Chaos Zero Nightmare Advanced Partner Builds for Late-Game Synergy
Late-game partner builds inChaos Zero Nightmare revolve around matching partner class/passives to your carry’s class and mechanic, then building teams that can feed AP and card flow without starving each other. Partners add stats, a passive, and an Ego skill, so you want them to amplify what your main combatant is already good at.

How Partners Work in Late Game
- Each combatant can equip one Partner, unlocked and assigned in the Partner tab; matching classes (e.g., Hunter–Hunter) activates the Partner Passive.
- Partners provide:
- Late-game builds focus on:
Example Advanced Partner Cores by Archetype
1. Follow-Up / Hunt Hugo Teams
Hugo’s damage comes from Hunt stacks and follow-up attacks, so partners and teammates must feed lots of small attacks.
- Typical late-game trio: Hugo + Tressa or Selena + Mika/Nia.
- Partner priorities for Hugo:
- Synergy notes:
2. Dirge Bullet (Luke / Renoa shells)
Bullet comps scale off end-of-turn bullet attacks, so partners should boost bullet damage and consistency.
- Example core team: Renoa + Luke + Mika.
- Partner for Luke:
- Same class (often Hunter or Striker) with a passive that buffs bullet cards or follow-up hits, as highlighted in partner tier-list breakdowns.
- Synergy notes:
3. Inspiration Yuki Teams
Yuki wants card draw and discard to constantly trigger Inspiration and multi-hit AoE.
- Recommended trios:
- Partner for Yuki:
- Synergy notes:
4. Sustain/Support Mika Builds
Mika is a late-game staple: top-tier healing plus AP supply.
- Typical use: flex slot in many teams (Hugo comps, bullet comps, Yuki comps) thanks to near-universal support value.
- Partner for Mika:
- Build focus:
5. Narja and Instinct Support Shells
Narja functions as a multi-role Instinct support, strong in advanced teams.
- Role: cost reduction, damage amp, and healing from a single slot, especially when paired with supports like Sereniel.
- Partner for Narja:
- Synergy notes:
General Partner-Build Rules for Late Game
- Always match partner class to combatant class for the passive; otherwise you lose a big chunk of value.
- Avoid running multiple AP-hungry carries with partners that all want the spotlight; at most one or two units should demand 4–5 AP per turn, supported by cheaper enablers.
- In Zero/late content, lean on partners that:
Built this way, advanced partner setups turn your key combatants (Hugo, Luke, Yuki, Mika, Narja and others) into engineered win conditions, rather than just strong standalone units.


