Zero Guide and Best Builds

Zero full artwork
Last updated on Apr 28, 2026 at 10:25 by ChAkira

Zero Guide & Best Builds

Welcome to our Zero build guide for Neverness to Everness. Zero is an S-Rank Solid Character available in Neverness to Everness who utilizes the Cosmos element.

In our Zero guide, we'll cover everything you need to know to get the most out of your Zero, from building the best gear and weapons, to important skill priorities and combos.

Zero's Best Arcs

Marching Beyond Time M1
ATK - 570
CRIT Rate - 24%

Time Beyond Time

Increases ATK by 16%.
Enters Wastelab and clears current Wastetime when the wearer casts a Redirect Skill. While in Wastelab, allies gain 1stack of Wastetime each time they use a Redirect or Support Skill, up to 3 stacks. When the wearer uses their Ultimate in Wastelab, they exit Wastelab and consume all Wastetime, increasing Ultimate Crit DMG by 24%, plus an additional 8% per Wastetime consumed. Consuming 3 Wastetime stacks at once grants an extra 12% DEF Ignore for 3s.
Marching Beyond Time is Zero's best Arc. It grants a large amount CRIT rate and Attack, helping both their personal damage as well as their Attack-scaling healing ability if you are running a team that can activate the Charge Esper Cycle. Additionally, by building three charges of the Arc Effect, they can take advantage of the massive Ultimate CRIT DMG and defense ignore of the Arc, allowing Zero to do some very strong burst with their Ultimate.
The Rain That Shook the World M1
ATK - 512
CRIT Rate - 22%

Hypervortex

Deals 30% increased Cosmos DMG with the wearer's Redirect Skill and Ultimate.
Increases the wearer's Cycle Intensity by 36 for 15s after casting a Redirect Skill. Resets the duration when triggered again.
The Rain That Shook the World is Zero's next best Arc. This Arc provides slightly less base attack and crit rate than Marching Beyond Time but provides Zero with a strong bonus to their Cosmos damage in their Redirect Skill and Ultimate. The Cycle Intensity increase makes this a great Arc choice if you wanted to focus on Esper Cycle reaction damage over Zero's personal damage.
Fluff of Fearlessness M1
ATK - 512
CRIT Rate - 22%

Popping Candy

Increases ATK by 25% for 10s after the wearer casts an Ultimate. Effect does not stack.
Fluff of Fearlessness is another great choice for Zero. This Arc offers a sizable CRIT rate increase, helping Zero crit more often. The additional Attack increase after casting their Ultimate is a great boost to Zero's damage potential during the buff time. Sadly these effects are scaled lower than the passive stats provided by Marching Beyond Time.
Day Off M1
ATK - 512
Charge Efficiency - 33%

Eclipse

Increases wearer's ATK by 30%. Unlocks Arc: Eclipse.
Arc: Eclipse — The wearer creates a 40s Eclipse. During the Eclipse, each enemy defeated restores 6 Ultimate Energy, up to 5 times. (cooldown: 300s).
Day Off provides a large amount of Charge Efficiency, helping Zero use their Ultimate more often in fights. The Eclipse ability of the Arc provides additional Ultimate energy as well. In addition, this Arc provides an Attack boost that is both stronger than Fluff of Fearlessness and not dependent on using Zero's Ultimate. The main downside to this Arc compared to the other S-rank recommendations is that it has no built-in CRIT rate increase, which can really hurt the damage scaling potential of the character.
The Forgotten M5
ATK - 475
HP - 25%

Picture Frame

Increases ATK by 20% when the wearer’s HP is above 50%; increases DEF by 20% when HP is below 50%.
The Forgotten is a solid A-rank option for Zero. It provides an Attack increase when Zero is above 50% HP. Running a Charge team helps to maintain the buff, thanks to Zero's healing ability passive skill, but the passive stats of the Arc are considerably worse than the other listed options.

Best Console Setups for Zero

Zero's Console bonus is a 10% Attack bonus for every Type III Module. Zero has to possible builds for their Console, One focusing on Ultimate damage while the other focuses on their overall attack power.
Lost Radiance
Lost Radiance cartridge icon+2-cell horizontal shapeL-shape (variant 1)L-shape (variant 3)4-cell vertical shape
2-piece: Epic (2): Cosmos DMG +10%.
4-piece: Legendary (4): Ignores 25% of enemies' DEF for 20s after the wearer casts Ultimate. Effect does not stack.
Lost Radiance is Zero's best cartridge, set as they are a Cosmos Esper specializing in a strong Ultimate, allowing them to take advantage of the Cosmos DMG increase and the Ultimate defense ignore of set effects. When building for this set, after placing the 4 required Modules for the set effect, it is possible to add 2 more Type III and 1 more Type II Modules, for a total of 40% Attack boost. An example of a potential cartridge setup is as shown below.
Try Our Module Tool! Open this build or make your own setup
Zero portrait

Zero Module Bonus

+40% ATK (4 x Type III equipped)

Lost Radiance
Lost Radiance cartridge icon+2-cell horizontal shapeL-shape (variant 1)L-shape (variant 3)4-cell vertical shape
Qualifying Modules: 4
2-piece: Epic (2): Cosmos DMG +10%.
4-piece: Legendary (4): Ignores 25% of enemies' DEF for 20s after the wearer casts Ultimate. Effect does not stack.
Lost Radiance
Lost Radiance cartridge icon+2-cell horizontal shapeL-shape (variant 1)L-shape (variant 3)4-cell vertical shape
2-piece: Epic (2): Cosmos DMG +10%.
4-piece: Legendary (4): Ignores 25% of enemies' DEF for 20s after the wearer casts Ultimate. Effect does not stack.
A good alternative setup if you wanted to focus only on Zero's Attack damage and not their Ultimate, is to do a 2-piece Lost Radiance setup. By focusing on using Type III Modules to maximize their attack bonus you should be able to fit a total of 6 Type III and 1 Type II Modules. As long as you make sure to fit at least one copy of the Type III Modules needed for the set effects, this will grant Zero the 10% Cosmos DMG from the set and a 60% Attack boost. However, as a burst focus character, it is not recommended to run this over the full set effect. Shown below is an example of the 2-piece setup.
Try Our Module Tool! Open this build or make your own setup
Zero portrait

Zero Module Bonus

+60% ATK (6 x Type III equipped)

Lost Radiance
Lost Radiance cartridge icon+2-cell horizontal shapeL-shape (variant 1)L-shape (variant 3)4-cell vertical shape
Qualifying Modules: 4
2-piece: Epic (2): Cosmos DMG +10%.
4-piece: Legendary (4): Ignores 25% of enemies' DEF for 20s after the wearer casts Ultimate. Effect does not stack.

Zero's Stat Priority

Cartridge Mainstat Priority: CRIT > ATK%> Cosmos DMG%
Substat Priority: CRIT > ATK% > Universal Damage%

Zero is an attack scaling Esper that benefits largely from both CRIT and Attack. Their main source of damage is their Ultimate ability, and it is recommended to focus on ensuring that they can CRIT on their Ultimate consistently to allow for the most damage.

Zero's Skill Priority

Ultimate > Skill > Basic Attack = Support Skill

When you are playing Zero a large portion of their damage comes from their strong Ultimate attack. Therefore, their Ultimate should be your top priority over any of the other three options. Zero's skill is their next biggest damage contribution and should be prioritized before the Basic Attack or Support Skill.

Zero's Awakening Priority

If you have one or multiple copies of a character, you will be able to select Awakenings of your choosing. The following is a recommendation of what order to generally select for Zero's Awakenings. Remember that you can switch them at any time to try out different ones, or tailor your choices for a specific fight or situation.

Awakening Unlock Order Explanation
Finding the Calling
(A2)
Your First choice should be Zero's A2, which generates extra Ultimate energy and helps Zero use their Ultimate more often within any given battle.
Anomalies Record
(A3)
Anomalies Record should be your next priority, as it helps tremendously in guaranteeing 100% CRIT Rate on Zero's Ultimate.
Undecided Factors
(A4)
The third recommended Awakening unlock is Undecided Factors as it provides Zero with an Ultimate damage increase. To get the full bonus Zero needs to have at least 250 base ATK, which you can already reach before even hitting max level.
Theopneustos
(A5)
Zero's 4th recommended Awakening unlock is Theopneustos, providing Zero with a decent attack bonus. You will want to time this in a way that ensures that the ATK bonus is active when using Zero's Ultimate.
Blooming Gaze
(A1)
Blooming Gaze should be next as it provides Zero with a large damage bonus to a first hit on an enemy, which is a helpful boost at the start of a fight, especially when fighting random enemies in the City. However, as it requires the enemy to be a lower level than zero and it is a one-time bonus per enemy, it is only situationally useful. If this ends up allowing you to almost one-shot enemies while exploring, you can pick this as one of your first Awakenings instead.
Deceptive Liberation
(A6)
Lastly, Zero's A6 should be the last one prioritized. This Awakening increases the additional damage that Zero does to a single lower level enemy hit by the skill. While the damage increase is substantial, the level advantage needed and the fact that it is only once per skill use, makes this a very situational Awakening.

Both Zero's A1 and A6 are designed to help with regular combat instead of bosses, so if you want to have an easier time while exploring Hethereau, you may slot in these 2 Awakenings, as long as you don't forget to switch back once you engage with more difficult combat.

How to Play Zero

Zero is a Burst DPS Esper specializing in switching onto the field to do a large amount of Ultimate damage. In addition, when in a Charge Esper Cycle team, Zero can function as a healer thanks to their "Appraiser" passive support skill.

Once the game has launched, and we had an opportunity to play around with all the characters, we will be updating this section with more specific rotational advice and how to set up specific combos for Esper Cycles or burst windows!

Zero's Best Teams

To learn all about Zero's synergies and best team compositions, check our dedicated Zero team page below:

ChAkira
ChAkira
Staff Author
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This guide is written by Written by ChAkira, an avid gamer having spent countless hours playing colony and factory simulator games, as well as having a love for gacha games. He particularly enjoys team building and clearing endgame content.

Changelog

  • 27 Apr. 2026: Updated for Global Launch.
  • 25 Apr. 2026: Updated to include new console setup for Zero.
  • 09 Apr. 2026: Initial build setup for Zero added.
  • 24 Mar. 2026: Initial guide for Zero added.
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