Table of Contents
- 1 Tiphera Overview in Chaos Zero Nightmare
- 2 How to Get Tiphera in Chaos Zero Nightmare
- 3 Best Team Compositions for Tiphera
- 4 Best Tiphera Build and Cards
- 5 Best Partner for Tiphera
- 6 Best Memory Fragments for Tiphera
- 7 Best Equipment for Tiphera in CZN
- 8 Tiphera Cards in Chaos Zero Nightmare
- 9 Ego Skill
- 10 Potential Upgrades
- 11 Manifest Ego
- 12 How to Play Tiphera in Chaos Zero Nightmare
Tiphera is a 5-star Controller from Chaos Zero Nightmare. She uses the Order attribute and belongs to the Wanderer faction. She works as a universal support character who generates Archetype cards to provide AP recovery, damage amplification, and card draw for teammates while contributing healing and shielding through her various card effects.
Tiphera Overview in Chaos Zero Nightmare
![]() | Overview | ||
| Type | Controller | ||
| Attribute | Order | ||
| Faction | Wanderer | ||
| Rarity | ☆☆☆☆☆ | ||
| Voice Actor (EN) | Voice Actor (JP) | ||
| - | Tsumugi Ookura | ||
| Gender | Race | Gift | Birthdate |
| Female | Human | - | July 3rd |
Tiphera Stats
| Stat | Value |
|---|---|
| Attack | 135 (base) / 405 (level 60) |
| Defense | 57 (base) / 192 (level 60) |
| Health | 90 (base) / 453 (level 60) |
| Critical Chance | 3% |
| Critical Damage | 125% |
How to Get Tiphera in Chaos Zero Nightmare
Tiphera is available through the standard rescue banners in Chaos Zero Nightmare. She was released on February 25, 2026 as part of Season 2 of Galactic Disaster.
Best Team Compositions for Tiphera
Recommended Team Setup
| Position | Character | Image |
|---|---|---|
| Main DPS | Kayron | ![]() |
| Support | Veronica | ![]() |
| Sub-DPS/Support | Tiphera | ![]() |
Tiphera functions best as a universal support character who provides AP generation, damage amplification, and card draw through her Archetype system. Kayron benefits enormously from Tiphera's Archetype: ○ cards which provide AP to fuel his expensive cards, while Archetype: △ provides multiplicative damage scaling for his Black Hole and Brand of Annihilation.
Alternative Team Members
| Character | Image | Explanation |
|---|---|---|
| Nine | ![]() | Can replace Kayron as Main DPS, benefiting from Tiphera's AP generation and damage buffs for her Hew card while synergizing with exhaust mechanics. |
| Orlea | ![]() | Works as support with multiplicative damage buffs for the main DPS, though lacks card draw compared to other options. |
| Beryl | ![]() | Provides card draw through Guilty Pleasure and damage amplification through Contaminated Spore. |
| Nia | ![]() | Offers targeted card draw and discard mechanics to manage hand space, though her strongest builds may not work in all content. |
| Cassius | ![]() | Universal support providing card draw through Quest mechanics and hand management through discard effects. |
| Sereniel | ![]() | High-damage carry who benefits from any form of AP generation and damage buffs. |
Best Tiphera Build and Cards
Core Character Cards
| Card Name | AP Cost | Type | Effect | Tags |
|---|---|---|---|---|
![]() Quantum Seed | 0 | Skill | Heal 100%, Create 2 Archetype cards in Draw Pile, Draw 1 of those cards | - |
![]() Form Convergence | 1 | Skill | Draw 2 Archetype cards, Double a random effect of those cards for 1 turn | Retain |
![]() Creation and Destruction | 1 | Attack | 120% Defense-Based Damage, 80% Shield, Heal 80%, Harmonization: Double all effects | - |
![]() Dual Creation | 1 | Upgrade | When 2 Archetype cards are created, create 1 identical card in Discard Pile | Unique |
![]() Event Horizon | 2 | Skill | 1 AP, Draw 1, Increase Damage Amount of the first Hit of the next Attack Card by 40% | Unique, Form Upgrade (0/3) |
Best Partner for Tiphera
Recommended Partner Choice
| Aspect | Details |
|---|---|
| Partner Name | ![]() Tiana |
| Passive Effect | Assigned combatant's Defense +8% (16% at S5). When assigned combatant creates 3 Exhaust cards, increase Damage Amount of next Attack Card of allies by 15% (30% at S5) (max 2 stacks). When assigned combatant activates Shield gain and Heal through Order cards, +6% (12% at S5) Critical Chance to allies for 1 turn (max 1 stack). |
| Ego Skill | Draw 1 Exhaust card. The next 2 times Ego Skill is used, Draw 1 Exhaust card. Decrease Cost of next Ego Skill used by 1. |
Alternative Partners
| Partner | Passive Effect | Ego Skill |
|---|---|---|
![]() Nyx | Assigned combatant's Defense, Health and healing +8% (16% at S5). When assigned combatant Draws for first time each turn using ability, +8% (16% at S5) Damage to allies for 1 turn. | Discard up to 3 cards, Draw +1 per discarded |
![]() Alyssa | Assigned combatant's Defense +12% (24% at S5). At end of battle, recover 3% (6% at S5) Health. | Heal 100%. When Injured, increase Healing Amount by 50%. 1 Morale for 1 turn. |
Best Memory Fragments for Tiphera
Set Combination
| Set | Stats Priority |
|---|---|
| 4-piece: Glory's Reign Set | Defense, Defense%, Health, Health%, Ego Recovery |
| 2-piece: Tetra's Authority Set | Defense, Defense%, Health, Health%, Ego Recovery |
Best Equipment for Tiphera in CZN
| Equipment Slot | Recommended Item |
|---|---|
| Weapon | Tentacles of Chaos / Harp of Conflict |
| Armor | Psionic Combat Suit / Titan Combat Suit |
| Accessory | Shining World Tree Stem / Combat Drum |
Tiphera Cards in Chaos Zero Nightmare
Basic Starting Cards
| Card Name | AP Cost | Type | Effect | Tags |
|---|---|---|---|---|
![]() Matter Disintegration | 1 | Attack | 100% Defense-Based Damage | - |
![]() Barrier Deployment | 1 | Skill | Heal 100% | - |
Unique Cards
| Card Name | AP Cost | Type | Effect | Tags |
|---|---|---|---|---|
![]() Quantum Seed | 0 | Skill | Heal 100%, Create 2 Archetype cards in Draw Pile, Draw 1 of those cards | - |
![]() Dual Creation | 1 | Upgrade | When 2 Archetype cards are created, create 1 identical card in Discard Pile | Unique |
Cards with Epiphanies
Quantum Seed Epiphanies:

| Epiphany | AP Cost | Type | Effect |
|---|---|---|---|
| I | 0 | Skill | Heal 150%, Create 3 Archetype cards in Draw Pile, Draw 1 of them |
| II | 0 | Skill | Heal 100%, Select 1 Archetype card, Create 1 in hand and Draw Pile each |
| III | 0 | Skill | Draw 1, Predict which Archetype card will be created, Create 1 Archetype card, If predicted correctly create the rest in Draw Pile |
| IV | 1 | Skill | Create 3 Archetype cards in Draw Pile, Draw 1 of them, Activate Retain effect 2 times on 1 random card of this unit in hand |
| V | 1 | Upgrade | Create 1 Archetype card, When AP is 0, create 1 of each Archetype card in hand and Draw Pile (1 time per turn) |
Form Convergence Epiphanies:

| Epiphany | AP Cost | Type | Effect | Tags |
|---|---|---|---|---|
| I | 1 | Skill | Draw 3 Archetype cards, Double a random effect of these cards for 1 turn | Retain |
| II | 1 | Skill | Draw 4 Archetype cards, Select and Exhaust 1 Exhaust card in hand | Retain |
| III | 0 | Skill | Change all Archetype cards in hand into a different Archetype card, Retain: Draw 1 Archetype card | Retain |
| IV | 1 | Skill | Select and Exhaust 3 Exhaust cards from all cards, Draw 1 Exhaust card for each Exhausted | Retain |
| V | 1 | Skill | Draw 1 Archetype card, Repeat until same card is Drawn consecutively (max 6 times) | Retain |
Creation and Destruction Epiphanies:

| Epiphany | AP Cost | Type | Effect | Tags |
|---|---|---|---|---|
| I | 1 | Attack | 180% Defense-Based Damage, 100% Shield, Heal 100%, Harmonization: Double all effects | - |
| II | 5 | Attack | 550% Defense-Based Damage, When card is Exhausted, decrease Cost by 1 for 1 turn until used | - |
| III | 2 | Attack | 160% Defense-Based Damage, 40% Shield, Heal 40%, Retain: Increase all effects by 100% until activated (max 4 times) | Retain |
| IV | 1 | Upgrade | When AP is 0, create 1 Creation and Destruction, Decrease Cost by 1 and apply Exhaust (1 time per turn) | Unique |
| V | 5 | Attack | 150% Defense-Based Damage for each Cost of this card, When card is Exhausted, randomly change Cost from 1-9 | - |
Dual Creation Epiphanies:

| Epiphany | AP Cost | Type | Effect | Tags |
|---|---|---|---|---|
| I | 1 | Upgrade | When 2 Archetype cards are created, create 1 identical card in Discard Pile | Unique, Initiation |
| II | 1 | Upgrade | When 3 Archetype cards are created, create 1 identical card in hand, Apply Retain to that card | Unique, Initiation |
| III | 1 | Upgrade | When Archetype: □ is activated, create 1 different Archetype card in Discard Pile | Unique, Initiation |
| IV | 1 | Skill | Create 1 of each Archetype card, Create 1 of next Archetype card Exhausted | Unique |
| V | 1 | Upgrade | When Archetype card is moved to hand, duplicate that card and remove a random effect (5 times per turn) | Unique, Initiation |
Generated Cards (Archetype Cards)
| Card Name | AP Cost | Type | Effect | Tags |
|---|---|---|---|---|
![]() Archetype: ○ | 0 | Skill | Heal 50%, 1 AP | Exhaust |
![]() Archetype: △ | 0 | Skill | 50% Shield, Increase Damage Amount of first Hit of next Attack Card by 30% (max 300%) | Exhaust |
![]() Archetype: □ | 0 | Skill | Heal 50%, Draw 1 Archetype card | Exhaust |
![]() ○ △ □ | 0 | Skill | Heal 150%, Increase Damage Amount of first Hit of next Attack Card by 30% (max 300%), Draw 1 Archetype card | Exhaust, Ephemeral |
Ego Skill
| Aspect | Details |
|---|---|
| Skill Name | ![]() Archetype Resonance |
| Effect | Select and create 1 Archetype card. The next 2 times Ego Skill is used (becomes 3 times with E3), create an additional card. Decrease Cost of next Ego Skill used by 2 (becomes 3 with E3). |
| EP Cost | 5 |
Potential Upgrades
| # | Upgrade Name | Effect |
|---|---|---|
| 1 | Epiphany Bonus | Upon entering Chaos, obtain 1 random Rare card through Epiphany |
| 2 | Upgrade Basic Cards | Basic Card damage, shield gain, and healing amount +2% per level (max 20%) |
| 3 | Upgrade Neutral Cards | Neutral Card damage, shield gain, and healing amount +2% per level (max 20%) |
| 3-1 | Basic Card Proficiency | Decrease Heal Amount of Barrier Deployment card to 70%, add 70% Shield effect |
| 4 | Upgrade Unique Cards | Unique Card damage, shield gain, and healing amount +2% per level (max 20%) |
| 5 | Defense Proficiency | +1.6% Defense per level (max 8%) |
| 5-1 | Basic Card Proficiency | +5% Heal and Shield Gain Amounts to Archetype cards. If Defense > 250, additional +5% |
| 6 | Critical Chance Proficiency | +2% Critical Chance per level (max 10%) |
| 7 | Upgrade Unique Stats | If Defense > 300, at start of battle, +10% Critical Damage to allies |
The most important potentials are 4 (Upgrade Unique Cards) to maximize healing and shielding from Archetype cards, 5-1 which provides an additional 5% boost to Archetype healing and shields when Defense exceeds 250, and 7 which grants a permanent 10% Critical Damage buff to the entire team when Tiphera has 300+ Defense. This teamwide Critical Damage buff is one of the most valuable effects in her kit. Potential 3-1 is optional since many builds remove basic cards, but it provides value if kept.
Manifest Ego
| Stage | Manifest Ego | Effect |
|---|---|---|
| 1 | Sleeping Memory | Change max Form Upgrade stack count of Event Horizon card from 3 to 4 |
| 2 | Awakening Memory | When Archetype card is activated, gain that card's shape effect. When shape effects reach 3 stacks, create 1 combined card with all stacked effects. ○: Heal 150%. △: Increase next Attack Card first Hit Damage by 30%. □: Draw 1 Archetype card. Activates once per turn, shape effect removed at turn end. |
| 3 | Vivid Memory | Increase Archetype Resonance additional creation count to 3 times. Increase next Ego Skill Cost decrease to 3. |
| 4 | Inner Memory | When Tiphera's Archetype card is used, gain Power of Archetype. Power of Archetype: +5% Attack Card Damage to allies, +5% Order Attribute Damage to allies, +5% Defense-Based Damage to allies. Removed at turn end (max 2 stacks). |
| 5 | Complete Memory | Increase Potential level +3 for Upgrade Basic Cards, Upgrade Neutral Cards, and Upgrade Unique Cards |
| 6 | Liberated Memory | Tiphera's Unique cards receive Archetype: △ Damage buffs without consuming them. At battle start, Archetype: △ Damage effect increases from 30% to 35%, max stacks from 300% to 350%. |
The most impactful Manifest Ego stages depend on playstyle. E1 increases Event Horizon's maximum Form Upgrade stacks from 3 to 4, allowing it to provide up to 4 AP, 4 Draw, or 160% damage buff (instead of 3 AP, 3 Draw, or 120%). E2 creates combined Archetype cards (○ △ □) after using 3 Archetype cards in one turn, condensing multiple effects into single cards but only triggering once per turn. E3 enhances Archetype Resonance to generate additional cards 3 times instead of 2 and reduces next Ego Skill cost by 3 instead of 2. E4 provides multiplicative damage buffs (5% per stack, max 2 stacks) whenever Archetype cards are used. E6 is primarily valuable for damage-focused builds, making Archetype: △ buffs permanent on Tiphera's Unique cards and increasing maximum stacks to 350%.
How to Play Tiphera in Chaos Zero Nightmare
Tiphera's gameplay revolves around the Archetype system, a unique mechanic where she generates three types of 0-cost Exhaust Skill cards that provide different effects. Understanding how to generate, draw, manipulate, and exhaust these Archetype cards is essential to playing her effectively. Unlike traditional supports who provide passive buffs, Tiphera actively shapes resource management by controlling AP availability, damage amplification timing, and card draw accessibility.
The core of Tiphera's kit is Quantum Seed, a 0-cost Skill that creates 2 Archetype cards in your Draw Pile and draws 1 of them. The three Archetype types are Archetype: ○ (Circle), Archetype: △ (Triangle), and Archetype: □ (Square). Each Archetype is a 0-cost Exhaust Skill card. Archetype: ○ heals 50% and grants 1 AP. Archetype: △ provides 50% Shield and increases the Damage Amount of the first Hit of your next Attack Card by 30%, stacking up to 300%. Archetype: □ heals 50% and draws 1 Archetype card from your deck or discard pile.
At base, Quantum Seed randomly determines which Archetype types are created. You might create 2 Circles, 2 Triangles, 2 Squares, or any combination. This randomness is Tiphera's primary weakness without Epiphanies. The optimal Quantum Seed Epiphany is Epiphany II, which allows you to select exactly which Archetype type to create. When you use Quantum Seed II, you choose Circle, Triangle, or Square, then create one copy in your hand and one copy in your Draw Pile. This eliminates RNG and guarantees you receive the resource you need (AP, damage buff, or card draw) when you need it.
Quantum Seed III is an alternative high-value Epiphany. It draws 1 card from your deck first, then asks you to predict which of 3 random Archetype types will be created. One Archetype is generated in your hand. If your prediction matches the created card, the remaining 2 Archetype types are added to your Draw Pile (total 3 Archetypes). If incorrect, you only receive 1 Archetype. This Epiphany has higher potential value (3 Archetypes vs 2) but requires prediction accuracy. The inherent card draw makes it valuable even when predictions fail.
Quantum Seed IV creates 3 Archetypes in Draw Pile (instead of 2), draws 1, and activates the Retain effect twice on a random card of Tiphera's in hand. This synergizes specifically with Form Convergence III, which has a Retain effect that draws 1 Archetype card. Using Quantum Seed IV triggers Form Convergence III's Retain effect twice, drawing 2 additional Archetype cards. Combined with the 3 created in Draw Pile and 1 drawn, this generates massive Archetype value (3 Archetypes created + 3 drawn = 6 Archetype cards accessed in one turn).
Once Archetypes are created in your Draw Pile, you need to draw them into your hand to use them. This is where Form Convergence becomes critical. Form Convergence is a 1 AP Skill with Retain that draws 2 Archetype cards and doubles a random effect of those cards for 1 turn. The "double random effect" means if you draw Archetype: ○, it might grant 2 AP instead of 1 AP (doubling the AP effect) or heal 100% instead of 50% (doubling the heal effect). You cannot control which effect is doubled, making base Form Convergence somewhat RNG-dependent.
Form Convergence I draws 3 Archetype cards instead of 2 while maintaining the random doubling effect. This is the most straightforward upgrade and works well for general use. Form Convergence IV is specialized for Exhaust-heavy builds. It allows you to select and Exhaust up to 3 Exhaust cards from anywhere (hand, Draw Pile, or Discard Pile), then draws 1 Exhaust card for each card Exhausted.
Form Convergence III is unique because it transforms the card's function entirely. At 0 AP cost, it changes all Archetype cards currently in your hand into a different Archetype type. If you have 4 Archetype: □ (Square) cards in hand but need AP (Circle), Form Convergence III randomly converts all 4 Squares into either Circles or Triangles (50/50 chance between the two types that aren't Square). When Form Convergence III's Retain effect is triggered, it draws 1 Archetype card.
Form Convergence V draws 1 Archetype card, then repeats the draw until you draw the same Archetype type consecutively (maximum 6 draws). If you draw Circle, Square, Triangle, Circle, Circle - the sequence stops at the second Circle because consecutive Circles were drawn (total 5 draws). If you're lucky and draw Circle, Square, Triangle, Square, Circle, Triangle - all different types - you draw all 6. This has the highest potential Archetype draw (up to 6 cards) but is completely RNG-dependent. It works best when your Draw Pile contains a balanced mix of all three Archetype types.
Dual Creation is Tiphera's duplication engine. Base Dual Creation is a 1 AP Upgrade (Unique) that creates 1 identical copy in your Discard Pile whenever 2 Archetype cards are created. If Quantum Seed creates 2 Circles, Dual Creation creates a 3rd Circle in your Discard Pile. If 2 different types are created (Circle + Triangle), Dual Creation randomly creates either a Circle or Triangle in Discard Pile. This provides free value but requires drawing the duplicated card from Discard Pile (usually via Archetype: □ or Form Convergence).
Dual Creation I adds the Initiation tag, guaranteeing it appears in your opening hand. Dual Creation II changes the creation threshold from 2 Archetypes to 3 Archetypes but creates the duplicate directly in your hand instead of Discard Pile and applies Retain. This is significantly stronger because you don't need to draw the duplicate - it appears immediately and can be held for future turns.
Dual Creation IV is a 1 AP Skill (Unique) that creates 1 copy of each Archetype type (Circle, Triangle, Square) immediately, then creates 1 duplicate of the next Archetype you Exhaust. This provides guaranteed access to all 3 types but only generates 4 total Archetypes (3 initial + 1 duplicate). Dual Creation V creates duplicates automatically whenever Archetype cards are moved to your hand (maximum 5 duplicates per turn), but those duplicates have a random effect removed. A duplicated Archetype: ○ might only provide healing (losing the 1 AP effect) or only provide 1 AP (losing the healing effect). Despite the downside, generating 5 additional Archetype cards per turn is extremely powerful in builds focused on high Archetype volume.
Event Horizon is Tiphera's unique scaling card. It costs 2 AP, provides 1 AP, draws 1 card, and increases Damage Amount of the first Hit of your next Attack Card by 40%. It has Form Upgrade (0/n), meaning while Event Horizon is in your hand, each time you activate an Archetype card, Event Horizon randomly increases one of its three effects by 100% until used (stacking up to 3 times with base, 4 times with E1). If you use 3 Archetype cards while Event Horizon is in hand, it might become 4 AP + 1 Draw + 40% damage, or 1 AP + 4 Draw + 40% damage, or 1 AP + 1 Draw + 160% damage. The randomness makes Event Horizon inconsistent for precise planning, but the scaling is powerful enough that any outcome provides value.
Creation and Destruction is Tiphera's sustain card. At 1 AP cost, it deals 120% Defense-Based Damage, provides 80% Shield, and heals 80%. It has Harmonization, which doubles all effects if your current AP exactly equals the card's cost when played. This card is primarily valuable in Chaos mode where healing is scarce. In Save Data builds or team compositions with dedicated healers, many players remove Creation and Destruction to streamline the deck.
Creation and Destruction IV is the best Epiphany if you choose to keep this card. It transforms Creation and Destruction into a 1 AP Upgrade (Unique) that creates 1 copy of base Creation and Destruction in your hand whenever your AP hits 0 for the first time each turn, with that copy costing 0 AP and having Exhaust. This provides free sustain every turn without requiring deck space for multiple copies.
A typical Tiphera turn in a support build follows this sequence: Turn Start → Use Dual Creation (if not active) → Use Quantum Seed to generate Archetype cards in Draw Pile → Use Form Convergence to draw Archetype cards into hand → Use Archetype cards based on team needs (○ for AP if main DPS needs resources, △ before main DPS attacks for damage buff, □ if you need to find specific cards) → Use Event Horizon if in hand to scale for future turns → End Turn.
The most important decision each turn is which Archetype type to prioritize. If your main DPS has expensive cards but their hand is ready to execute, prioritize Archetype: ○ to generate AP. If your main DPS is preparing a burst turn with high-damage cards, prioritize Archetype: △ before they attack to maximize damage. If your team needs specific cards (your main DPS searching for their finisher, Mika searching for Source of Water), prioritize Archetype: □ to draw cards.
- Archetype: △ damage buffs stack multiplicatively and only affect the first hit of attack cards. For characters like Nine whose Hew deals all damage in a single massive hit, Archetype: △ is extremely valuable. For characters with multi-hit attacks, only the first hit receives the buff, making Triangle less impactful. Characters who benefit most from Triangle are Nine, Kayron (Black Hole single hit), Sereniel (Missile Deployment first hit), and any character with single-hit burst attacks.
- Archetype: ○ AP generation is universally valuable because every character uses AP. However, characters with expensive card costs (Kayron's 7 AP Brand of Annihilation, Nine's Hew after Hugh stacks, Hugo's 3+ AP cards) benefit more than characters with cheap 0-1 AP cards. In teams where your main DPS plays 5-6 cards per turn all costing 1 AP or less, providing 3-4 AP via Archetype: ○ might result in wasted AP if they can't spend it. In teams where your main DPS plays 2-3 expensive cards per turn, those 3-4 AP are critical.
- Archetype: □ card draw is valuable for finding key cards but less impactful if your team already has strong draw engines (Veronica's Repose, Cassius's Quest cards, Beryl's Guilty Pleasure). If you're running Tiphera with characters who lack draw, Archetype: □ becomes essential. If you're running Tiphera with high-draw teams, focus on ○ and △ instead.
Tiphera's greatest strength is versatility. She fits into virtually any team composition because AP, damage buffs, and card draw are universally valuable. Her greatest weakness is setup dependency - she requires specific Epiphanies (Quantum Seed II or III, Form Convergence I or IV, Dual Creation II) to eliminate RNG and reach peak performance.
Another weakness is hand space management. Tiphera generates many 0-cost cards, and without proper planning, your hand fills to the 10-card maximum, preventing you from drawing additional cards. Archetype cards have Exhaust, meaning they're removed from the game after use (they don't return to your deck), which helps prevent deck bloat. However, during explosive turns where you generate 6-8 Archetype cards, you might struggle with hand space. Cards like Form Convergence IV (which exhausts cards from hand) or teammates with discard mechanics (Nia, Cassius, Nyx) help manage this.







































