To learn more about Lucas 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 Lucas 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
Machine Gun
Shielding Incendiary Bomb
Show Effects
Extended Magazine
[Lead]
Show Effects
S.S.S
Flame Thrower
Flashbang
Show Effects
R.P.G-7
Show Effects
Armor-Piercing Rounds
[Exhaust][Ephemeral][Bullet]
Show Effects
Explosive Shot
[Exhaust][Ephemeral][Bullet]
Show Effects
Dispersing Shot
[Exhaust][Ephemeral][Bullet]
Show Effects
Cold Shot
[Exhaust][Ephemeral][Bullet][Haste]
Show Effects
Flame Shot
[Exhaust][Ephemeral][Bullet]
Show Effects
Full Burst
Ego Skill
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.
Extended Magazine I
[Initiation]
Show Effects
Extended Magazine II
[Lead]
Show Effects
Extended Magazine III
[Lead]
Show Effects
Extended Magazine IV
[Lead]
Show Effects
Extended Magazine V
[Exhaust]
Show Effects
S.S.S I
S.S.S II
S.S.S III
S.S.S IV
S.S.S V
Flame Thrower I
Flame Thrower II
Flame Thrower III
Flame Thrower IV
Show Effects
Flame Thrower V
Show Effects
Flashbang I
Show Effects
Flashbang II
Show Effects
Flashbang III
[Retain]
Show Effects
Flashbang IV
Show Effects
Flashbang V
Show Effects
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 Chance Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Divine Epiphany Adaptation
Potential 5-2
Critical Damage 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 [1/5]
AP Efficiency [2/5]
Draw [2/5]
Utility [2/5]
Lucas is a Passion attribute Hunter that lights the battlefield ablaze with their various Bullet cards that they create.
Lucas' playstyle is focused around their "Extended Magazine" Upgrade card. It creates 1 "Launcher Bullet" card at the start of each turn. Luke has 5 different Bullet cards that can be created - Armor-Piercing Rounds, Explosive Shot, Dispersing Shot, Cold Shot and Flame Shot, each of which have their own special effect.
Lucas has solid AoE damage capabilities thanks to all of his Bullets dealing damage to all enemies, especially when combined with his "R.P.G-7" Upgrade card. Lucas also offers some deck cycling from their "Flame Thrower" card. He can also increase the damage of [Bullet] cards via his “S.S.S” card, which opens up synergies with other characters who utilize Bullet cards.
As Lucas wants to use and generate as many Bullet cards as possible to use, he requires a ton of AP to effectively cycle through their Bullets each turn, best pairing him with Combatants who can help with AP management. Lucas also benefits greatly from flat additive buffs, such as Morale, as the base value of their damaging cards is quite low; these can be extremely valuable to get the most out of their damage output.
Good AoE capabilities.
Access to a myriad of debuffs and effects thanks to Launcher Bullets.
Has Card Draw and Discard for hand cycling.
Buffs the Bullet damage archetype.
Each Launcher Bullet requires 1 AP and their costs can’t be reduced, making it hard to play a lot of them at once.
Upgrade-based strategy requires upfront AP investment to get going.
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
Launcher Bullets: The core of Lucas’ kit. Lucas has five types of Launcher Bullets that he can randomly generate:
Armor-piercing Rounds: Deals additional damage to enemies with a shield. Great for enemies who shield frequently.
Explosive Shot: Inflicts 1 stack of Weaken (-25% DMG dealt) on all enemies. Improves survivability and helps Shields tank more hits.
Dispersing Shot: Inflicts 1 stack of Impair (-50% Shield gain) on all enemies. Great for enemies who shield frequently.
Cold Shot: [Haste] and delays all enemies’ Action Counts by 1. Great for enemies who have really low Action Counts and many extra actions.
Flame Shot: Inflicts 1 stack of Agony (50% DoT) on all enemies. Provides the most upfront damage and DoT helps against enemies with high damage reduction effects.
All Launcher Bullets have [Exhaust / Ephemeral / Bullet], cost 1 AP and deal 100% damage to the main target while dealing 50% to all other enemies. Note that Lucas’ main Launcher Bullet generation comes from his Upgrade Extended Magazine, though Flamethrower has a few Epiphany upgrades that also do so. Lucas’ Launcher Bullets provide him with a lot of utility options, but it’s up to RNG which ones you get. Armor-Piercing Rounds is generally the worst option due to enemy shields being situational; Dispersing Shot is in the same boat, but at least Frail gives him debuff synergy (which is useful for equipment).
Bullet: Lucas can buff Bullet damage for the whole team, so any card with Bullet works decently with him on the team. R.P.G-7 deals damage when a Bullet is Exhausted.
Exhaust: R.P.G-7 enables Lucas to deal AoE Fixed Damage every time a Bullet is Exhausted, which means its synergy isn’t limited to Launcher Bullets specifically. At base, his Launcher Bullets’ [Exhaust] and [Ephemeral] tags are all but a guarantee that this damage is triggered.
Lead: Lucas’ main Launcher Bullet generation comes with [Lead], which has a chance of discounting its cost to 0…as long as you play it first. As a result, you will not want to run him with many other characters with [Lead] cards, as they’ll clash with each other.
3-1: Adds the [Bullet] tag to his Basic Attack Card, Machine Gun. This makes S.S.S and his E2’s Bullet DMG buffs apply to his Basic Attacks. However, this cannot activate R.P.G-7 because they do not [Exhaust]. Improves his Bullet synergy.
5-1: Increases Machine Gun damage by +5% and increases it by another +5% if Lucas has >160% Critical DMG. Lucas has innate Critical Rate/DMG through Potentials 5/6, but you’ll likely need a boost from equipment or gear to reach the 160% threshold.
7: Increases Launcher Bullet damage by +5% and increases it by another +5% if Lucas has >240% Critical DMG. Incentivises building his Crit stats even further.
Base
Ego 1
Lucas’ first Ego node increases the Fixed Damage dealt by their “R.P.G-7” Upgrade card from 40% to 50%. A decent first point that buffs his AoE damage even further.
Ego 2
His second Ego node increases the damage dealt by their Bullet cards by +20%. A great unlock for Lucas, further juicing his damage output.
Ego 3
This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. An overall solid Potential bump for Lucas’ damage output.
Ego 4
Lucas’ E4 increases the damage and utility provided from their Ego Skill, increasing the damage dealt by +50% and also increasing the amount of cards drawn by 1. This takes his Ego Skill from good to amazing, drawing 3 cards is nothing to scoff at.
Ego 5
This node again increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Similar to their E3, it provides a solid bump for Lucas’ damage output.
Ego 6
Lucas’ final node is definitely his best, when unlocked - the cost of the first Launcher Bullet used each turn is reduced by 1. This is an amazing unlock that allows Luke to really start cycling through his Bullets and helps alleviate some of the AP demand he requires.
Full Burst
Ego Skill
Lucas deals AoE damage and draws 2 cards, a Straightforward effect. It’s a bit expensive at 5 EP, but drawing 2 is a pretty good effect—just remember to use it at the beginning of your turn so you can plan out your turn with all cards in hand.
Machine Gun
Lucas’ Basic Attack. He starts with 2 copies in his deck. Gains the [Bullet] tag after Potential 3-1, but since they don’t [Exhaust], this just means they can get buffed by S.S.S. Helpful for characters who care about how many Bullets you play.
Shielding Incendiary Bomb
Show Effects
Lucas’ basic Shield. Not particularly important for his gameplay.
Extended Magazine
[Lead]
Show Effects
Lucas’ main source of Launcher Bullet generation and arguably the most important part of his deck. His kit basically does not work without it. Its importance to his kit, along with its [Lead] tag, highly incentivizes you to play this card as early as you can. Generating Launcher Bullets at the start of each turn gives you a guaranteed source of damage unless your hand is full.
S.S.S
Lucas’ main buff card. S.S.S increases Bullet card damage for a turn while dealing some single-target damage. A very important card if you plan to use him as a sub-DPS on Bullet teams, but expensive on Lucas if you’re running him solo.
Flame Thrower
Lucas’s big AoE attack. It comes with a little Card Draw and Discard, which is nice for cycling out Status Ailment and Curse cards. The 2 AP cost is a bit steep, but it has some good Epiphany upgrades.
Flashbang
Show Effects
All around a fantastic card. At base, it deals AoE damage (more if the target has shield) and applies 2 stacks of Weaken to all enemies, which makes it great for emergency damage mitigation. Offers a wide variety of different debuffs through its various Epiphany upgrades on top of solid AoE damage for a low price.
R.P.G-7
Show Effects
This is a decent Upgrade that unfortunately doesn’t have any Epiphanies, which is a shame given how much it wants [Initiation]. Dealing 40% Fixed Damage to all enemies every time you [Exhaust] a Bullet is a nice source of chip damage for something that Lucas already does consistently. This also makes Lucas a hands-off source of damage when run with another Bullet DPS.
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.
Extended Magazine I
[Initiation]
Show Effects
Extended Magazine II
[Lead]
Show Effects
Extended Magazine III
[Lead]
Show Effects
Extended Magazine IV
[Lead]
Show Effects
Extended Magazine V
[Exhaust]
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, Morale/Resolve.
S.S.S I
S.S.S II
S.S.S III
S.S.S IV
S.S.S V
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 (S.S.S. II).
Flame Thrower I
Flame Thrower II
Flame Thrower III
Flame Thrower IV
Show Effects
Flame Thrower V
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.
Flashbang I
Show Effects
Flashbang II
Show Effects
Flashbang III
[Retain]
Show Effects
Flashbang IV
Show Effects
Flashbang V
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: Vulnerable 2.
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.
Lucas can be played as a supportive DPS focusing on buffing and card draw and a little of his own damage or a full blown support giving up on his own damage completely as in many cases it's not that impactful compared to the main damage dealer of the team. Because of this 2/2/2 is usually the most all encompassing set for him even if it isn't his absolute highest damage option.
For more damage use 2P Cursed Corpse (if you can keep Agony on targets at all times) or 2P Black Wing (only a minor damage increase but more consistent). 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.
[2-PC]: +12% Defense.
[2-PC]: +12% Max HP.
The above is a more offensive themed 2/2/2 set-up but if you don't care about Lucas's damage at all you can also run him on a complete support congifuration of 2/2/2 instead to boost survivability.
For more damage use 2P Executioner's or 2P Black Wing. Alternatively, 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.
HP > HP% > EGO Regen > CRIT Rate% > CRIT DMG% > ATK > ATK%
CRIT Rate% > CRIT DMG% > ATK > ATK%
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.
The assigned combatant's Attack is increased by 8/16%.
Upon the first shuffle, the assigned combatant's damage dealt is increased by 8/16%.
Draw 2 Cards.
Currently, Lucas is primarily played for his supportive capabilities, not for his damage potential. Because of this, his best choice when it comes to Partners is usually Yuri, thanks to the burst of card draw she can provide for minimal EP. If you're dead set on boosting Lucas's own personal damage, there are better options, but that's not currently how he's most commonly played.
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.