Season 2 dropped, you pulled (or rented) Tiphera, and now you’re staring at the deck like, “Okay… what am I actually supposed to do with this?”
This guide is the no-fluff answer for a Chaos Zero Nightmare Tiphera build: which Epiphany upgrades are actually worth chasing, what stats make her feel consistent instead of “why am I bricking again,” what to cut/duplicate so your runs stop wobbling, and the practical picks for best Memory Fragments, best Equipment, best Partner, and team comps that make her kit click without needing a PhD in AP math.
Tiphera Overview

Tiphera is a 5✦ Controller of the Order attribute from the Speitz faction, and she plays like a DEF-scaling engine support that turns survivability into tempo, then tempo into a burst window. Her kit revolves around generating a small package of free, single-use tools that get shuffled into your deck, pulled into hand quickly, and then disappear after play—so you’re getting value without permanently bloating your draw.
Those generated tools cover three jobs: keeping you topped up, adding Shield, and—most importantly—feeding extra Action Points so you can extend turns. The real payoff is her stacking “first hit” damage amplification: she can build a chunky bonus that applies to your next Attack, letting your carry cash out on a clean, predictable spike instead of praying for crit RNG. If you invest into DEF, you’re not just tankier—your damage and sustain both scale up alongside your shielding.
She also rewards tight AP math. One of her key attacks becomes massively more efficient when you line it up so its cost exactly matches your current AP, effectively doubling its output. Overall, she plays like: quietly assemble resources, stabilize the fight for free, then flip the switch and make one attack hit like a truck.
Skill & Card Anlysis
Starting Cards
Matter Disintegration (1 Cost, Attack)

100% Defense-Based Damage.
Your no-drama DEF poke. Mostly here to keep turns functional when you’re saving Archetypes for later, and it scales naturally with the stats you already want.
Barrier Deployment (1 Cost, Skill)

Heal 100%.
Straight sustain with zero strings attached. Great when you’re forced to stabilize, but it doesn’t advance your Archetype loop, so it’s the least exciting AP spend.
Quantum Seed (0 Cost, Skill)

Heal 100%, create 2 Archetype cards in Draw Pile, then Draw 1 of those cards.
This is the button that makes her kit feel unfair: free heal plus immediate Archetype access, so you start stacking tempo and setup without paying AP.
Epiphany Cards
Form Convergence (1 Cost, Skill)

[Retain] Draw 2 Archetype cards, then double a random effect of those cards for 1 turn.
Retain lets you bank it until the “go time” turn. The effect-doubling can high-roll, but even average rolls mean more free tools right now.
Creation and Destruction (1 Cost, Attack)

120% Defense-Based Damage, 80% Shield, Heal 80%.
Harmonization: Double all effects.
All-in-one value card. If you can line up Harmonization, it’s a massive swing that turns DEF investment into damage, shielding, and healing in one click.
Dual Creation (1 Cost, Upgrade)

[Unique] When 2 Archetype cards are created, create 1 identical card in Discard Pile.
Quietly busted engine glue. Doubling your generated toolbox over time means more 0-cost utility cycling through the fight, which makes your good turns happen way more often.
Event Horizon (2 Cost, Skil)

1 AP, Draw 1, Increase Damage Amount of the first Hit of the next Attack Card by 40%.
A clean burst primer: draw to keep your hand moving, then tag your next Attack’s first hit for extra damage. Perfect right before a carry cash-out.
Generated Cards
Tiphera’s kit is built around her Generated Cards—three 0-cost, [Exhaust] Archetypes that act like a disposable toolbox. The point isn’t “play more random cards,” it’s “inject clean utility that boosts your turn without permanently stuffing your deck.” Once an Archetype does its job, it disappears, so your draws stay lean.
Archetype: ○ (0 Cost, Skil)

[Exhaust] Heal 50%, 1 AP.
The tempo battery. It patches HP and refunds AP at the same time, letting you stabilize without sacrificing your whole turn’s pressure.
Archetype: □ (0 Cost, Skil)

[Exhaust] Heal 50%, Draw 1 Archetype card.
The consistency link. Healing plus “draw another tool” keeps the Archetype chain flowing, so you’re far less likely to brick on the turn you need momentum.
Archetype: △ (0 Cost, Skil)

[Exhaust] 50% Shield, Increase Damage Amount of the first Hit of the next Attack Card by 30% (max 300%).
Your burst setup piece. Shield buys safety, and the stacking first-hit amp turns one planned Attack into a spike—especially nasty with multi-effect openers.
Ego Skill
Archetype Resonance (5 Cost, Ego Skill)

Create 1 Archetype card. For the next two times you use the Ego Skill, you Create an additional copy, and your next Ego Skill costs 2 less AP.
A run-smoother, not a flashy nuke: it frontloads an Archetype card, then double-dips your next two Ego casts while discounting the follow-up. Great for chaining engine turns and tempo overall.
Card Removal & Dupe Priority

Card removal for Tiphera is basically “cut anything that doesn’t help you see Quantum Seed + Archetypes more often.”
Removal Priority
First optional cut is Barrier Deployment (Heal 100%). It’s pure sustain for 1 AP, and once your Archetype loop is online, you usually don’t want to spend deck slots on “heal only” cards.
Next cut is Matter Disintegration (100% Defense-Based Damage). It’s fine early, but it doesn’t help you generate, draw, or multiply Archetypes—so trimming it boosts consistency and gets you back to your engine pieces faster.
Dupe Priority
Top priority: Quantum Seed. More copies means more free engine starts per shuffle, more Archetypes created, and fewer “dead” turns where you’re waiting to see your toolkit.
Second: Creation and Destruction. At 1 AP it already packs damage + shield + heal, and Harmonization doubling can turn it into a swing-turn button worth seeing often.
Third: Form Convergence. [Retain] lets you bank it for the exact turn you want to explode, and drawing two Archetypes keeps your generated-card loop from stalling.
Stat Priority
CZN’s stat curve is a little weird at first: because base stats are relatively low, flat substats often beat small % rolls on HP/ATK/DEF. So when you’re min-maxing, don’t tunnel-vision on % lines—good flats can be the real carry.
Engine-Support
- Main stats: DEF% → HP% (take HP% if you’re getting clipped)
- Substats: flat DEF > flat HP > DEF% > HP% > CRIT Rate% (optional)
Why: basically everything you care about scales off DEF. Your starter kit is DEF-based damage, and your core value loop is “stay alive → keep turns going,” with lots of healing/shielding baked into the kit. DEF also feeds your Shield/Heal math directly, so stacking it makes your free Archetype tools feel way more “unfair.”
Burst-Leaning DEF DPS
- Main stats: CRIT Rate → Order DMG → DEF%
- Substats: CRIT Rate% ≈ CRIT DMG% > flat DEF > DEF% > flat HP
Why: her burst is concentrated into “big first-hit moments” (the kit literally buffs the first hit of your next Attack), so crit consistency is huge—landing that amplified hit matters more than padding average damage. Order DMG is a clean multiplier for her DEF-based attacks, and DEF is still the backbone.
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Epiphany Recommendations

Epiphany upgrades are the “evolved” versions you can roll into during roguelike runs, but only some cards in a character’s deck can actually receive Epiphany variants—so you want to funnel those upgrades into the pieces that multiply her Archetype loop.
Top priority: Quantum Seed Epiphany. It’s your guaranteed starting engine piece, so upgrading it boosts your run from the first shuffle onward—more consistency, faster access to your generated toolbox, fewer dead turns.
Second: Dual Creation Epiphany. This is the “make the Archetype loop feel unfair” upgrade line: improving the card that multiplies your generated tools pays off every time you cycle, especially in longer fights where repeatability matters most.
Third: Form Convergence Epiphany. This is your spike-turn enabler. Upgrades here make your “hold it, then pop it” turns more explosive and more reliable, which is exactly what you want when you’re setting up a clean cash-out window.
Fourth: Creation and Destruction Epiphany. Treat this as your scaling backbone upgrade: it’s the one that keeps your DEF investment doing real work on both offense and defense. Also, some variants even swap its card type (Attack ↔ Skill), which can matter if your run is leaning into type-based synergies.
Tiphera Best Gear
Best Memory Fragments
|
Glory’s Reign (4-PC) |
Tetra’s Authority (2-PC) |
|
When generating or using Exhaust Skill Cards, +5% to Damage Amount of all allies (max 15%) |
+12% Defense |
If you’re building around her identity, Glory’s Reign (4-PC) is the cleanest “this was made for her” set: it rewards generating/using Exhaust Skill cards with a stacking teamwide Damage Amount buff, and her generated Archetype Skills are literally 0-cost [Exhaust] Skills, so she procs it naturally without warping your deck.
DEF matters twice for her because DEF-based damage exists, and healing/shielding scale off DEF in the formula, and that’s why Tetra’s Authority (2-PC) fits her kit.
Best Equipment
|
Weapon |
Armor |
Trinket |
|
Void of the Devourer |
Psionic Combat Suit |
Corrupted Core |
|
When a card is Exhausted, next card used +35% Damage stacks up to 1 time. |
When a card is Exhausted, 30% Fixed Shield (5 times per turn). |
On gaining Shield, +100% Fixed Shield (1 per turn). |
|
Her Archetype Skills exhaust themselves, so you’re basically stapling a damage steroid onto whatever you cash out with next. |
This is peak synergy—your engine cards become free durability. |
Bonus DEF plus extra shield value—very on-brand for a DEF-based stabilizer. |
Best Partner

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.
Nyx is tailor-made for what Tiphera already does naturally: you’re constantly getting “first draw each turn from an ability” thanks to her kit’s built-in draw lines (Quantum Seed draws, Form Convergence draws, Event Horizon draws, and the □ Archetype draws). That means Nyx’s teamwide ally damage buff is basically “on” every turn without you playing weird.
On top of that, Nyx directly pads the exact three things you care about on a DEF-scaling engine support—Defense, Health, and healing—so your sustain-to-tempo loop gets sturdier while your team’s burst window gets cleaner.
Best Team Compositions
Premium Team
|
Orlea |
|
Tiphera |
Nine already swings on chunky, single-hit DEF scaling, like Hew (big DEF-based hit) and burst lines that scale off your Exhaust pile. Tiphera’s Event Horizon (first-hit amp on your next Attack) plus the stacking from Archetype: △ is basically a “load the cannon, now fire” button that makes those big hits land way above their weight. Orlea then smooths the setup turns by letting you “hold” the right pieces and double-dip Retain-style value (she has an effect that triggers Retain effects multiple times), so your burst window shows up on schedule instead of “whenever RNG feels like it.”
First-Hit Cannon Team
|
Tiphera |
|
|
This trio is basically “set up a clean burst turn, then cash it out hard.” Tiphera’s whole loop starts from Quantum Seed (it creates Archetype cards and immediately draws one), so you keep cycling Archetype: ○ / △ / □ for sustain, AP momentum, and first-hit scaling. The important part is that Archetype: △ and Event Horizon both pump the first hit of your next Attack, so you want to point those multipliers at Haru’s Anchor Shot (a chunky single-hit nuke that ramps harder the more times you’ve already used it). Beryl makes the whole thing way more consistent: Guilty Pleasure is a 0-cost draw tool, and Unlimited Firepower adds a big “next Attack” damage push while also shielding, so Haru gets to spend AP on the kill turn instead of stabilizing.
Follow-Up Team
|
Tiphera |
|
Amir |
This comp turns “we’re safe” into “why is everything exploding already.” Hugo’s Hunting Instincts pays you whenever someone else uses a Skill/Upgrade by generating Commence the Hunt, and Tiphera feeds that constantly because her Archetype package (plus Event Horizon) are Skills you spam while staying afloat. Amir slots in as the steady DEF-based bruiser: she has DEF-scaling attacks, ramps/uses Metallization/Metalize, and her Steel Resolve converts those stacks into big shields—so she keeps the team stable while still pushing damage. And if you’re worried about “two defensive units = low damage,” the general guidance is Amir often plays more like DPS than a pure shielder anyway, so you’re not actually starving your damage slot here.
Conclusion
Play her like an engine, not a hero: stabilize, extend, then hand your DPS a clean burst window—easy, repeatable, no drama. When you’re short on pulls at the worst possible moment, LDShop’s CZN Top-up is the quick “close the gap” pick so you can get back to farming instead of doom-scrolling prices.

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Henry Smith Experienced Game Editor
Greetings! I’m a veteran game editor and strategy guide creator with over a decade of experience exploring the worlds of action RPGs and gacha adventures. From the elemental battlegrounds of Genshin Impact, to the cosmic journeys of Honkai: Star Rail, and the fast-paced combat of Wuthering Waves, I dive deep into the mechanics, meta, and moments that define each game. What can you expect? In-depth guides, expert commentary, and practical insights to sharpen your gameplay and expand your understanding of the titles you love.















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