To learn more about Sereniel check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
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 Sereniel 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
Pulse Fire
Magnetic Field
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Homing Laser
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Plasma Missile
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Shining Core
Cobalt Light
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Pale Shooting Star
Homing Laser L
[Exhaust 2]
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Death Halo
Ego Skill
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.
Homing Laser I
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Homing Laser II
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Homing Laser III
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Homing Laser IV
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Homing Laser V
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Plasma Missile I
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Plasma Missile II
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Plasma Missile III
Plasma Missile IV
Plasma Missile V
[Unique]
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Shining Core I
Shining Core II
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Shining Core III
[Unique][Initiation]
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Shining Core IV
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Shining Core V
Cobalt Light I
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Cobalt Light II
[Retain]
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Cobalt Light III
Cobalt Light IV
Cobalt Light V
[Weakness Attack]
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Epiphany Bonus
Potential 1
Basic Card Upgrade
Potential 2
Common Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Unique Card Upgrade
Potential 4
Critical Chance Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Divine Epiphany Adaptation
Potential 5-2
Critical Damage Proficiency
Potential 6
Unique Stat Upgrade
Potential 7
Sleeping Memory
Manifest Ego 1
Awakening Memory
Manifest Ego 2
Vivid Memory
Manifest Ego 3
Inner Memory
Manifest Ego 4
Complete Memory
Manifest Ego 5
Liberated Memory
Manifest Ego 6
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Review
ST Damage [5/5]
AoE Damage [4/5]
AP Efficiency [5/5]
Utility [5/5]
Sereniel is a (mostly) single-target Damage Dealer whose cards revolve around inflicting massive amounts of Tenacity Damage to break enemies quickly for huge benefits. Her kit is a combination of strong standalone Attack Cards, great card generation options and a potent array of “move” effects, which allow her to launch huge amounts of attacks without giving up the potential to deal huge direct damage.
The heart of all Sereniel strategies is Homing Laser (permanent card in Sereniel’s deck) and Homing Laser L (temporary, Generated Card), both of which cost 1 or 0 AP, deal a small amount of damage, but more importantly, add themselves back to hand infinitely (in most cases) after Ravaging an enemy. Using this mechanic, Sereniel can unload a barrage of lasers, Ravage an enemy, then add them all back for another round, then repeat for as many Ravages as you can get off in a turn.
Overall, Sereniel is a very flexible damage dealer that works really well in Chaos as she has plenty of viable Epiphanies, which means that you won’t ‘brick’ your run after not getting the one you need (which is very common for most other damage dealers).
High Single Target Damage.
Massive amounts of Tenacity Damage.
Generates many 0-Cost Attack Cards, which can be spammed.
Can abuse Divine Epiphany effects more often than usual through the Homing Lazer add back effect.
Damage Potential scales based on the number of enemies she’s able to Ravage per turn, granting her extra power in multi-target scenarios.
Loses huge amounts of damage when facing enemies without tenacity, or when not able to break enemies each turn.
No AoE cards outside of Ego Skill.
Maximum damage Potential is limited by hand size.
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.
Chaos Mode
Season Save Data
Great Rift
Afterglow: A buff that gives +1 Tenacity Damage to Attack Cards or +50% Damage if the enemy is already Ravaged, decreasing by 1 stack each time the effect is activated. While this buff is stackable, the bonus can only apply once. Also, each stack applies per hit of abilities, meaning if you only have 1 stack and use a 4-hit ability, only the first hit will be buffed, but if you have 4 stacks, all 4 would be consumed to fully buff the ability.
Crit Rate% > Crit DMG% > Unique Card DMG% > Common Card DMG% >= Basic Card DMG%
Sereniel’s Signature Potentials offer some extra damage for her main damage card, Homing Laser, which is essential and also includes some improvements to her early chaos Potential, smoothing out the start of runs.
3-1: Adds a 50% chance to create a Homing Laser L card to the Pulse Fire card, helping with Laser generation. A useful bonus in early chaos runs and is cheap enough to unlock, so no reason not to.
5-1: Increases the base damage of Sereniel’s Basic Attack Pulse Fire by 5%, with an additional 5% if Sereniel’s Crit Chance is above 20%. A low-impact unlock, which only sees noticeable benefit in Chaos, making it an optional investment.
7: Increases Homing Laser’s (and Homing Laser L) Base Damage by 10% if Sereniel’s Crit Chance is above 30%, with an additional 5% if her Crit Chance is above 60%. A must-have upgrade for maximizing Sereniel’s damage Potential.
Base
Ego 1
Increases Pale Shooting Star’s Base Damage by +50% and increases the number of Homing Laser cards it activates from 3 to 5. How powerful this Ego unlock is depends on the type of deck your Sereniel has. In a deck with 4 copies of Homing Laser, with optimal Epiphanies and which can consistently maintain a Homing Laser L in the deck as a 5th, this bonus is a sharp power boost to Pale Shooting Star’s potential. But in Chaos, especially early on in runs, or in decks without many Homing Laser copies, this Ego loses power.
Ego 2
Create 2 Homing Laser L at the start of battle and Draw 1 extra card if Homing Laser was drawn at the start of the turn. Will very consistently net Sereniel and her team an additional draw per turn and also turbo change her first turn potential substantially, granting her the power to load her Grave with Homing Lasers, but also to establish Afterglow and inflict a lot of Tenacity, making it likely she’ll Ravage an enemy and add both Lasers back again. A phenomenal Ego point that shines brightest in Chaos but is also very strong in Save Data modes.
Ego 3
Increases Death Halo’s damage by +50% Damage and applies [Haste] to each Homing Laser L moved by this Ego skill activation. Death Halo doesn’t amount to much of Sereniel’s overall damage Potential and the [Haste] effect is incredibly niche.
Ego 4
Gives Sereniel Firepower Amp for each Homing Laser that is moved to hand on Ravage. Firepower Amp: +10% (additive) Damage to Sereniel’s Attack Cards for 1 turn (max 5 stacks). A powerful buff that isn’t hard to trigger each turn, but which usually requires a Save Data deck or multiple Ravages per turn to fully take advantage of. Still, it is a very strong damage boost.
Ego 5
Boosts the base damage increase of Sereniel’s Potentials from 20% to 26%. A small damage increase, but nothing major.
Ego 6
When an ally (or Sereniel) inflicts Ravage, Sereniel inflicts 80% Damage for each Tenacity Bar segment the enemy has. A 10 Tenacity Bar enemy = 800% damage. A strong additional burst of damage, but one that has its damage vary dramatically on the total Tenacity of the enemy and how many times you can Ravage them.
Death Halo
Ego Skill
Costs 6 EP, deals a large amount of AoE damage and moves all Homing Laser L from [Exhaust] Pile to hand. Best used as a finisher after emptying your hand as much as possible and with a fully loaded Homing Laser L [Exhaust] pile.
Pulse Fire
Sereniel’s Basic Attack starts standard, but can be upgraded via Potentials to have a 50% chance to create 1 Homing Laser L cast, boosting its value and Potential in her decks.
Magnetic Field
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Sereniel’s Basic Attack starts standard, but can be upgraded via Potentials to have a 50% chance to create 1 Homing Laser L cast, boosting its value and Potential in her decks.
Homing Laser
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A 0-Cost Attack Card that deals moderate damage, grants 2 Afterglow stacks and is Moved from the Graveyard or played to hand whenever enemies are Ravaged (broken). The add-back effect of this card is at the heart of many Sereniel Decks and strategies, making this one of her most important cards.
Note: If a Homing Laser triggers Ravage, that same Homing Laser cannot be added back, as it wasn’t in the Graveyard or played yet. Therefore, it’s better to use all lasers, then trigger Ravage with other cards.
Plasma Missile
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A 1-Cost Attack Card that deals moderate damage, but more importantly, deals 0.5 Tenacity Damage and activates again if the enemy was not Ravaged, doubling its potential. This card is fairly weak in its base form, but gains significant improvements and variations after Epiphanies, which ensures it’s still worth using/keeping.
Shining Core
A 1-Cost Skill card that creates 2 Homing Laser L cards in hand. The most accessible and most common way Sereniel can generate Homing Laser L, and it is the bread and butter of one of the most popular Sereniel’s Homing Laser L spam decks. This card has multiple Epiphanies that increase its power significantly, but also change its functionality, most of which are viable and potent options.
Cobalt Light
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A 3-Cost Attack Card that deals moderate damage 4 times. Each hit targets a random enemy and deals 1 Tenacity Damage to each while also dealing a moderate amount of standard damage. Baseline, this card is incredibly expensive, but it is also one of Sereniel’s most powerful tools to inflict Ravage consistently each turn. Most of this card’s Epiphanies make it either cheaper or more flexible to use. A strong supplementary damage card for Sereniel’s kit and one that can help her quickly deplete enemy Tenacity to trigger Ravage.
Pale Shooting Star
A 2-Cost Attack Card that deals average damage but also activates up to 3 Homing Laser cards from either the Draw Pile, Graveyard, or Played Pile while retaining all their effects and Epiphanies (including Divine Epiphanies). The activation of all of these cards is considered to happen at the same time, meaning effects that Draw Cards, generate other cards, etc, will all trigger after the card fully resolves. This means these effects usually cannot interact with each other either (you can’t generate Homing Laser L’s and add those generated cards to your hand at the same time). At worst, this card usually represents using 4 Attack Cards in one, but in fine-tuned Sereniel decks, the cards activated can have incredibly powerful effects and combo Potential!
Note: Cards activated by Pale Shooting Star are considered to be properly used, meaning [Exhaust] cards like Homing Laser L will lose a charge or be fully exhausted.
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.
Homing Laser I
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Homing Laser II
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Homing Laser III
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Homing Laser IV
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Homing Laser V
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Epiphanies:
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, Vulnerable 2.
Plasma Missile I
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Plasma Missile II
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Plasma Missile III
Plasma Missile IV
Plasma Missile V
[Unique]
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Epiphanies:
Divine Epiphanies:
Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.
Shining Core I
Shining Core II
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Shining Core III
[Unique][Initiation]
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Shining Core IV
Show Effects
Shining Core V
Epiphanies:
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, Morale/Resolve (Shining Core III).
Cobalt Light I
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Cobalt Light II
[Retain]
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Cobalt Light III
Cobalt Light IV
Cobalt Light V
[Weakness Attack]
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Epiphanies:
Divine Epiphanies:
Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.
Gear
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.
[2-PC]: +25% Critical Damage.
[2-PC]: +12% Attack.
The best generic set combination for Sereniel in Save Data game modes assuming you have access to a good amount of Card Damage buffing like Morale via your team. However if you don't have sufficient Morale which can be the case in some teams and chaos based game modes or are playing non-standard teams without Selena's
For more damage use 2P Cursed Corpse (if you can keep Agony on targets at all times). 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.
[4-PC]: When there are 3 or more cards in hand, increase Damage Amount of Instinct Cards by 20%.
[2-PC]: +25% Critical Damage.
Usually falls behind 2/2/2 in most standard save data team compositions but can be a viable option in chaos based game modes or non-standard teams without a large amount of card damage boosts thanks to the damage boost it provides and how easy it is to keep active.
[4-PC]: +50% Damage Amount to Instinct Cards used against Ravaged targets.
[2-PC]: +25% Critical Damage.
A specialist option which fills a similar niche to 4P Instinctual Growth where it's usually only better than 2/2/2 in game modes where you don't have good access to card damage increases like Morale. It's also worth noting how powerful this set is will depend on if you're actually hitting ravaged enemies frequently or not. In Save data based game modes Sereniel is usually played along Selena who constantly refreshes the Tenacity of enemies leaving very little time for Sereniel to attack fully ravaged enemies diminishing this sets value. However when not playing alongside Selena or in game mdoes where refreshing Tenacity isn't possible or common this set can be more powerful.
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.
CRIT Rate% = CRIT DMG% > ATK > ATK%
To fully activate Sereniel's Potential 7, she needs 60% Crit Rate in the character screen. This is a difficult but achievable goal with good memory fragments. If you can, try to hit it as the Base Damage increase on her Homing Laser is a notable damage increase overall and Crit Rate is one of Sereniel's top stats.
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.
Increase the assigned Combatant’s Attack by 16–24%.
When the assigned Combatant’s card Moves from Graveyard to hand, gain 1 [Repairs Complete!].
[Repairs Complete] +10/20% Damage to Attack Cards of this unit during this battle (max 3 stacks)
Increase Damage of the assigned Combatant’s Attack Cards that are used against Ravaged targets by 15/30%.
When an ally inflicts Ravage, 1 Overclock to the assigned Combatant. (1 time per turn)
Overclock: +25% Critical Chance for 1 turn
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Increase the assigned Combatant’s Attack by 16–24%.
When the assigned Combatant’s card Moves from Graveyard to hand, gain 1 [Repairs Complete!].
[Repairs Complete] +10/20% Damage to Attack Cards of this unit during this battle (max 3 stacks)
Increase Damage of the assigned Combatant’s Attack Cards that are used against Ravaged targets by 15/30%.
When an ally inflicts Ravage, 1 Overclock to the assigned Combatant. (1 time per turn)
Overclock: +25% Critical Chance for 1 turn
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Increase the assigned Combatant’s Attack by 12–20%
The Critical Chance of the combatant's attack cards increases by 8/16%.
When the assigned combatant's attack results in a Critical Hit, +3/5% Critical Damage. Stacks up to 5 times.
Deal 250% Damage. Apply 2 Vulnerable.
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Increase the assigned Combatant’s Attack by 12–20%
The Critical Chance of the combatant's attack cards increases by 8/16%.
When the assigned combatant's attack results in a Critical Hit, +3/5% Critical Damage. Stacks up to 5 times.
Deal 250% Damage. Apply 2 Vulnerable.
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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%.
Draw 2 Cards.
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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.
Deck & Teams
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Base performance of the character.