Chaos Zero Nightmare (CZN)LukeBuild and Guide

Character
Introduction

Best guide and build for Luke from Chaos Zero Nightmare (CZN). Luke is a 5 character from the Hunter class and Order attribute, who belongs to the Ironrain [Wolf Platoon] faction.

To learn more about Luke 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 Luke 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:
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1

Single Shot

Attack
Attack

100% Damage.
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1

Shadow Concealment

Skill
Skill

100% Shield.

Show Effects

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1

Rapid Fire

Attack
Attack

50% Damage x 2.
For each Critical Hit create a Handgun Bullet.
+50% Critical Chance.​
Epiphany Cards:
Card Image
1

Stealth Reload

Skill
Skill

Create 2 Handgun Bullet Card(s).
Card Image
1

Seize the Opportunity

Skill
Skill

[Lead]

100% Shield.
Next Bullet Card used +120% Damage Amount.​

Show Effects

Card Image
1

Dance of the Demon

Attack
Attack

50% Damage.
For each Bullet Card used this turn, 1 extra Hit.​
Card Image
-

Finisher Round

Attack
Attack

[Unique][Bullet]

200% Damage.
After using 5 Handgun Bullet card time(s), remove Unusable.​

Show Effects

Generated Cards:
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0

Magnum Shot

Attack
Attack

[Ephemeral][Exhaust][Bullet]

70% Damage.

Show Effects

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0

Silver Shot

Attack
Attack

[Ephemeral][Exhaust][Bullet]

50% Damage.
Weakness Attack: Increase Damage Amount by 100%.​

Show Effects

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0

Uranium Shot

Attack
Attack

[Ephemeral][Exhaust][Bullet]

50% Damage.
If the target has Shield, increase Damage Amount by 100%.​

Show Effects

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0

Tracer

Attack
Attack

[Ephemeral][Exhaust][Bullet]

30% Damage.
1 Mark.

Show Effects

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0

High-Velocity AP Round

Attack
Attack

[Ephemeral][Exhaust][Bullet][Weakness Attack]

200% damage.
Guaranteed Critical.

Show Effects

Ego Skill:
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5

Lethal Design

Ego Skill

+300% Damage.
For each card in hand +15% Damage Amount.
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.

Card Image
1

Rapid Fire I

Attack
Attack

[Retrieve]

75% Damage x 2.
For each Critical Hit create a Handgun Bullet.
+50% Critical Chance.

Show Effects

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1

Rapid Fire II

Attack
Attack

30% Damage x 3.
For each Critical Hit create a Handgun Bullet.
+50% Critical Chance.​
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1

Rapid Fire III

Attack
Attack

150% Damage.
For each Critical Hit, create Handgun Bullet.
Guaranteed Critical.​
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0

Rapid Fire IV

Attack
Attack

[Bullet]

50% Damage x 3.
+50% Critical Chance.

Show Effects

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1

Rapid Fire V

Attack
Attack

75% Damage x 2.
For each Critical Hit, Draw.
+70% Critical Chance.​
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1

Stealth Reload I

Skill
Skill

Create 2 Handgun Bullet Card(s).
+30% Critical Chance of that card.​
Card Image
1

Stealth Reload II

Skill
Skill

Create 3 Handgun Bullet Card(s).
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1

Stealth Reload III

Skill
Skill

Create 2 Handgun Bullet Card(s).
At the start of the next turn, create 2 Handgun Bullet Card(s).
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0

Stealth Reload IV

Upgrade
Upgrade

At the start of the turn, create 1 Handgun Bullet Card(s).​
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2

Stealth Reload V

Skill
Skill

[Exhaust]

Create 5 Handgun Bullet Card(s).​

Show Effects

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1

Seize the Opportunity I

Skill
Skill

[Lead]

150% Shield.
Next Bullet Card used +170% Damage Amount.​

Show Effects

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1

Seize the Opportunity II

Skill
Skill

[Lead]

100% Shield.
Next 2 Bullet Cards used +120% Damage Amount.​

Show Effects

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1

Seize the Opportunity III

Skill
Skill

[Lead]

100% Shield.
For 1 turn, Bullet Card Damage Amount +70%.​

Show Effects

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1

Seize the Opportunity IV

Skill
Skill

[Lead]

100% Shield.
+100% Damage Amount of the next Attack Card used.​

Show Effects

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1

Seize the Opportunity V

Upgrade
Upgrade

[Lead]

+30% Handgun Bullet Card Damage.

Show Effects

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1

Dance of the Demon I

Attack
Attack

75% Damage.
For each Bullet Card used this turn, 1 extra Hit.​
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1

Dance of the Demon II

Attack
Attack

50% Damage.
For each Attack Card used this turn, 1 extra Hit.​
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1

Dance of the Demon III

Attack
Attack

50% Damage.
+1 hit per Bullet card used this turn. Weakness Attack: +50% Damage.

Show Effects

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1

Dance of the Demon IV

Attack
Attack

50% Damage.
50% Shield.
For each Bullet Card used this turn, 1 extra Hit and add +50% Shield.

Show Effects

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3

Dance of the Demon V

Attack
Attack

50% Damage x 5.
When Bullets are used, decrease Cost by 1 for 1 turn.​
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

Add Bullet to Single Shot card.
4

Unique Card Upgrade

Potential 4

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

Critical Chance Proficiency

Potential 5

+2/10% Critical Chance.
5-1

Basic Card Proficiency

Potential 5-1

+5% Luke's Single Shot Damage.
If Luke’s Critical Chance is greater than 20%, an additional +5% to that value.
6

Critical Damage Proficiency

Potential 6

+2.4/12% Critical Damage.
7

Unique Stat Upgrade

Potential 7

If Luke's Critical Chance is greater than 40%, +3% Handgun Bullet Damage.
For every 5% Critical Chance exceeding that value, an additional +2% (up to an additional +12%).
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

+50% Damage Amount to Finisher Round, Handgun Bullet card use condition changes from 5 cards to 4 cards.
E2

Awakening Memory

Manifest Ego 2

If Luke uses 3 Bullet Cards, create 2 Handgun Bullet Cards in hand.
Decreases Damage Amount of cards created through this effect by 50%.
This effect activates once per turn.
E3

Vivid Memory

Manifest Ego 3

+50% Damage Amount of Lethal Design, and the Damage Amount per card in hand is changed from +15% to +25%.
E4

Inner Memory

Manifest Ego 4

Whenever Luke uses a Bullet card, gain Target Analysis.
Target Analysis: For 1 turn(s), +10% Luke’s Bullet Card Damage Amount (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

The Damage Amount Increase effect of Target Analysis changes to +15%, and each time 12 Bullet Cards are used, create 1 High-Velocity Armor Piercing (HVAP) Round Card in hand
Stats (level 60)
HP
399
DEF
155
ATK
492
Voice Actors
JPN
Takeo Otsuka
KR
Chaebin Im
Gallery

Review

Introduction
Performance Profile

ST Damage [5/5]

     

AoE Damage [1/5]

 

AP Efficiency [4/5]

    

Utility [1/5]

 

Luke is a stat-reliant single-target card generation and bullet-based damage dealer. Luke's kit revolves around generating 0-cost Bullets and enhancing them via his abilities. The catch is that one of his best generators only does so if it lands Crit Hits. Rapid Fire hits multiple times and generates Bullets per Crit it deals - no Crit, no Bullets. Because of this, Luke requires a high Crit Rate to function.

Pros & Cons
Pros

  • Solid single target, but must Crit in order to hope to access it.

  • Generates many 0 cost attacks for free with abilities that scale well with Morale.

Cons

  • No AoE Cards.

  • Requires Crit investment to function at the highest level.

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.

T0.5

Dimensional Twilight

T1

Chaos Mode

Key Mechanics
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0

Magnum Shot

Attack
Attack

[Ephemeral][Exhaust][Bullet]

70% Damage.

Show Effects

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0

Silver Shot

Attack
Attack

[Ephemeral][Exhaust][Bullet]

50% Damage.
Weakness Attack: Increase Damage Amount by 100%.​

Show Effects

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0

Uranium Shot

Attack
Attack

[Ephemeral][Exhaust][Bullet]

50% Damage.
If the target has Shield, increase Damage Amount by 100%.​

Show Effects

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0

Tracer

Attack
Attack

[Ephemeral][Exhaust][Bullet]

30% Damage.
1 Mark.

Show Effects

[Bullet] Cards

They are 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.

Cards & Ego Skill
Card Image
5

Lethal Design

Ego Skill

+300% Damage.
For each card in hand +15% Damage Amount.
Lethal Design

Luke’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.

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1

Single Shot

Attack
Attack

100% Damage.
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.

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1

Shadow Concealment

Skill
Skill

100% Shield.

Show Effects

Shadow Concealment

Luke’s basic shield is completely standard and doesn't have any extra synergy with his kit.

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1

Rapid Fire

Attack
Attack

50% Damage x 2.
For each Critical Hit create a Handgun Bullet.
+50% Critical Chance.​
Rapid 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 is an incredibly efficient 4-hit attack baseline - without Crit, though, it can feel inconsistent at times.

Card Image
1

Stealth Reload

Skill
Skill

Create 2 Handgun Bullet Card(s).
Stealth Reload

A 1 Cost Skill card that creates 2 [Bullet] cards. Luke’s most reliable source of [bullet] cards before achieving high Crit Rate.

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1

Seize the Opportunity

Skill
Skill

[Lead]

100% Shield.
Next Bullet Card used +120% Damage Amount.​

Show Effects

Seize the Opportunity

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.

Card Image
1

Dance of the Demon

Attack
Attack

50% Damage.
For each Bullet Card used this turn, 1 extra Hit.​
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

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-

Finisher Round

Attack
Attack

[Unique][Bullet]

200% Damage.
After using 5 Handgun Bullet card time(s), remove Unusable.​

Show Effects

Finisher Round

An unusable attack that becomes usable after using 5 Handgun Bullets (Generated Bullets), becoming a 0-cost high-damage ability for the rest of combat. Takes time and sufficient Bullet generation to access.

Potentials

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.
Playstyle & Gameplay
Standard Playstyle

Luke’s gameplay is based around generating [Bullet] cards using cards such as Stealth Reload and Rapid Fire, and his basic Attack cards (which count as [Bullets]), and combo-ing them with cards that benefit from [Bullets], such as Seize the Opportunity, Dance of the Demon, and Deadly Rounds. Simple, effective and easy to play.

Luka also benefits from bonus Crit Rate and Crit Damage, especially with his Rapid Fire card.

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.

Luke 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

[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 can’t consistently land Agony on the enemy and don’t specifically want the bonus from 2P Seth’s Scarab, 4/2 pulls ahead of what 2/2/2 can offer despite multiplicative card damage not being Luke’s favorable stat for scaling. This is only assuming you can land 3-4+ hits a turn to ramp up and get full value from the Bullet of Order set.

2

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

[2-PC]: +12% Attack.

Flex

If you want to boost your early performance in Chaos or are able to consistently apply Agony to enemies, 2/2/2 pulls ahead of 4/2 for damage. Use the combo of 2P Executioner’s and 2P Black Wing with either 2P

Seth's Scarab

Seth's Scarab [2-PC]

for Chaos or 2P
Cursed Corpse

Cursed Corpse [2-PC]

if you have Agony.

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:

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 4/5

Passive - Understanding and Ideas

+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%.

Skill - Ultimate Missile Turrent! - 3 EP cost

Deal 150% Damage to all enemies.

Increase Damage Amount of Designated Combatants‘s Bullets by 20% for 1 turn

  • The 9% Crit Rate Janet passively grants all attack cards costing less than 1, allowing Luke to far more easily max out Rapid Fire to 100% Crit Rate and also boosts his damage significantly.
  • The real value of Janet, though, is the extra Handgun Bullet she generates every 5 bullet cards used. The bullet generated, of course, does damage itself but also counts toward Dance of the Demon, boosting one of Luke’s best cards further. As an extra bonus, the bullet generated counts for Janet’s own effect, making the 2nd and beyond trigger each turn only take 4, not 5, as one comes free.
  • Under the right circumstances, Janet is the highest damage option for Luke after factoring in the gains for Dance of the Demon while also synergizing well with the rest of his kit. The extra bullets and the Crit Rate, while damage stats double as utility for Luke, put Janet at the top of his partner rankings. Janet’s only downside is that her Ego skill isn’t as impactful as other options.
2
Damage 4.5/5
Utility 4.5/5

Passive - Cantrip

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%.

Skill - Drone Deployment! - 3 EP cost

Draw 2 Cards.

  • Yuri has one of the top Ego skills available, granting 2 draws for only 3EP, putting her at the top of the food chain when it comes to utility. Her damage amplification is also top-tier.
  • The 16% combat attack is a rare modifier that can only be found on equipment and partners, which, after factoring in endgame gear and all the card damage increases you can get from it, actually allows her to perform better than all partners except for Janet in terms of damage and synergy.
  • Add on top of this the permanent 16% (multiplicative) card damage she grants after shuffling the deck once, and she sits well above all other alternatives except Luke’s own signature.
  • Which is best between Yuri and Janet will depend on what you need, but both have their merit.
3
Damage 3/5
Utility 1/5

Passive - Ensemble

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.

Skill - Crimson Romance - 3 EP cost

Deal 250% Damage. Apply 2 Vulnerable.

  • Serithea offers 8% Crit Rate to all attack cards and after landing 5 crits, 15% Crit Dmg - while nice, after factoring in endgame multipliers, cannot compete with Yuri or Janet in terms of damage scaling. Serithea’s ego skill, while not bad at all, sadly doesn’t synergize too well with Luke’s high hit count kit.
  • The 2 Vulnerable it applies aren’t weak, but are quickly consumed by Luke’s bullets and multi-hit abilities, meaning its impact on his overall damage is fairly low.
4
Damage 2/5
Utility 1/5

Passive - Self Defense

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).

Skill - What I Wished to Protect - 2 EP cost

For 1 turn, +25% Critical Chance of Designated Combatants's Attack cards.

  • At max dupe, Akad passively buffs Luke’s bullet card damage by 20% and adds a further 24% for 1 turn after he crits once for a total of 44% (multiplicative) damage.
  • This is a very high multiplier on paper, but Luke’s card's base damage is low enough that it ends up being underwhelming for him compared to his other options after factoring in endgame equipment and team buffs.
  • Akad’s Ego skill, while not bad, also isn’t actually needed in most cases, as Luke can get a strong amount of Crit Rate, enough to cap out Rapid Fire without needing a temporary buff like this. All up, Akad is behind all of the options listed above, even at max dupe.
5
Damage 1.5/5
Utility 1/5

Passive - Self Defense

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).

Skill - What I Wished to Protect - 2 EP cost

For 1 turn, +25% Critical Chance of Designated Combatants's Attack cards.

  • Max Dupe Akad is already underwhelming for Luke, so at S1 things only get worse. We recommend just using the free-to-play Yuri, which everyone can easily max out over Akad.
Equipment

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.

Weapon
Weapon
  • Equipment
    Mutant Predator Spike
  • Equipment
    RFS-17
  • Equipment
    Bone Cutter
  • Equipment
    Obsidian Sword
Armor
Armor
  • Equipment
    Wings of Freedom
  • Equipment
    Fragment of the Empty Void
  • Equipment
    Rocket-Adorned Cape
  • Equipment
    Psionic Combat Suit
Trinket
Trinket
  • Equipment
    Dimensional Cube
  • Equipment
    Emblem of an Exceptional Entity
  • Equipment
    Amorphous Cube
  • Equipment
    Superconductive Protein
Comments - Weapons
  1. Equipment
    Mutant Predator Spike
    - Grants +30% (multiplicative) damage to all damage while holding 4 or more cards in hand. One of the few high multiplier scaling options for Luke in S1, which he can consistently activate without help.
    • Luke would prefer additive over multiplicative damage scaling, but sadly, it’s slim pickings, making this often one of his best choices, as it multiplies all his abilities if you can manage to maintain holding 4 cards at once.
    • It’s something that is easier said than done, as Luke generally dumps his whole hand each turn. Use it if you think you can maintain it; consider other options if you can’t.
  2. Equipment
    RFS-17
    - A major part of Luke’s damage comes from his 0-cost handgun Bullets, which each can gain 10% Crit Rate from this equipment. As a Crit scaler, Luke already invests heavily into Crit Dmg, making this weapon one of his better choices. But if your deck is focused around Dance of the Demon, you may want to consider other options, as this won't apply to it unless you reduce its cost.
  3. Equipment
    Bone Cutter
    - Grants a +30% Additive damage boost to all of Luke’s abilities while they have the Weaken debuff. A tremendous boost to Luke’s low card multipliers, but it relies on Weaken being on all targets, something that’s not easy to achieve consistently.
  4. Equipment
    Obsidian Sword
    - Grants +12% (multiplicative) damage to all abilities. The only unconditional option that affects all of Luke’s damage. However, it is a damage multiplier Luke isn’t fond of, and in a low amount, meaning that the options above are usually better as long as you can build around them. Still better than nothing, though.
Comments - Armor
  1. Equipment
    Wings of Freedom
    - Every time the team is hit, it grants a stacking +10% (multiplicative) damage boost for the rest of the fight, up to 3 stacks (30%). The best damage choice for Luke in most cases, despite the fact that it’s his less-preferred damage increase type.
  2. Equipment
    Fragment of the Empty Void
    - If you don’t want more damage, Fragment of the Empty Void is an alternative choice, allowing up to 3 cards in your opening hand to be redrawn.
  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. Depending on your needs, the extra draw can sometimes outperform the re-draw from Fragment.
  4. Equipment
    Psionic Combat Suit
    - Each of Luke’s handgun bullets Exhausts on use, allowing this equipment to add a 30% fixed shield to each. Luke's best shielding shop option, assuming you’re able to use multiple bullets a turn consistently. Strong, but it is hard to justify over the utility of the options above or just having more damage.
Comments - Trinkets
  1. Equipment
    Dimensional Cube
    - Grants Luke +10% additive damage whenever any character discards any card anywhere, with the exception of the end-of-turn discard. When paired with discard characters like Nia or Cassius, it massively elevates Luke’s low multiplier, high hit count kit to entirely new heights, amplifying his damage substantially. Does nothing without discard synergy, though.
  2. Equipment
    Emblem of an Exceptional Entity
    - Offers Luke a permanent +30% (additive) damage bonus to all his abilities. Not nearly as potent as Dimensional Cube, but doesn’t require specific team mates and is always active, making it a solid choice for those who value consistency.
  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!

Card Removal Priority
  • Shadow Concealment: As a DPS, Luke has very little need for his shield, and because of this, it’s his first removal priority.
  • Single Shot: Luke’s basics aren’t strong compared to his other offensive cards; remove them if you’re able to as your next priority.
Card Dupe Priority
Dupe Priority

Generators:

Rapid Fire
>
Stealth Reload

Finishers:

Dance of the Demon

Endgame Luke decks revolve around generating as many bullets as possible to stack the attack/Bullet use count as high as possible to execute huge

Dance of the Demon I
finishers to deal maximum damage. When duping cards, you can choose to bolster your general gameplay by adding in better Bullet generators or extend your end of combo damage by targeting Luke’s finisher.

  • Bullet Generators: The best Bullet generator to dupe is
    Rapid Fire
    ; it has a high hit count, and with the right Epiphanies, it generates equal or more Bullets throughout a fight than alternatives. If you’re not offered Rapid Fire as a choice, though,
    Stealth Reload
    can also be chosen as a compromise.
  • Finishers: If you want to raise Luke’s maximum damage, it’s possible that duping his finisher
    Dance of the Demon I
    will result in a notable increase to his potential, but only if you maintain good enough Bullet generation to fuel it.

As a general rule, get as much bullet generation as you can, but if you’re offered a high amount of dupes in a run, picking an extra

Dance of the Demon I
can also be incredibly valuable.

Epiphany Alternatives
  • There are two viable
    Rapid Fire
    choices Luke can choose from, depending on the resources available to him.
    • Rapid Fire I
      deals 150% damage baseline and generates 2 Bullets, but has a retrieve, meaning it can be played again, totaling 300% damage and 4 Bullets for 2 AP (retrieve only works once, though),
    • Rapid Fire II
      deals 90% damage total, hits 3 times instead of 2, and generates 3 Bullets, allowing it to scale much better with additive +% damage like Morale while also being better in longer fights after retrieve is gone.
    • Which you prefer is a matter of preference.
  • Stealth Reload
    - Stealth Reload II is the most consistent and basic choice, but III will grant more Bullets over multiple turns if you’re willing to wait and manage your hand size correctly. Lastly, if you’re interested in thinning the deck instead, IV and V can be used as well. All choices are viable, but II and III are the most common.
  • Seize the Opportunity
    - Seize V thins the decks on use and grants +30% additive damage to all handgun Bullets, boosting their damage considerably for the whole fight. But if you’d prefer larger but temporary buffing potential, you can also use Seize III for +70% additive bullet damage for the turn, granting much higher combo potential.
  • Dance of the Demon
    - Dance of the Demon I offers a higher hit multiplier than other options, but only gains hit count when using bullets, which Rapid Fire isn’t counted as. If you want to include Rapid Fire and other non-bullet attacks in the count towards this card, consider using Dance II instead.
Best Synergies
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.

Double Support Main DPS Luke

Bring either Nia, Mika, or another sustain to keep the team alive, then fill in the last spot in the team with another support of your choice to either boost damage further or bring more utility.

Support
Mika
Nia
Cassius
Flex
Mika
Rei
Nia
Flex
Survival Main DPS Luke

Choose a shielder of your choice and combine it with a sustain like Mika or Nia to cover both healing and shielding, maximizing health and sanity survivability for modes like Zero System.

Shielder
Shielder
Lugo Team
Double Bullet Comp