommend building around damage for Owen, all of his Wind Slash Epiphanies (including Neutral) are quite low priority since this card will likely be removed.
  • Wind Slash I
    [★★] - The change to 1-cost makes this a lot easier to play around and if you have the AP and Draw, it can be worth considering, but its damage contribution is quite low.
  • Wind Slash II
    [] - This is a pretty decent multi-hit card for DPS Owen, with it playing around a multihit playstyle instead of AOE. However, it’s hard to justify DPS Owen over his more Supportive options, so it isn’t recommended. The 2-AP cost is also pretty hard to play around with for the value you get.
  • Wind Slash III
    [] - If the Defeat Condition is met, this card now becomes a multihit. This could turn him into a rather competitive AOE unit if you can consistently activate the condition. But the condition for ‘Defeat’ is rather severe and hard to consistently activate.
  • Wind Slash IV
    [] - While Upgrade versions are normally quite nice, the debuff to -1 AP for every turn is hard to look away from.
  • Wind Slash V
    [] - The increased Tenacity Damage could be useful if you want to Ravage a group of enemies quickly, but there are a lot of other avenues to do the same thing more effectively via other characters.

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, -1 Cost Reduction.

Card 3
Neutral Epiphany
★★★★★
Card Image
1

Break Armor I

Attack
Attack

210% Damage.
Decrease Fortitude by 4 for 1 turn.

Show Effects

★★★★★
Card Image
0

Break Armor II

Attack
Attack

140% Damage.
2 Vulnerable.

Show Effects

★★★★
Card Image
1

Break Armor III

Attack
Attack

210% Damage.
2 Vulnerable.
When the target is in a Vulnerable state, increase Damage Amount by 30%.

Show Effects

★★★
Card Image
1

Break Armor IV

Attack
Attack

210% Damage.
2 Vulnerable.
If the target has Shield, increase Damage Amount by 30%.​

Show Effects

★★★
Card Image
1

Break Armor V

Attack
Attack

140% Damage.
3 Vulnerable.
When using Wind Charge, move this card from Discard Pile to hand.

Show Effects

★★★

Epiphanies:

  • Neutral [★★★★★] - Target Neutral Epiphany: Draw 1.
    Neutral Draw is great for adding consistency for a Vulnerable application-based build and his Vulnerable application has perfect synergy with his ability to add 1-hit to high damage cards (giving Vulnerable to both hits). With Divine Cost Reduction, this is the same as Break Armor II but has ‘Draw 1’ as well, while Break Armor II cannot get Divine Draw.
  • Break Armor I
    [★★★★★] - The go-to buff for Owen in multihitter teams because the additive buff (-4 Fortitude = to +4 Morale on target applied to) synergizes very well with them.
  • Break Armor II
    [★★★★] - The only notable feature this gives over the base Epiphany is a Cost Reduction, but this is one of the most powerful features a card can get.
  • Break Armor III
    [★★★] - The card still gives 2 Vulnerable but does a bit more damage. Not much worse than base Epiphany, but substantially worse in potential to other options like Neutral Epiphany or Break Armor II when you factor in Divines, as it will either lack the 0-cost feature or draw feature.
  • Break Armor IV
    [★★★] - The card still gives 2 Vulnerable but does a bit more damage when the target has a shield. Not much worse than base Epiphany, but substantially worse in Potential to other options like Neutral Epiphany or Break Armor II when you factor in Divines, as it will either lack the 0-cost feature or draw feature.
  • Break Armor V
    [★★★] - The card still gives 2 Vulnerable but can conditionally be drawn for free; the issue is that the condition is worse the better your decks are, as it will likely not be in the Discard Pile when your second turn begins in Save Data gameplay. Not much worse than base Epiphany, but substantially worse in Potential to other options like Neutral Epiphany or Break Armor II when you factor in Divines, as it will either lack the 0-cost feature or draw feature.

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 AP (Break Armor II), -1 Cost Reduction, Vulnerable 2.

Card 4
Neutral Epiphany
★★
Card Image
1

Wind Riding I

Skill
Skill

220% Shield.
Move 2 owned card(s) from Discard Pile to hand.

Show Effects

Card Image
1

Wind Riding II

Upgrade
Upgrade

When using Wind Charge, 120% Shield.
120% Damage to all enemies.​

Show Effects

★★★★★
Card Image
1

Wind Riding III

Skill
Skill

150% Shield.
Add 1 Hit(s) to next Attack Card of this unit used.​

Show Effects

Card Image
1

Wind Riding IV

Skill
Skill

220% Shield.
3 Damage Reduction.​

Show Effects

★★★
Card Image
1

Wind Riding V

Skill
Skill

220% Shield.
If used Wind Charge this turn, activate this card 1 more time.​

Show Effects

★★

Epiphanies:

  • Neutral [★★] - Target Neutral Epiphany: Draw 1.
    Can be nice to have Neutral draw and allow this to be used more easily. But, this card has the inherent issue of only targeting Discard Pile, which does not allow the card to be replayed, nor does it often have any effect in well-built save-data teams.
  • Wind Riding I
    [] - Situationally, this can allow you to Self-Draw Owens’ cards. But, this card has the inherent issue of only targeting Discard Pile, which does not allow the card to be replayed, nor does it often have any effect in well-built Save Data teams, because a deck that can cycle through its entire deck every turn (or close to) will often not have cards in Discard Pile.
  • Wind Riding II
    [★★★★★] - Incredible option as it allows you to get rid of this card through the Upgrade effect. Will be the go-to choice for most builds.
  • Wind Riding III
    [] - But this card has the inherent issue of only targeting Discard Pile, which does not allow the card to be replayed, nor does it often have any effect in well-built Save Data teams.
  • Wind Riding IV
    [★★★] - This is an incredibly strong shield card as it has a high ratio and gives additional Damage Reduction (multiplicative reduction in damage) to your next 3 hits. Great if you need a way to be tanky against high damage hits.
  • Wind Riding V
    [★★] - A rather hefty shield, having potential 220% to 290% base x2 and re-activating, which is different than just x2 hits since re-activation allows additional effects like that of Divine to be proc’d again. An amazing shield card if you want to build around shield Owen.

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 (Wind Riding II), -1 Cost Reduction, Draw 1.

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]: +12% Defense.

[2-PC]: +12% Max HP.

Flex

Currently Owen is primarily played as a support by leaning into his morale like debuffs, vulnerability and ability to grant other combatant's attacks additional hits. Because of this when playing him in save it's usually most efficient to play him on a support/survivability 2/2/2 set up as he does very minimal or no damage himself with most of his best decks.

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.Alternatively, you can use any 2 strong sub/main stat pieces instead of a final 2P set bonus as well.

2

[2-PC]: +25% Critical Damage.

[2-PC]: +12% Max HP.

Flex

In the rare event you're playing Owen as a damage dealer himself or when running him in Chaos in order to farm decks you can run a damage focused 2/2/2 instead as in Chaos he will actually have an opportunity to deal some damage himself in most cases.

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.

Support
Ideal
HP%
Desire
HP%
Imagination
DEF% = HP = EGO Regen%
Substats:

HP > HP% > EGO Regen > CRIT Rate% > CRIT DMG% > ATK > ATK%

DPS-Lite
Ideal
CRIT Rate > CRIT DMG
Desire
Passion DMG > ATK%
Imagination
ATK%
Substats:

CRIT Rate% > CRIT DMG% > ATK > ATK%

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 - Poltergeist

Increase the assigned Combatant's Attack by 8/16%.

The assigned combatant's attack cards with a cost of 1 or less deal +10/20% damage.

When the assigned combatant uses a Skill card, +10/20% attack card damage for 1 turn. Stacks up to 3 times.

Skill - Light of Judgment - 3 EP cost

Deal 100% Damage to all enemies. Draw 1 Attack card(s) from the assigned combatant with cost of less than or equal to 1.

Owen is usually played as a support. Thus, in Partner's he's looking for either card draw or supportive effects, which Lillian has through her Ego skill, which adds a 1 cost or lower Attack Card. Lillian isn't the best supportive option for Owen, but what makes her stand out is the fact that she also provides some damage bonuses, which, if you're going to be playing Owen in Chaos or having him do any damage at all in Save, can be relevant. If you don't care about damage though, check his other listed Partner options.

2

Passive - Construction Support

Increase the assigned Combatant's Attack by 8/16%.

The assigned combatant's attack cards with a cost of 2 or more deal +10/20% damage.

At the start of the turn, 1 of the assigned combatant's attack cards gains +5/10% damage for every point of the total cost of attack cards.

Skill - Workplace Hazards Ahead! - 2 EP cost

For 1 turn, gain 3 Morale.

Ritochka is another support/damage hybrid that Owen can choose to pick up, which isn't necessarily his best, but an option if you value her Ego Skill, which grants 4 Morale for a single turn. In OTK (One Turn Kill) set-ups, Ritochka can be a solid option if you have the consistency of your deck solved.

3

Passive - Cantrip

The assigned combatant's Attack is increased by 8/16%.

Upon the first shuffle, the assigned combatant's damage dealt is increased by 8/16%.

Skill - Drone Deployment! - 3 EP cost

Draw 2 Cards.

Yuri, despite not being a Striker Partner, is actually one of Owen's best supportive choices, even though her Passive abilities don't work thanks to her exceptionally powerful draw 2 for 2 EP Ego skill, which can be used in Turn 1 for a nice consistency boost. If you're ok giving up damage potential on Owen and don't value what Ritochka or Lillian have to offer, Yuri is a cheap, strong alternative.

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
  • -
Support
  • Equipment
    Tentacles of Chaos
     
  • Equipment
    Harp of Conflict
     
  • Equipment
    Harpoon Case of Broken Resolve
     
Armor
Armor
DPS
  • -
Support
  • Equipment
    Star-Lit Cloak
     
  • Equipment
    Vine Camouflage
     
Trinket
Trinket
DPS
  • -
Support
  • Equipment
    Sphere of Randomness
     
Comments - Weapons
  • 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.
  • 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
    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.
  • 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
    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.

Deck & Teams

Recommended Build
Build Comments
  • Additive Buffer - Break Armor’s -4 Fortitude effect is essentially the same as +4 Morale for the target it is applied to, meaning you are getting +80% additive buffing from it. This allows you to get up to 320% additive buffing from Owen in single-target if you are able to play all 4 Break Armors.
  • Hit Adder - Owen’s ability to add 1-hit is especially strong on characters who do only a few attacks that hit for a lot, since it turns into essentially a net of 1.5x damage. This deck is actually much worse on cards that already have multiple hits, since it’ll be debuffing all of its existing hits and only adding one, though. So, it’s recommended to be played with units like Nine or Kayron who do a few attacks but hit for a lot on them.
  • Vulnerable Debuffer (D+N) - His ability to innately apply up to 8 Vulnerable with Break Armor duping is quite strong and worth considering taking if you need some easy vulnerable application.
Removal
  • Downward Cut
     
    Weapon Block
     
    Wind Slash
     
    Gale Strike
     - Removed in basically any Owen deck.
Conditional Removal

-

Copying
  • Wind Charge
     - If running +1 Hit version, this will generally be the de facto dupe.
  • Break Armor
     - If using as a multi-hit or Vulnerable debuffer, the -4 Fortitude or +2 Vuln will be the choice.
Best Synergies
  • Adding +1 hit to a high base ratio hit, like Kayron’s, is especially valuable despite the damage debuff since it ends up calculating to a net gain of 1.5x FINAL damage and makes the attack less reliant on fishing for a Crit Hit since it’s split into two.
  • Outside of OTK, Owen can be hard to use with Kayron (and most units) because he often gives a high amount of value for a 3rd slot that doubles as a draw unit, so draw issues can become apparent after turn-1.
  • Similar to Kayron: Adding +1 hit to a high base ratio hit is especially valuable despite the damage debuff since it ends up calculating to a net gain of 1.5x FINAL damage and makes the attack less reliant on fishing for a Crit Hit since it’s split into two.
  • Do keep in mind that Nine’s main source of Vulnerable in Season 2 (Arbour) has antisynergy with Owen’s multihit effect, since only one hit will get the Vulnerable damage out of the two.
Best Teams
Chaos Teams
Generic - Chaos

While Owen can definitely be used as the carry in Chaos, you often cannot use him as the carry when building him, since you remove most, if not all of his Attack Cards. For this reason, it is generally recommended to use him alongside another DPS.

Save Teams
Generic - Multi-Hit Buffer

This can be used with any Multihit DPS (Mei Lin, Chizuru, Luke, etc.) where you buff their hits through your Fortitude Reduction (essentially = to Morale).

+1 Hit Buffer (OTK)

For OTK, some of Nine and Kayron’s highest potential builds utilize Owen’s 1.5x multiplier on their final damage through the addition of a second hit (but with a -25% debuff to the hits).

Mei Lin Hypercarry (OTK)

Because Owen has access to Herb in Season-2 on top of other supplementary buffs, he’s the go-to recommendation for OTK Mei Lin as he can fund her a ton of Passion card usage and buff her with additional effects like break armor.