◤Developer Note: Galactic Disaster Season 2 Balance Adjustments◢
Zero Out All Despair!
Hello. This is theChaos Zero Nightmare Team.
As we conclude Season 1 and prepare for the launch of Season 2, the Chaos Zero Nightmare development team is gearing up for a new leap forward. The wide range of gameplay experiences and feedback shared by our Protos have served as an important foundation in shaping our plans for Season 2.
In this Developer Note, we would like to outline the major balance adjustments that will be applied alongside the Season 2 update. To meet the expectations of Protos who have been waiting a long time for these changes, the development team has carried out extensive reviews and discussions in preparing these adjustments.
First, we would like to explain the changes to the Save Data storage rules. As this is a core update that affects the overall Season 2 gameplay experience, we will address this prior to detailing specific in-game balance adjustments.
※ The adjustments outlined in this balance adjustment notice are subject to change at the time of the actual update.※ Detailed values for the improvements will be updated in a future Developer Note.
※ For detailed values and newly added improvement targets, please refer to the Developer Notes below.[Developer Note: Galactic Disaster Season 2 Additional Balance Adjustments]
■Save Data Storage Rule Adjustments
We have identified that the current calculation method for Faint Memories includes several unintuitive elements that have caused inconvenience for Protos.
Since the disclosure of the storage rules, some improvements have been made, such as allowing Faint Memories to be checked during Chaos runs. However, we determined that these adjustments alone were not sufficient to resolve the underlying issues.
Under the previous rules, accurate calculation required players to manually track their gameplay in detail. As a result, we observed cases where players relied on external websites or tools in order to create their desired Save Data.
We believe this experience disrupts immersion in the game itself and detracts from the overall enjoyment of play.
To reduce the burden Protos face when managing Save Data, and to allow greater focus on in-game choices and experiences, we are revising the Save Data storage rules in a more intuitive direction.
These changes to the storage rules will be applied alongside the Season 2 update and can be reviewed in-game through the Help section.
『Change Background and Direction』
Under the previous rules, the value of Save Data could vary even when the final result was the same, depending on the specific gameplay path taken.
As a result, a form of “optimal play” emerged even before entering Chaos, dictating the exact order and methods by which elements needed to be acquired. In this environment, unexpected choices and experiences often became sources of calculation-driven stress rather than enjoyment.
To address this, the new rules shift Save Data valuation from being process-based to result-based.
With this change, Save Data value will be calculated in a more intuitive manner, allowing players to focus on the gameplay itself without the burden of managing or optimizing the underlying process.
『Key Details of the Rule Changes』
- Save Data value will be calculated based on additional elements acquired beyond a base Save Data consisting of 8 cards, made up of uniquely obtainable starting cards and Epiphany cards.
- Neutral cards are calculated at a fixed value, regardless of whether Epiphany has been applied.
- Divine Epiphany will continue to be calculated at 20 pts, unchanged from before.
- Monster cards are categorized into Common / Rare / Legendary tiers based on their effects, with each tier valued at 20 / 50 / 80 pts, respectively.
- Points awarded for card duplication will be changed from 0 / 10 / 30 pts to 0 / 0 / 40 pts.
- Removing cards other than starting cards does not grant points. Each removed starting card is valued at 20 pts. Transforming a card is also treated as removal.
- Limits will be added to removal and duplication. Per Save Data, duplication is limited to a maximum of 4 times, and removal is limited to a maximum of 5 times.
The purpose of these rule changes is to preserve the existing gameplay experience as much as possible while allowing players to understand Save Data value intuitively, without complex calculations.
Even after the Season 2 update, systems related to Faint Memories will continue to be refined. We remain committed to delivering a smoother and more immersive gameplay experience.
■Balance Adjustments
Chaos Zero Nightmare is designed to deliver combat experiences in which each Combatant fulfills a distinct role, and where different deck-building experiences and strategic discoveries emerge every run based on player choice and combinations.
However, during Galactic Disaster Season 1, certain Combatant combinations and builds became overly fixed, leading to a style of deck-building that repeatedly pushed players toward near-optimal answers. This diminished the motivation of Protos seeking more varied experiences and resulted in a rigid combat meta.
Based on these observations, Season 2 introduces a series of improvements and adjustments aimed at expanding strategic options and allowing Protos to enjoy combat in a fresher, more dynamic environment.
The major adjustments will proceed across the following five key directions.
- Combatant Reworks
- Combatant Improvements
- Partner Improvements
- Memory Fragment Improvements
- Adjustments to Select Equipment and Common Cards
1. 『Combatant Reworks』
The first adjustments we’d like to cover are for Tressa and Cassius.
These two Combatants demonstrated extremely powerful synergy and sat at the center of the Season 1 combat meta. Their impact was so strong that, in many cases, there was little reason to consider alternative options, which led to a more concentrated and skewed combat experience throughout the season.
The depth with which Protos analyzed and utilized these two Combatants in their own ways left a strong impression on the development team as well. However, when viewed against the game’s core direction of encouraging diverse combat experiences and combinations, we concluded that their overall influence had reached a level that constrained strategic choice.
Accordingly, these adjustments have been prepared with the goal of restoring meta diversity while preserving the feel of play that many Protos currently enjoy. Above all, we prioritized maintaining the core appeal and practical value that define Tressa’s and Cassius’s gameplay.
[Tressa]
First, we’ll walk you through the changes to Tressa.
Tressa is designed as a Psionic Combatant who generates “Shadow Dagger” cards to unleash consecutive attacks, while applying the continuous effect “Agony” to build up powerful DoT.
However, under the current structure, each application of “Agony” stacks as an individual debuff. This has resulted in overly cluttered monster HUD information and made it difficult to intuitively understand how the effect is actually functioning.
With this adjustment, we will improve readability by reworking how “Agony” operates, making its behavior more intuitive and allowing Tressa to utilize “Agony” in a new way.
Adjustment Target | Before | After |
Agony Effect Mechanics | Applied as a new debuff to the target each time Agony is inflicted. | Agony applied by the caster is stacked as a single debuff. |
Agony Continuous Effect | At turn end, deal Fixed DoT equal to 50% of the amount of Agony. | At turn end, deal Fixed DoT equal to 50% of the amount of Agony, |
Shadow Dagger | Cost 0 / Attack / | Cost 0 / Attack / |
Advanced Shadow Dagger | Cost 1 / Attack / | Cost 0 / Attack / |
Unsheathe Dagger – Unique Epiphany 4 | Create 2 Shadow Dagger, | Create 2 Shadow Dagger, |
Shadow Reload – Unique Epiphany 1 | Cost 2 / Attack / [Retain] 80% Damage to all enemies, 2 Agony, Exhaust all Shadow Dagger in hand, repeat equal to that number | Cost 1 / Attack / [Retain] 80% Damage to all enemies, 2 Agony, Exhaust all Shadow Dagger in hand, repeat equal to that number |
Shadow Reload – Unique Epiphany 2 | Cost 1 / Skill / Heal 100%, Create 2 Advanced Shadow Dagger | Cost 0 / Skill / Heal 150%, Create 1 Advanced Shadow Dagger |
Shadow Reload – Unique Epiphany 3 | Cost X / Skill / Heal 100% × X, | Cost X / Skill / Heal 100% x X, |
Shadow Reload – Unique Epiphany 4 | Cost 1 / Upgrade / [Initiation] When Healed by a Skill Card, create 1 Shadow Dagger | Cost 1 /Skill / Exhaust all Shadow Dagger, then create Advanced Shadow Dagger for each Exhausted |
Shadow Reload – Unique Epiphany 5 | Cost 1 / Skill / [Exhaust] Discard all cards, Create Shadow Dagger equal to that number | Cost 1 / Skill / [Exhaust 2] Discard all cards, Create Shadow Dagger equal to that number |
Vital Attack – Unique Epiphany 3 | Cost 2 / Attack / 80% Damage x 3, | Cost 1 / Attack / 80% Damage x 3, |
Cursed Gouge | Cost 1 / Skill / | Cost 1 / Skill / Activates this unit’s Agony applied to the target |
▶ Agony Effect Mechanics
With Agony now stacking as a single debuff, its stacking and consumption behavior will be adjusted to be more intuitive. This change is intended to provide clearer damage expectations based on the number of Agony stacks.
Additionally, to clarify how Agony stacks are managed under the new mechanics, the maximum number of Agony stacks will be set to 20.
Accordingly, the Agony tooltip will be updated as shown in the table below.
▶ Shadow Dagger / Advanced Shadow Dagger
With a limit added to Agony stacks, the Agony values of Shadow Dagger will be adjusted to prevent Tressa from reaching the stack limit too quickly and suffering a loss in expected damage output. To compensate, the base damage amount will be increased, improving overall usability.
In addition, the effect of Advanced Shadow Dagger, which previously saw low usage due to feel-related issues, will be revamped to better synergize with the updated Agony mechanics.
▶ Unsheathe Dagger
As the change to the reduction method increases the strategic value of 1 Agony, certain Epiphany values of Unsheathe Dagger will be adjusted accordingly.
▶ Shadow Reload
Adjustments will also be made across the Shadow Reload card, which previously served as the core of Tressa’s playstyle and showed an overwhelmingly high Epiphany pick rate.
In particular, with the usability of Advanced Shadow Dagger significantly improved, a comprehensive effect revamp will be carried out to open up a wider range of play options that leverage this change.
Epiphany 4, which held an especially high pick rate and dominant presence in the previous meta, will be redesigned with a unique effect so that it can continue to function as a key choice under Tressa’s updated mechanics.
Through these changes, we expect Shadow Reload to remain a powerful and impactful card even after the adjustments.
▶ Vital Attack
As Agony stacks have become more important, certain Epiphany options for Vital Attack will be adjusted.
The cost will be reduced to improve usability, and the effects will be reworked to specialize in building Agony stacks.
▶ Cursed Gouge
Lastly, the effect of Cursed Gouge will be changed.
Previously, it was used to significantly increase the amount of Agony applied to a target. Under the revised Agony mechanics, the card will be reworked to feature a new, unique attribute that directly leverages the Agony instead.
With this adjustment, we expect Tressa to utilize Agony in a more strategic manner and continue to shine as a powerful Combatant through a renewed playstyle.
[Cassius]
Next, we’ll take a closer look at the changes to Cassius.
Cassius is designed as a Controller Combatant who completes four unique types of quests, providing a wide range of buffs to allies.
Each quest offers situational strategic choices, creating a combat experience that emphasizes flexible decision-making and adaptive play based on the battle state.
However, we observed that certain quest rewards were functioning as overly powerful options relative to their completion difficulty, establishing themselves as dominant strategies that overshadowed other choices.
As a result, Cassius’s core gameplay, originally intended to revolve around pursuing a variety of quests, has instead been pushed toward forcing specific Epiphanies or builds.
These builds have proven powerful enough to dominate the overall combat experience, and from a long-term perspective, we believe they pose a risk to strategic diversity and combat meta.
With this adjustment, we have prioritized preserving the core “enjoyment of quest completion,” which lies at the heart of Cassius’s original design, while selectively tuning elements that were functioning as dominant strategies.
At the same time, certain aspects will be improved to ensure that Cassius retains his strategic value.
Through these changes, we hope to see Cassius shine in new ways across a wider variety of builds and team compositions after the adjustments.
▶ Balance Adjustment Details
Adjustment Target | Before | After |
Quest Mechanic Changes | When conditions are met during battle, generate a Quest card as a reward. Quest card is excluded from the criteria. | When conditions are met during battle, generate a Quest card as a reward, 80% Fixed Healing (3 times per turn),Quest card is excluded from the criteria. |
Triple0 | Cost 0 / Attack / [Exhaust/Ephemeral] 40% Damage for each Attack Card used this turn | Cost 0 / Attack / [Exhaust/Ephemeral] 40% Damage, +40% Damage Amount for each Attack Card used this turn (max 4 times) |
Empowered Triple 0 | Cost 0 / Attack / [Exhaust/Ephemeral] 50% Damage for each Attack Card used this turn | Cost 0 / Attack / [Exhaust/Ephemeral] 50% Damage, +50% Damage Amount for each Attack Card used this turn (max 4 times) |
Triple 1 | Cost 0 / Attack / [Exhaust/Ephemeral]90% Damage, Heal 90% | Cost 0 / Attack / [Exhaust/Ephemeral] 150% Damage, Heal 150% |
Empowered Triple 1 | Cost 0 / Attack / [Exhaust/Ephemeral] 120% Damage, Heal 120% | Cost 0 / Attack / [Exhaust/Ephemeral] 200% Damage, Heal 200% |
Full House | Cost 0 / Skill / [Exhaust/Ephemeral] Draw 1 | Cost 0 / Skill / [Exhaust/Ephemeral] |
Strengthened Full House (Added on 1/26 09:07) | Cost 0 / Skill / [Exhaust/Retain] Draw 1 | Cost 0 / Skill / [Exhaust/Retain] |
Dice Trick | Cost 2 / Attack / 240% Damage, Decrease Cost by the number of completed Quests | Cost 2 / Attack / 240% Damage, reduce 1 Morale for 1 turn,decrease Cost by the number of completed Quests |
Dice Trick – Unique Epiphany 1 | Cost 2 / Attack / 360% Damage, Decrease Cost by the number of completed Quests | Cost 2 / Attack / 360% Damage, reduce 1 Morale for 1 turn, decrease Cost by the number of completed Quests |
Dice Trick – Unique Epiphany 2 | Cost 2 / Attack / 300% Damage to all enemies, Decrease Cost by the number of completed Quests | Cost 2 / Attack / 300% Damage to all enemies, reduce 1 Morale for 1 turn, decrease Cost by the number of completed Quests |
Dice Trick – Unique Epiphany 3 | Cost 0 / Attack / 80% Damage, +80% Damage Amount for each completed Quest | Cost 0 / Attack / 80% Damage, +80% Damage Amount for each completed Quest (max 5 times) |
Dice Trick – Unique Epiphany 4 | Cost 2 / Upgrade / When using Quest Card, Heal 100%, 100% Fixed Damage to a random enemy | Cost 2 / Upgrade / [Unique]When using Quest Card, Heal 100%, 100% Fixed Damage to a random enemy |
Dice Trick – Unique Epiphany 5 | Cost 2 / Upgrade / When Quest is completed, create 1 Quest Card | Cost 2 / Upgrade /[Unique]At the start of the turn, create 1 empowered Quest card |
▶ Quest Mechanics and Quest Card Adjustments
Cassius’s quest mechanics will be revised.
Upon completing Cassius’s quest, a healing effect will be granted, improving party sustain, and the number of quests that can be completed per turn will be limited to three.
This adjustment will preserve Cassius’s core and engaging combat experience of progressing through four different quests, while preventing certain low-difficulty quests from dominating overall gameplay.
With a limit placed on the number of completions, the performance of individual quest rewards will be broadly increased, enhancing Cassius’s overall contribution to the party in standard combat situations.
In addition, to ensure that certain rewards do not excessively overshadow other choices, a limit will be added to Triple 0 cards.
▶ Dice Trick Card Adjustments
Adjustments will also be made across Dice Trick cards, which have shown overwhelmingly high Epiphany pick rates due to strong synergy with Cassius’s existing playstyle.
While some Epiphanies functioned as dominant choices due to excessively high efficiency, the base versions and certain Epiphanies have shown limited usability.
With this adjustment, new effects will be added across the card set to improve overall feel, and select Epiphany effects will be tuned to align with the revised quest mechanics.
Cassius is a Combatant designed around the enjoyment of improvisational decision-making and quest completion. Through these changes, we aim to ensure that his signature control-focused gameplay can shine across a wider range of builds and team compositions, without being overly skewed toward a single dominant strategy.
We also recognize that these adjustments may alter the experience and value of Save Data that many of you have carefully built, which may feel disappointing or discouraging. The development team takes this concern very seriously.
As compensation for Save Data changes resulting from this balance adjustment, three copies of the new item “Flash of Possibility” will be distributed to all players alongside the Season 2 update. 
Flash of Possibility is a consumable currency used on completed Save Data. It allows you to designate a card that can receive a Unique Epiphany and directly select and apply the desired Unique Epiphany.
If the selected card already has a Divine Epiphany, you can choose one of the Unique Epiphanies with that Divine Epiphany applied. However, if certain Divine Epiphanies cannot be granted due to the card’s type or cost, the available options will be displayed with that Divine Epiphany removed.
Through this feature, we aim to support strategic reconfiguration of existing Save Data to better align with the revised specifications.
Starting with the rewards from this balance patch, “Flash of Possibility” will also become available as an in-game reward going forward. Through this, we plan to gradually reduce Chaos-related fatigue that can arise during the Unique Epiphany selection process.
In addition, for Tressa and Cassius, who are subject to these adjustments, Protos who no longer wish to continue developing or using them under the updated specifications can use the in-game Growth Reset feature to reclaim the growth materials invested in their levels and potential. 

The development team places the highest priority on preserving the gameplay experience and core value of Protos. We will continue to approach future updates with this principle firmly at the core.
2. 『Combatant Improvements』
Secondly, we’ll cover improvements to select Combatants.
Adjustments will be made to Combatants and cards whose healing capabilities and overall usability as Controllers have been underperforming.
In this Developer Note, we’ll briefly outline the direction of changes for certain Combatants
and share the development team’s intent behind each adjustment.
In addition, balance improvements are also planned for Combatants not mentioned in this Developer Note.
However, due to the volume of changes, it was unavoidable to omit some details at this time.
These adjustments are not limited to specific Combatants, but are being prepared with the goal of allowing a wider range of Combatants to better express their unique identities and roles. More detailed information, including specific card effects and numerical values, will be shared in this notice on February 3.
▶ Counterattack
| Adjustment Target | Adjustment Direction |
| Conditional Damage Amount | Damage amount dealt when an attack is fully blocked by a shield will be increased. |
→ In the current combat environment, where ending battles in the fewest possible turns is prioritized, the Vanguard class has been underperforming compared to other classes. While we continue to review the long-term improvement direction and design for the Vanguard class, this adjustment will increases the conditional damage of Counterattack to help these Combatants perform more effectively in the Season 2 environment.
▶Nia
| Adjustment Target | Adjustment Direction |
| Decibel | Healing equal to the number of stacks will be added to the default effect. |
| Elasticity | The stack limit will be increased, |
| G Chord | The Decibel gain effect will be increased. |
| Soul Rip | An effect that grants Elasticity will be added. |
→ Nia specializes in supporting allies through rapid deck cycling with completed Save Data, but her relatively weak healing capabilities have caused her to underperform in Chaos play. To address this, healing will be added to the default effect of Decibel, and the stack limit for Elasticity will be increased, resulting in an overall boost to her healing performance.
→ To allow Nia’s deck-cycling–focused playstyle to better leverage the improved Decibel and Elasticity, G Chord and Soul Rip will be updated to include effects that grant Decibel and Elasticity.
▶ Rei
| Adjustment Target | Adjustment Direction |
| Basic Card Potential Effect | The Critical Chance increase effect will be changed to a damage-based healing effect. |
| Snack Time | Healing capability will be increased. |
→ Rei has relatively few Unique Cards with built-in healing effects, causing her to rely heavily on Ego Manifestation Stage 2 for party sustain. With this adjustment, the overall healing provided by Snack Time will be increased, and the previously low-impact basic card effect will be changed to a damage-based recovery effect, allowing Rei to contribute more effectively to party sustain.
▶ Orlea
Adjustment Target | Adjustment Direction |
Base Card Composition | The base card composition will be changed from 2 basic attack cards and |
Basic Card Potential Effect | The chance to generate Creations will be increased. |
Creation | The effect values of Creations will be increased. |
Growth Acceleration | Healing will be increased. |
Will of Light | Reduce cost by 1. |
→ Orlea’s base card setup differed from that of other Controller Combatants, as it consisted of two attack cards, resulting in lower party stability in the early stages of Chaos. To address this, the base card composition will be adjusted, and the probability of generating Creations from basic cards will be increased, improving both the early-game experience and the overall feel of using basic cards.
→ Orlea has also been underperforming in the meta due to the limited usability of her core Creation Cards and the Unique Cards that interact with them. To improve this, the costs of certain cards will be reduced, and the effects of Creations will be increased across the board, enhancing Orlea’s usability and strengthening her support capabilities.
▶ Haru
| Adjustment Target | Adjustment Direction |
| Anchor Shot | Damage amount will be increased. |
| Lift Anchor | The cost of Anchor Shot will no longer increase. |
→ Haru is a Combatant who specializes in repeatedly using Anchor Shot to enhance her cards and take down single targets with the upgraded Anchor Shot. However, she has been underperforming in the current combat meta. To address this, the base damage of Anchor Shot will be increased. In addition, the cost-increase effect of Weigh Anchor will be removed, improving the overall feel of using Anchor Shot and enhancing the effectiveness of Ego Manifestation Stage 2.
▶ Yuki
Adjustment Target | Adjustment Direction |
Flash Slash | Damage amount will be increased. |
Trickery Strike | Damage amount will be increased. |
Freezing Blade | Damage amount will be increased. |
→ Yuki has been frequently used in many compositions thanks to her appealing, fast-paced playstyle, but she has tended to be underpowered in the meta due to insufficient damage output. To address this, damage across her cards will be increased, and single-target damage–focused effects will be added to low-pick-rate Epiphanies, improving Yuki’s usability even in encounters against single enemies.
▶ Chizuru
Adjustment Target | Adjustment Direction |
Karmic Flames | The effect triggered when used on targets inflicted with Cursed Shackles will be enhanced. |
Inhibit | It will become possible to gain AP through the user’s own cards and continuous effects. |
Bound At Dusk | In its base state, the cost of two cards will be reduced. |
Oni Hunt | Damage amount increase effects will be enhanced, and the usability of low-pick-rate Epiphanies will be improved. |
Shadow of the Moon / | Damage amount will be increased. |
Moonlight of High Tide | Damage amount will be increased. |
→ Chizuru is designed to deal powerful single-target damage by leveraging unique effects such as Inhibit, Bind, and Cursed Shackles. However, the constraints tied to these unique keywords have increased operational difficulty and limited build diversity. With this improvement, some of the restrictions on Chizuru’s exclusive mechanics will be eased, and the damage amount of Shadow of the Moon will be increased, allowing Chizuru to perform more effectively in the current meta.
▶ Khalipe
Adjustment Target | Adjustment Direction |
Upward Slash | Damage amount of Upward Slash when its Potential is not applied will be increased. |
Vulture Ejection | Both damage amount and the shield gain of certain Epiphanies will be increased. |
Overpower | Shield gain will be increased. |
→ Khalipe has been widely used in builds centered around Vulture Ejection, particularly in lower-difficulty Chaos and during early-game progression. However, her effectiveness in the meta tends to diminish as players progressed into higher-level Chaos. With this improvement, she will be improved to perform more consistently and effectively across combat overall.
▶ Magna
| Adjustment Target | Adjustment Direction |
| Glacial Iron Fist | Damage amount will be increased. |
| Ice Wall | Shield gain will be increased. |
→ Magna was designed as a reactive damage Combatant who delivers powerful counterattacks to enemies, but has been underperforming in the current content environment due to structural limitations. Alongside improvements to Counterattack, Glacial Iron Fist and Ice Wall will be enhanced to improve overall usability.
▶ Hugo
Adjustment Target | Adjustment Direction |
Hunting Instincts | An [Initiation] effect will be added to select Epiphanies. |
→ Hugo previously relied on using Hunting Instincts at the very start of combat as a dominant strategy, which resulted in heavy reliance on specific Epiphanies. With this improvement, an Initiation effect will be added to Hunting Instinct–related Epiphanies, reducing reliance on any single option and improving usability to support a wider range of build choices.
▶ Rin
Adjustment Target | Adjustment Direction |
Dark Mist Secret Art: Destruction | Adds the Gain Dark Mist Stance effect to certain Epiphanies |
Dark Mist Inner Art | Damage amount increase effects will be increased. |
Dark Mist Secret Art: Black Dance | Increased Card Hit Count |
→ Rin previously lost the Dark Mist Stance acquisition effect when Dark Mist Secret Art: Destruction Epiphany was applied, which functioned as a constraint on her gameplay. To address this, Dark Mist Stance acquisition will be added across all Epiphanies, and the conditions for Dark Mist Blade Art will be relaxed, improving overall card usability. In addition, the damage increase effect of Dark Mist Inner Art will be enhanced, and the hit-count limit on Dark Mist Secret Art: Black Dance will be removed, increasing Rin’s potential damage amount in combat.
Following these adjustments, the development team will continue to monitor underutilized Combatants and Epiphanies, and will remain committed to creating diverse combat environments where all Combatants can shine.
3. 『Partner Improvements』
The third adjustment focuses on improvements to Partner passives and Ego Skills.
With this adjustment, attack and defense-increase effects will be added to most 4-Star and 5-Star Partner passives, and the Active Skills of certain Partners with unsatisfactory usability will be improved.
The following Active Skills will be adjusted:
▶ Asteria
Adjustment Target | Before | After |
Light of Ark | Cost 2 / +20% Damage Amount of the next Attack card used by the assigned Combatant for the total cost of all cards in the hand (Max 10) | Cost 2 / +40% Damage Amount of the next Attack card used by the assigned Combatant for the total cost of all cards in the hand (Max 10) |
▶ Westmacott
Adjustment Target | Before | After |
Clue Spotted | Cost 3 / Move 1 card from hand to Draw Pile, | Cost 2 / Move 1 card from hand to Draw Pile, |
▶ Itsuku
Adjustment Target | Before | After |
Moonlit Leisure | Cost 4 / Deal 200% damage to all enemies, Fierce Winds 1 | Cost 3 / Deal 200% damage to all enemies, Fierce Winds 1 |
4. 『Memory Fragment Improvements』
Next are improvements to underutilized Memory Fragment set effects.
Currently, 2-set bonuses function as an overwhelmingly dominant choice compared to 4-set bonuses. As a result, the activation conditions and effect values of the following lower-adoption 4-set bonuses will be improved.
| Adjustment Target | Before | After |
| Orb of Inhibition Set (4-Set) | When Hitting 2 times with 1 Attack Card, +10% Damage Amount to Void Cards for 1 turn (2 times per turn) | +30% Damage Amount to Void cards that hit 2 or more times |
| Instinctual Growth (4-Set) | When there are 4 or more cards in hand, increase Damage Amount of Instinct Cards by 20% | When there are 3 or more cards in hand, increase Damage Amount of Instinct Cards by 20% |
| Spark of Passion (4-Set) | When an Upgrade Card is used, increase Damage Amount of the next 5 Passion Cards used by 20% | When an Upgrade Card is used, increase Damage Amount of Passion Cards by 20% (max 1 stack) |
The development team is carefully considering balance between 2-set bonuses and 4-set bonuses and aims to prevent situations where specific options become overly dominant.
Going forward, we will continue to monitor the adoption rates and effectiveness of set bonuses and plan to apply additional improvements to underutilized options as needed.
5.『 Equipment and Common Card Adjustments』
Lastly, certain equipment and common cards that appear in Chaos will be adjusted.
To prevent a homogenized gameplay experience centered around specific equipment during Chaos runs, adjustments will be made to elements that currently exhibit excessively strong performance compared to other equipment and cards.
First, an activation count limit will be added to the following two pieces of equipment.
Adjustment Target | Before | After |
Brainwave-Blocking Helmet | When you Draw a card via an ability, | When you Draw a card via an ability, |
Psionic Combat Suit | On card Exhaust, gain Fixed Shield 30% | On card Exhaust, gain Fixed Shield 30% |
These pieces of equipment have been confirmed to perform above their intended power level relative to their equipment tier when combined with Combatants that trigger frequent Draw or Exhaust effects.
Because the previous design imposed no limits on effect values or activation counts, these options were able to overshadow a wide range of alternative choices. To encourage broader strategic diversity and provide more varied gameplay experiences, this adjustment will be applied.
Adjustments will also be made to certain common cards that either overshadow other strategic options or have low adoption rates.
Adjustment Target | Before | After |
Wanderer of the Void | Cost 0 / Skill / For 1 turn, target’s Action | Cost 0 / Skill / [Exhaust] For 1 turn, target’s Action Count does not decrease |
Tactical Action | Cost 1 / Upgrade / [Initiation] Increase Damage Amount to targets granted Shield by 15% | Cost 1 / Upgrade / [Initiation] Increase Damage Amount to targets granted Shield by 25% (max 1) |
Acid Gas | Cost 1 / Skill / [Retrieve] | Cost 0 / Skill / [Retrieve/Exhaust] |
Rally | Cost 0 / Skill / [Haste] Draw 1, | Cost 0 / Skill / [Haste/Exhaust 2] Draw 1, |
Through this adjustment, we aim to mitigate situations where specific equipment or cards function as overwhelmingly dominant strategies and create an environment where a wider variety of equipment and common cards can see meaningful use.
Additionally, due to changes in the Monster Card saving rules under the updated Save Data system, existing Monster cards will have their rarity reclassified from Unique to Common / Rare / Legendary. The effects of each card will remain unchanged.
Among these changes, the Monster card Spirit Kefox will have its effects modified in accordance with its rarity adjustment.
Grade | Name | Type | Cost | Card Effect |
Common | Shy Gardener | Attack | 1 | 50% Damage × 4, 3 Marks |
Common | Sorrowful Godfather | Attack | 1 | 50% Damage × 4, 6 Agony |
Common | Winged Humanoid Beast | Attack | 1 | 50% Damage × 5 |
Common | Wolves Bane | Attack | 1 | Deal 120% damage to all enemies, 2 Weaken, 2 Impair |
Common | Dark Grip | Attack | 1 | 120% Damage x 2, Defeat: Deal 120% x 2 damage to random enemies |
Common | Rotten Ripper | Attack | 1 | [Haste] 160% Damage, increase Action Count by 1 |
Common | Seraphim of Pain | Attack | 2 | 250% Damage. If this is the only card in hand, decrease Cost by 2 |
Common | Beam Shooter | Attack | 3 | 350% Damage. If the target has Shield, +50% Damage Amount |
Rare | Automata Cavalry | Attack | 1 | Deal 150% damage, 4 Vulnerable |
Rare | Soldier Prime | Attack | 2 | 300% Damage. When Ravaged, gain 2 AP |
Legendary | Seven Arms | Attack | 1 | [Haste] 120% Damage. If target’s Action Count is 5 or more, gain 2 AP |
Common | Abyssal Bug | Skill | 0 | [Exhaust] Reduce 1 Morale, reduce 3 Resolve |
Common | Chilling Godfather | Skill | 0 | Activate the bottom 1 card of the Draw Pile. Choose 1 card in hand and move them to the bottom of the Draw Pile. |
Common | Trapper | Skill | 1 | 120% Shield, 1 Vulnerable. If the target did not act, +120% Shield Gain, add 1 Vulnerable. |
Common | Cultist Arbiter | Skill | 1 | 140% Shield. At the start of the next turn, increase Action Count of all enemies by 2 |
Common | Slaughter | Skill | 2 | [Exhaust] 200% Shield, Damage to all enemies by the amount of Shield gained |
Rare | Hunger of the Void | Skill | 0 | [Exhaust] 2 Morale Leech |
Rare | Evil Spirit Salamander | Skill | 1 | [Exhaust 2] Draw 4 |
Rare | Hunger of Loss | Skill | 1 | [Exhaust] Draw 1. If there are no cards in hand, Draw 4 extra |
Rare | Elemental Phoenix | Skill | 1 | [Exhaust] 2 Resolve, gain Shield equal to the amount of lost HP |
Rare | Spirit Kefox | Skill | 1 | [Exhaust] From the Draw Pile, choose 1 card to Draw, apply Retrieve to that card |
Rare | Arbitum | Upgrade | 0 | -15% Damage taken (1 time per turn) |
Rare | Gloomy Godmother | Upgrade | 1 | At the end of the turn, 200% Damage to a random enemy |
Rare | Shell Bug | Upgrade | 1 | 5 Crystallization |
Legendary | Evil Spirit Dullahan | Upgrade | 1 | When using a Targeting Attack Card, inflict 1 Agony |
Legendary | Dominion | Upgrade | 2 | At the start of turn, 1 Morale |
Adjustment Target | Before | After |
Spirit Kefox | [Exhaust] From the Draw Pile, choose 1 card to Draw, duplicate that card 1 time into hand | [Exhaust] From the Draw Pile, choose 1 card to Draw, apply Retrieve to that card |
With this Season 2 balance patch, we hope Protos will be able to explore a wider variety of strategies and enjoy new combat experiences.
Starting with this adjustment, the development team will continuously monitor the usage and gameplay experience across the game, including Combatants, cards, Partners, and equipment, and will steadily improve areas that need refinement based on Protos feedback and play data.
We will continue to do our utmost to ensure that every moment in Chaos Zero Nightmare is a more enjoyable and meaningful experience.
Thank you.
Chaos Zero Nightmare Development Team.




