To learn more about Hugo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Last review update
Season 2
Last build update
Season 2
Last profile update*
15.03.2026
*Profile update means updates done to reviews/builds/gear within a season - showing the last date we changed anything on this page.
To learn more about Hugo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Epiphanies
Gear
Deck & Teams
Profile
Throw Dagger
Defense System
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Hunting Instincts
[Initiation]
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Fan of Daggers
[Haste]
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Quick Fix
[Haste]
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Dingo Howling
Show Effects
Fixer's Approach
[Unique]
Show Effects
Last Resort
Ego Skill
Show Effects
Epiphany cards are special evolutions for the cards you can obtain while playing the roguelike mode. Only some cards in the character's deck can get Epiphany effects. Since there's quite a lot of them, we don't display them by default - press the button below to show them. There are also Divine variants of Epiphany cards, but we're still working on gathering them.
Hunting Instincts I
[Initiation]
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Hunting Instincts II
[Initiation]
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Hunting Instincts III
[Initiation]
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Hunting Instincts IV
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Hunting Instincts V
[Initiation]
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Fan of Daggers I
[Haste]
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Fan of Daggers II
[Haste]
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Fan of Daggers III
[Haste]
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Fan of Daggers IV
[Haste]
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Fan of Daggers V
[Unique]
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Quick Fix I
[Haste]
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Quick Fix II
[Haste]
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Quick Fix III
[Haste]
Show Effects
Quick Fix IV
[Haste]
Show Effects
Quick Fix V
[Haste]
Show Effects
Dingo Howling I
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Dingo Howling II
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Dingo Howling III
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Dingo Howling IV
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Dingo Howling V
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Epiphany Bonus
Potential 1
Basic Card Upgrade
Potential 2
Common Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Unique Card Upgrade
Potential 4
Critical Damage Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Divine Epiphany Adaptation
Potential 5-2
Critical Chance Proficiency
Potential 6
Unique Stat Upgrade
Potential 7
Sleeping Memory
Manifest Ego 1
Awakening Memory
Manifest Ego 2
Vivid Memory
Manifest Ego 3
Inner Memory
Manifest Ego 4
Complete Memory
Manifest Ego 5
Liberated Memory
Manifest Ego 6
Review
Damage [5/5]
AP Efficiency [4/5]
Draw [4/5]
Utility [1/5]
Hugo is a Ranger class Combatant who belongs to the Order attribute, who teams up with his allies to deal damage with Extra Attacks whenever a targeting Attack Card is used.
Hugo's Signature mechanic is called "Commence the Hunt". Commence the Hunt can stack up to 5 times, gaining stacks whenever an Upgrade or Skill card of another Combatant is used whilst under the effect of his own "Hunting Instincts" Upgrade card or via multiple of his own cards. Whenever a targeting Attack Card is used, Hugo will launch his own Extra Attack to that same target, dealing 50% Extra Attack Damage, which increases by 30% damage per stack of Commence the Hunt owned.
Hugo can function as a Primary DPS or a Sub-DPS thanks to being able to passively generate Commence the Hunt from other units using cards. Hugo is looking to be paired with other units that have low-cost targeting Attack Cards to ensure you're using as many Hunt stacks per turn as possible to maximize damage.
Hugo greatly benefits from Morale due to the number of attacks he can potentially launch at his enemies, best pairing him with units who can provide consistent Morale. He also requires a decent amount of Skill cards in his teammates' decks to ensure he can maintain as many Hunt stacks as possible.
As Hugo does heavily rely on his Upgrade cards to get going, he can require a bit of upfront AP investment to ensure he can function as effectively as he can. Hugo also lacks AoE damage outside of his Ego skill, but makes up for it with his huge single-target damage.
Playing Hugo efficiently is all about balancing your Commence the Hunt stacks to deal as much damage as possible, weaving in various Skill Cards and Attack Cards to ensure you're not Overcapping your Hunt stacks.
Absurd sustained single target damage throughout the entire fight.
Strong built-in scaling thanks to Commence the Hunt stacking damage multiplier.
Incredible Card Draw options for a DPS.
Upgrade-based playstyle - can operate without needing to draw specific combo pieces after being initially established.
Limited AoE, only accessible via Ego Skill.
Must be paired with allies that attack frequently to maximize Commence the Hunt triggers.
Commence the Hunt does not trigger unless the abilities target.
The ratings below are based on the Season Save Data modes and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.
Chaos Mode
Season Save Data
Great Rift
Commence the Hunt: Hugo’s unique mechanic, Commence the Hunt, is a stackable buff that allows him to trigger Additional Attacks each time a card that targets a single enemy is used by him or allies (AoE and randomly targeting abilities do not work). Commence the Hunt is gained via the majority of Hugo’s cards and is stackable up to 5 times and after it’s triggered, Commence the Hunt’s stack size is reduced by 1. When triggered, it deals 50% of Hugo’s ATK plus an extra 30% per stack up to 200%.
Tip: Something that’s important to know is that all the damage, including the stack damage, is base damage, meaning it is multiplied by multiplicative +% damage bonuses.
Hugo’s Signature Potentials offer significant damage boosts as well as some additional functionality, making them a high priority to unlock.
3-1: Adds a 50% chance to gain Commence the Hunt when using Hugo’s Basic Attack Throw Dagger, helping with stack generation in Zero System runs. Not too relevant in endgame builds though.
5-1: Increases Throw Dagger’s base damage multiplier by +5% and if ATK is higher than 500, an additional +5% is added. Also not hugely impactful in endgame Hugo decks and is more for early Zero System power.
7: Improves the Additional Damage multiplier by +4% while Hugo’s ATK is 700 or higher. Also grants an extra +1% for every 50 ATK over that, up to 8%. A nice damage boost overall and definitely worth picking up.
Base
Ego 1
Hugo’s first Ego node increases the damage buff on his “Fixer’s Approach” card by +10%. A decent first node to unlock that boosts his damage output.
Ego 2
His second Ego point is a passive buff that activates once per turn. For every 2 times Commence the Hunt is activated, Hugo deals 40% Extra Attack Damage twice to random enemies. If hitting the same enemy twice, Hugo gains 1 stack of Commence the Hunt. A great second node for Hugo that allows him to maintain his Hunt stacks without generating them via Skill cards and also provides some extra damage for free.
Ego 3
His third Ego node provides an additional effect to his Ego Skill “Last Resort”. When used, it will also increase the maximum amount of Commence the Hunt stacks he can hold by 1. This is a great unlock for Hugo’s Ego Skill, increasing the value provided and further increasing his Potential damage output.
Ego 4
The fourth unlock for Hugo’s Ego is a passive effect that grants Hugo a buff whenever Commence the Hunt is triggered. When triggered, Hugo gains 1 stack of Arbiter’s Wrath for the turn, up to a maximum of 4 stacks. Hugo’s damage is increased by +10% per stack. A very easy to maintain buff that again, further elevates Hugo’s damage output.
Ego 5
This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. This node is less impactful on Hugo compared to some other characters, as the majority of their damage source is coming from their Extra Attacks and not directly from their Attack Cards.
Ego 6
Hugo’s final unlock is another passive effect that kicks in at the start of each turn, applying “Hunting Mark 1” to a random enemy. When an enemy affected by this debuff is hit by the effect of Commence the Hunt, gain 1 Morale for 1 turn and the debuff will be removed. This is a decent final node for Hugo that provides his team with Morale, but as it only generates a single stack once per turn, it’s not a game-changer but simply a nice added effect.
Last Resort
Ego Skill
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Costs 6 EP, deals a large amount of AoE damage and applies a permanent 30% damage boost to all Commence the Hunt damage on use. It should be used as early as possible to activate the buff to maximize Hugo’s damage output.
Throw Dagger
Hugo’s Basic Attack starts standard, but can be upgraded via Potentials to have a 50% chance to grant a stack of Commence the Hunt, boosting its value in the early game. Despite this, it is still a target for removal in endgame Hugo builds, but is still serviceable in Zero System.
Defense System
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Hugo’s basic shield is completely standard and doesn't have any extra synergy with his kit, a high-priority target for removal.
Hunting Instincts
[Initiation]
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A 1 AP Upgrade with [Initiation], meaning it will start in your hand. This is the main way Hugo maintains high Commence the Hunt stacks. After activation, whenever another Combatant’s skill or upgrade is used, Hugo gains 1 Commence the Hunt. This card is the backbone of all of Hugo’s best builds, with many aiming for multiple copies to make maintaining high Commence the Hunt effortless.
Fan of Daggers
[Haste]
Show Effects
Fan of daggers is a 3-hit random targeting ability that grants Commence the Hunt stacks equal to the number of enemies hit. A good way to accumulate stacks early on in Zero System runs, but not a core part of Hugo’s best endgame builds.
Quick Fix
[Haste]
Show Effects
A single targeted attack that hits twice and if Commence the Hunt is active, draws an Attack Card from the deck. Hugo’s best personal Commence the Hunt trigger card, which replaces itself on use, making it a staple include and high upgrade priority in most Hugo decks.
Dingo Howling
Show Effects
An enhanced shielding Card that shields and grants 2 Commence the Hunt on use. Not a must-have at baseline, but it gains some incredibly powerful Epiphany options, making it a strong inclusion in Hugo’s best strategies.
Fixer's Approach
[Unique]
Show Effects
Another Upgrade card for Hugo, this time with the [Unique] Tag. While active, it increases the damage of Commence the Hunt Extra Attacks multiplicatively by +40%. An excellent damage increase to a major part of Hugo’s total damage output. Note: Here is how it works with max Commence the Hunt Stacks and no other multipliers. (50% + 150%) x 1.4 = 280%.
Best Epiphanies
Note
We have given a star rating for each Epiphany, showing how strong and useful it is - with 1★ being the lowest rating and 5★ the highest.
Hunting Instincts I
[Initiation]
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Hunting Instincts II
[Initiation]
Show Effects
Hunting Instincts III
[Initiation]
Show Effects
Hunting Instincts IV
Show Effects
Hunting Instincts V
[Initiation]
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: -1 Cost Reduction.
Fan of Daggers I
[Haste]
Show Effects
Fan of Daggers II
[Haste]
Show Effects
Fan of Daggers III
[Haste]
Show Effects
Fan of Daggers IV
[Haste]
Show Effects
Fan of Daggers V
[Unique]
Show Effects
Epiphanies:
Divine Epiphanies:
Divine Epiphanies provide negligible value on this card; therefore, an Epiphany that synergizes with your build should be prioritized over Divines.
Quick Fix I
[Haste]
Show Effects
Quick Fix II
[Haste]
Show Effects
Quick Fix III
[Haste]
Show Effects
Quick Fix IV
[Haste]
Show Effects
Quick Fix V
[Haste]
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: -1 Cost Reduction.
Dingo Howling I
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Dingo Howling II
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Dingo Howling III
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Dingo Howling IV
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Dingo Howling V
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Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: -1 Cost Reduction, Draw 1.
Gear
The Memory Fragments & Equipment suggestions below are based on calculations we did. If you want to check the damage formula and how scaling the damage works in CZN, check this guide.
[2-PC]: +25% Critical Damage.
[2-PC]: +12% Attack.
The go-to set option for Hugo given most of his damage comes from Hunt Commence which doesn't have a cost and also isn't considered a "card" as it comes from an upgrade. These facts rule out the 4P order set and most other 4P sets from being as effect as 2/2/2 as they don't apply to the majoirty of his damage.
For more damage use 2P Cursed Corpse (if you can keep Agony on targets at all times). Alternatively for stronger Chaos starts try 2P Seth's Scarab, or if you want more survivability use 2P Healer's Journey. If none of that appeals, you can use any 2 strong sub/main stat pieces instead of a final 2P set bonus as well.
In a lot of cases, flat sub-stats are better than percentage ones when it comes to HP, ATK and DEF. The reason behind this is that in CZN the characters stats are pretty low and you get more value from flat bonus rather than percentage one based on calcs.
Extra ATK DMG% > CRIT Rate% = CRIT DMG% > ATK > ATK%
Getting as close to maxing out Hugo's Potential 7 as possible is incredibly important for pushing his damage as high as you can. As a starting point, aim to hit at least 701 ATK to activate its initial effect, but after that, try to push it as high as you can without sacrificing optimal main stats or too many sub stats. It's very unlikely you'll be able to fully cap out this passive, as it requires 1100 ATK, but each breakpoint of 50 is a nice damage increase for Hugo.
Our best Partner recommendation try to balance both the raw damage boost they provide based on our calculations with the additional utility provided by the skill - combined with how it interacts with the characters's kit. We have rated each Partner based on how much additional damage and the utility they provide. Read the comments under each Partner to better understand our reasoning.
No calculations in Chaos Zero Nightmare are completely accurate for all scenarios, including the ones below. What team, decks, epiphanies, gear, equipment, and enemies you’re facing all impact them. Because of this, take the results as guidelines and combine them with the explanations to make your decisions. Calculations use endgame save data set-ups, including 5 turns of combat using the whole deck with all Ego skills unless otherwise stated.
Increase the assigned Combatant’s Attack by 16–24%.
Order attribute's Extra Attack damage increase by 15/30%.
+25/50% Extra Attack damage from Targeting Attack Cards.
Draw 1 card. Increase Damage Amount of Combatants’ Extra Attack by 30% for 1 turn
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Increase the assigned Combatant’s Attack by 16–24%.
Order attribute's Extra Attack damage increase by 15/30%.
+25/50% Extra Attack damage from Targeting Attack Cards.
Draw 1 card. Increase Damage Amount of Combatants’ Extra Attack by 30% for 1 turn
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Increase the assigned Combatant’s Attack by 12–20%
+20/40% Damage Amount to Extra Attacks dealt by the assigned Combatant.
When the assigned combatant Draws for the first time each turn using an ability, +10/20% Attack Card Damage for 1 turn.
Deal 250% Damage. Apply 1 Mark.
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Increase the assigned Combatant's Attack by 8/16%.
The assigned combatant's Extra Attack damage is increased by 10/20%.
When the assigned combatant uses an Upgrade or Skill card, 25/50% chance to gain 1 Morale for 1 turn.
Draw 1 Enhanced Card(s).
If there are no Enhance Cards in the Draw Pile, Draw 1 Card.
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Increase the assigned Combatant’s Attack by 12–20%
+20/40% Damage Amount to Extra Attacks dealt by the assigned Combatant.
When the assigned combatant Draws for the first time each turn using an ability, +10/20% Attack Card Damage for 1 turn.
Deal 250% Damage. Apply 1 Mark.
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Increase the assigned Combatant's Attack by 8/16%.
The assigned combatant's Extra Attack damage is increased by 10/20%.
When the assigned combatant uses an Upgrade or Skill card, 25/50% chance to gain 1 Morale for 1 turn.
Draw 1 Enhanced Card(s).
If there are no Enhance Cards in the Draw Pile, Draw 1 Card.
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The assigned combatant's Attack is increased by 8/16%.
When an ally defeats an enemy, gain 1 [Backline Support].
[Backline Support]: +10/20% Damage of 1 attack card. Upon activation, Backline Support is reduced by 1 (up to 3 stacks).
Deal 200% Damage.
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In the Zero System, it’s incredibly easy to access all items acquirable via the shop thanks to the five free refreshes you get each shop node - that's why the recommendations below are limited to them only. ATTENTION! Area-specific items can sometimes be more powerful than shop items, but are far less consistent to get or require running a specific world or giving up certain event options. Use the shop list as a starting point for building up your deck saves.
The equipment recommendations are based on items obtainable in Season 2’s Chaos - Burning Life. If you’re running content outside of Season 2, it’s possible some options may not be available for acquisition, or that other options not obtainable in Burning Life may be better.
Deck & Teams
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Base performance of the character.