To learn more about Tressa check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Tressa has been fully reworked with the start of Season 2. Their guide/deck build are currently heavily outdated and we will update it as soon as possible.
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 Tressa 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
Dagger Throw
Touch of Darkness
Show Effects
Unsheathe Dagger
Curse
Show Effects
Shadow Reload
Show Effects
Vital Attack
Show Effects
Cursed Gouge
Show Effects
Shadow Dagger
[Exhaust]
Show Effects
Advanced Shadow Dagger
[Retain][Exhaust]
Show Effects
Wave of Darkness
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.
Unsheathe Dagger I
Unsheathe Dagger II
Unsheathe Dagger III
Unsheathe Dagger IV
Show Effects
Unsheathe Dagger V
[Exhaust]
Show Effects
Curse I
Show Effects
Curse II
Show Effects
Curse III
[Lead]
Show Effects
Curse IV
[Initiation]
Show Effects
Curse V
Show Effects
Shadow Reload I
[Retain]
Show Effects
Shadow Reload II
Show Effects
Shadow Reload III
Show Effects
Shadow Reload IV
Show Effects
Shadow Reload V
[Exhaust 2]
Show Effects
Vital Attack I
[Lead]
Show Effects
Vital Attack II
Show Effects
Vital Attack III
Show Effects
Vital Attack IV
Show Effects
Vital Attack V
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
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
Review
ST Damage [2/5]
AoE Damage [1/5]
AP Efficiency [3/5]
Utility [1/5]
Tressa is a Void attribute Psionic Combatant who specializes in both dealing damage over time via Agony and high-frequency attacks achieved through Shadow Dagger generation and spam.
Shadow Daggers are 0-cost attacks with [Exhaust], which most of her abilities either generate, upgrade or scale. Generating and using maximum daggers per turn is the goal of most Tressa decks thanks to the fact that they scale well with buffs and each applies Agony, which is crucial for Tressa’s core game plan.
Agony itself is the heart of Tressa’s kit and deals its damage traditionally at the end of the turn, dealing 50% Fixed Damage per stack of Agony, unique to each Combatant - up to a maximum of 20 stacks. When Agony activates, half of the current stacks on the enemy unit will be removed, rounding down. So when played optimally, Tressa can inflict 1000% Fixed Damage each turn via Agony, assuming she max stacks it every turn.
Where Tressa makes her mark as an Agony specialist, though, is that she has a way to bypass the standard Agony activation requirements via her "Cursed Gouge" skill.
Outside of her own damage and Agony synergies, Tressa doesn’t bring much else to the team though. Meaning the main reason to bring Tressa is if you’re looking for a DPS to play.
When aiming to maximize Tressa’s power, she’s looking for Draw Power to churn through her deck and access all her Shadow Dagger generation. Tressa would also ideally like to play alongside a Morale or Additive Damage buffing support to boost the low damage but high hit count Shadow Dagger spam Tressa unleashes each turn.
Tressa stands out as one of the characters with the highest access to 0-cost attack skills in the game, making her synergistic with many other Combatant playstyles. That aside, Tressa is perfectly functional by herself. When playing Tressa with a focus on her own kit, your goal should be to maximize Agony application by aligning Shadow Dagger use with Curse if possible. Outside of this, leverage her high AP efficiency cards when available and use her Agony payoff cards when you can.
Applies frequent Agony (DoT) which deals Fixed Damage, ignoring Damage Reduction.
Generates an absurd amount of 0-cost Exhaust Attack Cards, which are beneficial for certain synergies
High hit count playstyle scales well with Morale and additive damage boosts
Very limited AoE only accessible via Epiphanies.
Agony damage is backloaded and takes time to deal its full damage.
Incredibly high action count can accelerate enemy actions.
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
Agony: Where the majority of Tressa’s damage scaling stems from. Agony is a debuff applied to enemies that will deal 50% Fixed Damage per stack of Agony on the target at the end of the turn and will then half the amount of Agony the target has, that is 20 stacks will go to 10, 10 will go to 5 etc. Agony has a hard limit cap of 20 stacks per enemy, per Combatant. If you have 3 Combatants who can all apply Agony, you could reach up to 60 Agony stacks on each enemy.
Fixed Damage: Fixed Damage cannot be increased or decreased by the usual additive or multiplicative +% bonuses.
Shadow Dagge: The basic version of Tressa’s Shadow Daggers, which most of her abilities generate cost 0 AP to use, have [Exhaust], deal a small amount of damage, but most importantly, they also apply 1 Agony.
Advanced Shadow Dagger: A harder-hitting version of Shadow Dagger, which inflicts 2 stacks of Agony instead of 1. In addition, it also has the [Retain] tag, which allows you to save it between turns. Advanced Shadow Dagger gains a +10% additive damage multiplier per stack of Agony on the target. This does include all sources of Agony, including those from other Combatants, up to a theoretical maximum of +600%.
3-1: A must-have Potential Node when playing Tressa. Causes Dagger Throw to apply 2 Agony to the target on use. This is a huge upgrade to Tressa’s Basic Attack and gives them far more value in Chaos based game modes and even some play Potential in Save as well.
5-1: Adds +5% extra damage to Dagger Throw. Additionally, if Tressa’s Damage Over Time is greater than 15%, an additional +5% is added. A standard Base Damage increase to Tressa’s Basics is welcome, but not a game-changer like her 3-1 Potential. If you have the materials and you want a boost in Chaos or if you’re using Basics in Save Data game modes, you can pick it up, but it’s not a must-have node.
7: Grants +4% Void Attribute Damage when unlocked. If Tressa’s Damage Over Time is greater than 30%, another +4% is added. This is another must-have Potential Node for all Tressa builds.
Note: The Void Attribute Damage stacks additively with Void Attribute DMG% from Memory Fragments.
Base
Ego 1
Tressa’s first Ego node reduces the cost of Cursed Gouge from 1 to 0. This is a solid first Ego node that removes some AP pressure on Tressa to be able to cycle through all of her cards in a turn.
Ego 2
Her second Ego node provides a +20% additive damage buff to both her Shadow and Advanced Dagger cards to enemies when they're inflicted with Agony. This is also a decent node that provides a moderate damage increase to her Dagger cards.
Ego 3
This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Provides a small increase to damage and healing.
Ego 4
Tressa's E4 increases the amount of Agony her Ego skill applies. It adds 2 Agony stacks to the target you use this skill on, which increases the total Agony applied from 4 to 8 total. This is a great 4th node for Tressa, which further enhances her ability to apply Agony to targets.
Ego 5
This node again increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Provides another small increase to damage and healing.
Ego 6
Tressa's last Ego node now allows Tressa to create Shadow Dagger cards when defeating an enemy that is inflicted with Agony. This will also create a Shadow Dagger if you killed the target with a card that would inflict Agony if they had no prior Agony stacks inflicted. If an enemy is killed whilst they have Agony at the end of the turn, the dagger created will also stay in your hand until the next turn. A very good Ego node for Tressa.
Wave of Darkness
Ego Skill
On use, Wave of Darkness costs 5 Ego Points, creates 2 Shadow Daggers and applies 2 stacks of Agony twice, for a total of 4. Not a game-changing Ego skill by any stretch, but still a solid damage cooldown to use when extra Agony generation or some extra attacks are needed.
Note: Becomes a lot stronger thanks to Ego Points that boost its capabilities.
Dagger Throw
Tressa’s Basic Attack is mostly standard but becomes far stronger than most Combatants’ thanks to her Potential that allows it to apply Agony. Thanks to this, it becomes a serviceable tool for Tressa’s strategy, even though in the late game, you’ll likely still remove it.
Touch of Darkness
Show Effects
Tressa’s basic heal is completely standard and doesn't have any extra synergy with her kit. Usually, the first target for removal.
Unsheathe Dagger
The highlight of Tressa’s Starting Deck. Costs 1AP and generates 2 Shadow Daggers on use, making it 1 cost for 2 hits and 2 Agony. This deal isn’t too impressive baseline, but with Epiphanies factored in, this card becomes much more potent.
Curse
Show Effects
A Skill card that after use causes any Attack Cards played to also apply 1 additional stack of Agony to the target. When combined with Tressa’s arsenal of 0-cost Shadow Daggers, this card allows her to easily reach the Agony stack limit quickly and efficiently.
Shadow Reload
Show Effects
A 1 AP Heal that also generates an Advanced Shadow Dagger on use. Baseline, nothing too crazy and just one more way to generate daggers with Tressa. But after Epiphanies, this card transforms and becomes a far more powerful card with many more possibilities. Before that though, it can be used to provide a touch of sustain and bolster Tressa’s Agony application.
Vital Attack
Show Effects
A 2-cost Attack that hits three times for 80% damage per hit or for 130% per hit if the target has any Agony stacks. Most enemies you target with this will have at least one Agony stack, making it a powerful damage-dealing option if you have the AP for it and one of the major ways for Tressa to deal damage outside of her Daggers and Agony.
Cursed Gouge
Show Effects
A 0-Cost Skill card that bypasses the end-of-turn requirement for Agony to activate. Cursed Gouge, when activated, will cause Agony to activate, dealing 50% Fixed Damage per Agony stack and then removing half of the stacks on the target, rounding down. While powerful, to fully take advantage of this card, you’ll need enough Agony generation to reach max stacks multiple times in a turn to reap maximum benefit.
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.
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, Draw 1.
Curse I
Show Effects
Curse II
Show Effects
Curse III
[Lead]
Show Effects
Curse IV
[Initiation]
Show Effects
Curse V
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, Morale/Resolve (Curse IV, Curse V).
Shadow Reload I
[Retain]
Show Effects
Shadow Reload II
Show Effects
Shadow Reload III
Show Effects
Shadow Reload IV
Show Effects
Shadow Reload V
[Exhaust 2]
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.
Vital Attack I
[Lead]
Show Effects
Vital Attack II
Show Effects
Vital Attack III
Show Effects
Vital Attack IV
Show Effects
Vital Attack V
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: Vulnerable 2.
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.
[2-PC]: Increases damage dealt to target inflicted with Agony by 10%
Tressa consistently applies Agony which activates 2P Cursed Corpse elevating 2/2/2 above all other damage options for her making it her clear best choice.
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% = DoT DMG%
DoT DMG% > ATK > ATK% > CRIT Rate% = CRIT DMG%
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, Health, and Damage Amount by 12–20%.
When the assigned combatant generates a card, +8/16% attack card damage for 1 turn.
Deal 180% Damage to all enemies. Apply 1 Vulnerable.
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Increase the assigned Combatant's Attack by 8/16%.
The combatant's attack card damage increases by 10/20%.
The first time the assigned Combatant either Exhausts a card or gains a Status Ailment card (includes cards that have been changed from Status Ailment cards), increases Damage Amount of Attack Cards by 12/24% for 1 turn.
For 1 turn, when a card is Exhausted, apply 1 Weaken to a random enemy.
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Increase the assigned Combatant’s Attack, Health, and Damage Amount by 12–20%.
When the assigned combatant generates a card, +8/16% attack card damage for 1 turn.
Deal 180% Damage to all enemies. Apply 1 Vulnerable.
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Increase the assigned Combatant's Attack by 8/16%.
The combatant's attack card damage increases by 10/20%.
The first time the assigned Combatant either Exhausts a card or gains a Status Ailment card (includes cards that have been changed from Status Ailment cards), increases Damage Amount of Attack Cards by 12/24% for 1 turn.
For 1 turn, when a card is Exhausted, apply 1 Weaken to a random enemy.
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The assigned combatant's Attack is increased by 8/16%.
When Injured, at the end of battle, recover 4/8% Health.
Gain 200% Shield.
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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.