To learn more about Yuki 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 Yuki 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
Longsword Slash
Rapid Slash
Flowing Parry
Show Effects
Prepare to Subdue
Flash Slash
Show Effects
Trickery Strike
[Retain]
Show Effects
Freezing Blade
[Unique]
Show Effects
Iceberg Cleave
Show Effects
Skyscraper Cleave
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.
Prepare to Subdue I
[Retain]
Show Effects
Prepare to Subdue II
Prepare to Subdue III
Prepare to Subdue IV
Show Effects
Prepare to Subdue V
Flash Slash I
Show Effects
Flash Slash II
Show Effects
Flash Slash III
Show Effects
Flash Slash IV
[Retain]
Show Effects
Flash Slash V
Trickery Strike I
[Retain]
Show Effects
Trickery Strike II
[Retain][Retrieve]
Show Effects
Trickery Strike III
Show Effects
Trickery Strike IV
Show Effects
Trickery Strike V
Show Effects
Freezing Blade I
[Unique]
Show Effects
Freezing Blade II
[Unique][Initiation]
Show Effects
Freezing Blade III
[Unique]
Show Effects
Freezing Blade IV
[Unique]
Show Effects
Freezing Blade V
[Unique]
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
Yuki full image isn't available yet. It will be added soon
Review
ST Damage [3/5]
AoE Damage [5/5]
AP Efficiency [3/5]
Utility [1/5]
Yuki is primarily an AoE-focused DPS that can also be built to focus more on ST damage instead. Her playstyle revolves around drawing cards to activate the [Inspiration] effects of her cards, making building decks with a high amount of Card Draw and hand manipulation especially powerful for her. While playing Yuki in her optimal teams (so with Card Drawers like Veronica, Nia, or Cassius), expect to be constantly cycling through your deck with high-end Yuki cards, often playing every Attack Card she has every turn. One other advantage of Yuki after acquiring Epiphanies is that she’s AP-friendly enough that a dedicated AP support isn’t necessarily required, freeing up those supports for other Combatants.
However, Yuki’s reliance on Card Draw to activate [Inspiration] can find her in trouble in non-Save Data game modes, where cheap high-end draw is usually not available. This is especially true early on in Chaos and Zero System runs, resulting in her often having to use her cards without their additional effects, putting her at a disadvantage compared to other characters. On top of this, in higher-tier Chaos, you often have to set aside utility like Card Draw in favor of survivability, which further limits Yuki’s power in non-Save modes. Many of these issues can be fixed with Epiphanies, some equipment and a few lucky card dupes, but none of this is guaranteed.
Thankfully, those issues aren’t a problem anymore in Save Data game modes, as there you already have a good deck saved and can run her with two Card Drawers without risking the team dying suddenly.
Overall, Yuki is a character with an interesting mechanic. Still, she’s being held back by several limitations ingrained into her kit and the fact that her modifiers lack the scaling that other characters have, allowing them to punch above their weight with the right build.
Strong AoE damage output.
Decent ST damage if you adjust your build.
Access to Self Card Draw.
Does not require extra AP generation unless you want to use more expensive, higher damage Epiphany/dupe choices.
Struggles to activate [Inspiration] consistently early in Chaos/Zero system runs.
Her key search card has no options with the [Move] keyword, limiting Yuki to only playing the Attack Cards you hard include in your deck every turn and no more than that, hurting her damage ceiling considerably.
Low Tenacity Damage.
Even in Save Data game modes, she can still draw hands without a way to recycle or activate some of her [Inspiration] cards, leading to efficiency losses.
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
Inspiration: The entirety of Yuki’s kit revolves around the [Inspiration] effect, which grants her cards additional abilities whenever they’re drawn outside of the start of the turn procedure. These effects take the form of reduced costs, bonus abilities or increased damage. The key to playing Yuki is ensuring all her [Inspiration] cards are activated whenever using them, if possible.
Yuki’s Signature Potentials offer significant damage boosts as well as some additional functionality, making them a high priority to unlock.
3-1: A must-have upgrade which adds an [Inspiration] effect to Yuki’s Basic Attack Cards, Longsword Slash and Rapid Slash. Longsword Slash gets a cost reduction, making it free when [Inspiration] triggers and Rapid Slash gets a 30% (multiplicative) Damage increase, putting it above the curve for Basic Attack Cards.
5-1: Increase the base damage of both of Yuki’s Basic Attacks by +5% Damage baseline and another 5% if her Attack is greater than 500. A nice bonus, but nothing game-changing.
7: Increase the base damage of Flash Slash and Iceberg Cleave by +5% Damage baseline with an additional increase of 1% per 80 attack she has over 500, up to an additional +5% at 900. Stronger than 5-1, but not a major improvement over 3-1.
Base
Ego 1
Removes the “True” Damage reduction from Iceberg Cleave, increasing its relative damage by 1.25 times (80% efficacy -> 100%). Iceberg Cleave is one of Yuki’s hardest-hitting abilities. Still, even if you duplicate it, it isn’t responsible for enough of her damage to make this a super-strong investment breakpoint.
Ego 2
Activates [Inspiration] for cards drawn at the start of the turn, for 2 turns. It primarily helps Yuki’s performance in non-Save Data-based game modes like Chaos and Zero System, where she has trouble consistently accessing hand manipulation tools, improving her performance/consistency significantly. Offers little to no benefit in Save Data game modes, though, as most Yuki decks are built to work around [Inspiration] and have ways to mitigate hard drawing those cards anyway.
Ego 3
Increases the base damage scaling for Yuki’s Ego skill, improving its total damage Potential, but overall isn’t a large improvement to Yuki’s total damage as her Ego skill is one of the smaller portions of her damage over a fight.
Ego 4
Grants a 10% (multiplicative) damage increase for Yuki’s cards every time one of her cards is drawn by any means, stacking up to 2 times for a 20% total boost. This is a strong overall damage increase, especially in Chaos when you don’t already have a ton of card boosts from equipment and buffs.
Ego 5
Boosts the base damage increase of Yuki’s Potentials from 20% to 26%. A small damage increase, but nothing major.
Ego 6
Raises the stacks granted by E4 from 2 to 3 and the buff they grant from 10% to 15%, elevating the maximum gain from 20% to 45%, essentially doubling the value of E4. Strong for all the same reasons E4 is.
Skyscraper Cleave
Ego Skill
Yuki’s Ego costs 5EP to use. It Moves all of her Attack Cards in the hand back to the Draw Pile, then deals 300% + 50% per card moved with its effect to all enemies. The main purpose of this ability, outside of dealing a large hit, is to fix hands where you draw Yuki’s [Inspiration] cards in your opening 5. However, the 5EP cost often makes it hard to use except for in Chaos runs, where you plan around it or in longer duration Save Data modes. In high Card Draw decks, you can also put back already active [Inspiration] cards if you’re confident in redrawing them for extra damage.
Note: The +50% damage from moving cards is considered base damage.
Longsword Slash
Standard Basic card that can be upgraded to add an [Inspiration] that reduces its cost to 0 if you draw into it. A very worthwhile card, assuming [Inspiration] is active compared to most other Combatants' basics and one often not removed even in endgame Yuki decks.
Rapid Slash
2-cost Basic that gains 30% (multiplicative) damage increase thanks to [Inspiration], making it a very hard-hitting ability for Yuki. Its high cost often makes it a candidate for cutting to ensure Yuki isn’t too AP hungry, but some endgame decks that have the AP to spare do still keep this card for higher damage potential.
Flowing Parry
Show Effects
Yuki’s basic shield is completely standard and doesn't have any extra synergy with her kit. Removed first in almost every Yuki deck.
Prepare to Subdue
A 0-cost skill that draws one of Yuki’s Attack Cards from the deck, therefore activating [Inspiration]. It also applies a 20% (multiplicative) damage increase to the Card Drawn for 1 turn. A vital card for ensuring Yuki accesses all her attacks each turn and that they have [Inspiration] active.
Flash Slash
Show Effects
One of Yuki’s main attacks, which costs 2 AP and deals significant AoE damage. This card is incredibly flexible and can be changed in many ways through Epiphanies to either cost significantly less (1 or 0 AP) or deal far more damage. Which is best usually boils down to the team you’re using with Yuki and how much AP it has to work with.
Trickery Strike
[Retain]
Show Effects
1-cost single target attack with [Retain] that, after use, activates the [Inspiration] effect of 1 random card in hand. Yuki’s only in-kit tool to fix hard drawing her [Inspiration] cards outside of her Ego Skill, making it a powerful crutch in case you have no way to manipulate your hand with Discard or card returning effects. This effect is strong in Chaos runs, especially early ones and can be exchanged using Epiphanies for more Card Draw or higher damage if you don’t need it.
Freezing Blade
[Unique]
Show Effects
A 1-cost upgrade that causes Yuki to deal a small amount of AoE damage whenever playing a card with its [Inspiration] effect activated. This damage is not considered an extra attack, doesn’t scale with Potentials (e.g., 20% Unique Card multiplier effect), but does work with both additive and multiplicative boosts to card damage as long as they don’t specify “attack”. In optimized Yuki builds, when established early, this upgrade makes up a sizable amount of her damage, making it one of her best cards. Epiphanies can also be altered to deal high single-target damage as well.
Iceberg Cleave
Show Effects
Yuki’s other main Attack Card, which costs 1 AP to deal AoE damage with an [Inspiration] effect that allows it to hit an extra time in exchange for dealing 20% less damage. This damage decrease is a True Damage decrease (outside of the normal formula), meaning there is no way to escape it; whatever the card multiplier would have been will be adjusted to be 20% lower.
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.
Prepare to Subdue I
[Retain]
Show Effects
Prepare to Subdue II
Prepare to Subdue III
Prepare to Subdue IV
Show Effects
Prepare to Subdue 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 AP.
Flash Slash I
Show Effects
Flash Slash II
Show Effects
Flash Slash III
Show Effects
Flash Slash IV
[Retain]
Show Effects
Flash Slash 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, Vulnerable 2.
Trickery Strike I
[Retain]
Show Effects
Trickery Strike II
[Retain][Retrieve]
Show Effects
Trickery Strike III
Show Effects
Trickery Strike IV
Show Effects
Trickery Strike 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, Vulnerable 2.
Freezing Blade I
[Unique]
Show Effects
Freezing Blade II
[Unique][Initiation]
Show Effects
Freezing Blade III
[Unique]
Show Effects
Freezing Blade IV
[Unique]
Show Effects
Freezing Blade V
[Unique]
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: Morale/Resolve.
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 go-to option for almost all Yuki decks in save due to the fact a large portion of Yuki's damage in most save decks is not from "cards" but instead upgrades and effects. Because of this most other sets aren't effective as they only affect a small portion of her total output for most builds. In Chaos some other options have more merit as in this mode Yuki is more reliant on card damage than upgrade/effect based damage.
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]: +35% Critical Damage of 1-cost cards.
[2-PC]: +25% Critical Damage.
In Chaos and if playing Yuki builds that aren't focused on maximizing hits through upgrades and temorary effects 4P Conqueror's can be a viable option assuming you're using 1 cost Iceberg Cleaves and 1 cost Flash Slashes. However currently most high end Yuki builds are not played this way and in Chaos you may not consistently be able to ensure the majority of your damage is 1 cost making this a niche option but for those who can capitalize off of it still as viable choice.
[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.
Specifically boosts card damage which in save data game modes wont apply to a large part of Yuki's potential damage making this set mostly only useful for Chaos where Yuki relies on her cards more.
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.
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%.
If the assigned Combatant's card was used just before, +15/30% Damage Amount to Attack Cards. Can stack up to 2 times and is removed when a different Combatant's card is used.
Gain Focus each time 2 of the assigned Combatant's cards are used.
Focus: Increase Damage Amount of the assigned Combatant's Attack Cards by 20/40%.
When the effect is activated, decrease Focus by 1, and when another Combatant's card is used, remove Focus.
Deal 250% Damage. +10% assigned combatant's attack card damage for each owned buff for 1 turn.
-
Increase the assigned Combatant’s Attack by 16–24%.
Attack Cards of the assigned Combatant drawn through that Combatant's ability gain +25/50% Damage Amount for 1 turn.
Increases Damage Amount of the assigned Combatant's cards that have Inspiration by 10/20%.
Move 1 card from hand to Draw Pile.
Draw 2 assigned Combatant cards.
-
Increase the assigned Combatant’s Attack by 16–24%.
If the assigned Combatant's card was used just before, +15/30% Damage Amount to Attack Cards. Can stack up to 2 times and is removed when a different Combatant's card is used.
Gain Focus each time 2 of the assigned Combatant's cards are used.
Focus: Increase Damage Amount of the assigned Combatant's Attack Cards by 20/40%.
When the effect is activated, decrease Focus by 1, and when another Combatant's card is used, remove Focus.
Deal 250% Damage. +10% assigned combatant's attack card damage for each owned buff for 1 turn.
-
Increase the assigned Combatant’s Attack, Health, and Damage Amount by 12–20%
+25-50% Damage dealt by the assigned combatant to targets in Break state.
Deal 250% Damage. Apply Weakness Attack to 1 assigned combatant's random Attack cards in hand.
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Increase the assigned Combatant’s Attack by 16–24%.
Attack Cards of the assigned Combatant drawn through that Combatant's ability gain +25/50% Damage Amount for 1 turn.
Increases Damage Amount of the assigned Combatant's cards that have Inspiration by 10/20%.
Move 1 card from hand to Draw Pile.
Draw 2 assigned Combatant cards.
-
Increase the assigned Combatant’s Attack, Health, and Damage Amount by 12–20%
+25-50% Damage dealt by the assigned combatant to targets in Break state.
Deal 250% Damage. Apply Weakness Attack to 1 assigned combatant's random Attack cards in hand.
-
Increase the assigned Combatant's Attack by 8/16%.
The assigned combatant's attack cards with a cost of 1 or less deal +10/20% damage.
When the assigned combatant uses a Skill card, +10/20% attack card damage for 1 turn. Stacks up to 3 times.
Deal 100% Damage to all enemies. Draw 1 Attack card(s) from the assigned combatant with cost of less than or equal to 1.
-
The assigned combatant's Attack is increased by 8/16%.
At the start of battle, Damage dealt by the assigned combatant increases by 8/16% for 1 turn.
Deal 120% Damage to all enemies.
-
Increase the assigned Combatant's Attack by 8/16%.
The assigned combatant's attack cards with a cost of 1 or less deal +10/20% damage.
When the assigned combatant uses a Skill card, +10/20% attack card damage for 1 turn. Stacks up to 3 times.
Deal 100% Damage to all enemies. Draw 1 Attack card(s) from the assigned combatant with cost of less than or equal to 1.
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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
Note: Yuki can be difficult as a Solo Carry in Chaos, according to most players' reports. It’s recommended to have an additional carry for her in it.
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Base performance of the character.