Chaos Zero Nightmare (CZN)TipheraBuild and Guide

Character

Isekai Train Simulation and Strategy RPG! Conductor, Your Trade Journey Awaits!

Introduction

Best guide and build for Tiphera from Chaos Zero Nightmare (CZN). Tiphera is a 5 character from the Controller class and Order attribute, who belongs to the Speitz faction.

To learn more about Tiphera 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*

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.

Isekai Train Simulation and Strategy RPG! Conductor, Your Trade Journey Awaits!

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

Cards
Starting Cards:
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1

Matter Disintegration

Attack
Attack

100% Defense-Based Damage.
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1

Barrier Deployment

Skill
Skill

Heal 100%.

Show Effects

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0

Quantum Seed

Skill
Skill

Heal 100%, create 2 Archetype cards in Draw Pile.
Draw 1 of them.

Show Effects

Epiphany Cards:
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1

Form Convergence

Skill
Skill

[Retain]

Draw 2 Archetype cards.
Double a random effect of those cards for 1 turn.

Show Effects

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1

Creation and Destruction

Attack
Attack

120% Defense-Based Damage, 80% Shield, Heal 80%.
Harmonization: Double all effects

Show Effects

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1

Dual Creation

Upgrade
Upgrade

[Unique]

When 2 Archetype cards are created, create 1 identical card in Discard Pile.

Show Effects

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2

Event Horizon

Skill
Skill

[Unique][Form Upgrade]

1 AP.
Draw 1.
Increase Damage Amount of the first Hit of the next Attack Card by 40%.

Show Effects

Generated Cards:
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0

Archetype: ○

Skill
Skill

[Exhaust]

Heal 50%.
1 AP.

Show Effects

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0

Archetype: △

Skill
Skill

[Exhaust]

50% Shield.
Increase Damage Amount of the first Hit of the next Attack Card by 30% (max 300%).

Show Effects

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0

Archetype: □

Skill
Skill

[Exhaust]

Heal 50%.
Draw 1 Archetype card.

Show Effects

Ego Skill:
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5

Archetype Resonance

Ego Skill

Select and create 1 Archetype card.
The next 3 times an Ego Skill is used, create an additional card.
Decrease Cost of the next Ego Skill used by 2.
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.

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0

Quantum Seed I

Skill
Skill

Heal 150%.
Create 3 Archetype card(s) in Draw Pile.
Draw 1 of them.

Show Effects

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0

Quantum Seed II

Skill
Skill

Heal 100%.
Select 1 Archetype card.
Create 1 in hand and Draw Pile each.

Show Effects

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0

Quantum Seed III

Skill
Skill

Draw 1.
Predict which Archetype card will be created.
Create 1 Archetype card.
If predicted correctly, create the rest in Draw Pile.
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1

Quantum Seed IV

Skill
Skill

Create 3 Archetype card(s) in Draw Pile.
Draw 1 of them.
Activate Retain effect 2 times on 1 random card(s) of this unit in hand.

Show Effects

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1

Quantum Seed V

Upgrade
Upgrade

[Unique]

Create 1 Archetype card(s).
When AP is 0, create 1 Archetype card in hand and Draw Pile each (1 time per turn).

Show Effects

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1

Form Convergence I

Skill
Skill

[Retain]

Draw 3 Archetype card(s).
Double a random effect of those cards for 1 turn.

Show Effects

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1

Form Convergence II

Skill
Skill

[Retain]

Draw 4 Archetype card(s).
Select and Exhaust 1 Exhaust card in hand.

Show Effects

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0

Form Convergence III

Skill
Skill

[Retain]

Change all Archetype cards in hand into a different Archetype card.
Retain: Draw 1 Archetype card(s).

Show Effects

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1

Form Convergence IV

Skill
Skill

[Retain]

Select and Exhaust 3 Exhaust cards from all.
Draw 1 Exhaust card for each Exhausted.

Show Effects

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1

Form Convergence V

Skill
Skill

[Retain]

Draw 1 Archetype card.
Repeat until the same card is Drawn consecutively (max 6 time(s)).

Show Effects

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1

Creation and Destruction I

Attack
Attack

180% Defense-Based Damage, 100% Shield, Heal 100%.
Harmonization: Double all effects.

Show Effects

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5

Creation and Destruction II

Attack
Attack

550% Defense-Based Damage.
When a card is Exhausted, decrease Cost of this card by 1 for 1 turn until used.
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2

Creation and Destruction III

Attack
Attack

[Retain]

160% Defense-Based Damage, 40% Shield, Heal 40%.
Retain: increase all effects by 100% until activated (max 4 times).

Show Effects

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1

Creation and Destruction IV

Upgrade
Upgrade

[Unique]

When AP is 0, create 1 Creation and Destruction.
Decrease Cost of those cards by 1 and apply Exhaust (1 time per turn).

Show Effects

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5

Creation and Destruction V

Attack
Attack

150% Defense-Based Damage for each Cost of this card.
When a card is Exhausted, randomly change Cost of this card from 1–9.
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1

Dual Creation I

Upgrade
Upgrade

[Unique][Initiation]

When 2 Archetype cards are created, create 1 identical card in Discard Pile.

Show Effects

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1

Dual Creation II

Upgrade
Upgrade

[Unique][Initiation]

When 3 Archetype cards are created, create 1 identical card in hand.
Apply Retain to that card.

Show Effects

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1

Dual Creation III

Upgrade
Upgrade

[Unique][Initiation]

When Archetype: □ is activated, create 1 different Archetype card in Discard Pile.

Show Effects

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1

Dual Creation IV

Skill
Skill

[Unique]

Create 1 of each Archetype card.
Create 1 of the next Archetype card Exhausted.

Show Effects

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1

Dual Creation V

Upgrade
Upgrade

[Unique][Initiation]

When an Archetype card is moved to hand, duplicate that card and remove a random effect (5 time(s) per turn).

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

Decrease Heal Amount of the Barrier Deployment card to 70% and add a 70% Shield effect.
4

Unique Card Upgrade

Potential 4

Increase Damage, Shield, and Healing Amounts of Unique Cards by 2/20%.
5

Defense Proficiency

Potential 5

Increase Defense by 1.6/8%.
5-1

Basic Card Proficiency

Potential 5-1

+5% Heal and Shield Gain Amounts to Archetype cards.
If Tiphera's Defense is greater than 250, add an additional +5% to the modifier.
6

Critical Chance Proficiency

Potential 6

+2/10% Critical Chance.
7

Unique Stat Upgrade

Potential 7

If Tiphera's Defense is greater than 300, at the start of battle, +10% to Critical Damage of allies.
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

Change max Form Upgrade stack count of Event Horizon card from 3 to 4.
E2

Awakening Memory

Manifest Ego 2

When an Archetype card is activated, gain that card's shape effect.
When a shape effect reaches 3 stacks, create 1 card consisting of the stacked shape effects.
○ : Heal 150%.
△ : Increase Damage Amount of the first Hit of the next Attack Card by 30% (Max: 300%).
□ : Draw 1 Archetype card.
This effect activates only 1 time per turn, and shape effect is removed at the end of the turn once its activated.
E3

Vivid Memory

Manifest Ego 3

Increase the additional creation count of Archetype Resonance to 3 times, and increase the Cost decrease effect of the next Ego Skill used to 3.
E4

Inner Memory

Manifest Ego 4

When Tiphera's Archetype card is used, gain the Power of Archetype effect.
Power of Archetype: Increase Damage Amount of Attack Cards of allies by 5%, increase Order Attribute Damage Amount of allies by 5%, increase Defense-Based Damage Amount of allies by 5%.
At the end of the turn, remove Power of Archetype (max 2 stacks).
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

Tiphera's Unique Cards receive Damage Amount Increase effects gained from Archetype : △ cards, but are changed to not be consumed.
At the start of battle, change Damage Amount effect gained from Archetype : △ cards to increase from 30% to 35%, and max stacks from 300% to 350%.
Stats (level 60)
HP
-
DEF
-
ATK
-
Gallery

Tiphera full image isn't available yet. It will be added soon

Review

Introduction
Performance Profile

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.

Pros & Cons
Pros

  • Incredible AP generation.

  • Powerful Healing and shielding.

  • Large Multiplicative Damage buffs.

  • Easy deck building thanks to so many unique cards.

Cons

  • 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.

Ratings

The ratings below are based on the Season Save Data modes and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.

T0.5

Season Save Data

T0

Chaos Mode

Key Mechanics
  • Creations: Tiphera has 3 different Archetype cards, each of which corresponds to a shape. All 3 shapes have both the [Creation] and [Exhaust] tags, heal or shield, and have a signature mechanic. Learning which shape does what is essential to deckbuilding and playing Tiphera effectively. Here is what they do:
    • Circle: Has the signature mechanic of generating 1 AP on use and is the main reason Tiphera is such a competent AP support. Circle also heals for 50% on use.
    • Triangle: Has the signature mechanic of buffing the next allied attacks first Hit by +30% (multiplicative) damage per Triangle. Tiphera can easily generate well over 10 Archetypes a turn in many optimized builds, meaning this buff can quickly stack incredibly high. Because of this, it has a maximum stack size of 300%, although this is only “per attack” so as long as you’re attacking multiple times a turn, there isn’t much of a cap. Triangle also Shields for 50% on use.
    • Square: Has the signature mechanic to draw 1 Archetype card(s) from the deck. Usually, the weakest of Tiphera’s Archetypes as all it does is get you to the other 2 shapes. However, Square is still useful for ensuring your deck doesn’t clog with Archetype cards, allowing you to constantly fish already generated Archetypes out of the deck. Also Heals for 50% on use.
Cards & Ego Skill
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5

Archetype Resonance

Ego Skill

Select and create 1 Archetype card.
The next 3 times an Ego Skill is used, create an additional card.
Decrease Cost of the next Ego Skill used by 2.
Archetype Resonance

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.

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1

Matter Disintegration

Attack
Attack

100% Defense-Based Damage.
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.

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1

Barrier Deployment

Skill
Skill

Heal 100%.

Show Effects

Barrier Deployment

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.

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0

Quantum Seed

Skill
Skill

Heal 100%, create 2 Archetype cards in Draw Pile.
Draw 1 of them.

Show Effects

Quantum Seed

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

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1

Form Convergence

Skill
Skill

[Retain]

Draw 2 Archetype cards.
Double a random effect of those cards for 1 turn.

Show Effects

Form Convergence

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.

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1

Creation and Destruction

Attack
Attack

120% Defense-Based Damage, 80% Shield, Heal 80%.
Harmonization: Double all effects

Show Effects

Creation and Destruction

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.

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1

Dual Creation

Upgrade
Upgrade

[Unique]

When 2 Archetype cards are created, create 1 identical card in Discard Pile.

Show Effects

Dual Creation

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.

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2

Event Horizon

Skill
Skill

[Unique][Form Upgrade]

1 AP.
Draw 1.
Increase Damage Amount of the first Hit of the next Attack Card by 40%.

Show Effects

Event Horizon

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].

Potentials
Potential Priority

DEF% > Unique Card DMG% > CRIT RATE% = Basic Card DMG% >= Common Card DMG%

Here's some information about Nine's Potentials:

  • Basic Card Proficiency 3-1: Tiphera’s 3-1 Potential alters her Barrier Deployment card from a 100% heal to a 70% shield 70% heal. Tiphera’s basic attacks aren’t usually relevant in Save Data modes, but in Chaos, this potential unlock is usually a net positive in survivability, provided you use it before enemies strike for its shielding. Cheap enough to unlock that there’s no reason not to pick it up.
  • Unique Card Proficiency 5-1: Provides an additional +5% base Heal and Shield increase to her Archetype cards, and if her Defense is greater than 250, adds an additional +5%. A potent increase to Tiphera’s sustain due to the fact that the baseline base healing and shielding of Archetypes is so low, so increasing it by any amount is always a huge boost. Definitely worth picking up and investing in to reach the 250 defense threshold if you intend for Tiphera to be your dedicated sustain unit.
  • Unique Stat Upgrade 7: A must-have epiphany that grants +10% Critical Damage to all allies while Tiphera’s Defense is greater than 300, at the start of battle (301+ in character screen). The damage boost from this potential isn’t game-changing, but there’s no reason not to unlock it. Free damage is free damage.
Dupes Review
E0

Base

Base performance of the character.

E1
★★

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.

E2
★★★

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:

  • Circle Shape Stack: Heal 150%
  • Triangle Shape Stack: Increase Damage of the first hit of the next Attack Card by 30% (Max 300%)
  • Square Shape Stack: Draw 1 Archetype Card.

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.

E3

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.

E4
★★★★

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.

E5

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.

E6
★★

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

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
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0

Quantum Seed I

Skill
Skill

Heal 150%.
Create 3 Archetype card(s) in Draw Pile.
Draw 1 of them.

Show Effects

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0

Quantum Seed II

Skill
Skill

Heal 100%.
Select 1 Archetype card.
Create 1 in hand and Draw Pile each.

Show Effects

★★★★★
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0

Quantum Seed III

Skill
Skill

Draw 1.
Predict which Archetype card will be created.
Create 1 Archetype card.
If predicted correctly, create the rest in Draw Pile.
★★★★★
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1

Quantum Seed IV

Skill
Skill

Create 3 Archetype card(s) in Draw Pile.
Draw 1 of them.
Activate Retain effect 2 times on 1 random card(s) of this unit in hand.

Show Effects

★★★★
Card Image
1

Quantum Seed V

Upgrade
Upgrade

[Unique]

Create 1 Archetype card(s).
When AP is 0, create 1 Archetype card in hand and Draw Pile each (1 time per turn).

Show Effects

Neutral Epiphany
★★

Epiphanies:

  • Quantum Seed I
    [] - Now create 3 random Archetypes instead of 2. While this has similar or better theoretical value to Epiphanies like Quantum II, III, or IV, it lacks the major and transformative QOL upgrades they grant, making it underwhelming in comparison. Because of this, it’s much less commonly used among Tiphera decks
  • Quantum Seed II
    [★★★★★] - Changes Quantum Seed to let you choose exactly what type all creations made with it will be. After choosing, add one creation of your choice to your hand, and another copy to your deck. Not only does this Epiphany eliminate RNG-elements, but it also is the only Epiphany besides the base Epiphany with access to Draw 1 Divine. For Protos looking to eliminate the RNG nature of Tiphera, this is the go-to option, especially if you have a preference for one of her Archetypes over others.
  • Quantum Seed III
    [★★★★★] - This Epiphany changes how Quantum Seed works. It now first draws 1 card from the deck, then lets you choose 1 of 3 Archetypes. Next, you’ll generate a random Archetype in your hand from those 3. If the card added matches your prediction, you’ll then add the remaining 2 Archetypes to your draw pile. If you guess wrong, you only receive the random Archetype in hand and no extras. What makes this Epiphany so strong is the Innate draw attached to it, combined with the fact that it can still generate all 3 Archetypes each turn. The randomness of this card can hold it back, but this can be manipulated by using the Protos Rewind skill. After rewinding, the created Archetype is considered the same, so if you alter your selection to the card you saw generated, it will always be the correct choice.
  • Quantum Seed IV
    [★★★★] - The same effect as the base card, outside of creating 3 Archetypes instead of 2, costing 1 AP instead of 0, and most importantly, activating the effect of one of Tiphera’s retain cards in hand twice. When combined with Form Convergence III, which is a [Retain] card with the [Retain] effect to draw an Archetype card, Quantum Seed IV becomes a 1-cost generate 3 Archetypes in your hand, which can be worth the trade-off of its higher cost and lack of quality of life.
  • Quantum Seed V
    [] - Quantum Seed V is an upgrade instead of a skill that grants 1 Archetype when you use it. After that, whenever your AP reaches 0, it generates a random Archetype in hand and in the draw pile (but only once per turn). Despite being a persistent effect that constantly generates value, the amount of Archetypes it creates is simply too low to outperform just having additional copies of other Quantum seed Epiphanies, so it is usually not a popular choice.
  • Neutral [★★] - Quantum Seed’s neutral Epiphanies aren’t amazing, as both AP and draw cannot be obtained. However, morale could be considered when used alongside multi-hitter DPS, especially when combined with the ‘Draw +1 draw divine which is extremely powerful. However, Morale goes against Tiphera’s multiplicative buffing identity, so while this could be viable, it’s usually not preferred. Target Neutral Epiphany: Morale 1.

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).

Card 2
Card Image
1

Form Convergence I

Skill
Skill

[Retain]

Draw 3 Archetype card(s).
Double a random effect of those cards for 1 turn.

Show Effects

★★★★★
Card Image
1

Form Convergence II

Skill
Skill

[Retain]

Draw 4 Archetype card(s).
Select and Exhaust 1 Exhaust card in hand.

Show Effects

★★
Card Image
0

Form Convergence III

Skill
Skill

[Retain]

Change all Archetype cards in hand into a different Archetype card.
Retain: Draw 1 Archetype card(s).

Show Effects

★★★★
Card Image
1

Form Convergence IV

Skill
Skill

[Retain]

Select and Exhaust 3 Exhaust cards from all.
Draw 1 Exhaust card for each Exhausted.

Show Effects

★★★★
Card Image
1

Form Convergence V

Skill
Skill

[Retain]

Draw 1 Archetype card.
Repeat until the same card is Drawn consecutively (max 6 time(s)).

Show Effects

★★
Neutral Epiphany
★★★★★

Epiphanies:

  • Form Convergence I
    [★★★★★] - The same as the base card, but now you draw 3. Universally good, as it can allow you to not need to rely on Archetype: □ for drawing all your archetype cards every turn at the same time as buffing them as well. Usually the go-to most generic option unless you need more specialized choices.
  • Form Convergence II
    [★★] - Draws 2 extra Archetypes but loses its doubling effect to compensate, and also requires you exhaust a card in hand after it resolves. If you have some exhaust synergies in your deck that can benefit from the target Exhaust, this card can be useful; otherwise, it usually just ends up as an inferior option to other Form Convergence choices.
  • Form Convergence III
    [★★★★] - Completely reworks the cards into a 0-cost skill that changes the shape of all Archetypes in hand to a different one. Also has a Retain effect, which, when triggered, draws an Archetype card from the deck. Standalone, this card isn’t that strong, but when combined with Quantum Seed IV, it forms a potent combo that can definitely make it worth using.
  • Form Convergence IV
    [★★★★] - This Epiphany changes the cards completely and allows you to target exhaust up to 3 [Exhaust] cards anywhere in your deck, hand, or graveyard, then draw [Exhaust] cards equal to the number exhausted. This is situationally very strong, especially with characters who make cards they want to exhaust like Kayron, or against bosses who make status ailments (as is common in Great-Rift). Moreover, it can be used to exhaust Archetype: □ in draw/discard pile to achieve the same effect of drawing an archetype card without needing to draw the Archetype: □ manually.
  • Form Convergence V
    [★★] - While this version can theoretically be up to a draw 6 archetype card, it’s extremely hard to hit this consistently and is basically completely reliant on RNG. There are some very fringe scenarios in which it can be used, but it requires a level of game knowledge and set-up that is not recommended for most players.
  • Neutral [★★★★★] - Neutral Epiphany can essentially make this card cost 0 to play, which is value equivalent to divines. Since other Form Convergences aren’t definitive upgrades over the base card in most builds (unless you’re playing the retain variant of Tiphera), this is an amazing option to look out for. Target Neutral Epiphany: 1 AP.

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.

Card 3
Card Image
1

Creation and Destruction I

Attack
Attack

180% Defense-Based Damage, 100% Shield, Heal 100%.
Harmonization: Double all effects.

Show Effects

Card Image
5

Creation and Destruction II

Attack
Attack

550% Defense-Based Damage.
When a card is Exhausted, decrease Cost of this card by 1 for 1 turn until used.
★★★
Card Image
2

Creation and Destruction III

Attack
Attack

[Retain]

160% Defense-Based Damage, 40% Shield, Heal 40%.
Retain: increase all effects by 100% until activated (max 4 times).

Show Effects

★★
Card Image
1

Creation and Destruction IV

Upgrade
Upgrade

[Unique]

When AP is 0, create 1 Creation and Destruction.
Decrease Cost of those cards by 1 and apply Exhaust (1 time per turn).

Show Effects

★★★★★
Card Image
5

Creation and Destruction V

Attack
Attack

150% Defense-Based Damage for each Cost of this card.
When a card is Exhausted, randomly change Cost of this card from 1–9.
Neutral Epiphany
★★★

Epiphanies:

  • Creation and Destruction I
    [] - Boosts all the ratios of this card by a solid amount but doesn’t change its functionality at all. Most Tiphera decks would instead prefer another signature Epiphany or a Divine Epiphany with greater impact instead.
  • Creation and Destruction II
    [★★★] - While Tiphera is not generally built as a DPS or sub-DPS, the values on this card are notable enough that it enables her to consider a more sub-DPS playstyle, as it has very easy conditions to make it a high ratio 0-cost attack.
  • Creation and Destruction III
    [★★] - This option can effectively free up a hand space via [Retain] in some decks, but it has a high 2-cost and takes a long time to scale. It is awkward to play around, and basically the same as just removing it in its best scenarios. It also has anti-synergy with most Quantum IV builds, as there is a chance this card will be hit instead of Form Convergence III.
  • Creation and Destruction IV
    [★★★★★] - The de facto choice for most Tiphera decks that are not removing this card, and that is amazing in any deck/build, giving you a free attack that also shields and heals you a considerable amount every single turn.
  • Creation and Destruction V
    [] - The card will now randomly roll a value between 1 and 9 and change the cost to that value for effects based on cost. While this is a fun mechanic, it is quite hard to play around and is gambling especially hard. It is worth noting that you can play this card without paying the cost via set-ups like Nia’s G-Chord, which allows you to play a card at the top of your deck for free.
  • Neutral [★★★] - Neutral Epiphany can essentially make this card cost 0 to play or draw 1, which is value equivalent to divines. The draw 1 can be especially valuable since this card does not have access to Draw 1 divine, despite its access to Draw 1 neutral. Target Neutral Epiphany: Draw 1, 1 AP.

Divine Epiphanies:

Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over divines.

Card 4
Card Image
1

Dual Creation I

Upgrade
Upgrade

[Unique][Initiation]

When 2 Archetype cards are created, create 1 identical card in Discard Pile.

Show Effects

★★★
Card Image
1

Dual Creation II

Upgrade
Upgrade

[Unique][Initiation]

When 3 Archetype cards are created, create 1 identical card in hand.
Apply Retain to that card.

Show Effects

★★★★★
Card Image
1

Dual Creation III

Upgrade
Upgrade

[Unique][Initiation]

When Archetype: □ is activated, create 1 different Archetype card in Discard Pile.

Show Effects

★★
Card Image
1

Dual Creation IV

Skill
Skill

[Unique]

Create 1 of each Archetype card.
Create 1 of the next Archetype card Exhausted.

Show Effects

★★★
Card Image
1

Dual Creation V

Upgrade
Upgrade

[Unique][Initiation]

When an Archetype card is moved to hand, duplicate that card and remove a random effect (5 time(s) per turn).

Show Effects

★★★★
Neutral Epiphany
★★

Epiphanies:

  • Dual Creation I
    [★★★] - Identical to the base card but with the Initiation tag added on for consistency. This Dual Creation is the strongest Archetype Generation variant among all versions, assuming you can pull all of them out of the deck each turn.
  • Dual Creation II
    [★★★★★] - Modifies the base card to only trigger when 3 Archetypes are created instead of 2, but adds the generated Archetype to your hand instead of placing it in the discard pile. Playing this variant allows you to side-step the process of drawing all the added Archetypes out of the deck, boosting consistency majorly, making it the de facto choice for most Tiphera builds.
  • Dual Creation III
    [★★] - Changes the card so that Archetype: □ also creates an additional Archetype of a different type in the discard pile when used. This upgrade guarantees value from Archetype: □ by ensuring it always has something to fish out of the deck. However, this Epiphany can only truly shine in decks that specialize in Archetype: □ generation and where those Archetype: □ cards weren’t needed to fish out other archetype cards already. Most Tiphera decks usually prefer to use their Archetype: □ cards for their intended purposes and take advantage of other Dual Creation Epiphany options.
  • Dual Creation IV
    [★★★] - Using this card adds one of every archetype to your hand, then adds back a duplicate copy of the next Archetype you play. In its ideal set-up, this is 4 guaranteed creations in hand, with 2 of them being targeted, making this an amazing pick if you don’t need any of the upgrade variants.
  • Dual Creation V
    [★★★★] - Changes the card’s upgrade effect to grant you a buff each turn that allows you to duplicate the first 5 Archetype cards you move to your hand each turn, but at the cost of having those duplicates lose one of their effects (either their sustain effect or their signature effect). You can think of this upgrade as granting you, on average, 2.5 more proper Creations per turn if you can max out using all its charges. This variant of Dual creation is great for generating a ton of cards you can exhaust, but usually loses out to more consistent and accessible ways of generating creations provided by other Epiphanies.
  • Neutral [★★] - The neutral Epiphanies to this card themselves are not especially strong or high priority, and in many cases, it’s usually just better to pick up Dual Creation I for the initiation it provides or to go for a different, more powerful Epiphany.

Divine Epiphanies:

Divine Epiphanies provide negligible value on this card; therefore, an epiphany that synergizes with your build should be prioritized over divines.

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
100%

[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.

Main and sub-stats

In a lot of cases, flat sub-stats are better than percentage ones when it comes to HP, ATK and DEF. The reason behind this is that in CZN the characters stats are pretty low and you get more value from flat bonus rather than percentage one based on calcs.

Support
Ideal
HP%
Desire
HP%
Imagination
DEF%
Substats:

DEF > DEF% > HP > HP% > Ego Regen

DPS-Lite
Ideal
CRIT Rate
Desire
Order DMG
Imagination
DEF%
Substats:

Crit Rate% = Crit DMG% > DEF > DEF% >>> ATK > ATK%

Partners

Our best Partner recommendation try to balance both the raw damage boost they provide based on our calculations with the additional utility provided by the skill - combined with how it interacts with the characters's kit. We have rated each Partner based on how much additional damage and the utility they provide. Read the comments under each Partner to better understand our reasoning.

No calculations in Chaos Zero Nightmare are completely accurate for all scenarios, including the ones below. What team, decks, epiphanies, gear, equipment, and enemies you’re facing all impact them. Because of this, take the results as guidelines and combine them with the explanations to make your decisions. Calculations use endgame save data set-ups, including 5 turns of combat using the whole deck with all Ego skills unless otherwise stated.

1

Passive - Star in the Darkness

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)

Skill - Phase Alignment - 3 EP cost

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.

Draw: 2/5
Utility: 2/5
Buffing: 5/5
Survivability: 2/5
Final: 11/20

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.

2

Passive - Resonance

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.

Skill - Errante Hurricane - 4 EP cost

Discard up to 3 cards, then Draw +1 cards equal to the number discarded.

Draw: 5/5
Utility: 1/5
Buffing: 1.5/5
Survivability: 2/5
Final: 9.5/20

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.

3

Passive - Cantrip

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

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

Skill - Drone Deployment! - 3 EP cost

Draw 2 Cards.

Draw: 5/5
Utility: 1/5
Buffing: 1/5
Survivability: 1/5
Final: 8/20

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.

4

Passive - Starshine Intellect

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).

Skill - Pokopo ponpon! - 3 EP cost

Heal 200%. Apply 1 Damage Reduction.

Draw: 1/5
Utility: 1/5
Buffing: 1/5
Survivability: 5/5
Final: 8/20

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.

5

Passive - Alchemical Fruits

The assigned combatant's Defense is increased by 12/24%.

At the end of battle, recover 3/6% Health.

Skill - Vitality Boosting Potion - 2 EP cost

Heal 100%. When in an Injured state, increase Healing Amount by 50%. 1 Morale for 1 turn.

Draw: 1/5
Utility: 1/5
Buffing: 1/5
Survivability: 4/5
Final: 7/20

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.

6

Passive - Bless

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.

Skill - Consecration - 2 EP cost

Heal 100%. For 1 turn, gain 1 Fortitude.

Draw: 1/5
Utility: 1/5
Buffing: 1/5
Survivability: 4/5
Final: 7/20

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.

Equipment

The equipment recommendations are based on items obtainable in Season 2’s Chaos - Burning Life. If you’re running content outside of Season 2, it’s possible some options may not be available for acquisition, or that other options not obtainable in Burning Life may be better.

Weapon
Weapon
  • Equipment
    Tentacles of Chaos
  • Equipment
    Harp of Conflict
  • Equipment
    Pale Eternal Flame
  • Equipment
    Harpoon Case of Broken Resolve
Armor
Armor
  • Equipment
    Star-Lit Cloak
  • Equipment
    Vine Camouflage
  • Equipment
    Psionic Combat Suit
  • Equipment
    Vine Lord's Mask
  • Equipment
    Lush Seaweed Armor
Trinket
Trinket
  • Equipment
    Sphere of Randomness
  • Equipment
    Combat Drum
  • Equipment
    Shining World Tree Stem
  • Equipment
    Absolute Zero Tetrahedron
Comments - Weapons
  1. Equipment
    Tentacles of Chaos
    - Provides 8% Combat Attack to all operators in the team making it the go-to support weapon for most characters not acting as the main DPS when supporting Attack scaling carries providing the Mythic slot isn't required elsewhere. Note: You should only use this weapon on Tiphera if you know you'll be supporting an ATK based damage dealer - if you're aiming to support a DEF based on other weapons will likely perform better.
  2. Equipment
    Harp of Conflict
    - A rare but powerful supportive option that grants the entire team 15% (multiplicative) card damage for 1 turn after you've both shielded, healed and dealt damage in the turn. This conditional effect isn't easy to activate for all teams, plus this weapon only comes from Arena Events in S2. When combined this leads to this weapon being strong but both hard to get and only useful in certain teams.
  3. Equipment
    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.
  4. Equipment
    Harpoon Case of Broken Resolve
    - An Arena Event exclusive weapon which grants you a card every other turn which costs 0, deals some damage but more importantly applies a stack of Vulnerable, Agony and Weaken enabling many set and equipment effects while also boosting damage. Usually not a competitive pure damage option but a solid supportive pick-up for the debuffs it provides assuming you have the hand space.
Comments - Armor
  1. Equipment
    Star-Lit Cloak
    - A generic defensive option usable by all combatants making it a fine supportive addition if no other options are found. However not generally as enticing as direct damage or more immediate utility options for most builds.
  2. 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.
  3. Equipment
    Psionic Combat Suit
    - In save data decks Tiphera can easily generate and exhaust 5 cards per turn allowing he to max out this armor at its full 150% Fixed shield every turn . This Armour isn't a game changer but the extra sustain can be a helpful benefit if no better armour choices appear.
  4. Equipment
    Vine Lord's Mask
    - An alternative shielding option to Psionic Combat Suit for Tiphera which can shield up to 160% per turn and is easily triggerable in any deck which consistently adds Archetypes to the draw or discard pille allowing her to add them back with Archetype Square triggering this equipment.
  5. Equipment
    Lush Seaweed Armor
    - Another alternative shielding option to Psionic Combat Suit for Tiphera which effectively improves her shielding by +30% (additive) which when combined with her many frerquent sources of shielding can add up fast and even overtake Psionic Combat Suit ion some turns/decks.
Comments - Trinkets
  1. Equipment
    Sphere of Randomness
    - An exceptionally powerful generic support trinket that grants both 1 draw and 1 AP at the start of battle turbo charging your early game. Is a Mythic item meaning it wont be suitable for every character, but on those who can afford to run it and don't need other accessories in this slot is well worth slotting in if it comes up in your runs.
  2. Equipment
    Combat Drum
    - An Arena Event only item but one which is exceptionally powerful for support for combatants that can use it. Only usable on characters who consistently create a massive amount of skill cards per turn which Tiphera satisfies easily. The effect of this accessory also needs to be timed so it's buff lands on a large attack from your main DPS or else it'll be wasted.
  3. Equipment
    Shining World Tree Stem
    - An option for those looking to increase the total healing output of their team. Not usually favored over more immediately impactful accessory options, but can still be a fine pick-up if nothing else presents itself.
  4. Equipment
    Absolute Zero Tetrahedron
    - Boosts all shielding generated by the equipped combatant by +20% (additive). This accessory is absurdly common meaning finding each run is basically guarenteed. It's almost never the best in slot choice, but if you can't find anything else it's defeinitely better than nothing so long as the wearer is able to shield at all.

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!

Deck Explanation
  • Quantum Gambler - This build utilizes Quantum Seed III’s predict, alongside Dual Creation II, to make up to 16 archetypes per turn, assuming you win every guess. This deck has the advantage of combining huge potential Archetype creation alongside Draw power, something other maximum Archetype creation decks cannot do. However, on average, this deck won't generate the maximum Archetypes every turn as you’re very likely to eventually miss a guess. To get around this, you can RNG manipulate any lost outcome using Protos Rewind. To do this, after a wrong guess, note the card generated. Next, use Protos Rewind, and this time select the outcome you just saw. Using this technique, you’ll always get the correct answer on the retry. For Protos willing to use Rewinds, this deck is incredibly potent, but for those who aren’t, other options may be preferable.
  • Quantum Retaine - This deck utilizes Form Convergence 3’s ‘Retain: Draw 1 Archetype’ effect alongside Quantum Seed IV’s ‘Create 3 Archetypes, Draw 1, and activate a ‘Retain:’ of this unit 2x’ in order to effectively instantly create 3 archetypes (random) in hand. Alongside Dual Creation II, this means you make 4 archetypes all in hand. However, this has the major drawback of Quantum Seed IV not being eligible to gain a Divine Draw epiphany, meaning in terms of card economy, it falls behind both the Quantum Gambler and Quantum Targeter decks. The Tradeoff however, is that it can consistently generate 16 Archetypes per turn without having to worry about any of them being left in the deck in between turns.
  • Quantum Targeter - By utilizing Quantum Seed II’s select Archetype, you can avoid all of Tiphera’s RNG and select exactly which shape you need at any given moment. The trade-off of this is that your total Archetype creation per turn is significantly lower than both other options.
Removal
  • Matter Disintegration
    &
    Barrier Deployment
    - Neither of Tiphera’s basic attacks contributes meaningfully to her save data game plans, so it’s almost always optimal to remove all 3 of her basics.
Conditional Removal
  • Creation and Destruction
    - This card has many epiphanies which CAN be useful, but all revolve around either dealing damage, shielding, or healing. If you don’t need any of these things, this card can be removed, but if you want to be safe, it doesn’t cost most teams too much to keep the upgrade version of this card in the deck for extra sustain.
  • Form Convergence
    - In some niche cases, builds and teams you may not need the draw or build enabling effects of Form Convergence and may opt to remove it. These scenarios are quite rare, and in most case,s we don’t recommend removing this card unless you know exactly the reason you are doing so.
Copying
  • Quantum Seed
    - For most Tiphera builds, the only card worth considering for copying is Quantum Seed. In every build, Quantum Seed is the engine of Tiphera’s AP generation, Buffs and card advantage, so landing a strong Divine Epiphany on it, then copying it, is almost always the correct play.
Best Synergies
Nine
  • As an Exhaust-based support, Tiphera has many Epiphany synergies with Nine that can open up new builds. Tiphera’s constant skill card Exhaust Spam, can allow Nine to easily play Hew (Flash) multiple times per turn. Alternatively, certain Form Convergence epiphanies from Tiphera can also exhaust some of Nine’s Hews for faster level-ups.
  • Can deploy a massive amount of multiplicative attack buffs, which have full value on Nine's single hit kit, allowing her to massively amplify Nine’s total damage output when effective planning and team building is implemented.
  • Has access to a myriad of excellent external buffs from Partners, Memory Fragments, and Equipment, all of which offer great damage boosts to Nine.
  • Can choose to generate a huge amount of AP to fuel Nine and the whole team's rotations.
  • Can be played mostly card draw neutral with certain divine epiphanies or builds, making landing Nine’s entire combo each turn more realistic.
Kayron
  • Tiphera has access to Form Convergence IV, which allows her to exhaust up to 3 [Exhaust] cards anywhere in your deck. Without Tiphera, Kayron has very limited options for dealing with the massive amount of Futility he generates outside of Neutral cards or one-time use Ego Skills. Form Convergence IV’s Exhaust 3 (which also draws 3 [Exhaust]’s) is an inherent upgrade to those options, allowing him to effectively manage his Futility generation even in much longer fights, allowing him to scale up without ruining his deck.
  • When timed correctly, Tiphera’s huge amount of multiplicative attack buffs massively amplify Kayron’s total damage potential when effective planning and team building are implemented.
  • Tiphera’s range of powerful external buffs from Partners, Memory Fragments, and Equipment all contribute nicely to boosting Kayron’s damage.
  • Tiphera can choose to generate a huge amount of AP to fuel Kayron’s AP-hungry rotations, and she can be played mostly card draw neutral with certain divine epiphanies or builds.
Veronica
  • A lot of Tiphera builds have some innate draw available to them via Divine Epiphanies, but still, one of the major concerns she has is drawing her cards in the correct order and at the right times. Veronica’s massive amount of draw ensures Tiphera will always have access to all her cards every turn, allowing you to choose exactly the sequence you want to play them in.
  • If you’re not fortunate enough to hit Divine Epiphanies on Tiphera, Veronica can pick up the slack when it comes to drawing power. Alternatively, if you don’t want to choose Divine Draw epiphanies, you can choose a different epiphany and run Veronica to make up for the draw you lost.
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.

Chaos

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.

Save Modes

Nine-Tiphera:

Kayron-Tiphera:

Generic AP Battery: