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 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
Single Shot
Shadow Concealment
Show Effects
Rapid 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.
Rapid Fire I
[Retrieve]
Show Effects
Rapid Fire II
Rapid Fire III
Rapid Fire IV
[Bullet]
Show Effects
Rapid 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
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 [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.
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.
No AoE Cards.
Requires Crit investment to function at the highest level.
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.
Dimensional Twilight
Chaos Mode
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
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.
Lethal Design
Ego Skill
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.
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.
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.
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.
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 combat. Takes time and sufficient Bullet generation to access.
Luke’s Signature Potentials offer significant damage boosts as well as some additional functionality, making them a high priority to unlock.
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 aren't available yet. We will add them soon!
Best Cards
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
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.
[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.
[2-PC]: +25% Critical Damage.
[2-PC]: +12% Attack.
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 [2-PC]
Cursed Corpse [2-PC]
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%
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.
+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
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.
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.
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 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.
Deck & Teams
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!
Dupe Priority
Generators:
Rapid Fire>Stealth ReloadFinishers:
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
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
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.
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.
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.
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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.