Chaos Zero Nightmare Save Data Calculator Guide: Master Faint Memory Caps & Tier Optimization
The Chaos Zero Nightmare Save Data system controls what deck changes persist after each run. Understanding Faint Memory caps, tier limits, card costs, and action ladders is essential to building optimal decks without losing expensive Monsters or Divine Epiphanies to over-cap rollbacks.
Alex Chen
CZN Systems Analyst
Alex Chen is a veteran Chaos Zero Nightmare player with over 300 Chaos runs completed and extensive experience optimizing Save Data builds across all tier levels. Specializing in mathematical optimization and meta-progression systems, Alex has helped thousands of players understand the complex Faint Memory point system and avoid costly over-cap rollbacks.
Quick Navigation
What is the Chaos Zero Nightmare Save Data System?
Save Data is the core meta-progression mechanic in Chaos Zero Nightmare (CZN) that determines which deck improvements persist between runs. When you enter a Chaos zone via the Transmitter, the game begins recording your combat experiences using two distinct memory systems: Vivid Memory and Faint Memory.
Vivid Memory vs Faint Memory
Vivid Memory provides 100% save retention for your starting loadout including equipment, unique cards, and normal (non-Divine) epiphanies. These elements are always preserved regardless of your point totals.
Faint Memory is where the complexity—and the need for calculators—emerges. Faint Memory records end-of-run changes including normal cards added to your deck, card epiphanies (both normal and Divine), removed cards, and card duplicates. The critical limitation is that Faint Memory has point caps based on your tier level.
Key Concept: Over-Cap Penalties
If your Faint Memory points exceed your tier's cap when you complete a run, the game randomly removes or downgrades expensive changes until you're back under the limit. This process prioritizes high-value items—Monster cards, Divine Epiphanies, duplicated cards—meaning your most powerful upgrades are often the first to be removed if you miscalculate.
Why Use a Save Data Calculator?
The Faint Memory point system involves complex calculations across multiple variables: card types (Neutral/Forbidden/Monster), Epiphany states (none/normal/Divine/Unique), conversions, removals, duplications, and base-card penalties. Each variable has different costs, and many follow non-linear ladder progressions.
A Save Data Calculator automates these calculations, showing you in real-time whether your current deck configuration will survive the tier cap. This prevents the frustration of completing a challenging Chaos run only to have the game delete your hard-earned Monster cards or Divine Epiphanies because you exceeded the cap by a few points.
How to Use the Chaos Zero Nightmare Save Data Calculator
The CZN Save Data Calculator is designed for quick cap checking during or after a run. Follow these steps to verify your deck is safe:
Step 1: Select Your Tier Level
Choose your current Save Data tier from the dropdown (Tier 1–13). Each tier has a specific point cap: Tier 1 = 30 points, Tier 2 = 40 points, increasing by 10 points per tier up to Tier 13 = 150 points.
If you're playing on Nightmare or Deep Trauma difficulty, enable the +1 Tier toggle. This adds +10 to your cap, reflecting the common community rule that Nightmare/Deep Trauma effectively raises your tier cap by one step (e.g., Tier 8 on Nightmare acts like Tier 9, giving you 110 cap instead of 100).
Step 2: Enter Your Card Counts
Count the number of each card type currently in your deck and enter them in the corresponding fields:
- Neutral Cards: 20 points each
- Forbidden Cards: 20 points each
- Monster Cards: 80 points each
Monster cards are the most expensive card type by far. A single Monster consumes 80 points—four times the cost of a Neutral or Forbidden card. Be especially careful when tracking Monsters, as they can quickly push you over-cap.
Step 3: Enter Epiphany and Divine Epiphany Counts
Track how many cards have received Epiphany upgrades:
- Epiphany (Spark): +10 points per card
- Divine Epiphany (God-Spark): +20 additional points (stacked on top of normal Epiphany for +30 total per card)
- Unique Spark: Typically 0 points (character-specific sparks)
Important: Divine Epiphany Stacking
Divine Epiphany adds +20 points on top of the normal Epiphany (+10), for a total of +30 points per card. If you have a Monster card (80) with Divine Epiphany (+30), that single card costs 110 points—more than the entire Tier 9 cap (100 points) and enough to exceed Tier 10 (110 points) by itself. Always account for this stacking when planning Divine upgrades.
Step 4: Enter Action Counts (Conversions, Removals, Duplications)
Track the number of each action you've performed during the run:
- Conversions: +10 points each (flat cost)
- Removals (Base Cards): Ladder cost + 20 penalty points per base card
- Removals (Converted Cards): Ladder cost only (no penalty)
- Duplications: Ladder cost (same progression as removals)
The calculator splits removals into "Base" and "Converted" categories because base/starting cards have a +20 penalty when removed directly. Converted cards avoid this penalty (see optimization section below).
Step 5: Review Used vs Cap and Status
The calculator displays four key outputs:
- Used: Your total Faint Memory points based on current inputs
- Cap: Your tier's maximum allowed points (including +10 if Nightmare toggle is enabled)
- Remaining / Overage: How many points you have left, or how many you're over by
- Status: Safe (green), Near Cap (yellow, within 10 points), or Over Cap (red)
Aim to finish your run with status showing Safe (green). If you're Near Cap (yellow), avoid adding more expensive items like Divine Epiphanies or Monsters. If you're Over Cap (red), expect in-game corrections that will remove your most expensive upgrades.
Understanding Tier Caps and Nightmare Modifier
Each tier in Chaos Zero Nightmare has a fixed Faint Memory cap. The formula is straightforward: Cap = (Tier × 10) + 20.
| Tier | Base Cap | Nightmare +1 Tier Cap |
|---|---|---|
| 1 | 30 | 40 |
| 2 | 40 | 50 |
| 3 | 50 | 60 |
| 4 | 60 | 70 |
| 5 | 70 | 80 |
| 6 | 80 | 90 |
| 7 | 90 | 100 |
| 8 | 100 | 110 |
| 9 | 110 | 120 |
| 10 | 120 | 130 |
| 11 | 130 | 140 |
| 12 | 140 | 150 |
| 13 | 150 | 160 |
Nightmare and Deep Trauma +1 Tier Toggle
The community-standard rule for Nightmare and Deep Trauma difficulties is to treat them as effectively granting +1 tier cap bonus (+10 points). This accounts for the increased challenge and rewards of higher difficulties.
When you enable the +1 Tier toggle in the calculator, it adds +10 to your cap. For example, Tier 8 Nightmare would show 110 cap instead of 100. This modifier is widely accepted in the CZN community but may not be officially documented—use it to match standard optimization guides.
Card Costs and Epiphany Mechanics Explained
Base Card Costs: Neutral, Forbidden, Monster
Each card type has a fixed base cost in the Faint Memory system:
- Neutral Cards: 20 points each
- Forbidden Cards: 20 points each
- Monster Cards: 80 points each (4× Neutral/Forbidden cost)
Monster cards are the highest-cost regular cards in the game. At 80 points each, a single Monster with no upgrades already consumes more than the entire Tier 1 cap (30) and Tier 2 cap (40). Be strategic about how many Monsters you include, especially at lower tiers.
Epiphany Upgrade Costs
Card upgrades through the Epiphany system add additional points on top of the base card cost:
- Normal Epiphany (Spark): +10 points per card
- Divine Epiphany (God-Spark): +20 points per card (stacks with normal Epiphany for +30 total)
- Unique/Character Spark: 0 points (treated as free upgrades)
Example: Monster + Divine Epiphany Total Cost
A Monster card (80) with both normal Epiphany (+10) and Divine Epiphany (+20) costs:
80 (Monster) + 10 (Epiphany) + 20 (Divine) = 110 points total
This single card exceeds the entire Tier 9 cap (110) and would trigger over-cap penalties if you have any other cards, actions, or upgrades. Always calculate Divine costs carefully before committing to these powerful upgrades.
How Removed Cards Affect Costs
If you remove a card later in the run, the card cost and Epiphany costs are removed from your total, but the action costs (conversion, removal ladder) remain.
For example, if you convert a Neutral (20), add normal Epiphany (+10), then remove it:
- Card cost (20) is removed ❌
- Epiphany cost (10) is removed ❌
- Conversion cost (10) remains ✅
- Removal ladder cost remains ✅
This means removing a Monster card drops the 80-point card cost, but you still pay for the removal action itself via the ladder system (explained in the next section).
Removal, Duplication, and Conversion Ladder Mechanics
Actions like removals, duplications, and conversions consume Faint Memory points through different cost structures. Understanding these ladders is essential for optimization.
Conversion Costs (Flat +10 Each)
Converting a card costs a flat +10 points per conversion, regardless of how many conversions you've done. There's no ladder—each conversion is always +10.
Conversion changes a card from its original type to another type (typically character-specific cards to Neutral). Even if you later remove the converted card, the +10 conversion cost remains in your total.
Removal and Duplication Ladder (Cumulative Progression)
Removals and duplications share the same cumulative ladder cost system. Each action consumes progressively more points:
| Action Number | Step Cost | Cumulative Total |
|---|---|---|
| 1st | 0 | 0 |
| 2nd | +10 | 10 |
| 3rd | +30 | 40 |
| 4th | +50 | 90 |
| 5th+ | +70 | 160, 230, ... |
Critical point: The total cost is the sum of all individual steps, not just the final step value. For example, performing 4 removals costs 0 + 10 + 30 + 50 = 90 points total for the ladder alone, before any base-card penalties.
Base-Card Removal Penalty (+20 Each)
Removing a base/starting card (a card that was in your deck at the start of the run, not added during the run) incurs an additional +20 penalty per card on top of the ladder cost.
For example, removing 3 base cards:
- Ladder cost: 0 + 10 + 30 = 40 points
- Base-card penalties: 3 × 20 = 60 points
- Total: 100 points
This penalty is severe and can quickly exceed your tier cap if you remove many base cards. Fortunately, there's an optimization trick (covered below) to avoid this penalty entirely.
The Convert-Then-Remove Optimization Trick
The most important Save Data optimization is the convert-then-remove trick:
Convert-Then-Remove Strategy
Instead of removing a base card directly (which costs ladder + 20 penalty), convert the base card first (+10 flat cost), then remove it (ladder cost only).
Direct removal: Ladder + 20 penalty per base card
Convert-then-remove: +10 conversion + ladder cost
Savings: 10 points per base card removed
Example with 3 base cards:
- Direct removal: Ladder (40) + penalties (60) = 100 points
- Convert-then-remove: Conversions (30) + ladder (40) = 70 points
- Savings: 30 points total
Always convert base cards before removing them when possible. This single trick can be the difference between staying under-cap and losing your Divine Epiphanies to random rollbacks.
Save Data Optimization Strategies
1. Plan Monster and Divine Allocations Early
Monster cards (80) and Divine Epiphanies (+30) are the most expensive elements in your build. Calculate how many you can afford based on your tier cap before committing to them during a run.
For example, Tier 8 (100 cap) can theoretically support one Monster + Divine (110) if you have the Nightmare +1 tier toggle (110 cap), but only if you have nothing else—no other cards, no removals, no duplications. In practice, plan for 1-2 Monsters maximum at mid-tiers, reserving Divine upgrades for your most critical cards.
2. Always Convert Base Cards Before Removing
As covered in the ladder section, converting base cards before removal saves 10 points per card. Make this your default strategy—only remove base cards directly if you've exhausted conversions or are at the first removal (0 cost).
3. Minimize Removal and Duplication Actions
The ladder system means costs spike quickly after the first few actions: 0 → 10 → 30 → 50 → 70. Try to limit removals and duplications to 3-4 total unless you have significant cap headroom.
Focus removals on truly detrimental cards (low synergy, dead draws) rather than trying to perfect your deck. Each additional removal after the 4th costs +70 per action—often more expensive than the card itself.
4. Use the Calculator Before Committing to Divine Upgrades
Divine Epiphanies are powerful but expensive (+30 per card). Before accepting a Divine upgrade during a run, input your current deck state into the calculator and add +30 to see if you'll stay under cap.
If adding Divine pushes you Over Cap (red status), consider whether the upgrade is worth potentially losing other expensive items (Monsters, earlier Divines) to random rollback.
5. Leave Headroom (Aim for "Safe" Status, Not "Near Cap")
Don't push your Used total right up to the Cap. Unexpected events during a run—finding one more Monster card, gaining an extra Divine opportunity—can push you over if you're already at 95% cap utilization.
Aim to finish with Safe (green) status, ideally with 10-20 points of headroom. This buffer protects you from accidental over-cap scenarios.
6. Track Your Points During the Run, Not Just at the End
Use the calculator periodically during your Chaos run, not just at the end. Update it after major deck changes—adding a Monster, performing multiple removals, gaining Divine—to ensure you're staying on track.
Catching an over-cap situation mid-run gives you opportunities to adjust (skip a Divine, avoid another Monster, stop removing cards) rather than discovering the problem when it's too late.
Common Save Data Mistakes and How to Avoid Them
Mistake 1: Monster + Divine Overcap Trap
Problem: Adding a Monster (80) with Divine Epiphany (+30) = 110 points on a single card, exceeding most tier caps by itself.
Solution: Before adding Divine to a Monster, verify your tier cap can support it. At Tier 9 (110 cap) or below, a Divine Monster card leaves you with 0-10 points for your entire remaining deck. Only commit to Divine Monsters at Tier 10+ or with Nightmare +1 tier bonus.
Mistake 2: Ignoring the Removal/Duplication Ladder
Problem: Assuming each removal costs 10 or 20 points, when in reality the ladder means the 4th removal costs +50 and the 5th+ cost +70 each.
Solution: Always calculate total ladder cost (sum of steps: 0 + 10 + 30 + 50 + ...) rather than per-action cost. Use the calculator's breakdown to see exactly how much your removals and duplications are consuming.
Mistake 3: Removing Base Cards Directly
Problem: Forgetting the +20 penalty per base card removed, wasting 10 points per card compared to convert-then-remove.
Solution: Make convert-then-remove your default strategy. Only remove base cards directly if it's the 1st removal (0 ladder cost, so you're only paying the +20 penalty instead of ladder + penalty).
Mistake 4: Forgetting Conversion Costs
Problem: Converting cards "for free" mentally, when conversions cost +10 each and remain even if you remove the card later.
Solution: Track every conversion in the calculator. Remember that conversion costs are permanent—converting then removing a card costs +10 conversion + ladder removal, not zero.
Mistake 5: Stacking Too Many Divine Epiphanies
Problem: Adding multiple Divine Epiphanies (+30 each) without checking total cap, leading to random rollbacks that remove expensive Divines at the end of the run.
Solution: Divine Epiphanies are the first items the game removes when correcting over-cap situations. Before accepting more than 1-2 Divines, verify your Used total in the calculator. At mid-tiers (6-9), limit Divine to 1-2 cards maximum.
Mistake 6: Not Accounting for Nightmare +1 Tier Bonus
Problem: Calculating based on base tier cap when playing Nightmare/Deep Trauma, losing 10 points of available headroom.
Solution: Always enable the +1 Tier toggle in the calculator when playing Nightmare or Deep Trauma difficulties. This +10 cap bonus is community-standard and reflects the increased rewards/challenge of these modes.
Methodology: How Save Data Calculations Work
The Chaos Zero Nightmare Save Data Calculator uses community-validated formulas based on extensive player testing and data collection from multiple sources including the official GameWith guide, Game8 wiki, and community tools like SaveDataCalculator.com and CZN Save Data Tracker.
Calculation Formula
Total Faint Memory points are calculated as:
Used = CardCost + EpiphanyCost + ConversionCost + RemovalCost + DuplicationCost
Where:
- CardCost = (Neutral × 20) + (Forbidden × 20) + (Monster × 80)
- EpiphanyCost = (Epiphany × 10) + (Divine × 20)
- ConversionCost = Conversions × 10
- RemovalCost = Ladder(Removals) + (BaseRemovals × 20)
- DuplicationCost = Ladder(Duplications)
- Ladder(n) = sum of steps: 0, 10, 30, 50, 70, 70, ...
Tier caps follow the formula: Cap = (Tier × 10) + 20, with optional +10 for Nightmare/Deep Trauma.
Data Sources and Validation
Our formulas are cross-validated against multiple community resources:
- GameWith CZN Save Data Guide: Official card costs, tier caps, and Epiphany values
- Game8 Saved Data Guide: Removal/duplication ladder progression and base-card penalties
- Community Calculators: SaveDataCalculator.com, CZN Save Data Tracker (Vercel), and euri412's itch.io tool for validation testing
- LDShop Complete Guide: Nightmare +1 tier modifier and advanced optimization strategies
- Vortex Gaming Deep Dives: Vivid Memory vs Faint Memory mechanics and over-cap correction behaviors
All formulas match the outputs of established community tools with 100% accuracy across test cases spanning Tier 1-13, various card combinations, and action counts up to 10+ removals/duplications.
Advanced Topics and Edge Cases
What Happens When You Finish Over-Cap?
If you complete a Chaos run with Faint Memory points exceeding your tier cap, the game applies automatic corrections before saving your deck. This process is random but follows these priorities:
- Remove or downgrade Monster cards (highest value targets)
- Remove Divine Epiphanies (expensive upgrades)
- Remove duplicated cards (if duplications pushed you over)
- Restore previously removed cards (in extreme cases, un-doing removals to reduce points)
This randomness means you can't predict exactly what will be removed, but the system tends to target high-value items first. The safest approach is to stay under-cap entirely rather than hoping favorable random removal.
Do Converted Cards with Epiphany/Divine Still Count?
Yes. After conversion, the card's costs stack: +10 conversion + card cost + Epiphany/Divine costs all apply.
For example, a converted Neutral with Divine:
- Card cost: 20 (Neutral)
- Conversion: +10
- Epiphany: +10
- Divine: +20
- Total: 60 points
If you later remove this card, the card cost (20), Epiphany (10), and Divine (20) drop off, but the conversion cost (+10) and removal ladder cost remain.
Unique Spark vs Normal Epiphany vs Divine
The three Epiphany types have different costs:
- Unique/Character Spark: 0 points (free upgrade)
- Normal Epiphany (Spark): +10 points per card
- Divine Epiphany (God-Spark): +20 points per card (stacks with normal Epiphany for +30 total)
Prioritize applying Divine to cards that already have Unique sparks (0 cost) to minimize the total Epiphany cost. A Unique + Divine card only costs +20 for the Divine, whereas a Normal Epiphany + Divine costs +30 total (+10 + 20).
Can I "Bank" Points by Removing Then Re-Adding Cards?
No. Removing a card drops its card cost and Epiphany costs, but if you add it back later, you pay those costs again plus the removal action cost and any re-adding costs (if treated as a duplication or new card).
Removing then re-adding is almost always a net loss in points. Only remove cards you truly don't want in your final deck.
Calculator Comparison: Quick Input vs Deck Builder vs Team Tracker
LootCalc offers three CZN Save Data tools, each optimized for different use cases:
| Tool | Best For | Input Style |
|---|---|---|
| Save Data Calculator | Quick cap checks, simple builds | Aggregate counts (total Neutrals, total Monsters, etc.) |
| Deck Builder Calculator | Card-by-card planning, min-maxing | Per-card rows with individual Epiphany/Divine/converted flags |
| Team Tracker | Multi-character runs (A/B/C teams) | Three side-by-side panels, per-character caps |
Use the Save Data Calculator (this guide's focus) for fast, straightforward cap checks. Upgrade to the Deck Builder when you need per-card detail, or use the Team Tracker for Chaos runs with three active combatants.
Frequently Asked Questions
Related Resources and Community Tools
For additional CZN Save Data resources, optimization guides, and community discussions, explore these validated external tools and guides:
- GameWith CZN Save Data Guide – Official data values and Faint Memory point system
- Game8 Saved Data Guide – Comprehensive ladder mechanics and tier caps
- LDShop Complete Save Data Guide – Advanced optimization strategies and deck building tips
- SaveDataCalculator.com – Independent community calculator for validation
- CZN Save Data Tracker – Live run tracking tool
- euri412's Save Data Calculator – Lightweight browser tool
Related Guides
Chaos Zero Nightmare Save Data Calculator
Quick cap checker for CZN Save Data: enter tier, card counts, Epiphany vs Divine, conversions, removals, and duplication counts to see Used vs Cap instantly with over-cap safety checks.
GuideChaos Zero Nightmare Deck Builder Guide
Master card-by-card deck building with per-card Epiphany, Divine, conversions, base penalties, and detailed Save Data tracking for advanced optimization.
GuideChaos Zero Nightmare Team Tracker Guide
Complete guide to managing Save Data for three characters (A/B/C team) with per-character caps, Nightmare toggles, and combined team optimization strategies.
ReferenceGaming Loot Glossary
Complete glossary of gaming math terms including tier caps, point budgets, meta-progression systems, and statistical concepts used throughout our guides.
Changelog
- 2026-01-04: Initial publication – comprehensive Save Data Calculator guide with tier caps, card costs, Epiphany mechanics, ladder systems, and optimization strategies