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/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 Owen check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Cards
Starting Cards:
1
Downward Cut
Attack
100% Damage.
1
Weapon Block
Skill
100%Shield.
Show Effects
1
Wind Charge
Skill
Add 1 Hit(s) to the next Attack Card of this unit that is used.
Epiphany Cards:
2
Wind Slash
Attack
280% Damage to all enemies
1
Break Armor
Attack
140% Damage. 2Vulnerable.
Show Effects
1
Wind Riding
Skill
150%Shield. Move Wind Charge from Discard Pile to hand
Show Effects
2
Gale Strike
Attack
300% Damage. 130%Shield.
Show Effects
Generated Cards:
1
Wind Charge
Skill
Add 1 Hit(s) to the next Attack Card of this unit that is used.
Ego Skill:
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.
1
Wind Charge I
Skill
[Retrieve]
Add 1 Hit(s) to the next Attack Card of this unit that is used.
Show Effects
1
Wind Charge II
Skill
Add 1 Hits to the next Attack Card used. Decrease Damage Amount by 25%.
1
Wind Charge III
Upgrade
[Unique]
When this unit's Attack Card is used, 30% chance to add 1 Hit(s).
Show Effects
1
Wind Charge IV
Skill
[Unique][Exhaust]
Activate next used Skill Card 1 more time(s).
Show Effects
1
Wind Charge V
Skill
Add 3 Hits to the next Attack Card of this unit used. Decrease Damage Amount by 50%.
1
Wind Slash I
Attack
280% Damage to all enemies.
2
Wind Slash II
Attack
150% Damage x3.
2
Wind Slash III
Attack
280% Damage to all enemies. Defeat: Activate this card 1 more time.
2
Wind Slash IV
Upgrade
At the start of the turn, decrease AP by 1. At the end of the turn, 280% Damage to all enemies.
2
Wind Slash V
Attack
280% Damage to all enemies. Increase Tenacity Damage by 100%.
Show Effects
1
Break Armor I
Attack
210% Damage. Decrease Fortitude by 4 for 1 turn.
Show Effects
0
Break Armor II
Attack
140% Damage. 2Vulnerable.
Show Effects
1
Break Armor III
Attack
210% Damage. 2Vulnerable. When the target is in a Vulnerable state, increase Damage Amount by 30%.
Show Effects
1
Break Armor IV
Attack
210% Damage. 2Vulnerable. If the target has Shield, increase Damage Amount by 30%.
Show Effects
1
Break Armor V
Attack
140% Damage. 3Vulnerable. When using Wind Charge, move this card from Discard Pile to hand.
Show Effects
1
Wind Riding I
Skill
220%Shield. Move 2 owned card(s) from Discard Pile to hand.
Show Effects
1
Wind Riding II
Upgrade
When using Wind Charge, 120%Shield. 120% Damage to all enemies.
Show Effects
1
Wind Riding III
Skill
150%Shield. Add 1 Hit(s) to next Attack Card of this unit used.
Show Effects
1
Wind Riding IV
Skill
220%Shield. 3Damage Reduction.
Show Effects
1
Wind Riding V
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
Voice Actors
kr
Ui Taek Jung
jpn
Kohei Amasaki
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, 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.
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
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.
1
Downward Cut
Attack
100% Damage.
Downward Cut
A Basic Attack Card. The only upgrades it gets from Potential Nodes simply increase its damage.
1
Weapon Block
Skill
100%Shield.
Show Effects
Weapon Block
A basic shield card. Doesn’t get any meaningful upgrades outside of the +20% from Potential 2.
1
Wind Charge
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.
2
Wind Slash
Attack
280% Damage to all enemies
Wind Slash
A 2-cost AoE Attack Card with a high damage multiplier. Great with Wind Charge.
1
Break Armor
Attack
140% Damage. 2Vulnerable.
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.
1
Wind Riding
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.
2
Gale Strike
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
★
1
Wind Charge I
Skill
[Retrieve]
Add 1 Hit(s) to the next Attack Card of this unit that is used.
Show Effects
★
1
Wind Charge II
Skill
Add 1 Hits to the next Attack Card used. Decrease Damage Amount by 25%.
★★★
1
Wind Charge III
Upgrade
[Unique]
When this unit's Attack Card is used, 30% chance to add 1 Hit(s).
Show Effects
★
1
Wind Charge IV
Skill
[Unique][Exhaust]
Activate next used Skill Card 1 more time(s).
Show Effects
★★★★★
1
Wind Charge V
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
★
1
Wind Slash I
Attack
280% Damage to all enemies.
★★
2
Wind Slash II
Attack
150% Damage x3.
★
2
Wind Slash III
Attack
280% Damage to all enemies. Defeat: Activate this card 1 more time.
★
2
Wind Slash IV
Upgrade
At the start of the turn, decrease AP by 1. At the end of the turn, 280% Damage to all enemies.
★
2
Wind Slash V
Attack
280% 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
★★★★
1
Break Armor I
Attack
210% Damage. Decrease Fortitude by 4 for 1 turn.
Show Effects
★★★★★
0
Break Armor II
Attack
140% Damage. 2Vulnerable.
Show Effects
★★★★
1
Break Armor III
Attack
210% Damage. 2Vulnerable. When the target is in a Vulnerable state, increase Damage Amount by 30%.
Show Effects
★★★
1
Break Armor IV
Attack
210% Damage. 2Vulnerable. If the target has Shield, increase Damage Amount by 30%.
Show Effects
★★★
1
Break Armor V
Attack
140% Damage. 3Vulnerable. When using Wind Charge, move this card from Discard Pile to hand.
Show Effects
★★★
Epiphanies:
Neutral[★★★★] - Target Neutral Epiphany: 2 Morale. Neutral Morale can allow him to simultaneously give vulnerable and additive buffs, which can be extremely efficient in some teams.
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
★★
1
Wind Riding I
Skill
220%Shield. Move 2 owned card(s) from Discard Pile to hand.
Show Effects
★
1
Wind Riding II
Upgrade
When using Wind Charge, 120%Shield. 120% Damage to all enemies.
Show Effects
★★★★★
1
Wind Riding III
Skill
150%Shield. Add 1 Hit(s) to next Attack Card of this unit used.
Show Effects
★
1
Wind Riding IV
Skill
220%Shield. 3Damage Reduction.
Show Effects
★★★
1
Wind Riding V
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
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
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.
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
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
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
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 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
Crimson Sword
Flashbang
Armor
Rocket-Adorned Cape
Fragment of the Empty Void
Vine Camouflage
Star-Lit Cloak
Trinket
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.
Crimson Sword
- Allows you to apply Agony easily so that your DPS can benefit from the Cursed Corpse (2p Agony) Memory Fragment set. When used with allies who use 2/2/2 (3 2p Memory Fragment set) variations, this is a premier choice for further bolstering their damage.
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
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
Owen Builds
Check the best builds for Owen below.
Additive Buffer
Hit Adder
Herb OTK Support
Setup Summary
Character
Partner
Equipment
Fragments
No Fragments
Cards Summary [6 selected]
1
Wind Charge
Skill
Add 1 Hit(s) to the next Attack Card of this unit that is used.
For 1 turn, gain 2Morale
1
Break Armor I
Attack
210% Damage. Decrease Fortitude by 4 for 1 turn.
Reduce the cost of this card by 1.
Show Effects
x3
1
Wind Riding V
Skill
220%Shield. If used Wind Charge this turn, activate this card 1 more time.
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.
Herb OTK Support - Season 2's Residual Herb is an incredibly strong card for OTK, because of its [Retrieve] for all that can use it. Owen is specifically used with it more than other options because he's a Striker (better neutrals than Vanguard) who also has buff and supportive options in his cards. He's also a Passion unit, making him specifically used with this deck with Mei Lin since she scales off of ally Passion card use.
Card Removal Priority
Downward Cut
,
Weapon Block
,
Wind Slash
,
Gale Strike
- Removed in basically any Owen deck.
Card Copying Priority
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
Kayron
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.
Nine
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.
Mei Lin
For Turn-1 OTK, because of Owen’s access to Season 2 ‘Herb’ card, he can use an extremely high amount of ‘Passion Cards’, which makes him one of the best supports for Mei Lin’s Passion Card effects.
Because she is a multihitter, she makes great use of his -4 fortitude buff.
Best Teams
Chaos Teams
Generic - Chaos
DPS
DPS
Support
Healer
Healer
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
DPS
DPS
Support
Support
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)
DPS
Support
Support
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)
DPS
Support
Support
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.
Base performance of the character.