Best guide and build for Renoa from Chaos Zero Nightmare (CZN). Renoa is a 5✦ character from the Hunter class and Void attribute, who belongs to the Terrascion [SS Justitia] faction.
To learn more about Renoa 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*
15/Mar/2026
*Profile update means updates done to reviews/builds/gear within a season - showing the last date we changed anything on this page.
Kit
Review
Epiphanies
Gear
Deck & Teams
To learn more about Renoa check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Cards
Starting Cards:
1
Annihilation Shot
Attack
100% Damage.
1
Black Veil
Skill
100%Shield.
Show Effects
1
Echo of Sorrow
Attack
140% Damage. Create 1Dirge Bullet card(s).
Show Effects
Epiphany Cards:
1
Instant Judgment
Attack
180% Damage. If Dirge Bullet is in hand, discard 1 and +100% Damage Amount.
Show Effects
1
Ballad of Pitch Black
Attack
50% x 3 Damage. +20% Damage Amount for each Dirge Bullet in hand.
Show Effects
0
Flower of Devoured Fate
Skill
Discard up to 2 card(s) from hand. Create Dirge Bullet for each.
Show Effects
1
Last-Ditch Assault
Attack
[Retain]
150% Damage (+0%). Discard all Dirge Bullets and +50% Damage Amount for each.
Show Effects
Generated Cards:
1
Dirge Bullet
Attack
[Bullet][Exhaust]
160% damage. When moved to Discard, 120% Extra Attack on a random enemy.
Show Effects
1
Dirge Bullet: Finale
Attack
[Bullet][Exhaust]
200% damage. When moved to Discard, 160%x 2 Extra Attack to a random enemy.
Show Effects
Ego Skill:
4
Black Thorn
Ego Skill
Move all Dirge Bullet from Draw Pile and Graveyard to hand. 300% damage.
Show Effects
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.
Create 1Dirge Bullet card(s). At the start of turn, create 1Dirge Bullet card(s).
Show Effects
1
Instant Judgment I
Attack
270% Damage. If Dirge Bullet is in hand, discard 1 card and +150% Damage Amount.
Show Effects
1
Instant Judgment II
Attack
220% Damage. If Dirge Bullet is in Draw Pile, discard 1 card and +120% Damage Amount.
Show Effects
1
Instant Judgment III
Attack
220% Damage. If Dirge Bullet is in Graveyard, Exhaust1 and add 1 Hit(s).
Show Effects
2
Instant Judgment IV
Attack
180% Damage. When moved to Discard Pile, 250% Extra Attack to a random enemy.
Show Effects
1
Instant Judgment V
Upgrade
At the end of the turn, 200% Extra Attack to the enemy with lowest HP.
1
Ballad of Pitch Black I
Attack
75% x 3 Damage. +30% Damage Amount for each Dirge Bullet in hand.
Show Effects
1
Ballad of Pitch Black II
Skill
Move up to 3Dirge Bullet card(s) from Draw Pile and Graveyard to hand.
Show Effects
1
Ballad of Pitch Black III
Attack
50% x 3 Damage. 1Mark to the target for each Dirge Bullet in hand.
Show Effects
1
Ballad of Pitch Black IV
Attack
50% Damage x 3. Increase Damage Amount of Dirge Bullet's Extra Attack by 100% for 1 turn.
Show Effects
1
Ballad of Pitch Black V
Attack
50% Damage x 3. Exhaust all Dirge Bullet in the Graveyard, increase Damage Amount by 50% for each.
Show Effects
0
Flower of Devoured Fate I
Skill
Discard up to 3 card(s) from hand. Create Dirge Bullet for each.
Show Effects
1
Flower of Devoured Fate II
Skill
[Exhaust]
Discard all other Combatant cards from hand. Create 2Dirge Bullet for each.
Show Effects
0
Flower of Devoured Fate III
Skill
Discard up to 2 card(s) from hand. For each Discarded Card with Cost 1, +40% Damage Amount of next card.
1
Flower of Devoured Fate IV
Skill
Draw 2. If Dirge Bullet is in hand, Draw 1 additional card(s).
Show Effects
0
Flower of Devoured Fate V
Skill
Grant Retrieve to all Dirge Bullet in hand.
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
+40% damage of the Dirge Bullet Card, and +20% Extra Attack damage.
4
Unique Card Upgrade
Potential 4
Increase Damage, Shield, and Healing Amounts of Unique Cards by 2/20%.
5
Critical Chance Proficiency
Potential 5
+2/10% Critical Chance.
5-1
Basic Card Proficiency
Potential 5-1
+5% Damage of Renoa’s Annihilation Shot. If Renoa’s Critical Hit Chance is above 20%, +5% to that value.
5-2
Divine Epiphany Adaptation
Potential 5-2
Increases the chance for a Divine Epiphany to appear by 25%.
6
Critical Damage Proficiency
Potential 6
+2.4/12% Critical Damage.
7
Unique Stat Upgrade
Potential 7
+5%Dirge Bullet Damage. If Renoa's Critical Chance is greater than 60%, an additional +10% to that value.
Manifest Ego (dupes)
E1
Sleeping Memory
Manifest Ego 1
The Damage Amount increase effect increases by 20% based on each discarded Dirge Bullet card by Last-Ditch Assault.
E2
Awakening Memory
Manifest Ego 2
For every 4Dirge Bullet cards created, create 1Dirge Bullet: Finale card.
E3
Vivid Memory
Manifest Ego 3
Damage of the Black Thorn Card increases by 200%
E4
Inner Memory
Manifest Ego 4
Whenever Dirge Bullet is discarded, gain 1Rose's Resolve. Rose's Resolve: Renoa’s Damage Amount increases by 10%, upon shuffle remove Rose’s Resolve (max 4 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
Whenever Dirge Bullet card is drawn, deal 50% additional damage to a random enemy.
Stats (level 60)
HP
329
DEF
155
ATK
491
Gallery
Voice Actors
kr
Saebom Kang
jpn
Mayuka Nomura
Review
Introduction
Performance Profile
ST Damage [3/5]
AoE Damage [1/5]
AP Efficiency [4/5]
Utility [2/5]
Renoa is a 5-star Hunter Combatant that deals Void damage and specializes in dealing Single-Target damage through their Dirge Bullets, which trigger an Extra Attack when Discarded by other cards or at the end of the turn.
Most of Renoa’s cards either focus on generating Dirge Bullets or dealing additional damage when Dirge Bullets are in Hand or the Discard Pile. Her gameplay requires setup time for generating Dirge Bullets, card management and planning in order to unleash her hardest-hitting attacks at the right time.
Because of Renoa’s Dirge Bullets triggering when Discarded, Renoa has great synergy with Combatants who can offer deck cycling in the form of Draw and Discard outlets. Due to her high hit count, she also scales extremely well with additive buffs such as Morale.
Unfortunately, Renoa lacks any AoE in their kit and can be very prone to clogging the deck with Dirge Bullets. Renoa can help with some Card Draw of their own with various Epiphanies, but is best poised to be your primary DPS on your team.
If you enjoy unleashing a barrage of attacks each turn whilst still having the opportunity to fire off some burst damage, Renoa can be a combatant to look into, but you’ll need to manage her deck well after the first turn if you want her to last long into fights.
Pros & Cons
Pros
Great single-target and burst damage output.
Powerful personal damage scaling from Dirge Bullets.
Has a few exceptionally strong gameplay-changing Epiphanies.
Launches many Multi-Hits and Extra Attacks that scale well with Morale.
Cons
No AoE Cards.
Can clog the deck with Dirge Bullets if not careful.
Timing Ego Skill alongside Dirge Bullet generation and correct payoff cards requires some effort.
Ratings
The ratings below are based on the Season Save Data, Chaos Manifestation, and Great Rift modes. Each of the modes values different mechanics, so some characters may shine in one of them, while being underwhelming in the other.
Support
T2
Chaos Mode
T0.5
Season Save Data
?
Great Rift
DPS
T1.5
Chaos Mode
T1
Season Save Data
?
Great Rift
Key Mechanics
Dirge Bullets: Renoa’s whole kit revolves around generating Dirge Bullets, her own Signature Bullet type that triggers a 120% damage Extra Attack when Discarded. When played from hand, Dirge Bullets deal 160% and are exhausted. Many of her attacks deal more damage if Dirge Bullets are in hand or in the Discard Pile. Being able to either play Dirge Bullets directly or Discard them (either through active Discard effects or the end-of-turn Discard) lends Renoa a degree of adaptability and AP flexibility.
Potential
Renoa’s Potentials all increase her damage, with none offering mechanical changes.
3-1: Offers a huge +40% to Dirge Bullet’s multiplier and a further +20% multiplier to Extra Attacks, buffing Dirge Bullet’s overall damage output even further.
5-1: Increases her Basic Attack damage. Incentivizes hitting the Critical Chance threshold, but her Basic Attacks are still one of the least important parts of her kit.
7: Even more Dirge Bullet damage, which further incentivizes building her Critical Chance.
Dupes Review
E0
Base
Base performance of the character.
E1
100.14%
Ego 1
Renoa’s first Ego unlocked increases the damage scaling on her Last-Ditch Assault card by +20% for each Dirge Bullet Discarded. This is a solid damage boost that can add up quickly due to how many Dirge Bullets Renoa is able to create.
E2
132.50%
Ego 2
Renoa's next Ego grants access to creating a stronger Dirge Bullet for every 4 Dirge Bullets she creates. Dirge Bullet: Finale has a higher base damage of 200% and when moved to the Discard Pile, deals 160% Extra-Attack damage twice. This is a great Ego skill that pushes Renoa’s damage even higher.
E3
132.65%
Ego 3
Her third Ego node boosts her Ego Skill, increasing the damage dealt by an additional +200%. A substantial damage boost to her Ego skill, but otherwise relatively unremarkable.
E4
143.34%
Ego 4
The fourth Ego when unlocked grants Renoa 1 stack of “Rose’s Resolve” whenever Dirge Bullet is Discarded. Rose’s Resolve stacks up to 4 times and increases Renoa’s damage by 10% for each stack and is removed whenever a shuffle occurs. Another Ego that further pushes Renoa’s damage output.
E5
145.53%
Ego 5
This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. A solid potential boost for Renoa’s damage output.
E6
145.53%
Ego 6
Renoa’s final Ego point when unlocked now causes Renoa to do a 50% Extra-Attack to a random enemy whenever Dirge Bullet is drawn. This is a strong final Ego that helps slightly offset the downside of drawing unwanted Dirge Bullets. As this is an Extra-attack, this damage can be scaled as well.
Cards & Ego Skill
4
Black Thorn
Ego Skill
Move all Dirge Bullet from Draw Pile and Graveyard to hand. 300% damage.
Show Effects
Black Thorn
Consumes 4 EP, draws all Dirge Bullets from the Draw Pile and Graveyard and deals 300% damage on use. Renoa’s most powerful setup tool, but one that requires a solid amount of Dirge Bullets to already be present in the deck. Synergizes well with cards that scale off the number of Dirge Bullets in hand, like Last Ditch Assault and Ballad of Pitch Black. Requires Dirge Bullet generation from Flower of Devoured Fate and Echo of Sorrow, as well as some setup turns to activate its full potential—making it a bit awkward if you draw this Ego Skill on top in a long fight.
1
Annihilation Shot
Attack
100% Damage.
Annihilation Shot
Renoa’s Basic Attack, of which she has two copies in her Starting Cards. The only upgrades it gets are +20% damage from Potential 2 and +10% from Potential 5-1. Doesn’t have any extra synergy with her kit.
1
Black Veil
Skill
100%Shield.
Show Effects
Black Veil
Renoa’s basic shield. Gains no additional functionality outside of Potential 2 and isn’t an important card for her overall strategy.
1
Echo of Sorrow
Attack
140% Damage. Create 1Dirge Bullet card(s).
Show Effects
Echo of Sorrow
A single-target attack that generates 1 Dirge Bullet and deals 140% damage at base. This is one of Renoa’s most accessible and reliable ways of generating Dirge Bullets, making it a core part of every Renoa deck.
1
Instant Judgment
Attack
180% Damage. If Dirge Bullet is in hand, discard 1 and +100% Damage Amount.
Show Effects
Instant Judgment
One of Renoa’s primary payoff cards that deals 180% damage upfront and if a Dirge Bullet is in hand, it forces a Discard in exchange for +100% damage. As the card’s Discard only triggers with a Dirge Bullet in hand and Discarding Dirge Bullets can be done automatically at the end of every turn, its utility is limited. Aim to use this after generating Dirge Bullets.
1
Ballad of Pitch Black
Attack
50% x 3 Damage. +20% Damage Amount for each Dirge Bullet in hand.
Show Effects
Ballad of Pitch Black
Another payoff card that hits 3 times for 50% damage each, but gains an additional +20% damage for each Dirge Bullet in hand. This is one of Renoa’s strongest payoff cards, which not only has excellent inbuilt scaling but also benefits greatly from Morale thanks to its high hit count. Use after maximizing Dirge Bullet generation for the turn.
0
Flower of Devoured Fate
Skill
Discard up to 2 card(s) from hand. Create Dirge Bullet for each.
Show Effects
Flower of Devoured Fate
Renoa’s other major Dirge Bullet generator that costs 0 and allows you to select up to 2 cards Discard to generate an equal number of Dirge Bullets in exchange. Use it to cycle cards you don’t intend to use away for Dirge Bullets to empower your kit and deal Extra Attack damage.
1
Last-Ditch Assault
Attack
[Retain]
150% Damage (+0%). Discard all Dirge Bullets and +50% Damage Amount for each.
Show Effects
Last-Ditch Assault
Renoa’s final and biggest Dirge Bullet payoff deals 150% damage, Discards all Dirge Bullets on use and increases damage by +50% for each Bullet. This card has [Retain], allowing you to save it for the right moment, best combined with Renoa’s Ego Skill.
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.
Create 1Dirge Bullet card(s). At the start of turn, create 1Dirge Bullet card(s).
Show Effects
★★★
Epiphanies:
Neutral[★★] - Target Neutral Epiphany: Draw 1, 1 AP. Draw 1 Neutral can give similar value to Divines, but its base card has much lower potential in most teams because it generates fewer Dirge Bullets. As Renoa is usually used as a hyper-carry, it is not recommended to choose QoL over her most important damage source (Dirge Generation).
Echo of Sorrow I
[★★] - Now creates 2 Dirge Bullets. While this is a solid card, Renoa will generally have an Extra Attack build that will make its 3 attacks scale worse than Echo of Sorrow IV's 3 (since Echo I will have 1 attack and 2 extra, while IV will have all 3 extra).
Echo of Sorrow II
[★★★] - Now creates 1 Dirge Bullet in hand and 2 Dirge Bullets in Discard. This is the highest attack cap of Renoa, as it enables you to generate 3 Dirge Bullets on an Attack, rather than a Skill. Despite this, making the cards in Discard can be very hard to work around outside of OTK, so this is generally recommended for an OTK set-up using Nia or Renoa Ego Skill to move a lot of cards from Draw and/or Discard.
Echo of Sorrow III
[★] - Now creates 1 Dirge Bullet but Discards 2 Dirge Bullets from the Draw Pile. This basically relies on having poor Dirge Bullet management (in a consistent set-up where it would be used), as you shouldn't be having Dirge Bullet in your Draw Pile for non-OTK set-ups and there are superior damage options (Echo of Sorrow II) for OTK. Thus, this Epiphany is not recommended.
Echo of Sorrow IV
[★★★★★] - Becomes a Skill that makes 3 Dirge Bullets. This is the go-to Epiphany for most Renoa carry builds as it allows you to make the most amount of Dirge Bullets off an Echo of Sorrow Epiphany and synergizes with Flower of Devoured I (Discard 3 create 3 Dirge Bullets) perfectly.
Echo of Sorrow V
[★★★] - Now creates 1 Dirge Bullet at the start of every turn, alongside 1 on being cast. While this may not be the premier Epiphany for damage, it's an extremely popular Epiphany for her draw build, which has garnered a lot of popularity for being similar to higher strength to Veronica's draw (generally the benchmark for draw supports). This is because it can easily activate Flower of Devoured IV's draw condition with only a 1 AP cost per turn, though this build is generally not played without a Divine Cost Reduction on Flower IV, so keep this in mind.
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 (Echo of Sorrow IV), -1 Cost Reduction.
Card 2
Neutral Epiphany
★★★★
1
Instant Judgment I
Attack
270% Damage. If Dirge Bullet is in hand, discard 1 card and +150% Damage Amount.
Show Effects
★★
1
Instant Judgment II
Attack
220% Damage. If Dirge Bullet is in Draw Pile, discard 1 card and +120% Damage Amount.
Show Effects
★
1
Instant Judgment III
Attack
220% Damage. If Dirge Bullet is in Graveyard, Exhaust1 and add 1 Hit(s).
Show Effects
★★
2
Instant Judgment IV
Attack
180% Damage. When moved to Discard Pile, 250% Extra Attack to a random enemy.
Show Effects
★★★
1
Instant Judgment V
Upgrade
At the end of the turn, 200% Extra Attack to the enemy with lowest HP.
★★★★★
Epiphanies:
Neutral[★★★★] - Target Neutral Epiphany: Draw 1, 1 AP. Draw 1 Neutral can give similar value to Divines and the card is usually not a strong factor of damage, so it's one of the most popular Epiphany options.
Instant Judgment I
[★★] - Now does a bit more damage. Attack Cards themselves are not Renoa's primary source of damage in most builds; Extra Attacks via Discards are. Thus, she tends to get little value out of minor Attack Card damage increases (that aren't Dirge / Extra Attacks) since she is not built to capitalize on them fully.
Instant Judgment II
[★] - Now Discard 1 Dirge Bullet from the Draw Pile. This basically relies on having poor Dirge Bullet management (in a consistent set-up where it would be used), as you shouldn't be having Dirge Bullet in your Draw Pile for non-OTK set-ups.
Instant Judgment III
[★★] - Now does 2-hits and exhausts 1 Dirge Bullet in the Graveyard. This is an amazing Epiphany for aiding in reducing Dirge Bullet overflow (making too many Dirge Bullets you don't exhaust) for consistent set-ups. However, Ballad of Pitch Black V is already amazing at doing just this, but does it for ALL Dirge Bullet instead of just one. So, if you are using Ballad V, then there is no reason to use this (which is probably the case in consistent, non-OTK builds).
Instant Judgment IV
[★★★] - Now a 2-cost but does an Extra Attack when discarded. This is effectively + 1 Dirge Bullet, which is a bit better, but it can also be built around specifically by looping it continuously via Adagio (since the Extra Attack can be activated multiple times a turn).
Instant Judgment V
[★★★★★] - Now, an Upgrade that does an Extra Attack at the end of the turn. This is the go-to Epiphany as it will be similar to better damage than nearly any other option (because of how Extra Attacks scale and Renoa likely being built for it), on top of it being completely passive and thinning your deck on play.
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: Morale/Resolve (Instant Judgment V), -1 Cost Reduction.
Card 3
Neutral Epiphany
★★
1
Ballad of Pitch Black I
Attack
75% x 3 Damage. +30% Damage Amount for each Dirge Bullet in hand.
Show Effects
★★
1
Ballad of Pitch Black II
Skill
Move up to 3Dirge Bullet card(s) from Draw Pile and Graveyard to hand.
Show Effects
★★
1
Ballad of Pitch Black III
Attack
50% x 3 Damage. 1Mark to the target for each Dirge Bullet in hand.
Show Effects
★★★
1
Ballad of Pitch Black IV
Attack
50% Damage x 3. Increase Damage Amount of Dirge Bullet's Extra Attack by 100% for 1 turn.
Show Effects
★★★
1
Ballad of Pitch Black V
Attack
50% Damage x 3. Exhaust all Dirge Bullet in the Graveyard, increase Damage Amount by 50% for each.
Show Effects
★★★★★
Epiphanies:
Neutral[★★] - Target Neutral Epiphany: N/A. There is no target Neutral Epiphany for this card, as its base Epiphany can be rather weak (requires a very conditional set-up and will likely add less damage than most options).
Ballad of Pitch Black I
[★★] - Now does a bit more self-buff. The self-buff is extremely insignificant, so this card has all the same problems the Neutral/Base Epiphany does.
Ballad of Pitch Black II
[★★] - Becomes a Skill that moves up to 3 Dirge Bullets to hand. This is rather low value since its best-case scenarios often require poor optimization or rotations. In comparison, Ballad V is able to allow complete consistency without worrying about needing to move it. One issue with this card is that Dirge Bullet has [Exhaust], which means it cannot be moved from the Graveyard after being activated (not including the Extra Attack portion).
Ballad of Pitch Black III
[★★★] - Now applies 1 Mark for every Dirge Bullet in hand. With a handful of Dirge Bullets, this could be up to 9 Extra Attacks for one card. Granted, this is a hard card to get its full potential out of, but if you can, it's one of the best damage finishers (likely only used in OTK's, though).
Ballad of Pitch Black IV
[★★★] - Now gives 100% multiplicative buff to Dirge Bullets for 1-turn. A very hefty buff; however, it suffers an extremely hard hurdle to pass, which is that for non-OTK, you will lose your Ballad V to remove Dirge Bullet overflow. It can be used alongside Ballad V if utilizing pre-dupe, Meditate or Flash, but this will require you to lose a crucial dupe (probably losing a dupe on Flower of Devoured V).
Ballad of Pitch Black V
[★★★★★] - Now exhausts ALL Dirge Bullets in the Graveyard and does 50% more damage for each one exhausted. This is the go-to Epiphany since it allows you to effectively eliminate any Dirge Bullet overflow in consistent set-ups. For OTK, other options like Ballad IV are certainly a strong consideration (as overflow matters less), but being unable to manage your Dirge Bullet overflow will completely brick your rotations, so this is by far the recommendation for general use (can be used alongside another Epiphany if duped and Meditated/Flashed (or duped before Epiphany procs)).
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
Neutral Epiphany
★★
0
Flower of Devoured Fate I
Skill
Discard up to 3 card(s) from hand. Create Dirge Bullet for each.
Show Effects
★★★★★
1
Flower of Devoured Fate II
Skill
[Exhaust]
Discard all other Combatant cards from hand. Create 2Dirge Bullet for each.
Show Effects
★★
0
Flower of Devoured Fate III
Skill
Discard up to 2 card(s) from hand. For each Discarded Card with Cost 1, +40% Damage Amount of next card.
★★
1
Flower of Devoured Fate IV
Skill
Draw 2. If Dirge Bullet is in hand, Draw 1 additional card(s).
Show Effects
★★★★
0
Flower of Devoured Fate V
Skill
Grant Retrieve to all Dirge Bullet in hand.
Show Effects
★★★
Epiphanies:
Neutral[★★] - Target Neutral Epiphany: Morale 1. Morale 1 can allow a bit more self-buffing, which can be nice, but it will reduce the Dirge Bullet generation and Discard amount, so it will be worse than Flower of Devoured I in nearly any scenario.
Flower of Devoured Fate I
[★★★★★] - Increases the effect max by 1. This is the go-to Epiphany as it allows you to both easily Discard all Dirge Bullets while simultaneously creating them.
Flower of Devoured Fate II
[★★] - Now Discards all ally combatant cards, has [Exhaust], and creates 2 Dirge Bullets for each card exhausted. An OK card for OTK, but it needs to Discard ally cards instead of Renoa herself, which can be antisynergistic with her damage primarily coming from discarding her own cards, not allies. Still, it's an option for OTK, especially if played with an ally who has cards you want to Discard.
Flower of Devoured Fate III
[★★] - Loses Creation effect and now gives a 40% additive buff to next attack for each discarded. This can allow Renoa to be used as a more Supportive Buffer, though it isn't as strong as dedicated Buffers like Rei or Cassius. Around the same strength as Beryl's Supportive Unlimited Firepower IV.
Flower of Devoured Fate IV
[★★★★] - Now draws 3 if she has at least 1 Dirge Bullet in hand. This is EXTREMELY high draw, allowing Renoa to be used as a premier draw support alongside Echo V.
Flower of Devoured Fate V
[★★★] - Now grants [Retrieve] to all Dirge Bullets in hand. This isn't a high recommendation as it is extremely hard to use and often is traded with Flower I (which is the premier generation method), but there are some very strong set-ups that utilize this to Discard the same Dirge Bullets multiple times a turn.
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 (Flower of Devoured Fate II & IV), Draw 1, 1 AP.
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
100.00%
Best option for almost all Renoa builds for Save and Chaos thanks to the fact that 4P Conqueror's counts as working for Dirge Bullet discards. This combined with the fact the rest of Renoa's kit is all mostly 1 cost makes the 35% Crit Damage from this set incredibly hard to beat even with 2/2/2 regardless of team composition and build.
99.78%
Flex
An alternative to 4P Conqueor's if you're able to find substantial value in the Flex slot but doing so will come at the cost of giving up some damage in most team compositions.
For more damage use 2P Cursed Corpse (if you can keep Agony on targets at all times). Alternatively for stronger Chaos starts try 2P Seth's Scarab, or if you want more survivability use 2P Healer's Journey. If none of that appeals, you can use any 2 strong sub/main stat pieces instead of a final 2P set bonus as well.
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.
To fully activate Renoa's Potential 7, she needs 60% Crit Rate in the character screen. This is a difficult but achievable goal with good memory fragments. If you can, try to hit it as the Base Damage increase on her Dirge Bullets is a notable damage increase overall and Crit Rate is one of Renoa's top stats anyway.
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 character'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
5 Turns 123.00%
2
5 Turns 119.71%
3
5 Turns 111.51%
4
5 Turns 107.85%
5
5 Turns 106.58%
6
5 Turns 100.00%
7
5 Turns 98.96%
Equipment
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.
We're currently working on updating all builds for Season 3.
Weapon
Intellect of Discord
Tentacles of Chaos
Second Method
Dagger That Tricked the Shadow
Sword Reflected in the Lake
Obsidian Sword
Armor
DPS
Fairy King's Crown
Support
Star-Lit Cloak
Vine Camouflage
Trinket
DPS
Dimensional Cube
Amorphous Cube
Quantum Collector
Support
Sphere of Randomness
Comments - Weapons
Intellect of Discord
- Offers a huge 18% Combat Attack passively, which, for most Attack scalers, makes this weapon the de facto best-in-slot weapon if you're able to acquire it alongside the correct save and don't have any better Unique equipment options.
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, but also a very viable option for ATK-based carries if better options aren't available and the Unique slot is open.
Second Method
- A generically strong and accessible legendary equipment for all combatants that deal the majority of their damage via Extra Attacks, thanks to its +35% (Additive) Extra Attack bonus. Usually never best in slot, but always an acceptable pick-up for how common it is to find.
Dagger That Tricked the Shadow
- 12% Crit DMG is always a competitive option if you can find it in your runs and nothing better turns up or is required for your build.
Sword Reflected in the Lake
- A generic weapon that provides a large 25% (Multiplicative) damage boost, but only while you hold 6 cards or more. This is a strong legendary equipment providing you can satisfy its conditions while using the majority of your highest damaging abilities, but this is much easier said than done, making it only situationally good in certain decks.
Obsidian Sword
- Very easy to find and grants 12% (Multiplicative) damage to everything. It's never the best, but if you have nothing else, you should definitely grab it.
Comments - Armor
Fairy King's Crown
- The Crit Rate this armour provides is almost always in demand and a competitive option, making it a piece worth seeking out unless you're able to obtain better, more specialized options.
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.
Vine Camouflage
- An easy to get and nice inclusion for teams that have use for a powerful (but conditional) survival mechanic. Usually not the most optimal choice within the armor slot for most characters, but if you miss all other options, it's very easy to pick up as a fallback.
Comments - Trinkets
Dimensional Cube
- A specialized accessory that usually offers more damage than alternatives, but only functions when used within discard-heavy teams capable of discarding at least 3 cards each turn. Not useful in teams without discard capabilities, so only take this if you know you'll have consistent access to them.
Amorphous Cube
- The go-to generic damage accessory for most characters that is trivially easy to use and for the most part, a solid addition for any character that can make use of additive damage. Wont beat out more specialized options but always a great fallback.
Quantum Collector
- Grants 20% (multiplicative) damage to the wearer any time any combatant uses an upgrade card (no limit), but only for 1 turn. In specific teams targeting low-turn-count kills, this can be the best accessory available, but in longer fights or low-upgrade teams, it loses a lot of its appeal.
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 Unique item , meaning it won't be suitable for every character, but for 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.
Deck & Teams
Recommended Build
Renoa Builds
Check the best builds for Renoa below.
Extra Attack Renoa
Draw Renoa
Setup Summary
Character
Partner
Equipment
Fragments
No Fragments
Cards Summary [7 selected]
1
Echo of Sorrow IV
Skill
Create 3Dirge Bullet card(s).
Show Effects
1
Instant Judgment III
Attack
220% Damage. If Dirge Bullet is in Graveyard, Exhaust1 and add 1 Hit(s).
Show Effects
1
Ballad of Pitch Black V
Attack
50% Damage x 3. Exhaust all Dirge Bullet in the Graveyard, increase Damage Amount by 50% for each.
Show Effects
0
Flower of Devoured Fate I
Skill
Discard up to 3 card(s) from hand. Create Dirge Bullet for each.
Draw 1
Show Effects
x4
Deck Explanation
Extra Attack Renoa - This deck revolves around using Flower of Devoured I to both Discard and create 3 Dirge Bullets per use. Essentially, you are Discarding 3 Dirge Bullets to get 3 extra attacks, then making 3 Dirge Bullets from its additional effect, which allows you to repeat this for 12 extra attacks off Flower of Devoured alone.
Draw Renoa - Rather than use her for her DPS, you can build around her extremely high net draw via Flower of Devoured IV. You do need a Dirge Bullet in hand, which is where Echo of Sorrow V comes into play, as it will give you 1 Dirge Bullet at the start of the turn to activate its effect and use Renoa as a draw unit. This deck has similar levels of draw to Veronica, with higher Potential in some scenarios, but it can be really hard to play without divines as Flower IV is base 1-cost, making cost-reduction highly recommended.
Card Removal Priority
Annihilation Shot
,
Black Veil
- Removed in basically any Renoa deck.
Conditional Card Removal
Last-Ditch Assault
- When played with Nia or other forms of Discards, its Discard effect can be unneeded and worth considering for removal to free up your draw and AP needs.
Instant Judgment
- This card generally provides rather low damage compared to other options, so it is considered worth removing if your team will struggle to play around it because of draw or AP needs.
Card Copying Priority
Flower of Devoured Fate
- This is Renoa’s bread-and-butter go-to dupe, with it being central to her ability to both create and Discard dirge bullets for her extra attacks.
Best Synergies
Nia
Nia can effectively double the amount of Extra Attacks Renoa can do via her Soul Rip III, which makes a character's Extra Attack every time they Discard that turn. This is one of the largest increases in damage Renoa can get and makes her a top recommendation for any DPS Renoa build.
She can give additional additive buffs through her Rhythm Boost (if at least E2), which will give Renoa the equivalent of 1-Morale (20% additive buff) to all hits.
Nia can help to cycle and draw cards and allow Dirge Bullets to be Discarded multiple times in the same term via some effects like Adagio’s ability to Discard and move to top-of-draw.
Nia’s Ego Skill can be extremely strong with Renoa, allowing you to Discard how ever many Dirge Bullets are in draw. Some builds will abuse this by making a ton of Dirge Bullets over the course of many turns, then using Nia's ego skill to Discard them all.
Rei
Rei can give many different buffs that all work well with Renoa, including but not limited to: 1-cost card additive buffs, Void card buffs, 4P Glory Reign and generic additive buffs (Morale).
Cassius
Through neutral Morale Epiphanies on cards like Devil Dice or Dice Trick, Cass can give high additive buffing with little cost.
However, it’s worth noting that Cass can be difficult to play with her without Divine Epiphanies, as he generally wants cost-reduction on Devil Dice (with neutral Morale 2 Epiphany) so he can act as both draw and buffer together.
Cass is also able to assist in Discarding through his Shuffle effects alongside Devil Dice IV.
Diana
Can [Exhaust] Renoa dirge bullets on use with [Quietus] and effectively add one hit to every dirge bullet.
Both have amazing synergy with discard and extra attack effects and tend to use similar allies like Nia, meaning they will both benefit from many team effects or buffs.
Base performance of the character.