Chaos Zero Nightmare (CZN)ReiBuild and Guide

Character
Introduction

Best guide and build for Rei from Chaos Zero Nightmare (CZN). Rei is a 4 character from the Controller class and Void attribute, who belongs to the Terrascion [SS Edenity] faction.

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

Update tracker

Last review update

Season 1

Last build update

Season 0

Last profile update*

11.11.2025

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

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

Profile

Review

Gear

Deck & Teams

Profile

Cards
Starting Cards:
Card Image
1

Dark Blade

Attack
Attack

100% Damage.​
Card Image
1

Material Regeneration

Skill
Skill

Heal 100%.​

Show Effects

Card Image
1

Strike of Darkness

Attack
Attack

[Lead]

100% Damage.
Increase Damage Amount of Basic Attack Cards by 100% for 1 turn.

Show Effects

Epiphany Cards:
Card Image
1

Resonating Darkness

Upgrade
Upgrade

[Unique]

+40% Damage Amount of cards with Cost 1.

Show Effects

Card Image
0

Snack Time

Skill
Skill

[Exhaust]

Choose 1 card(s) in hand to Exhaust.
Heal 100%.
Draw 1.

Show Effects

Card Image
1

Dark Condensation

Skill
Skill

Choose 1 Attack Card(s) in hand, +100% Damage Amount for 1 turn.
Card Image
1

Predator's Blade

Attack
Attack

250% Damage.
For 1 turn 2 Morale.

Show Effects

Ego Skill:
Card Image
4

Final Shadow

Ego Skill

300% Damage.
Gain 1 AP.
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

Strike of Darkness I

Attack
Attack

[Lead]

150% Damage.
Increases Damage Amount of Basic Attack Cards by 150% for 1 turn.

Show Effects

Card Image
1

Strike of Darkness II

Attack
Attack

350% Damage.
Decrease Damage Amount by 20% for 1 turn.​
Card Image
1

Strike of Darkness III

Attack
Attack

[Lead]

150% Damage.
Discard all Basic Cards, add 1 Hit for each.​

Show Effects

Card Image
1

Strike of Darkness IV

Upgrade
Upgrade

[Unique]

Increase Damage Amount of Basic Attack Cards by 80%.​

Show Effects

Card Image
0

Strike of Darkness V

Skill
Skill

[Retain]

Activate all Basic Cards in hand.

Show Effects

Card Image
1

Resonating Darkness I

Upgrade
Upgrade

[Unique]

+60% Damage Amount of cards with Cost 1.​

Show Effects

Card Image
1

Resonating Darkness II

Upgrade
Upgrade

[Unique]

+40% Damage Amount of Void Card.

Show Effects

Card Image
1

Resonating Darkness III

Upgrade
Upgrade

[Unique]

+40% Shield gain, Damage Amount, and Healing of cards with Cost 1.​

Show Effects

Card Image
1

Resonating Darkness IV

Upgrade
Upgrade

[Unique]

+40% Damage Amount of cards with Cost 1 or less.​

Show Effects

Card Image
0

Resonating Darkness V

Skill
Skill

For 1 turn, +80% Damage Amount of cards with Cost 1.
Card Image
0

Snack Time I

Skill
Skill

[Exhaust 2]

Choose 1 card(s) in hand to Exhaust.
Heal 150%.
Draw 1.​

Show Effects

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0

Snack Time II

Skill
Skill

[Exhaust][Retain]

Heal 150%.
Draw 2.

Show Effects

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0

Snack Time III

Skill
Skill

[Exhaust]

Choose up to 2 card(s) in hand to Exhaust, then Draw for each.​

Show Effects

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0

Snack Time IV

Skill
Skill

[Exhaust]

Choose up to 1 card(s) from Draw Pile to Exhaust, then Draw for each.​

Show Effects

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0

Snack Time V

Skill
Skill

[Exhaust]

Choose 2 card(s) in hand to Exhaust.
Choose 1 Void Card(s) to Draw.​

Show Effects

Card Image
1

Dark Condensation I

Skill
Skill

Choose 1 Attack Card(s) in hand, +150% Damage Amount for 1 turn.​
Card Image
1

Dark Condensation II

Skill
Skill

Choose 1 card(s) in hand, +100% Damage Amount, Shield gain, and Healing for 1 turn.​
Card Image
1

Dark Condensation III

Skill
Skill

For 1 turn, +50% Damage Amount of Void Attack Cards.​
Card Image
1

Dark Condensation IV

Skill
Skill

Choose 1 Attack card(s), +100% Damage Amount until used.​
Card Image
1

Dark Condensation V

Upgrade
Upgrade

Choose 1 Attack Card(s) in hand, +50% Damage Amount.​
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

Dark Blade cards have 15% increased Critical Chance.
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% Damage for Rei's Dark Blade.
If Rei's Attack is greater than 500, an additional +5% to that value.
6

Attack Proficiency

Potential 6

Attack increases by 1.6/8%.
7

Unique Stat Upgrade

Potential 7

If Rei's Attack is greater than 550, +10% Predator's Blade Damage.
For every 10 Attack exceeding that value, an additional +1% (up to an additional +20%).
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

The Predator's Blade card increases Morale by 2 for 1 turn.
E2

Awakening Memory

Manifest Ego 2

When Rei uses an Attack Card, heal for 120%. 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

+100% Damage for Final Shadow
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

Allies' attack card damage is increased by 20%.
Stats (level 60)
HP
383
DEF
186
ATK
393
Voice Actors
JPN
-
KR
-
Gallery

Review

Introduction
Performance Profile

DMG [3/5]

   

Healing [2/5]

  

Buffs/Debuffs [5/5]

     

Utility [2/5]

  

Rei is a temporary and card-specific buff specialist featuring cards that offer tremendous boosts but with heavy restrictions. For instance, at a baseline, her card Strike of Darkness offers a huge multiplicative +100% increased damage for 1 turn, but only for basics, and her card Resonating Darkness offers additive +40% damage of cards, but only if they cost 1. These buffs are definitely strong, but their limited nature means they must be played around intelligently, else they'll be wasted. Rei is also capable of dealing some decent damage for a support and is capable of exhausting cards of your choice from your hand in exchange for draws in battle, achieving deck thinning and cycling.

However, Rei can be a very card removal-heavy character in your runs due to a decent amount of unnecessary cards in her deck. Despite her utility, Rei shines a lot more through her buffs in combo-heavy team compositions, opening up 1-turn kill options for certain DPS, especially with multi-hits.

Overall, Rei is a very strong unit offering great utility and some of the best buff options in the game. Her need for having a lean deck creates strong consistency in certain combos, and her snack time ability is currently the only card that allows you to exhaust from your Draw Pile.

Pros & Cons
Pros

  • Incredibly potent and numerous buffing cards and upgrades.

  • Is able to deal some decent damage herself for a support with Epiphanies that support this.

  • Has Exhaust-based card draw and deck thinning which can be enhanced further via Epiphanies.

Cons

  • Most buffs are incredibly specific and conditional.

  • Many buffs last only one turn or work for one specific card.

  • Strike of Darkness can end up being a dud card in a lot of builds and adds an extra card that needs to be removed.

Ratings

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

T0.5

Dimensional Twilight

T0.5

Chaos Mode

Key Mechanics
  • Multiplicative +% DMG: Rei’s kit features both Additive +% and Multiplicative +% DMG buffs, and understanding the difference between them is important. Multiplicative +% Increased DMG improves only the base card damage multiplier by the listed amount (e.g., 100% increased by 120% is 240%).
  • Additive +% DMG: Additive +% doesn’t interact with the base damage multiplier of cards and instead adds its listed amount on top of whatever the cards' listed damage shows (e.g, 100% +40% is 140%).
Cards & Ego Skill
Card Image
4

Final Shadow

Ego Skill

300% Damage.
Gain 1 AP.
Final Shadow

Costs 4EP to use and delivers a solid amount of damage while also recovering 1 AP. The AP is an excellent burst of momentum, and the damage can knock out problematic enemies as well. It should be used when you need extra resources.

Card Image
1

Dark Blade

Attack
Attack

100% Damage.​
Dark Blade

Rei’s basic attack gains some nice damage bonuses from her potentials, and if needed, serves as a “basic attack” for the purpose of her own buffs. Ideally, you would aim to align them with your DPS, though.

Card Image
1

Material Regeneration

Skill
Skill

Heal 100%.​

Show Effects

Material Regeneration

Rei’s basic heal. Gains no additional functionality and isn’t an important card for her overall strategy unless you specifically need to boost team healing slightly.

Card Image
1

Strike of Darkness

Attack
Attack

[Lead]

100% Damage.
Increase Damage Amount of Basic Attack Cards by 100% for 1 turn.

Show Effects

Strike of Darkness

Deals some up-front damage, then buffs all Basic Attack DMG by a Multiplicative +100% for 1 turn. This is a potent buff for Basic Heavy DPS, but isn’t as useful for Combatants that aren’t. This card also has Lead, allowing it to sometimes be used for free. Should be used before any other cards to capitalize on Lead.

Card Image
1

Resonating Darkness

Upgrade
Upgrade

[Unique]

+40% Damage Amount of cards with Cost 1.

Show Effects

Resonating Darkness

Another buff, this time an upgrade that persists the whole fight after use. Grants all 1 cost cards an additive +40% DMG, which is generic enough that most DPS can mostly take full advantage. It should be established as soon as possible for maximum value.

Card Image
0

Snack Time

Skill
Skill

[Exhaust]

Choose 1 card(s) in hand to Exhaust.
Heal 100%.
Draw 1.

Show Effects

Snack Time

A heal, draw, and targeted exhaust from hand all in one for the low cost of 0AP. To use, a card from the hand must be selected to exhaust for the rest of the combat. This might sound like a downside, but it can simply be treated as a Pseudo card removal, making it pure upside unless every card in your deck/hand is good. While strong, it also has Exhaust itself, meaning it can only be used once.

Card Image
1

Dark Condensation

Skill
Skill

Choose 1 Attack Card(s) in hand, +100% Damage Amount for 1 turn.
Dark Condensation

On use allows 1 Attack Card to be selected and its damage is increased by an additive +100% until next used. A strong and flexible effect, but quite expensive compared to other similar buff effects, which either last multiple turns or affect multiple cards.

Card Image
1

Predator's Blade

Attack
Attack

250% Damage.
For 1 turn 2 Morale.

Show Effects

Predator's Blade

Deals some damage, then grants 2 Morale (additive +40% DMG) for 1 turn. Rei’s most generic and unrestrictive buff, making it one of her better ones baseline, even if the damage boost it offers isn’t the highest for its 1 turn duration.

Potentials

Rei’s Signature Potentials all enhance her personal damage and not buffing, meaning if you don’t care for that, they are optional.

  • 3-1: Increases Dark Blade’s Crit Chance by +15%.
  • 5-1: Increases Dark Blade’s damage multiplier by +5% with an additional +5% granted if ATK exceeds 500.
  • 7: Significantly increases Blade of the Predator’s damage by +10% while Rei’s ATK is higher than 550. Also grants an additional +1% multiplier per 10 ATK over 550 up to 20%.
Playstyle & Gameplay
Standard Playstyle

Rei is primarily a buffer focused on increasing your main DPS’s damage through her temporary but powerful amplification, but can also fit within a sub DPS role as well, thanks to the fact that many of her buffs affect her as well. The difficulty in playing Rei is balancing the cost of her buffs against the option of simply using more attacks. Is using two buffs on a single attack better? Or should you use one buff and two attacks? Depending on your team, other buffs, and the hand you’ve drawn, the answer can change frequently.

Dupes Review

Dupes review aren't available yet. We will add them soon!

Best Cards

Best Epiphanies
Note

For every Epiphany, we're colored their name based on how useful we think it is compared to the other variants. Here's the key to the colors:

  • Epiphany Name - the best variant,
  • Epiphany Name - a good variant,
  • Epiphany Name - a niche variant.

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

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.

Rei can be played as a support focusing on buffing and searching, or partially as a sub damage dealer, thanks to some Epiphanies. In this build section, we’re focusing on her support capabilities - her more damage-focused builds use different choices.

Recommended Loadout
1

[2-PC]: +12% Defense.

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

[2-PC]: Increase the damage, Shield and Healing of Basic Cards by 20%.

Full Support Rei is best equipped with 2P Tetra's Authority to boost healing, as well as 2P Healer's Journey to maximize survivability, and finally 2P Seth’s Scarab, which, while nowhere near as impactful, is the only viable choice left unless you want to pick up some damage instead.

2-PC Bonuses
  • Tetra's Authority

    Tetra's Authority [2-PC]

    - 12% defense passively, which boosts healing a good amount but also contributes to the whole team's tankiness. Best 2P option for Support Rei.
  • Healer's Journey

    Healer's Journey [2-PC]

    - A solid boost to overall team survivability via a 12% HP boost, not game-changing, but will help survive large one shots.
  • Seth's Scarab

    Seth's Scarab [2-PC]

    - Boosts Basic Heal, Shield, and Damage cards by +20% multiplicatively. Strong if you’re leaving in any of Rei’s basic cards, but solid even if you’re not when playing Zero System. Mainly used because there are very few viable set options left.
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
EGO Regen > DEF% = HP%
Substats:

EGO Regen > HP/DEF > HP%/DEF%

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.

The best partners information aren't available yet. They will be added soon.

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.

Weapon
Weapon
  • Flex
Armor
Armor
  • Equipment
    Reinforced Combat Suit
  • Equipment
    Assault Boots
  • Equipment
    Survivor's Hood
  • Equipment
    Standard Gas Mask
Trinket
Trinket
  • Equipment
    Grey Orb
  • Equipment
    Water Drops of the Goddess
  • Equipment
    Magic-Infused Sapphire
Comments - Weapons
  1. Flex - Some Rei builds deal a bit of damage while others focus completely on support. Support Rei doesn’t have much synergy with any of the shop weapons. Instead, use an Event/World item, fill it with a selection of your choice, or when focusing on offense, lean into a damage boosting choice instead.
Comments - Armor
  1. Equipment
    Reinforced Combat Suit
    - Grants a 60% fixed shield at the end of every turn as long as you have no shield before clicking the end turn button. Solid for granting a little extra sustain every turn in shieldless teams. Multiple instances of this equipment also work and stack together, allowing for up to 180% end-of-turn fixed shield. Useless when run with active shielders, though.
  2. Equipment
    Assault Boots
    - Deploys a 200% fixed shield on the 2nd turn of combat. A strong one-off shielding option that triggers on a turn when enemies are very likely to be attacking you. An okay option in short fights, but loses value in longer ones.
  3. Equipment
    Survivor's Hood
    - Offers a 140% fixed shield on the 1st turn of combat. A smaller shield than Assault boots, which, when combined with the fact that many enemies use their first turn to buff themself or debuff you, makes it slightly less appealing. Still a reasonable choice, though, and better than nothing.
  4. Equipment
    Standard Gas Mask
    - A non-shield option that grants 1 stack of immunity, blocking a debuff incoming from enemies. If you’re having no issues with survivability, it can actually be more beneficial than shielding, also stacks with other characters using it, granting up to 3 immunity at the start of battle.
Comments - Trinkets
  1. Equipment
    Grey Orb
    - An always useful option which grants you 3 stacks of damage reduction at the start of the fight, reducing the first 3 hits you take by 15%. Strongest against single-hit bosses, not as useful against many small or multi-hit foes.
  2. Equipment
    Water Drops of the Goddess
    - Applies 1 stack of the Save buff at the start of battle, which preserves AP for as long as it persists, but 1 stack is removed at the end of each turn. In most cases, it will allow you to transfer any AP you don’t spend on turn 1 of the fight to turn 2. If this sounds useful, having this on your support is a good idea; if it doesn’t, other options are likely better.
  3. Equipment
    Magic-Infused Sapphire
    - Inflicts 1 full bar of Tenacity to all enemies at the start of the battle, assuming you have an Initiation card in your hand, regardless of which combatant it belongs to. A good way to accelerate breaking enemies and accessing extra AP, also stacks between multiple combatants, allowing you to inflict up to 3 bars at the start of the battle if all your characters have it. Rei herself doesn’t have any Initiation cards, but she can still trigger this off of other characters.

Deck & Teams

Recommended Build
Important!

CZN is a game of randomness; sometimes you’ll be offered generic or Divine epiphanies that are stronger than a character's standard five options. In these cases, breaking the listed build can result in an even more powerful save. Adjust as you see fit!

Build Comments

As a support capable of buffing a wide range of strategies, Rei has many different viable epiphany options, which we’ll be explaining in detail in the Epiphany Alternatives section below. The build we’ve linked, “Generalist Rei” is the most all-around build you can construct for her without specializing toward any particular play style or character. You’ll likely find optimizations depending on your team, though.

Card Removal Priority
  • Dark Blade: While Rei can be built to deal damage, it’s usually not her main role. When playing her as a support, consider removing both basic attacks unless you specifically want to keep one to trigger her E2 heal.
  • Material Regeneration:: This card is one of Rei’s only sources of healing outside of Snack Time, which has Exhaust and her E2, which relies on attacks. If you need Rei’s help in healing, consider keeping this card; otherwise, remove it to slim down her deck size.
  • Strike of Darkness: This card's most commonly chosen Epiphanies are completely reliant on either activating or buffing basic attacks. If your team uses Basics, it’s one of her top cards and worth keeping; if you’re not, it’s nowhere near as useful and can be removed.
Card Dupe Priority
Dupe Priority

Snack Time II >= Predator’s Blade >= Dark Condensation V

Depending on what you need from your Rei, your Dupe priority will change. The safest dupe choice is Snack Time II as a draw 2 and heal for 0 AP, which also has Retain is never bad. But you may also want to consider duping Dark Condensation V or Predator’s Blade for superior buff potential.

Note: With E1 active, Predator’s Blade grants 4 Morale instead of 2, allowing it to outperform Dark Condensation unless you’re specifically after the permanence of condensation V, which persists between turns.

Epiphany Alternatives
  • Snack Time: Snack Time II is generically good and works in every build, but some of the other epiphanies can also be helpful depending on your needs. Exhausting cards in your deck is a very potent effect for achieving smaller deck sizes, something that II, III, IV, and V all achieve. If this appeals to you, consider them. The fact that Snack Time V also searches for any Void card should also be considered.
  • Strike of Darkness: There are two incredibly compelling choices for this card for decks using basics. Strike of Darkness V allows all basics in the hand to be played for free at the cost of 0AP, making it a very strong combo piece in basic-heavy decks. If you don’t need the help casting basics, though, Strike of Darkness IV is an upgrade that grants +80% multiplicative damage to all basics, amplifying their damage significantly. Both are incredibly strong and viable; it just depends on which one your build needs more.
  • Resonating Darkness: Resonating Darkness I, II, III, and IV are all viable; you’ll need to choose the one that’s most applicable to the deck you’re planning to play.
    • I: Best for decks that use mostly 1-cost cards to deal their damage
    • II: Strongest for Void Decks that use a mix of different costs all at once and can’t use Reso I effectively.
    • III: Boosts 1 cost healing and shielding as well as damage in exchange for lower buffing potential. Strong if you need extra sustain, and it happens to be 1-cost.
    • IV: Most general buffing choice which works on all 1-cost and below cards, which covers most character kits.
Best Synergies

The entirety of Rei’s kit focuses almost exclusively on providing a heap of temporary and permanent additive DMG% to allies. This is, for the most part, incredibly generic and very potent for any character that either attacks a lot or has abilities that are multi-hit in nature. In addition to this, Rei also has outstanding Basic card synergy thanks to Strike of Darkness, further expanding her usefulness. Due to how generic and flexible her kit is after epiphanies, Rei really works with anyone with a high hit count;

Luke
Rin
Rin
Renoa
Renoa
and
Tressa
Tressa
are all good examples.

Best Teams
Important!

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

Generic Rei Team