To learn more about Tiphera 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*
25.02.2026
*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 Tiphera 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
Matter Disintegration
Barrier Deployment
Show Effects
Quantum Seed
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Form Convergence
[Retain]
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Creation and Destruction
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Dual Creation
[Unique]
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Event Horizon
[Unique][Form Upgrade]
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Archetype: ○
[Exhaust]
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Archetype: △
[Exhaust]
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Archetype: □
[Exhaust]
Show Effects
Archetype Resonance
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.
Quantum Seed I
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Quantum Seed II
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Quantum Seed III
Quantum Seed IV
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Quantum Seed V
[Unique]
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Form Convergence I
[Retain]
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Form Convergence II
[Retain]
Show Effects
Form Convergence III
[Retain]
Show Effects
Form Convergence IV
[Retain]
Show Effects
Form Convergence V
[Retain]
Show Effects
Creation and Destruction I
Show Effects
Creation and Destruction II
Creation and Destruction III
[Retain]
Show Effects
Creation and Destruction IV
[Unique]
Show Effects
Creation and Destruction V
Dual Creation I
[Unique][Initiation]
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Dual Creation II
[Unique][Initiation]
Show Effects
Dual Creation III
[Unique][Initiation]
Show Effects
Dual Creation IV
[Unique]
Show Effects
Dual Creation V
[Unique][Initiation]
Show Effects
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
Defense Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Critical Chance 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
Healing [5/5]
Buffs [4/5]
Draw [2/5]
AP Generation [5/5]
Tiphera is a 5-Star Order Attribute Controller who’s all about combining massive AP production, shielding, plus healing, and strong but restrictive damage buffs to her team. As an extra bonus, in Chaos and in some Save Data builds, she can also contribute a little Defense-Based damage of her own.
Tiphera’s core mechanic is based around her various Archetype cards - Circle, Triangle, and Square. Her Archetypes are 0 Cost Skill Cards that have the [Exhaust] tag and can be generated in large numbers continually every turn through a number of cards in her kit. Each Archetype shape has its own unique effect, but all of them grant either healing or shielding. The unique effects of each archetype are where Tiphera’s kit properly comes into its own, though. One Shape has AP generation, another has a damage buff to the first hit of the next Attack card played, and the last draws other Archetypal cards, ensuring Tiphera’s deck never clogs. Tiphera’s entire playstyle revolves around generating the right Archetype Shapes at the right time for what your team needs in the moment, something which gets especially interesting given the fact that many of the best ways to generate said Archetypes have a significant dash of randomness involved.
One of Tiphera’s main strengths is her ability to hone in on creating as many AP Archetypes as possible, allowing her to generate a staggering amount of AP for the team even without Divine Epiphanies. Because of the amount of AP Tiphera can generate, you can occasionally be left with excess. To solve this, you can consider finding a source of [Stockpile] to conserve it between turns. Alternatively, Tiphera can also switch gears and focus on buffing Archetypes instead in order to majorly amplify specific combatants’ damage to incredibly high levels. And if specialization isn’t your thing, it’s possible to work in part of both approaches for a hybrid playstyle as well. If that wasn’t enough, as an additional bonus, Tiphera gains yet more AP and buffing, but most importantly, some card draw thanks to her Unique Card “Event Horizon” which, depending on your luck, can draw up to 4 cards or generate 4 AP.
When it comes to fitting Tiphera into teams in Chaos, she’s a mostly universal support capable of working with a range of teams thanks to her strong AP generation, healing, shielding, and ability to deal a little damage. In Save-based game modes, however, despite her strengths, Tiphera is not a shoo-in for all teams as her main strengths in Chaos, like AP generation and sustain, are far easier for more characters to cover after considering fully built decks with Divine Epiphanies.
Where Tiphera shines in Save Data is where her powerful but incredibly limited buffs, which only amplify the first hit of the next Attack Card played, can be fully taken advantage of. This means Tiphera is most at home supporting single-hit damage dealers with massive base multipliers that only hit once, allowing Tiphera to take that single huge multiplier hit and massively increase it. This generally means Tiphera isn’t the kind of support who can be paired with any DPS and excel, limiting her use compared to more generalist buffers. However, in the teams Tiphera IS good in, she’s usually one of, if not the best, options.
All up Tiphera is a well rounded beast for Chaos but before slotting her in for Save first track whether the AP she generates (which can be a lot) is useful, if it is, then consider carefully if her buffs make sense for the damage dealer you’re focusing the team around, lastly, either select a Low RNG build or prepare a game-plan to work around the randomness involved in some builds Archetype Creation. Last but not least, make sure you have some draw power covered, either by splashing some draw-based standard/divine Epiphanies on Tiphera or the rest of your team. If you can check all those boxes, it’s very likely Tiphera will serve you and your team well.
Incredible AP generation.
Powerful Healing and shielding.
Large Multiplicative Damage buffs.
Easy deck building thanks to so many unique cards.
Buff only lasts for a single attack and only works on a single hit.
Some top builds feature a lot of randomness, leading to inconsistent fights.
Requires planning on which archetype to aim for when in order to be effective.
When Archetype cards are mismanaged, they can clog the deck.
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.
Season Save Data
Chaos Mode
Archetype Resonance
Ego Skill
Tiphera’s Ego Skill costs 5 Ego points to use, and creates 1 Archetype card of your choice upon use. In addition, it also creates another card the next 2 times you use an Ego Skill, it ALSO decreases the cost of the next Ego Skill by 2. This ego skill is absurdly efficient, effectively only truly costing you 3 EP thanks to the discount while also generating you up to 3 Archetypes, one of which you get to choose. Most useful as a problem-solving tool when extra AP or damage is required, but can also be cycled through routinely simply for extra Archetype generation.
Matter Disintegration
Tiphera’s basic attack card that deals 100% Defense-Based Damage. Provides nothing meaningful to Tiphera’s overall gameplan and is usually the first target to be removed.
Barrier Deployment
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Tiphera’s Basic Healing provides a standard 100% Heal initially, but after unlocking her 3-1 Potentia,l its effect is reduced by 30,% but a 70% shield effect is added in return for a final result of 70% shield, 70% heal for 140% total sustain. This card is nice for keeping your team alive in Chaos, but in Save, it serves no further purpose and is often removed after her Basic Attack.
Quantum Seed
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The heart and soul of almost all Tiphera decks, which is responsible for the majority of Tiphera's Archetype card generation. Heals for 100% and creates 2 random Archetype cards in your draw pile, then it immediately draws one of them at random. Baseline, this card allows you to start your Archetype spam and gain access to each of her shapes whilst also helping with some sustain. However, after Epiphanies, is when this card truly becomes relevant, with many of them turning a small trickle of inconsistent Archetypes per turn into an all-out flood. Epiphanies also grant you the ability to select which shape you want, avoid filling up your deck with bricks, or pivot into other supporting effects like card draw
Form Convergence
[Retain]
Show Effects
Draws 2 Archetype cards on use, then doubles a random effect of one of them until the end of the turn. This double effect means either the sustain portion of the Archetype or the Signature Mechanic will be doubled, so on a Square Card, you’ll either increase your heal from 50% to 100% or change its draw 1 into a draw 2 Archetype Cards. Form Convergence baseline does nothing on its own and needs sufficient Archetype cards in the deck to function, meaning it’s not that useful until you have the rest of Tiphera’s cards. One saving grace this card has, though, is that it has the [Retain] tag, allowing it to be saved for later use if you don’t have any Archetype cards to draw when it ends up in your hand. In save data decks with ample Archetype generation, this card becomes far more relevant as a tool for ensuring you can access all the Archetypes you generate every turn; some of its Epiphanies also open up specific powerful synergies.
Creation and Destruction
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Tiphera’s offensive card deals 120% Defense-Based Damage, Shields for 80%, and also heals for 80%. This card also has the [Harmonization] tag, which activates when the cost of the card matches your current AP amount. Eg, If you have 1 AP remaining and Creation and Destruction costs 1 AP, [Harmonization] will kick in, which for this card - doubles every effect on this card. This allows Creation and Destruction to be a very capable supporting tool when in Chaos, whilst also dealing a bit of damage. However, as Tiphera is mostly a supportive character, unless you find yourself needing the sustain and shielding this card provides, it can often find itself removed in hyper-optimized decks.
Dual Creation
[Unique]
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Dual Creation is a [Unique] [Upgrade] card that exists for the purpose of multiplying the number of Archetypes Tiphera has access to in every given turn. After activating it, whenever 2 Archetype cards are created, Tiphera creates 1 Identical card in the Discard Pile. This card is another consistent source of Archetype card creation, however in its base form will place the card in the discard pile which can potentially clog the deck if you aren’t able to access it via Form Convergence or by using Archetype Squares. Dual Creation also has some extremely versatile epiphanies available to further enable her Archetype generation. Note - The way this card picks what card to copy is the latest card Created to meet the 2 cards created threshold. If she makes a Triangle, and then a Circle it will generate a Circle Archetype. However, if she generates multiple cards at the same time of various Archetypes, it will randomly pick. The card created from Dual Creation also does NOT count towards the next card created.
Event Horizon
[Unique][Form Upgrade]
Show Effects
Event Horizon is Tiphera’s signature card. A 2 Cost Skill Card that grants 1 AP, Draws 1, and also increases the damage of the first hit of the next attack card by 40%. This also introduces a brand new tag, [Form Upgrade]. Whilst Event Horizon is in your hand, whenever an Archetype card is activated, it increases a random effect on the card by 100%, up to 3 times, and resets upon use. This card is relatively AP efficient even at 2 AP as it generates 1 (minimum) upon use, potentially increasing further whenever using an Archetype card. It can also even potentially draw 4 cards if [Form Upgrade] hits the Draw effect each time. With standard RNG on average, this card is a buff 80%, draw 2, +2AP at 3/3 [Form Upgrade].
Potential Priority
DEF% > Unique Card DMG% > CRIT RATE% = Basic Card DMG% >= Common Card DMG%
Here's some information about Nine's Potentials:
Base
EGO 1
Tiphera’s first Ego increases the maximum amount that [Form Upgrade] can be triggered on her Event Horizon card by 1. This isn’t a game-changer by any stretch, but it will net you either an extra 1 AP, 1 draw, or an extra 40% buff each turn so long as you can activate 4 Archetypes.
EGO 2
Tiphera E2 grants her 1 Stack of “Shape” whenever she activates an Archetype card corresponding to the type of Archetype used. (If you use a Triangle, she gets 1 Triangle Stack). Once per turn, whenever she reaches 3 Stacks of any “Shape,” she creates a card with matching effects according to whatever 3 Shape stacks she had at the time of creation. Here is what each shape stack contributes to the final product:
So if Tiphera had 2 Stacks of Circle and 1 stack of Square, the generated card would heal for 150% twice and draw 1 Archetype card. This Ego point is definitely strong but favors Tiphera set-ups that require additional buffing, sustain, or greater access to fishing archetypes out of the deck. If you don’t need more of those things, this Ego won't be as impactful. But in most cases, when playing Tiphera in her main role as a buffer, using 3 triangles with this Ego active is equivalent to 3 extra free Archetypes every turn, thanks to the triple triangle shape card E2 generates.
EGO 3
Tiphera’s E3 enhances her Ego Skill, increasing the Archetype creation effect from 2 to 3 times. It also decreases the cost of the next Ego Skill used by 3 instead of 2. Not a massive increase to her power, but a handy perk nonetheless, being equivalent to 1 extra Archetype and 1 extra EP per fight on average.
EGO 4
Tiphera’s E4 grants 1 stack of “Power of Archetype” whenever an Archetype card is played, up to 2 stacks. Each stack increases the damage of Attack cards, Order Attribute Damage, and Defense-Based Damage, all by 5% (multiplicative), respectively (10% at max stacks). This is an outstanding, near-permanent boost for the team that, on the right units, is a tremendous damage increase. An Order attribute, Defense-based attacker gains 30% (multiplicative) damage while this Ego has both stacks active. A very good bonus for certain team combinations.
EGO 5
Tiphera’s E5 increases the base and maximum level of her [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] potentials by 3. A small increase to sustain and damage, but nothing worth chasing.
EGO 6
Tiphera’s E6 increases her damage potential, allowing her Unique cards to take advantage of her Triangle Archetype buffs whilst not consuming them effectively, allowing her to leverage her own buffs for free. This certainly isn’t enough to turn Tiphera herself into a dedicated damage dealer, but it is a nice boost to any sub dps capabilities you may have planned for her. Luckily, that’s not all this E6 does; it also increases the buff amount of Triangle from 30% to 35% while also increasing the maximum to 350%.
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.
Quantum Seed I
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Quantum Seed II
Show Effects
Quantum Seed III
Quantum Seed IV
Show Effects
Quantum Seed V
[Unique]
Show Effects
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 AP, -1 Cost Reduction (Quantum IV).
Form Convergence I
[Retain]
Show Effects
Form Convergence II
[Retain]
Show Effects
Form Convergence III
[Retain]
Show Effects
Form Convergence IV
[Retain]
Show Effects
Form Convergence V
[Retain]
Show Effects
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 Cost Reduction.
Creation and Destruction I
Show Effects
Creation and Destruction II
Creation and Destruction III
[Retain]
Show Effects
Creation and Destruction IV
[Unique]
Show Effects
Creation and Destruction V
Epiphanies:
Divine Epiphanies:
Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over divines.
Dual Creation I
[Unique][Initiation]
Show Effects
Dual Creation II
[Unique][Initiation]
Show Effects
Dual Creation III
[Unique][Initiation]
Show Effects
Dual Creation IV
[Unique]
Show Effects
Dual Creation V
[Unique][Initiation]
Show Effects
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.
[4-PC]: When generating or using Exhaust Skill Cards, +5% to Damage Amount of all allies (max 15%).
[2-PC]: +12% Defense.
Tiphera can trivially max out Glory Reign's effect to grant the entire team a 15% (multiplicative) damage boost permanently thanks to how quickly she generates and exhausts her Archetype cards. It's important to Note that Glory Reign's effect cannot be stacked so you only want to run 1 set of it per team. However Tiphera is the best Glory Reign user in the game so it's almost always best to keep the set on her and swap the set of other supports.
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.
DEF > DEF% > HP > HP% > Ego Regen
Crit Rate% = Crit DMG% > DEF > DEF% >>> ATK > ATK%
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.
The assigned Combatant’s Defense is increased by 8/16%.
When the assigned Combatant creates 3 Exhaust cards, increase allies’ next Attack Card Damage Amount by 15–30% (max 2 stacks)
When the assigned Combatant has activated Shield gain and Heal through Order Cards, +6–12% Critical Chance of allies for 1 turn. (max 1 stack)
Draw 1 Exhaust Card, Draw 1 Exhaust card the next 2 times Ego Skill is used, Decrease the Cost of the next Ego Skill used by 1.
Tiana, Tiphera's, signature is easily her best option thanks to her wide array of buffs which each meaningfully contribute to boosting the teams overall damage over the course of the fight in both Chaos and Save based game modes. Tiana can't compete with the likes of Nyx and Yuri when it comes to raw draw power or the survivability of Arwen, but Tiana's buffs which Tiphera can easily constantly activate each turn more than make up for that. Outside of buffs Tiana's Ego Skill is also servicable for Tiphera and can in some builds help her snag loose Archetype cards that end up left over in the deck while also only costing 2 EP.
The assigned combatant's Defense, Health and healing are increased by 8/16%.
When the assigned combatant Draws for the first time each turn using an ability, +8/16% Damage dealt by allies for 1 turn.
Discard up to 3 cards, then Draw +1 cards equal to the number discarded.
If you don't have Tiana or her buffing isn't as valuable to you or the team you're planning to run as other potential benefits then the raw draw power Nyx provides may be worth considering. What makes Nyx worthy of thinking about for Tiphera is her ability to churn through 4 cards of the deck with her Ego Skill while also still having some multipliers to survivability and healing. The one downside of Nyx is that her Ego Skill costs 4EP which in save data game modes usually means you wont be able to easily use it turn 1, something the other main supportive Draw Partner Yuri is capable of. All up if you have Tiana in most cases you should just be using her for Tiphera, but if you don't have her and Draw would help your teams cycling Nyx isn't a bad slot-in.
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.
Yuri isn't a Controller Partner so her passives don't work however that doesn't disable her Ego Skill which is a potent Draw 2 for 2 EP. Yuri is an alternative option to Nyx which can be used turn 1 in Save Data and is far more accessible and spammable in Chaos. If that appeals to you and you're ok downgrading how many cards you're drawing and losing out on all the passives Nyx provides you can use Yuri instead.
The assigned combatant's HP and healing are increased by 8/12%.
At the start of the turn, gain [Ponopoko's Cheer] equal to the number of enemies with attack intentions.
[Ponopoko's Cheer]: Incoming Damage is reduced by 10/20%. Upon activation, remove Ponopoko's Cheer (stacks up to 3 times).
Heal 200%. Apply 1 Damage Reduction.
Arwen is one of the top options when it comes to survivability thanks to her great passive stats which boost both healing and total team health but most of all her constantly refreshing damage reduction. If you're struggling to stay alive and need more survivability especially in fights that launch large but infrequent attacks giving up utility or draw for Arwen can be worth considering especially in Chaos based game modes. However, if you already have Tiana, it's usually simply better to stick with the buffs she provides instead.
The assigned combatant's Defense is increased by 12/24%.
At the end of battle, recover 3/6% Health.
Heal 100%. When in an Injured state, increase Healing Amount by 50%. 1 Morale for 1 turn.
Alyssa works as an alternative to Arwen with quite a different stat line favoring Combat Defense and Passive Healing instead. Usually not as universally strong for survivability as Arwen but if you value the higher defense over Arwen's higher HP total and mitigation buff she can be a more appealing option.
The assigned combatant's Defense is increased by 8/16%.
If the combatant ends the turn without using an attack card, Heal 30/60% at the start of the next turn.
Heal 100%. For 1 turn, gain 1 Fortitude.
A F2P survivability option which falls behind both Arwen and Alyssa in most cases but is still an acceptable choice if you have neither of them available at an acceptable Ego level.
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
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!
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.
In Chaos, Tiphera can easily fulfill the role of team sustain, being capable of keeping everyone alive single-handedly, assuming she is built sufficiently and played correctly. For your other team mates, you’ll need one strong damage dealer, and then the last slot can be any character you like. Tiphera is a very effective “carry” or “wheelchair” for Chaos thanks not only to her sustain but also her ample AP generation, which makes playing most characters incredibly comfortable.
Nine-Tiphera:
Kayron-Tiphera:
Generic AP Battery:
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Base performance of the character.