Chaos Zero Nightmare (CZN)HugoBuild and Guide

Character
Introduction

Best guide and build for Hugo from Chaos Zero Nightmare (CZN). Hugo is a 5 character from the Ranger class and Order attribute, who belongs to the Stella Familia [Azure Merchant Guild] faction.

To learn more about Hugo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Update tracker

Last review update

Season 1

Last build update

Season 1

Last profile update*

26.11.2025

*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

Gear

Deck & Teams

Profile

Cards
Starting Cards:
Card Image
1

Throw Dagger

Attack
Attack

100% Damage.
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1

Defense System

Skill
Skill

100% Shield.​

Show Effects

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1

Hunting Instincts

Upgrade
Upgrade

[Initiation]

When an Upgrade or Skill Card of another Combatant is used, 1 Commence the Hunt.​

Show Effects

Epiphany Cards:
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1

Fan of Daggers

Attack
Attack

[Haste]

60% x 3 Damage to random enemies.
Commence the Hunt for each target hit.

Show Effects

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1

Quick Fix

Attack
Attack

[Haste]

80% x 2 Damage.
If in Commence the Hunt, Draw 1 Attack Card(s).

Show Effects

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1

Dingo Howling

Skill
Skill

100% Shield.
2 Commence the Hunt.

Show Effects

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1

Fixer's Approach

Upgrade
Upgrade

[Unique]

Increase Extra Attack Damage Amount of Commence the Hunt by 40%.​

Show Effects

Ego Skill:
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6

Last Resort

Ego Skill

250% Damage to all enemies.
Increase Damage of Commence the Hunt by+30%.

Show Effects

Epiphany Variants:

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.

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0

Hunting Instincts I

Upgrade
Upgrade

[Initiation]

When an Upgrade or Skill Card of another Combatant is used, 1 Commence the Hunt.​

Show Effects

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1

Hunting Instincts II

Upgrade
Upgrade

When another combatant uses an Enhanced or Skill card, 1 Commence the Hunt.
50% chance of gaining an additional 1 Commence the Hunt.​

Show Effects

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1

Hunting Instincts III

Upgrade
Upgrade

When another Combatant uses an Upgrade or Skill card, 1 Commence the Hunt.
If Commence the Hunt is triggered, 50% chance of a random ally performing a Coordinated Attack on the target

Show Effects

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0

Hunting Instincts IV

Skill
Skill

Commence the Hunt equal to the number of Skill Cards in hand.​

Show Effects

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1

Hunting Instincts V

Upgrade
Upgrade

When using an Enhance or Skill Card, 1 Commence the Hunt.​

Show Effects

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1

Fan of Daggers I

Attack
Attack

[Haste]

90% x 3 Damage to random enemies.
Commence the Hunt for each target hit.

Show Effects

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1

Fan of Daggers II

Attack
Attack

[Haste]

90% x 3 Damage.
2 Commence the Hunt.​

Show Effects

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1

Fan of Daggers III

Attack
Attack

[Haste]

250% Damage.
When Damage is dealt, 100% chance of a random ally performing a Coordinated Attack on the target.

Show Effects

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1

Fan of Daggers IV

Attack
Attack

[Haste]

90% Damage × 3 to random enemies.
If in a Commence the Hunt state, increase Damage Amount by 100%.

Show Effects

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2

Fan of Daggers V

Upgrade
Upgrade

[Unique]

At the start of the turn, 60% x 2 Damage to random enemies.
Commence the Hunt equal to the number of targets hit.​

Show Effects

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1

Quick Fix I

Attack
Attack

[Haste]

120% x 2 Damage.
If in Commence the Hunt, Draw 1 Attack Card.

Show Effects

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1

Quick Fix II

Attack
Attack

[Haste]

80% Damage × 2.
If in a Commence the Hunt state, add 1 Hit(s).​

Show Effects

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1

Quick Fix III

Attack
Attack

[Haste]

100% x 2 Damage.
If in Commence the Hunt, Draw 2.​

Show Effects

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1

Quick Fix IV

Attack
Attack

[Haste]

60% Damage × 3.
If in a Commence the Hunt state, increase Action Count of all enemies by 1.

Show Effects

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1

Quick Fix V

Attack
Attack

[Haste]

120% Damage.
Decrease Commence the Hunt by up to 5.
Add 1 Hit for each.​

Show Effects

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1

Dingo Howling I

Skill
Skill

150% Shield.
3 Commence the Hunt.

Show Effects

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1

Dingo Howling II

Skill
Skill

150% Shield.
If under Commence the Hunt +50% Shield.
2 Commence the Hunt.​

Show Effects

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1

Dingo Howling III

Upgrade
Upgrade

Upon gaining Commence the Hunt, Draw 1 Attack card(s) (1 per turn).​

Show Effects

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1

Dingo Howling IV

Skill
Skill

2 Commence the Hunt.
Combo: Add another 2 Commence the Hunt.

Show Effects

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1

Dingo Howling V

Skill
Skill

2 Commence the Hunt.
Draw 2 attack card(s).​

Show Effects

Potential
1

Epiphany Bonus

Potential 1

When entering Chaos, obtain 1 random Rare Card with an activated Epiphany.
2

Basic Card Upgrade

Potential 2

Increase Damage, Shield, and Healing Amounts of Basic Cards by 2/20%.
3

Common Card Upgrade

Potential 3

Increase Damage, Shield, and Healing Amounts of Common Cards by 2/20%.
3-1

Basic Card Proficiency

Potential 3-1

When you play a Throw Dagger card, 50% chance to gain 1 Commence the Hunt.
4

Unique Card Upgrade

Potential 4

Increase Damage, Shield, and Healing Amounts of Unique Cards by 2/20%.
5

Critical Damage Proficiency

Potential 5

+2.4/12% Critical Damage.
5-1

Basic Card Proficiency

Potential 5-1

+5% Damage for Hugo's Dagger Throw.
If Hugo's Attack is greater than 500, an additional +5% to that value.
6

Critical Chance Proficiency

Potential 6

+2/10% Critical Chance.
7

Unique Stat Upgrade

Potential 7

If Hugo's Attack is greater than 700, +4% Additional Damage.
For every 50 Attack exceeding that value, +1% (up to an additional +8%).
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

+10% to the Damage Amount Increase effect of Commence the Hunt for the Fixer's Approach Card.
E2

Awakening Memory

Manifest Ego 2

For every 2 times Commence the Hunt is activated, deal 40% x 2 Extra Damage to random enemies.
If the same target is attacked, gain 1 Commence the Hunt. This effect activates once per turn.
E3

Vivid Memory

Manifest Ego 3

When using Last Resort card, the max stacks of Commence the Hunt increases by 1.
E4

Inner Memory

Manifest Ego 4

Whenever Commence the Hunt is triggered, gain 1 Arbiter's Wrath.
Arbiter's Wrath: For 1 turn(s), Hugo's damage +10% (Max 4 stacks).
E5

Complete Memory

Manifest Ego 5

Increase the level of [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
E6

Liberated Memory

Manifest Ego 6

At the start of the turn, apply 1 Hunting Mark to a random enemy.
Hunting Mark: When hit by the effect of Commence the Hunt gain 1 Morale for 1 turn.
Removed when triggered or when Hunting Mark is applied to another target.
Stats (level 60)
HP
381
DEF
146
ATK
506
Voice Actors
JPN
Yuichi Nakamura
KR
Eui Joo Rim
Gallery

Review

Introduction
Performance Profile

ST Damage [5/5]

     

AoE Damage [2/5]

  

AP Efficiency [4/5]

    

Utility [3/5]

   

Hugo is an Additional Attack Specialist capable of triggering follow-up attacks after every targeted Attack card from himself or allies. This is possible thanks to his Hunt Commence Passive, which is gained via most of his Cards and stacks up to 5 times, with damage increasing as stacks rise. When any targeted Attack card is used, Hunt Commence loses one stack and Hugo immediately launches an Additional Attack. When playing Hugo, expect strong and frequent damage over the whole fight’s duration, making every Attack card a high-power nuke on enemies.

Pros & Cons
Pros

  • Absurd sustained single target damage throughout the entire fight.

  • Strong built-in scaling thanks to Hunt Commence's 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.

Cons

  • Limited AoE, only accessible via Ego Skill.

  • Must be paired with allies that attack frequently to maximize Hunt Commence triggers.

  • Hunt Commence does not trigger unless an ability 'targets'.

Ratings

The ratings below are based on the Basin of Hyperspace Dimensional Twilight game mode 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.

T0

Dimensional Twilight

T0.5

Chaos Mode

Key Mechanics
  • Hunt Commence: Hugo’s unique mechanic Hunt Commence 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). Hunt Commence is gained via the majority of Hugo’s cards and is stackable up to 5 times, and after it’s triggered, Hunt Commence’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%.
    • 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.
Cards & Ego Skill
Card Image
6

Last Resort

Ego Skill

250% Damage to all enemies.
Increase Damage of Commence the Hunt by+30%.

Show Effects

Last Resort

Costs 6 EP, deals a large amount of AoE damage, and applies a permanent 30% damage boost to all Hunt Commence damage on use. It should be used as early as possible to activate the buff to maximize Hugo’s damage output.

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1

Throw Dagger

Attack
Attack

100% Damage.
Throw Dagger

Hugo’s basic attack starts standard, but can be upgraded via Potentials to have a 50% chance to grant a stack of Hunt Commence, 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.

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1

Defense System

Skill
Skill

100% Shield.​

Show Effects

Defense System

Hugo’s basic shield is completely standard and doesn't have any extra synergy with his kit, a high-priority target for removal.

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1

Hunting Instincts

Upgrade
Upgrade

[Initiation]

When an Upgrade or Skill Card of another Combatant is used, 1 Commence the Hunt.​

Show Effects

Hunting Instincts

A 1 AP Upgrade with Initiation, meaning it will start in your hand. This is the main way Hugo maintains high Hunt Commence stacks. After activation, whenever another Combatant’s skill or upgrade is used, Hugo gains 1 Hunt Commence. This card is the backbone of all of Hugo’s best builds, with many aiming for multiple copies to make maintaining high Hunt Commence effortless.

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1

Fan of Daggers

Attack
Attack

[Haste]

60% x 3 Damage to random enemies.
Commence the Hunt for each target hit.

Show Effects

Fan of Daggers

Fan of daggers is a 3-hit random targeting ability that grants Hunt Commence 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.

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1

Quick Fix

Attack
Attack

[Haste]

80% x 2 Damage.
If in Commence the Hunt, Draw 1 Attack Card(s).

Show Effects

Quick Fix

A single targeted attack that hits twice, and if Hunt Commence is active, draws an Attack Card from the deck. Hugo’s best personal Hunt Commence trigger card, which replaces itself on use, making it a staple include and high upgrade priority in most Hugo decks.

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1

Dingo Howling

Skill
Skill

100% Shield.
2 Commence the Hunt.

Show Effects

Dingo Howling

An enhanced shielding Card that shields but also grants 2 Hunt Commence 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.

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1

Fixer's Approach

Upgrade
Upgrade

[Unique]

Increase Extra Attack Damage Amount of Commence the Hunt by 40%.​

Show Effects

Fixer's Approach

Another Upgrade card for Hugo, this time with the Unique Tag. While active, it increases the damage of Hunt Commence 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 Hunt Commence Stacks and no other multipliers. (50% + 150%) x 1.4 = 280%.

Potentials

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 Hunt Commence 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 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.
Playstyle & Gameplay
Standard Playstyle

Hugo’s damage potential lives and dies by how effectively he can establish and maintain high Hunt Commence stack sizes while also having teammates that can trigger them frequently enough. Just stack generation or just high attack frequency isn’t enough to draw out Hugo’s potential; decks built around him need to have both to be effective. Outside of balancing this dynamic, Hugo’s gameplay is simple. Generate and maintain stacks, establish his upgrades, and use as many single-targeting attacks as possible.

Dupes Review

Dupes review aren't available yet. We will add them soon!

Best Cards

Best Epiphanies
Note

For every Epiphany, we're colored their name based on how useful we think it is compared to the other variants. Here's the key to the colors:

  • Epiphany Name - the best variant,
  • Epiphany Name - a good variant,
  • Epiphany Name - a niche variant.

Hugo best epiphanies aren't available yet. They will be added soon.

Gear

Memory Fragments

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.

Recommended Loadout
1

[2-PC]: +25% Critical Damage.

[2-PC]: +12% Attack.

[2-PC]: Increases damage dealt to target inflicted with Agony by 10%

When playing within teams, able to maintain Agony on enemies 2/2/2 is Hugo’s best gear setup. Tressa, one of his best teammates, applies Agony on almost every attack, making this requirement easy to satisfy unless you’re not running her. With this in mind, 2/2/2 is the default choice, combining Executioner’s, Black Wing, and Cursed Corpse for the best result.

2

[4-PC]: When Attack Cards are used, increase Damage Amount of Order Cards by 10% for 1 turn (Max 2 times).

[2-PC]: +25% Critical Damage.

If you’re not running Tressa or don’t have a good 2/2/2 set, 2P Executioner's plus 4P Bullet of Order can be run instead. However, it requires Hugo to use multiple of his own attacks each turn to be useful - something that in endgame Hugo decks isn’t always guaranteed. Hugo often relies more on his Extra Attacks, which trigger off of other characters rather than his own attacks, making high uptime challenging.

Main and sub-stats

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.

Ideal
CRIT Rate > CRIT DMG > ATK%
Desire
Order DMG > ATK%
Imagination
ATK%
Substats:

Extra DMG% > Crit Rate% = Crit DMG% > ATK > ATK%

Partners

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.

1
Damage 5/5
Utility 3/5

Passive - Communication Support

Order attribute's Extra Attack damage increase by 15/30%.

+25/50% Extra Attack damage from Targeting Attack Cards.

Skill - Target confirmed, initiating support! - 2 EP cost

Draw 1 card. Increase Damage Amount of Combatants’ Extra Attack by 30% for 1 turn

  • At low/average amounts of card damage increases, Tina is Hugo’s best choice.
  • She grants 15% (multiplicative) Order Extra Attack damage and 25% (additive) Extra Attack damage from targeting attack cards, which both affect Hunt Commence despite having wording that suggests they might not.
  • Tina also offers strong Utility via her Ego skill, which his a draw 1 and further 30% Extra Attack buff for 1 turn.
  • All up, unless you have an exceptionally high amount of card damage increases through buffs and equipment Tina is usually Hugo’s best in slot.
2
Damage 4/5
Utility 3.5/5

Passive - Financial Support

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.

Skill - Security team, requesting support! - 2 EP cost

Draw 1 Enhanced Card(s).

If there are no Enhance Cards in the Draw Pile, Draw 1 Card.

  • With average amounts of card damage already Max Dupe Rosaria isn’t as good as Hugo’s best options, but is still respectable when it comes to raw damage.
  • She makes up for that, though, with above-average utility. Rosaria offers 20% (multiplicative) Extra Attack damage, which is solid, and the chance to gain Morale every time Hugo uses a skill or upgrade card, which, past initial set-up, won't be that often or at all.
  • Rosaria’s Ego Skill is even higher utility than Tina’s, as it allows her to Draw an upgrade from the deck, which, depending on your Hugo deck, can range from incredibly powerful to just okay - if there is no upgrade, she still draws a random card though.
  • All up if you need Rosaria’s upgrade specific draw and utility she can be a top pick even though she loses out on damage.
3
Damage 5/5
Utility 1/5

Passive - Hot-Blooded Soldier

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).

Skill - Powerful Shot - 2 EP cost

Deal 200% Damage.

  • When you have an average amount of card damage increases Nakia is Hugo’s next best damage option behind Tina.
  • The main reason Nakia is so good is her 16% combat attack increase which can only be found on equipment and partners. This stat alone allows her to sit close to the top of the ranking and if you have a tremendous amount of card damage multipliers and don’t need utility.
  • It even surpasses other partners due to how dilution of stats works. Too much card damage, and no combat attack results in Nakia winning (only at very high amounts, though).
4
Damage 2.5/5
Utility 3.5/5

Passive - Financial Support

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.

Skill - Security team, requesting support! - 2 EP cost

Draw 1 Enhanced Card(s).

If there are no Enhance Cards in the Draw Pile, Draw 1 Card.

  • Rosaria loses 10% Extra Damage when at base compared to max dupe, cutting her damage potential by a notable amount. However at Base, she retains her upgrade draw potential and is still a solid option, but not nearly as potent, putting her behind choices above in most scenarios unless you specifically value her upgrade draw.
5
Damage 3.5/5
Utility 1/5

Passive - Spacetime Warp

+20/40 Extra Attack damage of 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.

Skill - Spacetime Rift - 3 EP cost

Deal 250% Damage. Apply 1 Mark.

  • Solia falls behind in damage and utility compared to all the other options above her in most scenarios. We don’t recommend her at a single copy.
Equipment

The equipment recommendations are based on items obtainable in Season 1’s Chaos - Laboratory 0. If you’re running content outside of Season 1, it’s possible some options may not be available for acquisition, or that other options not obtainable in Lab 0 may be better.

Weapon
Weapon
  • Equipment
    W-52 Dopamine Injector
  • Equipment
    Chimeranite
  • Equipment
    Mutant Predator Spike
  • Equipment
    Second Method
  • Equipment
    Obsidian Sword
Armor
Armor
  • Equipment
    Wings of Freedom
  • Equipment
    Fragment of the Empty Void
  • Equipment
    Rocket-Adorned Cape
Trinket
Trinket
  • Equipment
    Dimensional Cube
  • Equipment
    Emblem of an Exceptional Entity
  • Equipment
    Amorphous Cube
  • Equipment
    Superconductive Protein
Comments - Weapons
  1. Equipment
    W-52 Dopamine Injector
    - Offers a stackable +20% (multiplicative) damage boost whenever the wearer draws a card by an ability (a card that draws two gives two stacks), capping out at two stacks (40%) and lasting 1 turn. Stronger than all other options but requires Hugo to draw two cards a turn to be useful, something that is possible thanks to Quick Fix and some Dingo Howling Epiphanies, but not always guaranteed. Only a top option in draw-heavy Hugo decks.
  2. Equipment
    Chimeranite
    - Grants the wearer a +35% (multiplicative) damage on all their damage for 1 turn after they use a draw card themself. Numerically, a little behind Dopamine Injector, but only requires 1 draw instead of 2, making it easier to fully activate and maintain. Has the downside of being UNIQUE rarity, though, cutting off some other options.
  3. Equipment
    Mutant Predator Spike
    - Grants +30% (multiplicative) damage to all of Hugo’s damage while holding four or more cards in hand, putting it slightly behind other options, but while being far easier to keep active across the fight, assuming you have a way to maintain a reasonable hand size. If you can’t consistently draw cards to use the options above, it usually becomes the best choice. Don’t use it if your deck isn’t capable of achieving large hand sizes, though.
  4. Equipment
    Second Method
    - Grants +35% (additive) Extra Attack damage to Hunt Commence, boosting its damage at low stacks significantly while still being impactful at higher stacks. Not as powerful as the options above, but always active, making it much more consistent and easier to use without drawing heavy decks.
  5. Equipment
    Obsidian Sword
    - Grants +12% (multiplicate) damage to all of Hugo’s damaging abilities. Not as good as Second Method or any of the S1 weapons if you can activate them, but better than nothing.
Comments - Armor
  1. Equipment
    Wings of Freedom
    - Best damage Armor option for Hugo in Season 1. Every time the team is hit, it grants him a stacking +10% (multiplicative) damage boost for the rest of the fight, up to 3 stacks (30%).
  2. Equipment
    Fragment of the Empty Void
    - f you don’t want more damage, Fragment of the Empty Void is an option, allowing up to 3 cards in your opening hand to be redrawn. Useful for filtering through the deck for Hugo’s key cards, but much less powerful if you are playing an Initiation-heavy deck.
  3. Equipment
    Rocket-Adorned Cape
    - If neither of the options above is available, Rocket-Adorned Cape is also a solid choice, giving you an extra draw at the start of combat and also 1 damage reduction stack.
Comments - Trinkets
  1. Equipment
    Dimensional Cube
    - Grants +10% (additive) damage to all abilities every time any card is discarded from anywhere for 1 turn. The highest damage option for Hugo when combined with a strong discard character like Nia, useless outside of that.
  2. Equipment
    Emblem of an Exceptional Entity
    - Has a +30% (additive) bonus for all of Hugo’s abilities, making it the best option if you aren’t able to take advantage of Dimensional Cube.
  3. Equipment
    Amorphous Cube
    - Slightly worse than Emblem, but far easier to get boosting damage by +25% (additive) instead of 30%.
  4. Equipment
    Superconductive Protein
    - If damage options don’t appeal to you or you, for some reason, aren’t offered one that works for you, Superconductive Protein can be used to gain additional momentum for the wearer and their team on turn 1 by discounting one card in your opening hand to 0.

Deck & Teams

Recommended Build
Important!

CZN is a game of randomness; sometimes you’ll be offered generic or Divine epiphanies that are stronger than a character's standard five options. In these cases, breaking the listed build can result in an even more powerful save. Adjust as you see fit!

Build Comments

There are currently two build paths Hugo can go down: the more consistent but less explosive Initiation build, or the higher damage but more annoying to get going Coordinated Attack build.

  • The Coordinated Attack build relies on hard drawing the Hunting Instincts upgrade, with Hugo lacking impact and a way to generate stacks before then. Still, it achieves much higher damage once it’s get going.
  • The Initiation build starts with Hunting Instincts, ensuring Hugo starts immediately, but has a lower damage ceiling.
Card Removal Priority
  • Defense System: First priority to be removed in all endgame Hugo decks.
  • Throw Dagger: Should also be removed if possible, as Hugo can rely on other Combatants to trigger his Hunt Commence far more efficiently for close to free. The stack generation here is also inconsequential in most builds.
  • Fan of Daggers: A high-quality card, but one that isn’t always needed in high-end Hugo decks with 2 or 3 copies of Hunting Instincts, as you’ll gain enough Hunt Commence to sustain almost passively. An optional removal target.
Card Dupe Priority
Dupe Priority

Hunting Instincts > Quick Fix

Prioritize duplicating Hunting Instincts as the highest priority, chasing events whenever possible. Doing so will grant you far superior Hunt Commence stacks, ensuring you’re on five far more consistently. If you don’t get a chance at duping Hunting Instincts, Quick Fix, and its card draw is the next best option.

Epiphany Alternatives
  • Hunting Instincts: As mentioned above, both Hunting Instincts I (Initiation) and III (Coordinated Attacks) are viable depending on how you want your Hugo to play. Worth noting is that it’s usually better to have a higher amount of copies of III compared to I, though, as you’ll need to hard draw them, so a higher amount makes that easier.
Best Synergies
Nia
  • The majority of her best cards are all skill cards, fuelling Hugo’s Hunt Commence stacking.
  • Has access to enough healing that she can work within the Tressa/Hugo team combo, fuelling the Dagger -> Hunt Commence playstyle.
  • Great card searching and deck churning ability to get to the cards that matter most fast.
  • Allows Hugo to take advantage of Dimensional Cube due to all her discards boosting his high hit frequency damage profile considerably.
Best Teams
Important!

If you’re losing runs when playing a damage-focused composition either to sanity or dying, consider using a team with more defensive characters - so including both a shielder and healer. This is especially important in the Zero System mode.

Hugo + Tressa Team

The usual go-to team for Hugo abuses Tressa’s free dagger generation on heal to trigger Hunt Commence while also restacking it at the same time, as every heal is a skill. Use Mika for superior healing, more 0-cost healing, and huge AP generation. Use Nia for better deck accessibility, draw power, and the ability to use the Dimensional Cube to stack damage.

Hugo + Luke Team

Any support or shielder can be used in the Flex spot in Hugo/Luke teams. Use your shielder of choice to maximize survivability or target card draw, AP generation or damage amplification via a support. Just ensure you maintain a reasonable skill activation count to keep Hugo’s Hunt Commence rolling.