To learn more about Luke 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*
11.03.20265
*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 Luke 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
Single Shot
Shadow Concealment
Show Effects
Chain Fire
Stealth Reload
Seize the Opportunity
[Lead]
Show Effects
Dance of the Demon
Finisher Round
[Unique][Bullet]
Show Effects
Magnum Shot
[Ephemeral][Exhaust][Bullet]
Show Effects
Silver Shot
[Ephemeral][Exhaust][Bullet]
Show Effects
Uranium Shot
[Ephemeral][Exhaust][Bullet]
Show Effects
Tracer
[Ephemeral][Exhaust][Bullet]
Show Effects
High-Velocity AP Round
[Ephemeral][Exhaust][Bullet][Weakness Attack]
Show Effects
Lethal Design
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.
Chain Fire I
[Retrieve]
Show Effects
Chain Fire II
Chain Fire III
Chain Fire IV
[Bullet]
Show Effects
Chain Fire V
Stealth Reload I
Stealth Reload II
Stealth Reload III
Stealth Reload IV
Stealth Reload V
[Exhaust]
Show Effects
Seize the Opportunity I
[Lead]
Show Effects
Seize the Opportunity II
[Lead]
Show Effects
Seize the Opportunity III
[Lead]
Show Effects
Seize the Opportunity IV
[Lead]
Show Effects
Seize the Opportunity V
[Lead]
Show Effects
Dance of the Demon I
Dance of the Demon II
Dance of the Demon III
Show Effects
Dance of the Demon IV
Show Effects
Dance of the Demon V
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
ST Damage [4/5]
AoE Damage [1/5]
AP Efficiency [3/5]
Utility [1/5]
Luke is a 5-Star Order attribute Hunter who comes prepared for any encounter, creating a constant flurry of bullets to gun his enemies down with precision.
Luke's playstyle revolves around their different "Shot"/Bullet cards that he generates via multiple of his cards.
Luke can access consistent Bullet generation via his Stealth Reload and Chain Fire cards that allow him to reload his magazine to continue his attack. He has inbuilt buffing capabilities to cards with the [Bullet] tag, opening up potential synergies to other characters who also use [Bullet] cards.
Luke does require a somewhat high Critical Hit Rate (50%+) to be able to consistently access Bullets from his “Chain Fire” card. However, there are many sources of additional Crit Chance through Partners, Gear and Potential Nodes that can help with fulfilling this requirement.
He doesn’t offer any Card Draw in his kit, thus it's best pairing him with units who can help cycle his deck to ensure he can continually generate [Bullet] cards to remain as effective as possible. Thanks to his low-cost Bullet Cards, he doesn’t demand AP to function. As most of hisAttack Cards have low base values and also have access to multi-hitting attacks, Luke benefits immensely from additive Damage buffs such as Morale.
In content where AoE excels, Luke may not be the best pick as he lacks any AoE from his cards. However, he can definitely dish out some extremely consistent single-target damage if built correctly and supported appropriately.
If you like the idea of overpowering your opponents with a non-stop barrage of Bullets, Luke definitely comes prepared.
Solid single-target damage, but must build enough Crit to properly access it.
Generates many 0-cost attacks for free with abilities that scale well with Morale like effects.
No AoE Cards.
Requires Crit investment to function at the highest level.
Hand space issues with [Retain] cards and status effects.
Needs a buffer to perform at an acceptable level.
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
Handgun Bullet Cards (Generated Bullets): 0 Cost Attack Cards generated through numerous parts of Luke’s kit. They can only be used on the turn they are generated due to the [Ephemeral] tag and [Exhaust] after being played.
These are the possible [Bullet] cards that can be generated:
Magnum Shot: 0 Cost Attack - 70% Damage.
Silver Shot: 0 Cost Attack - 50% Damage. Attack Weakness: Increase damage by 100%.
Uranium Shot: 0 Cost Attack - 50% Damage. If the target has Shield, increase damage by 100%.
Tracer Shot: 0 Cost Attack - 30% Damage. Mark 1.
Luke’s Signature Potentials offer significant damage boosts as well as some additional functionality, making them a high priority to unlock.
3-1: Adds the [Bullet] tag to his Basic Attacks, helping set up combos with his Unique cards.
5-1: Adds an extra 5% damage to Luke’s Basic Attack Cards, with an additional 5% if his Crit Chance is above 20%. A moderate bonus, but welcome since Luke tends to want to keep his basics for consistency.
7: Gives an extra 3% Generated Bullet Damage if Luke’s Crit Chance is above 40%, with an extra 2% for every 5% Crit Chance above that. Can be stacked up to a total of 12% extra damage if you can get your Crit Chance high enough.
Base
Ego 1
Luke first Ego buffs his Unique/Signature Skill - Finisher Round. It increases the damage dealt by an additional +50% and reduces the activation requirement of 5 Handgun Bullet cards down to 4. Not a terrible node, mostly assisting in Chaos content, as some fully refined Luke decks can find themselves removing this card. However, if you do have access to Luke’s Signature Partner, Janet, this card’s value does increase quite tremendously and becomes a solid node to have unlocked, as it contains the [Bullet] tag to further enhance Bullet generation.
Ego 2
Luke’s next Ego node is absolutely game-changing for Luke. Whenever Luke uses 3 Bullet cards, he creates an additional 2 Handgun Bullet cards in his hand, but their damage is reduced by 50%. This can only trigger once per turn, but it really allows Luke to keep up their attacks continuously to feed his Dance of the Demon card. Again, in conjunction with owning Janet, when triggering this passive, it will provide enough Bullet cards to activate her passive, etc.
Ego 3
His third Ego, when unlocked, amps his Ego Skill, increasing the damage dealt by an additional +50% and the damage per card in hand is increased to +25%. A nice increase to his damage output, but overall not important to their gameplay.
Ego 4
His fourth Ego grants Luke 1 stack of “Target Analysis” whenever he uses a Bullet card. This buff stacks up to 4 times, lasts a single turn and grants an additional +10% damage to Luke’s Bullet cards. This is a fantastic self-contained buff that further increases his damage output. Combined with Luke’s second Ego, this is extremely easy to maintain at almost all stages of a fight to ensure his damage output is high at all times.
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. As most of Luke’s base damage is quite low, these multiplicative multipliers don’t overall increase his damage too extensively, but it is nice to have regardless.
Ego 6
Luke’s final Ego increases the boost provided by his E4 to 15% per stack and additionally, whenever 12 Bullet cards are used, Luke creates 1 “HVAP Round” card. This is also a [Bullet] card that deals 200% damage and is a guaranteed Critical Strike. This is a pretty solid overall final node for Luke, which gives him access to a hard-hitting attack whilst also amping his regular Bullets further.
Lethal Design
Ego Skill
Luka’s Ego Skill is called Lethal Design, which deals more damage the more cards you have in your hand. At 10 Cards, it’s a 450% multiplier, which, while a large hit, is only on a single enemy, while also not offering any utility. It can be useful as a single-target nuke but requires strong card generation or many [Retain] effects to reach maximum Potential.
Single Shot
Luke’s Basic Attack Cards are mostly stock standard outside of the additional damage they gain from Potentials and the fact that they gain the [Bullet] tag with his 3-1 Potential.
Shadow Concealment
Show Effects
Luke’s basic shield is completely standard and doesn't have any extra synergy with his kit.
Chain Fire
A 1 Cost Attack Card that deals damage twice, has bonus Crit Chance and creates [Bullet] cards based on how many hits were critical. Scales well with Morale and other Damage buffs. With 100% Crit, it is an incredibly efficient 4-hit attack baseline - without Crit, though, it can feel inconsistent at times.
Stealth Reload
A 1 Cost Skill card that creates 2 [Bullet] cards. Luke’s most reliable source of [Bullet] cards before achieving a high Crit Rate.
Seize the Opportunity
[Lead]
Show Effects
A 1 Cost Skill with the [Lead] tag that gives some Shields and increases the damage of the next [Bullet] card by +120%. Good if you have consistent [Bullet] generation. Best used on a multi-hitting Attack Card if possible.
Dance of the Demon
A 1 Cost Attack Card that deals a small amount of damage but gains additional hits based on how many Bullets have been used this turn. Best used immediately after your strongest Bullet generators have been used and all Bullets have been dumped.
Finisher Round
[Unique][Bullet]
Show Effects
An unusable attack that becomes usable after using 5 Handgun Bullets (Generated Bullets), becoming a 0-cost high-damage ability for the rest of the combat. Takes time and sufficient Bullet generation to access.
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.
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: Cost Reduction.
Stealth Reload I
Stealth Reload II
Stealth Reload III
Stealth Reload IV
Stealth Reload 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: Cost Reduction, Draw 1.
Seize the Opportunity I
[Lead]
Show Effects
Seize the Opportunity II
[Lead]
Show Effects
Seize the Opportunity III
[Lead]
Show Effects
Seize the Opportunity IV
[Lead]
Show Effects
Seize the Opportunity V
[Lead]
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: Cost Reduction, Draw 1.
Dance of the Demon I
Dance of the Demon II
Dance of the Demon III
Show Effects
Dance of the Demon IV
Show Effects
Dance of the Demon 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: Cost Reduction.
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 safest of all set combination for Luke to use in Chaos and Save data based game modes but which can lose out to more specialised sets under the right circumstances. Check out Luke's other two gear options to know which scenarios they beat out 2/2/2 for.
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.
[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.
Falls behinds 2/2/2 in save data game modes in teams which feature a substantial amount of Card Damage boosting such as Morale. However in low card damage scenarios like Chaos 4/2 beats out 2/2/2 in damage potential by a small amount. Unless you're planning on specializing your Luke in Chaos only or are willing to swap sets between different modes 2/2/2 is still usually the better choice is general tanks to its superior save data performance.
[4-PC]: +35% Critical Damage of 1-cost cards.
[2-PC]: +25% Critical Damage.
A specialist set for Save Data Luke builds who deal the majority of their damage via 1 cost attack cards such as Dance of the Demon. In these teams Conqueror's will outperform 2/2/2 by a small amount thanks to Crit DMG% being more valuable than ATK% and the Flex slot.
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.
CRIT Rate% = CRIT DMG% > ATK > ATK%
To play Luke Effectively you want at least 50% Crit Rate to ensure that the majority of Rapid Fire Epiphanies have a guaranteed chance at granting Handgun Bullets with each hit. Building this amount of Crit Rate will also automatically activate Luke's Potential 7 and grant extra scaling based on its extra effect.
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%.
+9/18% Critical Chance of the assigned combatant's attack cards costing 1 or less.
When the assigned combatant uses 5 Bullet cards, generate a random Handgun Bullet card. Increase Damage Amount of the created card by 50/200%.
Deal 150% Damage to all enemies.
Increase Damage Amount of Designated Combatants‘s Bullets by 20% for 1 turn
-
Increase the assigned Combatant’s Attack by 16–24%.
+9/18% Critical Chance of the assigned combatant's attack cards costing 1 or less.
When the assigned combatant uses 5 Bullet cards, generate a random Handgun Bullet card. Increase Damage Amount of the created card by 50/200%.
Deal 150% Damage to all enemies.
Increase Damage Amount of Designated Combatants‘s Bullets by 20% for 1 turn
-
Increase the assigned Combatant’s Attack by 12–20%
The Critical Chance of the combatant's attack cards increases by 8/16%.
When the assigned combatant's attack results in a Critical Hit, +3/5% Critical Damage. Stacks up to 5 times.
Deal 250% Damage. Apply 2 Vulnerable.
-
Increase the assigned Combatant’s Attack by 12–20%
The Critical Chance of the combatant's attack cards increases by 8/16%.
When the assigned combatant's attack results in a Critical Hit, +3/5% Critical Damage. Stacks up to 5 times.
Deal 250% Damage. Apply 2 Vulnerable.
-
Increase the assigned Combatant's Attack by 8/16%.
The damage of the combatant's Bullet cards increases by 10/20%.
When the combatant lands their first critical hit, Bullet card damage increases by 12/24% for 1 turn(s).
For 1 turn, +25% Critical Chance of Designated Combatants's Attack cards.
-
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.
-
Increase the assigned Combatant's Attack by 8/16%.
The damage of the combatant's Bullet cards increases by 10/20%.
When the combatant lands their first critical hit, Bullet card damage increases by 12/24% for 1 turn(s).
For 1 turn, +25% Critical Chance of Designated Combatants's Attack cards.
-
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.