5★ Orlea: Equipment

Chaos Zero Nightmare
 
Quick Menu
 

5★ Orlea — Equipment

Weapons


Tiertactix CZN Orlea Weapons
Mutant Predator Spike — When there are 4 or more cards in hand, increase Damage Amount by 30%.
  • Orlea’s Creation cards carry the Retain tag, meaning she naturally keeps a large hand to allow cards to merge. Because she consistently holds 4+ cards, she maintains a permanent +30% Damage Amount buff. This final multiplier is the most efficient way to scale her total output, as it multiplies the final result of the ATK-based damage formula.
Void of the Devourer — When a card is Exhausted, next card used +35% Damage stacks up to 1 time.
  • Orlea’s core loop involves using and exhausting Creation cards. Every time a creation disappears, her next card receives a +35% Damage boost. Since she can play multiple 0-AP cards in one turn, she can easily "charge" her high-impact skills or her Ego Skill (Salvation) for massive bursts of damage.
Branch of the Sacred Tree — On Heal or Recover, Fixed Damage to all enemies equal to 35% of Heal amount.
  • Orlea heal at the end of the turn when retained. This equipment converts that healing output into 35% AoE Fixed Damage. This allows Orlea to deal significant passive damage to all enemies while focusing entirely on her support and healing duties.
Unexploded Plasma Bomb — When a card is Exhausted, 40% Fixed Damage on a random enemy.
  • Because Orlea can generate and exhaust multiple Creation cards per turn, she triggers this 40% Fixed Damage effect more often than almost any other character. Fixed damage is highly valued in late-game Chaos content because it ignores the enemy’s Defense Multiplier entirely.
Obsidian Sword — Increase damage amount by 12%.
  • A simple, reliable +12% Damage Amount increase. While it doesn't offer the high ceiling of the Predator Spike, it is a permanent final multiplier that requires no setup. It is a solid "baseline" choice for Orlea if you cannot maintain 4 cards in hand.
Torch of Wrath — At the start of a turn, apply 2 Mark to a random enemy.
  • Applying Mark at the start of a turn is excellent for Orlea. Mark triggers a extra-attack for 100% ATK power when an enemy is hit with an attack card.
Dream of the Devoured — When a card is Exhausted, next card used +25% Damage stacks up to 1 time.
  • This is the "budget" version of Void of the Devourer. It provides a +25% Damage boost when a card is exhausted. While Orlea triggers this easily, it is mathematically inferior to the Void's 35% boost and should only be used if the higher-tier option is unavailable.
RFS-17+10% Critical Chance of Attack Cards with cost 0.
  • This provides +10% Critical Chance specifically for 0-cost cards. Since all of Orlea's Creations are 0-AP, this helps her reach her critical milestones. However, it ranks lower because raw damage multipliers (like Rank 1) provide more consistent value than the RNG of a small crit boost.

Armors


Tiertactix CZN Orlea Armors
Incomplete Carapace — At the end of the turn, if you have 5 or more Cards in hand, +140% Fixed Shield.
  • Orlea naturally holds 5+ cards due to Retain and merging. This provides a 140% Fixed Shield every turn. Since it scales off the Shield formula $(197 \times 0.3 \times 1.4)$, it generates ~83 HP of protection per turn for 0 AP, which is essential for her 406 HP pool.
Primordial Discipline/ Wings of the Swarm — At the start of battle, gain 2 Immunity.
  • Debuffs like Impair reduce Orlea’s Heal/Shield multiplier, while Weaken tanks her damage. 2 stacks of Immunity your teams combo isn’t affected by these debuffs.
Mask of Flames — Increase damage dealt to Vulnerable targets by 35%.
  • Orlea applies Vulnerable via epiphanies. This gear adds a 35% Damage Multiplier against those targets. Orlea does occasional damage although her main purpose isn’t to.
Rocket-Adorned Cape — At the start of the battle, 1 Damage Reduction and Draw 1.
  • Orlea lacks natural draw. Drawing 1 extra card at the start increases the probability of finding your combo pieces while obtained damage reduction on 1 strike.
Gladiator's Helmet — At the start of battle, gain 2 Damage Reduction.
  • 2 Damage Reduction is flat mitigation. In CZN, bosses often have multi-hit attacks; flat reduction is applied to every hit, making it more effective than % DEF for a character with 406 HP during the first few turns of setup.
Wings of Freedom — When hit, +10% Damage Amount (Max 3 stacks).
  • Gaining 10% Damage Amount when hit (up to 30%) is easy to stack. It rewards her for being in the fight and compounds with her 0-AP Creation damage buffs, though it offers no defensive utility.
Fairy King's Crown+6% Critical Chance.
  • Critical chance boost if Orlea is built to deal damage herself.
Contaminated Helmet — Max HP +6%, Defense +12%.
  • Provides 12% DEF and 6% HP. Because "Added DEF" is only 50% efficient in the healing formula, this is a "stat-heavy" but "result-light" choice compared to items that provide Fixed Shield multipliers.

Trinkets


Tiertactix CZN Orlea Trinkets
Rune Chord — If you have any Retained cards at the end of your turn, +60% Fixed Shield.
  • This is Orlea’s core defensive item. Since her kit revolves around keeping Creation cards in hand (Retain), the trigger condition is always met. A +60% Fixed Shield uses the formula (Base DEF x 0.3 x 0.6), providing a free layer of health every turn that bypasses the 0.5x efficiency penalty on additional gear stats.
Emblem of an Exceptional Entity+30% Damage Amount. Stress received becomes 0 (1 for each battle).
  • The +30% Damage Amount is a final multiplier in the ATK-based damage formula. This significantly boosts her 0-AP Creation attacks, allowing her to function as a potent sub-DPS while she supports the team.
Palasia's Orb — When Vulnerable is applied by a card, also 1 Weaken to the target.
  • Orlea already applies Vulnerable via her card epiphanies. This equipment adds a stack of Weaken automatically whenever she does so. This dual-debuffing makes her an elite Controller, simultaneously increasing team damage and reducing the boss’s damage output for free.
Superconductive Protein — At the start of the battle, change the cost of 1 card in your hand to 0 for 1 turn.
  • Orlea’s non-creation cards (like Sacred Censer) often cost AP. Reducing a core generator to 0-cost on Turn 1 allows her to establish her "board presence" immediately. This frees up her 3 AP to play other buffs or attack cards, significantly accelerating her 10-turn scaling.
Grey Orb — At the start of battle, gain 3 Damage Reduction.
  • 3 Damage Reduction at the start of battle is vital for Orlea. Because she needs several turns to merge her creations into higher-tier versions (like ★★ or ★★★), this prevents HP from being depleted before her engine is fully online.
Pulsating Egg+15% Attack, +10% Max HP.
  • A simple stat-stick. The +15% ATK is useful for helping Orlea reach her 800 ATK threshold for critical chance and bonus damage. However, it is ranked lower because multiplicative damage (like the Emblem) provides more total value in the final damage formula.
Source of the Forbidden — When hit, inflict 1 random effect among VulnerableWeaken, or Impair to the attacker (3 times per turn).
  • This provides Vulnerable, Weaken, or Impair to attackers. While useful, it is reactive.
Multifaceted Parallel Universe Nexus — At the start of turn, activate 1 random Initiative card in hand.
  • Specifically for Sacred Censer E2, allow a free cast of this 2-AP upgrade.