Build-Your-Own Guide, Not a Copied Tier List

Other sites publish a single "best build" per combatant — that's someone else's opinion, and we're not copying it. Instead, this page explains what each piece of a build actually is and does, then shows you how to reason your way to a Memory Fragment set choice using your combatant's Attribute and the set's own effect text.

How to use this page

Start with the 6 pieces below to understand what you're assembling. Then use the Attribute table to see which Memory Fragment sets explicitly boost your combatant's damage type — every match is backed by a quote from the set's own effect, not a guess. Class-based gear advice is intentionally left out; see why in that section.

The 6 Pieces of a Build

A finished build combines six separate systems. Tap any card to open that system's own page.

Picking a Memory Fragment Set by Attribute

Every combatant carries exactly one of 5 Attributes. Some Memory Fragment set bonuses explicitly boost damage of one Attribute — we only list a set here when its own effect text names that Attribute outright, not because the set's name sounds related.

Attribute Matching sets Why (quoted from the set's own effect)
Passion Spark of Passion Prelude to a Hero
Spark of Passion: 4-piece: after upgrading a card 5 times, Passion damage rises 20%.
Prelude to a Hero: 4-piece: discarding a Passion or Void Attack card grants +15% Crit Chance for 1 turn (caps at 15%).
Void Offering of the Void Orb of Inhibition Prelude to a Hero
Offering of the Void: 4-piece: after an Exhaust effect, Void damage rises 20% for 1 turn.
Orb of Inhibition: 4-piece: Void cards that hit 2 or more times deal 30% more damage.
Prelude to a Hero: 4-piece: discarding a Passion or Void Attack card grants +15% Crit Chance for 1 turn (caps at 15%).
Instinct Instinctual Growth Judgment's Flames
Instinctual Growth: 4-piece: once you've played 4 or more cards, Instinct damage rises 20%.
Judgment's Flames: 4-piece: Instinct damage against Ravaged enemies rises 50%.
Order Bullet of Order Beast's Yearning
Bullet of Order: 4-piece: after an Attack card, Order damage rises 10%, stacking up to twice.
Beast's Yearning: 4-piece: Justice and Order Attack cards deal 30% more damage, capped at 5 stacks per turn.
Justice Beast's Yearning
Beast's Yearning: 4-piece: Justice and Order Attack cards deal 30% more damage, capped at 5 stacks per turn.

This table only covers Memory Fragments. The base Weapon/Armor/Accessory system has no Attribute-specific bonuses in what we found — its effects trigger on conditions like card cost or Shield state instead. Full mechanics: Equipment

Which Sub-Stats to Prioritize

Not every sub-stat is worth the same. The full weight table already runs on the Memory Fragment Score Calculator — summarized here into 3 priority tiers so you know what to farm first. Gear Score

Highest priority (×1.0 weight)

Flat ATK · ATK% · Critical Chance% · Critical Damage% · Extra Damage% · Damage over Time%

Medium priority (×0.6 weight)

HP%

Lower priority (×0.3 weight)

Flat HP · Flat DEF · DEF% · Ego Recovery

2-Piece Fallback When You Don't Have the Best 4-Piece Set

If the Attribute table above has no 4-piece set matching your combatant (or you haven't farmed enough pieces yet), these 6 two-piece sets require no specific Attribute — usable on anyone while you farm something better.

Tetra's Authority
2-piece: a flat +12% boost to Defense.
Healer's Journey
2-piece: a flat +12% boost to Max HP.
Black Wing
2-piece: a flat +12% boost to Attack.
Seth's Scarab
2-piece: Basic cards deal 20% more damage.
Executioner's Tool
2-piece: a flat +25% boost to Crit Damage.
Cursed Corpse
2-piece: deal 10% more damage to enemies suffering Agony.

Level Unlock Milestone

A fact, not an opinion — taken straight from the Memory Fragment page:

Community sources disagree on the unlock level (25 or 40) — no official confirmation, so we won't lock in a number. What is confirmed: Legendary pieces drop at Difficulty 5 of Simulation, and Difficulty 5 unlocks at Captain Level 40. Upgrading needs Multidimensional Alignment Material, exchangeable at the Zeronium Shop.

Memory Fragments

About Class

Controller Hunter Ranger Vanguard Psionic Striker

We deliberately do not recommend gear by Class here. Our own glossary already flags that the exact combat role of each of the 6 Classes (tank, DPS, support, etc.) hasn't been independently verified — so any "Class X should use gear Y" advice would be a guess dressed up as a rule. Class is shown below for identification only; use it together with Attribute when planning a squad.

Your Roster by Attribute

Pulled live from our own combatant data — a quick way to see how many combatants you have per Attribute, and which Memory Fragment sets from the table above apply to each one.

Passion 9

Void 8

Instinct 7

Order 6

Justice 5

What's Missing Here (On Purpose)

We don't publish a "best build for character X" list — that's an opinion call other sites make by copying each other, and errors compound the same way. We also don't recommend gear by Class, since the exact role of each Class isn't independently confirmed yet. What you get instead is the mechanics of each piece and an Attribute-based reasoning path you can apply to any combatant yourself.

See Also

Sources: our own site data (Character roster, attributes and classes) and resources/czn-sets.php (19 Memory Fragment set bonuses, cross-checked between two independent community sources — already in use on the Memory Fragment Scorer and wiki pages). Attribute-set matches are computed directly from each set's own effect text, not hand-picked.

Builds FAQ

Does this page tell me the best build for my character?

No — on purpose. We explain what each piece of a build does and show you a data-backed way to pick a Memory Fragment set based on your combatant's Attribute, instead of copying a "best build" opinion from another site.

Why is there no gear advice by Class?

Because we can't independently confirm the exact combat role of each of the 6 Classes yet. Recommending gear by Class without that confirmation would just be a guess — we'd rather show you the Attribute-based reasoning that we can back with a quote from the game's own set effects.

How were the Attribute-to-set matches decided?

By checking whether a set's own effect text names an Attribute's damage type outright (e.g. "Instinct damage rises 20%"). A set's name alone was never enough — several sets are named after an Attribute but their effect doesn't actually boost that Attribute's damage, so they're correctly left out.

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