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Chaos Zero Nightmare Team Faint Memory Tracker Guide: Master Multi-Character Save Data Optimization

The Chaos Zero Nightmare Team Faint Memory Tracker is designed for managing Save Data across three combatants (A/B/C teams) during multi-character Chaos runs. With independent tier caps, per-character Nightmare toggles, and combined team optimization, this tool ensures all three characters stay under their individual caps while maximizing total team power.

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James Rivera

James Rivera

CZN Multi-Character Strategy Expert

James Rivera specializes in multi-character Chaos Zero Nightmare strategies with over 200 three-combatant Chaos runs completed. His expertise in balancing Save Data across multiple characters, optimizing team compositions, and managing per-character tier caps has made him a go-to resource for advanced CZN players tackling high-difficulty content.

Why Use the Team Faint Memory Tracker?

Three-combatant Chaos runs in Chaos Zero Nightmare introduce significant complexity to Save Data management. Each character operates with their own:

  • Independent tier level (Character A might be Tier 10, B Tier 8, C Tier 7)
  • Separate Save Data cap based on their tier (120, 100, 90 respectively in this example)
  • Unique deck composition (different Neutral/Forbidden/Monster counts)
  • Individual Epiphany allocations (Divine on different cards per character)
  • Separate action counts (removals, duplications, conversions tracked per-character)
  • Independent removal/duplication ladders (ladder progression doesn't combine across characters)

Managing three separate sets of these variables mentally or with single-character calculators is impractical. The Team Faint Memory Tracker solves this by providing three side-by-side panels (A, B, C) where you configure each character independently while seeing combined team totals and individual status warnings.

When to Use the Team Tracker vs Single-Character Tools

ScenarioRecommended Tool
Solo Chaos run (one combatant)Save Data Calculator or Deck Builder
Two-character runTwo instances of Save Data Calculator OR Team Tracker
Three-character Chaos run (A/B/C team)Team Faint Memory Tracker (required)
Planning team compositions pre-runTeam Tracker for simulating team balance

Key Benefits of Team Tracking

  • Per-character status visibility: See at a glance which character is Safe, Near Cap, or Over Cap
  • Combined team totals: Understand total Save Data utilization across your entire team
  • Balanced resource allocation: Identify which character has headroom for Monsters or Divine Epiphanies
  • Prevent individual over-caps: Catch when one character is over their limit even if team total looks safe
  • Optimize team synergies: Plan which character carries Monsters for follow-up attacks, who gets Divine zero-cost draws, etc.

How to Use the Chaos Zero Nightmare Team Faint Memory Tracker

The Team Tracker interface consists of three character panels (A, B, C) arranged side-by-side or stacked vertically (depending on screen size), plus a combined team summary panel.

Step 1: Configure Character A Panel

Start with Character A (typically your main or highest-tier character):

  1. Select Tier: Choose Character A's tier level (1-13)
  2. Enable Nightmare Toggle: If this character is running Nightmare/Deep Trauma, enable +1 Tier for +10 cap
  3. Enter Card Counts: Input Neutral, Forbidden, Monster card counts for Character A
  4. Enter Epiphany Counts: Number of Normal Epiphanies and Divine Epiphanies on Character A's cards
  5. Enter Action Counts: Conversions, Removals (base vs converted split), Duplications for Character A

The panel displays Character A's Used total, Cap, Remaining/Overage, and Status (Safe/Near Cap/Over Cap).

Step 2: Configure Character B Panel

Repeat the same process for Character B (your second combatant):

  1. Select Character B's tier (may differ from A—e.g., A is Tier 10, B is Tier 8)
  2. Enable/disable Nightmare toggle independently
  3. Enter Character B's card counts (likely different from A)
  4. Enter Character B's Epiphany counts and action counts

Character B's panel shows their own Used vs Cap status independently of Character A.

Step 3: Configure Character C Panel

Finally, configure Character C (your third combatant) with their tier, Nightmare toggle, cards, Epiphanies, and actions.

Step 4: Review Team Summary

The Team Summary panel shows:

  • Combined Used: Total Save Data points across all three characters (A + B + C)
  • Combined Cap: Total tier caps across all three characters
  • Team Status: Overall status highlighting if any character is Near Cap or Over Cap
  • Per-Character Breakdown: Quick reference showing each character's Used, Cap, and Status side-by-side

Critical Warning: Individual Over-Cap Detection

A team showing "Combined Used (300) < Combined Cap (320)" can still have one character over their individual limit (e.g., Character A: Used 130, Cap 110—Over Cap by 20). Always check individual character status panels, not just the team total. The tracker highlights Over Cap characters in red to catch this scenario.

Step 5: Iterate and Balance

Use the tracker to identify imbalances and optimize:

  • If Character A is Over Cap, shift a Monster card to Character B or C who has headroom
  • If Character B is at 50% cap utilization while A and C are at 90%, reallocate Divine Epiphanies to Character B
  • If any character's removal cost is spiking (+50, +70 ladder), reduce removal count for that character
  • If one character is Near Cap, stop adding Divines or Monsters to that character and allocate to others

The tracker updates in real-time, making it easy to experiment with different team configurations.

Per-Character Panel Features Explained

Independent Tier and Nightmare Toggles

Each character panel has its own:

  • Tier Selector (1-13): Characters progress at different rates, so Character A might be Tier 12 while B and C are Tier 9
  • Nightmare +1 Tier Toggle: Enable for characters running Nightmare/Deep Trauma to add +10 cap. Not all characters need to be on Nightmare—you can mix difficulties

For example, a team setup might be:

  • Character A: Tier 10 Nightmare = 130 cap (120 base + 10 Nightmare)
  • Character B: Tier 8 Normal = 100 cap
  • Character C: Tier 9 Nightmare = 130 cap (110 base + 10 Nightmare)
  • Team Total Cap: 130 + 100 + 130 = 360 points

Per-Character Card Counts

Each panel tracks:

  • Neutral Cards: 20 points each
  • Forbidden Cards: 20 points each
  • Monster Cards: 80 points each

Card distributions often differ significantly across characters. For instance:

  • Character A (Hugo): 2 Monsters (160) + 8 Neutrals (160) = 320 card cost
  • Character B (Veronica): 0 Monsters + 9 Neutrals (180) = 180 card cost (thinned deck)
  • Character C (Tressa): 1 Monster (80) + 10 Neutrals (200) = 280 card cost

The tracker shows each character's total card cost separately, making it easy to spot who's carrying the most expensive deck.

Per-Character Epiphany Allocations

Epiphany tracking per character:

  • Normal Epiphany (Spark): +10 points per card
  • Divine Epiphany (God-Spark): +20 additional points (stacked to +30 total) per card

Strategic Divine allocation across the team:

  • Character A (Hugo): 2 Divine on Hunt Stack generators (+60 total Epiphany cost)
  • Character B (Veronica): 1 Divine on zero-cost draw card (+30 total)
  • Character C (Tressa): 2 Divine on healing cards (+60 total)
  • Team Divine Total: 5 Divine Epiphanies = 150 points across the team

Per-Character Action Counts and Ladders

Each character has independent action tracking:

  • Conversions: +10 each, flat cost (doesn't combine across characters)
  • Removals: Ladder progression (0 → 10 → 30 → 50 → 70) per character, plus +20 penalty per base card removed
  • Duplications: Same ladder progression per character

Critical point: Removal and duplication ladders are independent per character. If Character A performs 4 removals (0 + 10 + 30 + 50 = 90 ladder cost) and Character B performs 2 removals (0 + 10 = 10 ladder cost), these don't combine or affect each other. This independence allows aggressive thinning on one character without penalty to others.

Per-Character Status Indicators

Each panel displays color-coded status:

  • Safe (Green): Used < Cap - 10 (comfortable headroom)
  • Near Cap (Yellow): Cap - 10 ≤ Used ≤ Cap (within 10 points of cap, caution advised)
  • Over Cap (Red): Used > Cap (will trigger in-game corrections)

The tracker highlights Over Cap characters prominently, ensuring you catch individual over-cap situations even when team totals look safe.

Team Optimization Strategies

1. Monster Card Distribution Across Characters

Monster cards (80 points each) should be allocated strategically based on:

  • Tier cap headroom: Assign Monsters to higher-tier characters (Tier 10-13) with 120-150 caps
  • Synergy needs: Characters who benefit most from Monster synergies (e.g., Hugo for Hunt Stack generation)
  • Current cap utilization: Avoid adding Monsters to characters already at 80%+ cap utilization

Example: Monster Distribution Strategy

Team Setup:

  • Character A (Tier 10, 120 cap): 2 Monsters (160) + other cards/upgrades = 110 Used (Safe, 10 remaining)
  • Character B (Tier 8, 100 cap): 0 Monsters, all Neutrals = 70 Used (Safe, 30 remaining)
  • Character C (Tier 9, 110 cap): 1 Monster (80) + other cards = 95 Used (Safe, 15 remaining)

Optimization: Character A is maxed out (10 remaining). If you find another Monster, assign to Character B (30 headroom) rather than A or C.

2. Divine Epiphany Allocation Priority

Divine Epiphanies (+30 per card) are expensive. Allocate based on impact:

  1. Character with highest synergy: Hugo's Hunt Stack cards, Veronica's zero-cost draws, Tressa's healing cards
  2. Character with most cap headroom: If Character C has 40 headroom while A and B have 10, prioritize C for Divine
  3. Team role distribution: Assign Divine to damage dealers on Character A, support on Character C, utility on Character B

Avoid spreading Divine evenly (e.g., 2-2-2 across A/B/C). Instead, concentrate Divine where it has most impact (e.g., 3-1-1 or 4-0-1).

3. Balancing Removal and Duplication Budgets

Since removal/duplication ladders are independent per character, you can:

  • Thin aggressively on one character: Character A performs 5 removals (0+10+30+50+70 = 160 ladder) to create a hyper-consistent deck
  • Duplicate heavily on another: Character B performs 4 duplications (0+10+30+50 = 90 ladder) for key combo cards
  • Minimal actions on third: Character C performs 1 removal (0 cost) to preserve cap space

This flexibility lets you specialize each character's deck building strategy without global ladder penalties.

4. Convert-Then-Remove Across All Characters

Apply the convert-then-remove trick to all three characters:

  • Character A: Convert 3 base cards (+30), remove them (ladder 0+10+30 = 40, no penalty) = 70 total vs 100 direct removal (saves 30)
  • Character B: Convert 2 base cards (+20), remove them (ladder 0+10 = 10, no penalty) = 30 total vs 50 direct removal (saves 20)
  • Character C: Convert 1 base card (+10), remove it (ladder 0, no penalty) = 10 total vs 20 direct removal (saves 10)
  • Team Total Savings: 60 points

These savings compound across the team, freeing up 60 points for additional Monsters, Divines, or other upgrades.

5. Headroom-Based Decision Making

Use the Team Tracker's real-time headroom display to guide decisions during runs:

  • Found a Monster card? Check which character has most headroom (e.g., 40+ remaining) and assign to them
  • Divine Epiphany opportunity? Allocate to the character with 30+ headroom, not the one with 5 remaining
  • Removal event? Perform removal on the character furthest from ladder spikes (e.g., 2 removals so far vs 4 removals)
  • Duplication chance? Duplicate on the character whose key card is most critical to team synergy

This dynamic approach ensures you're always making the most efficient choice for your team's current state.

Character Synergies and Meta Team Compositions

Hugo + Tressa Follow-Up Attack Team

The classic Hugo-Tressa synergy leverages follow-up attacks:

  • Hugo (Character A): Hunt Stack mechanic—generates follow-up attacks when allies attack
  • Tressa (Character B): Zero-cost Shadow Daggers provide constant attack triggers for Hugo's follow-ups
  • Third Character (C): Support/utility role (healing, buffs)

Save Data Strategy:

  • Hugo: 2 Monsters (Hunt Stack generators) + 2 Divine on Hunt Stack cards = high Save Data usage (180-200 points)
  • Tressa: 0 Monsters, all Neutrals, 1 Divine on Shadow Daggers = moderate usage (80-100 points)
  • Character C: Minimal Monsters, 0-1 Divine, focus on support cards = low usage (60-80 points)

This distribution ensures Hugo (the damage engine) gets maximum power budget while Tressa and C stay lean.

Veronica Card Draw Engine Team

Veronica's card draw dominance:

  • Veronica (Character A): Best card draw in the game, many zero-cost draws, upgrade-based deck
  • Supporting Characters (B/C): Damage dealers who benefit from Veronica's card cycling

Save Data Strategy:

  • Veronica: 0 Monsters (deck thinning priority), 2-3 Divine on zero-cost draw cards, 4-5 removals for ultra-thin deck = 80-100 points
  • Character B: 1-2 Monsters, 2 Divine, moderate removals = 120-140 points
  • Character C: 1 Monster, 1 Divine, minimal removals = 90-110 points

Veronica's thinned deck (9 cards total after removals) maximizes draw consistency, while B and C carry the Monster/Divine budget.

Balanced Three-DPS Team

For players who prefer balanced damage across all three characters:

  • Character A: 1 Monster, 2 Divine, 3 removals = 110 points
  • Character B: 1 Monster, 2 Divine, 3 removals = 110 points
  • Character C: 1 Monster, 2 Divine, 3 removals = 110 points
  • Team Total: 3 Monsters, 6 Divine, 9 removals = 330 points

This symmetrical approach works well when all three characters are at similar tier levels (e.g., all Tier 9-10) and requires careful tracking to ensure all three stay under their individual caps.

Advanced Multi-Character Tactics

1. Tier Progression Imbalance Management

Characters often progress at different rates. When one character is significantly higher tier than others:

  • High-tier character (Tier 12-13): Becomes the "Monster carrier" with 140-150 cap supporting 2-3 Monsters + multiple Divines
  • Mid-tier characters (Tier 8-10): Focus on Neutral/Forbidden cards, 1 Monster max, selective Divine allocation
  • Low-tier character (Tier 5-7): Lean deck, no Monsters, 0-1 Divine, minimal removals to stay under 70-90 cap

The Team Tracker makes this imbalance visible, helping you shift power budget to high-tier characters who can support it.

2. Dynamic Reallocation Mid-Run

During a Chaos run, adjust allocations based on events:

  • Character A gains a tier: Cap increases by 10 → immediately assign pending Monster or Divine to A
  • Character B finds a Monster card: Check headroom → if B has 30+, keep it; if B has <20, transfer to C
  • Divine Epiphany event offers one upgrade: Check all three characters' headroom and impact → allocate to highest-priority card with headroom

The tracker's real-time updates make these dynamic decisions fast and accurate.

3. Minimizing Total Team Risk

To minimize risk of any character going over-cap:

  • Keep all three characters at Safe status (green): Aim for 10-20 points headroom per character, not Near Cap (yellow)
  • Avoid concentrating all risk on one character: Don't push Character A to 98% cap utilization while B and C are at 50%
  • Balance Divine allocations: 3-2-1 distribution (6 total) is safer than 5-1-0 (6 total but high risk on one character)

4. Pre-Run Team Planning Templates

Before starting a three-character Chaos run, use the Team Tracker to plan:

  1. Set current tier levels for A/B/C
  2. Input starting deck compositions
  3. Plan target Monster allocations (e.g., 2-1-0 for Monsters)
  4. Plan Divine budget (e.g., 3-2-1 for Divine)
  5. Set removal targets (e.g., 4-3-2 for removals)
  6. Verify all three characters are Safe

Save this plan as a reference during the run. As you acquire cards/upgrades, update the tracker and compare to your plan, adjusting as needed.

Common Team Management Pitfalls

Pitfall 1: Ignoring Individual Character Caps

Problem: Focusing only on team total (e.g., "Team Used 300, Team Cap 350, we're fine!") while one character is over their individual cap.

Solution: Always check all three character status panels. If any show Over Cap (red), that character will trigger corrections regardless of team total.

Pitfall 2: Equal Distribution Fallacy

Problem: Assuming all three characters should have equal Monsters, Divines, and removals (e.g., 1-1-1 Monsters, 2-2-2 Divines).

Solution: Optimize based on tier caps, character synergies, and role. Character A (Tier 12 DPS) might carry 2 Monsters + 3 Divines while Character C (Tier 8 support) carries 0 Monsters + 1 Divine.

Pitfall 3: Forgetting Independent Ladders

Problem: Thinking "we've already done 6 removals, so the 7th will cost +70" when those 6 removals are split 3-2-1 across A/B/C.

Solution: Remember ladders are per-character. Character A's 4th removal costs +50 for A, not based on team total removals. The Team Tracker shows per-character action counts to avoid this confusion.

Pitfall 4: Not Using Convert-Then-Remove on All Characters

Problem: Applying convert-then-remove on Character A but forgetting to do it for B and C, wasting 20-40 points across the team.

Solution: Make convert-then-remove standard practice for all three characters. The Team Tracker's base vs converted split fields help track this per character.

Pitfall 5: Over-Allocating to Low-Tier Characters

Problem: Giving Monsters and Divines to Character C (Tier 6, 80 cap) while Character A (Tier 11, 130 cap) sits at 50% utilization.

Solution: Prioritize high-tier characters for expensive upgrades. Low-tier characters should run lean (Neutrals, minimal Divines) until they tier up.

Pitfall 6: Neglecting Team Synergies in Favor of Cap Efficiency

Problem: Allocating Monsters to the character with most headroom (Character B) even though Character A (Hugo) gains far more value from Monster synergies.

Solution: Balance cap efficiency with synergy impact. If Hugo's Monsters enable follow-up attacks worth 2× damage, allocate to Hugo even if another character has more headroom. Adjust other elements (Divines, removals) to compensate for the tighter cap.

Frequently Asked Questions

Conclusion: Mastering Multi-Character Save Data Management

The Chaos Zero Nightmare Team Faint Memory Tracker transforms complex three-character Save Data management into a clear, visual workflow. By providing independent panels for each combatant plus combined team summaries, the tracker ensures you can:

  • Track individual tier caps and Nightmare modifiers per character
  • Allocate Monsters and Divine Epiphanies strategically based on headroom and synergies
  • Monitor independent removal/duplication ladders to avoid spikes
  • Catch individual over-cap situations before they trigger in-game corrections
  • Optimize team compositions for maximum power within combined cap constraints

Whether you're running the classic Hugo-Tressa follow-up team, a Veronica card draw engine, or a balanced three-DPS comp, the Team Tracker gives you the precision and visibility needed to stay under-cap while maximizing your team's total power.

Master these multi-character techniques, and you'll consistently complete three-combatant Chaos runs without losing Monsters or Divine upgrades to random rollbacks—unlocking the full potential of team-based strategies in Chaos Zero Nightmare.

Related Guides

Changelog

  • 2026-01-04: Initial publication – comprehensive Team Faint Memory Tracker guide with multi-character optimization, per-character panels, team synergies, and advanced tactics for A/B/C Chaos runs

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