4★ Nia — Equipment
Weapons
Rune Lance — If use more than 5 AP, +25% Damage, Shield Gain, and Healing.
- This is Nia’s "Best in Slot". By Turn 3, Nia has spent the required 5 AP, unlocking a +25% multiplier to Damage, Shields, and Healing. Because the CZN healing formula heavily penalizes Added Defense (50% efficiency), a flat 25% multiplier to the Final Card Multiplier is the most mathematically efficient way to boost Nia's output. It turns her average heals into high-tier sustain for the remaining of the fight.
Branch of the Sacred Tree — On Heal or Recover, Fixed Damage to all enemies equal to 35% of Heal amount.
- Since "Heal" triggers at max HP, Nia can use her heals (like Soul Rip) purely for offense. With Nia's low ~400 ATK, her standard attacks are weak, but this gear converts 35% of her DEF-scaled healing into AoE Fixed Damage. In a cycling deck where she shuffles and redraws heals frequently, this provides a higher damage floor than her actual combat cards, turning her into a powerful AoE sub-DPS.
Overcurrent Shock Unit — When you Draw by an ability, 50% Fixed Damage to a random enemy.
- Nia is a draw-engine. Between G Chord (Search/Draw) and Nia’s Curiosity (Draw), she draws cards via abilities multiple times per turn. This equipment triggers 50% Fixed Damage every time she does so. In a prolonged fight, Nia will likely proc this dozens of times, providing significant "free" damage that bypasses her low 400 ATK stat and ignores enemy defense.
Torch of Wrath — At the start of a turn, apply 2 Mark to a random enemy.
- Applying 2 Mark per turn is a flat support benefit that doesn't scale with Nia's unique mechanics. While it helps your main DPS, Nia doesn't have the kit synergy to make this more effective than the other options. It is a safe but unoptimized filler if you lack the higher-tier Fixed Damage or Multiplier gear.
Armors
Rocket-Adorned Cape — At the start of the battle, 1 Damage Reduction and Draw 1.
- The Best Hybrid Starter. The Draw 1 increases the probability of having a "Gain Decibel" card in your opening hand. The 1 Damage Reduction stack is vital for Nia’s 300 HP, providing a layer of protection that doesn't rely on the inefficient Defense formula.
Brainwave-Blocking Helmet — When you Draw by an ability, +40% Fixed Shield.
- The Survival Engine. Nia draws via abilities (Nia’s Curiosity, Adagio) multiple times per turn while building Decibels. The 40% Fixed Shield procs on every ability draw. Over 10 turns, this provides the highest total EHP (Effective HP) for Nia.
Reinforced Combat Suit — At the end of the turn, if there is no Shield, gain 60% Fixed Shield.
- The Safety Net. Since Nia is squishy, she is prone to "one-shots" if she ends a turn without a shield. This suit grants a 60% Fixed Shield at the end of every turn. It ensures that even if her card-draw luck fails, she is protected during the enemy phase (however minor).
Primordial Discipline/ Wings of the Swarm — At the start of battle, gain 2 Immunity.
- Engine Protection. 2 Immunity stacks prevent early-game debuffs breaking her cycling rhythm.
Fragment of the Empty Void — At the start of battle, Discard up to 3 cards, Draw equal to the number.
- The Consistency Tool. It lets you cycle 3 cards on Turn 1 to find Mute Accent or G Chord. It ranks lower because it offers zero defensive utility.
Growing Carapace — At the start of the turn, gain 40% Fixed Shield.
- Passive Defense. A 40% Fixed Shield at the start of every turn is reliable, but lacks the high-ceiling potential of the Brainwave Helmet. It is a solid "set and forget" item if your Nia isn't drawing enough cards to trigger other gear.
Contaminated Helmet — Max HP +6%, Defense +12%.
- The Stat Trap. A 12% DEF boost on 200 base DEF is only +24 DEF. Because Additional DEF is valued at 50% efficiency, this adds almost nothing to Nia's survivability compared to the Fixed Shields ranked above.
Regenerative Ribcage — Max HP +12%.
- 12% HP on a 300 HP base is only 36 extra health. In a battle, Nia will take thousands of cumulative damage; a 36 HP buffer is statistically insignificant compared to repeating shields.
Gladiator's Helmet — At the start of battle, gain 2 Damage Reduction.
- Budget Filler. 1 Immunity stack is easily stripped by multi-hit bosses or minor debuffs. It is strictly worse than Primordial Discipline or Wings of the Swarm in almost every tactical scenario.
Trinkets
Clover of the Forest — When Recover via card, +10% ally Attack for 1 turn (Max 1 stack).
- Nia’s support role thrives on enabling extra attacks and burst damage from teammates. Clover triggers on Recovery, which Nia does frequently through her own tools (heal cards + passive sustain), and gives +10% ally ATK, directly increasing team DPS. This scales well with her cycling and extra attack loops, amplifying overall damage output across the team.
Eternal Stone — At the start of turn, +25% Fixed Shield equal to the number of enemies.
- A consistent source of Fixed Shield every turn based on enemy count significantly improves Nia’s survivability without costing her action economy. Since Nia often uses draw/discard rather than direct attacking, she is spared damage often; extra shield layers let her live longer to support allies through many turns. Fixed Shield scales independently of Nia’s DEF or card pool and is reliable for long fights.
Guardian Core — If an enemy with an intent to Attack is present, +60% Fixed Shield (1 per turn).
- Nia often opens a turn with card cycling and hand manipulation, leaving her relatively exposed on turns enemies attack. Guardian Core’s +60% Fixed Shield when any enemy intends to attack strongly compounds her resilience. It triggers only once per turn, but meshes well with her pattern of surviving multiple turns while enabling allies.
Source of the Forbidden — When hit, inflict 1 random effect among Vulnerable, Weaken, or Impair to the attacker (3 times per turn).
- This provides on-hit debuffs (Vulnerable / Weaken / Impair) when Nia gets hit. These debuffs benefit your team’s damage output and control toolkit. Since Nia’s role isn’t to output heavy damage, the synergy comes from setting up foes so allies hit harder (Vulnerable) or are easier to manage (Weaken/Impair), which fits her support identity well.
Nature's Gift — Heal 40% at the end of turn.
- Heal 40% at end of turn is straightforward sustain. Nia already has heals and draw/discard loops that restore her hand, so extra automatic healing ensures she stays in play across 10+ turns. Good for durability but doesn’t boost team performance directly.
Grey Orb — At the start of battle, gain 3 Damage Reduction.
- Fixed Damage Reduction at battle start is free durability right away. It doesn’t scale through the fight duration since it’s just a starting buffer, but early damage soak can buy extra turns for Nia to establish Decibel stacks and cycling. Reliable but short-timed.
Dice of Derangement — +8% max HP. At the end of battle, if HP below 50%, recover 8% max HP. If HP is 50% or higher, -5 for the combatant with the highest Stress.
- +8% max HP is fine for general durability, and the end-battle heal is negligible in sustained or boss fights (Nia needs healing during a fight, not after). The stress penalty mechanic may actively hurt groups with stress reliance, making this more situational.
Pulsating Egg — +15% Attack, +10% Max HP.
- +15% ATK and +10% Max HP are not directly impactful for a pure support controller like Nia. She doesn’t rely on attack scaling (only occasionally for support cards), and her real value is cycling and enabling, not raw ATK/HP boosts.