Chaos Zero Nightmare (CZN)YukiBuild and Guide

Character
Introduction

Best guide and build for Yuki from Chaos Zero Nightmare (CZN). Yuki is a 5 character from the Striker class and Order attribute, who belongs to the Terrascion faction.

To learn more about Yuki 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 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

Cards
Starting Cards:
Card Image
1

Longsword Slash

Attack
Attack

100% Damage.
Card Image
2

Rapid Slash

Attack
Attack

220% Damage.
Card Image
1

Flowing Parry

Skill
Skill

100% Shield.

Show Effects

Card Image
0

Prepare to Subdue

Skill
Skill

Draw 1 Attack Card(s) of this unit.
Increase Damage Amount of those cards by 20% for 1 Turn.​
Epiphany Cards:
Card Image
2

Flash Slash

Attack
Attack

200% Damage to all enemies.
Inspiration: Decrease cost by 1.

Show Effects

Card Image
1

Trickery Strike

Attack
Attack

[Retain]

180% Damage.
Activate Inspiration for 1 random card of this unit in hand.

Show Effects

Card Image
1

Freezing Blade

Upgrade
Upgrade

[Unique]

When using a card of this unit with an activated Inspiration, 90% Damage to all enemies.​

Show Effects

Card Image
1

Iceberg Cleave

Attack
Attack

180% Damage to all enemies.
Inspiration: add 1 Hit, decrease Damage Amount by 20%.

Show Effects

Ego Skill:
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5

Skyscraper Cleave

Ego Skill

300% Damage to all enemies.
Move all Attack Cards in hand to the top of the draw pile.
+50% for each card moved.
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
0

Prepare to Subdue I

Skill
Skill

[Retain]

Draw 1 Attack Card(s) of this unit.
Increase Damage Amount of those cards by 40% for 1 turn.

Show Effects

Card Image
0

Prepare to Subdue II

Skill
Skill

Draw 1 Attack Card(s) of this unit.
Increase Damage Amount of Attack Cards of this unit by 20% for 1 turn.
Card Image
0

Prepare to Subdue III

Skill
Skill

Draw 2 Attack Card(s) of this unit.
Decrease Damage Amount of those cards by 20% for 1 turn.
Card Image
0

Prepare to Subdue IV

Skill
Skill

Draw 1 Attack Card(s) of this unit.
Increase Damage Amount of those cards by 20% for 1 turn.
Inspiration: Draw 1 Attack Card(s) of this unit.​

Show Effects

Card Image
0

Prepare to Subdue V

Skill
Skill

Draw 1 Attack Card(s) of this unit.
At the start of the next turn, Draw 1 Attack Card(s) of this unit.
Card Image
2

Flash Slash I

Attack
Attack

300% Damage to all enemies.
Inspiration: Decrease Cost by 1.​

Show Effects

Card Image
2

Flash Slash II

Attack
Attack

200% Damage to all enemies.
Inspiration: Decrease Cost by 2.​

Show Effects

Card Image
2

Flash Slash III

Attack
Attack

200% Damage to all enemies.
Inspiration: +1 Hit.

Show Effects

Card Image
2

Flash Slash IV

Attack
Attack

[Retain]

320% Damage.
+90% Damage Amount for each drawn card of this unit for 1 turn (max 5).​

Show Effects

Card Image
3

Flash Slash V

Attack
Attack

330% Damage to all enemies.
When used, decrease Cost by 1.​
Card Image
1

Trickery Strike I

Attack
Attack

[Retain]

240% Damage.
Choose 1 card(s) of this unit in hand, activate Inspiration effect.​

Show Effects

Card Image
1

Trickery Strike II

Attack
Attack

[Retain][Retrieve]

240% Damage.
Activate Inspiration for 1 random card of this unit in hand.​

Show Effects

Card Image
1

Trickery Strike III

Skill
Skill

Activate Inspiration for all cards of this unit in hand.​
For 1 turn, when using a card of this unit with an enabled Inspiration, 100% Damage to random enemies.

Show Effects

Card Image
1

Trickery Strike IV

Attack
Attack

180% Damage. Draw 1 cards that have Inspiration effect

Show Effects

Card Image
1

Trickery Strike V

Attack
Attack

300% Damage.
Inspiration: Decrease Cost by 1.​

Show Effects

Card Image
1

Freezing Blade I

Upgrade
Upgrade

[Unique]

When using a card of this unit with an activated Inspiration, 140% Damage to all enemies.

Show Effects

Card Image
0

Freezing Blade II

Upgrade
Upgrade

[Unique][Initiation]

When using a card of this unit with an activated Inspiration, 90% Damage to all enemies.

Show Effects

Card Image
1

Freezing Blade III

Upgrade
Upgrade

[Unique]

When using a card of this unit with an activated Inspiration, 120% x 2 Damage to a random enemy.

Show Effects

Card Image
1

Freezing Blade IV

Upgrade
Upgrade

[Unique]

Increase Damage Amount of Attack Cards of this unit that target all enemies by 40%.​

Show Effects

Card Image
1

Freezing Blade V

Upgrade
Upgrade

[Unique]

At the start of the turn, activate Inspiration for 2 random card(s) of this unit in hand.

Show Effects

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

Adds the following effects:
Inspiration: Decrease Cost by 1, to Longsword Slash.
Inspiration: Increase Damage Amount by 30%, to Rapid Slash.
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% Damage Amount to Yuki's Longsword Slash and Rapid Slash.
If Yuki's Attack is greater than 500, add an additional +5% to the modifier.
5-2

Divine Epiphany Adaptation

Potential 5-2

Increases the chance for a Divine Epiphany to appear by 25%.
6

Critical Damage Proficiency

Potential 6

+2.4/12% Critical Damage.
7

Unique Stat Upgrade

Potential 7

If Yuki's Attack is greater than 600, +5% Damage Amount to Flash Slash and Iceberg Cleave.
For every 80 Attack above 600, add an additional +1% to the modifier (additional +5% max)
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

Removes the Decrease Damage Amount by 20% effect of Iceberg Cleave.
E2

Awakening Memory

Manifest Ego 2

At the start of battle, activates Inspiration for cards of this unit drawn at the start of the turn for 2 turns.
E3

Vivid Memory

Manifest Ego 3

Changes Skyscraper Cleave's +50% Damage Amount for each card moved to top of Draw Pile effect to +80%.
E4

Inner Memory

Manifest Ego 4

Gain 1 Sword Dance each time this unit's card is drawn through an ability.
Sword Dance: Increases Damage Amount of Attack Cards of this unit by 10% for 1 turn (max 2 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

Increases max stacks of Sword Dance by 1 and changes Damage Amount effect to increase by 15%.
Stats (level 60)
HP
376
DEF
155
ATK
467
Gallery

Yuki full image isn't available yet. It will be added soon

Review

Introduction
Performance Profile

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.

Pros & Cons
Pros

  • 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.

Cons

  • 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.

Ratings

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.

T1.5

Chaos Mode

T1

Season Save Data

?

Great Rift

Key Mechanics

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.

Potential

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.

Dupes Review
E0

Base

Base performance of the character.

E1
101.64%

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.

E2
101.64%

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.

E3
101.64%

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.

E4
103.37%

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.

E5
103.98%

Ego 5

Boosts the base damage increase of Yuki’s Potentials from 20% to 26%. A small damage increase, but nothing major.

E6
106.25%

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.

Cards & Ego Skill
Card Image
5

Skyscraper Cleave

Ego Skill

300% Damage to all enemies.
Move all Attack Cards in hand to the top of the draw pile.
+50% for each card moved.
Skyscraper Cleave

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.

Card Image
1

Longsword Slash

Attack
Attack

100% 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.

Card Image
2

Rapid Slash

Attack
Attack

220% Damage.
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.

Card Image
1

Flowing Parry

Skill
Skill

100% Shield.

Show Effects

Flowing Parry

Yuki’s basic shield is completely standard and doesn't have any extra synergy with her kit. Removed first in almost every Yuki deck.

Card Image
0

Prepare to Subdue

Skill
Skill

Draw 1 Attack Card(s) of this unit.
Increase Damage Amount of those cards by 20% for 1 Turn.​
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. 

Card Image
2

Flash Slash

Attack
Attack

200% Damage to all enemies.
Inspiration: Decrease cost by 1.

Show Effects

Flash Slash

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.

Card Image
1

Trickery Strike

Attack
Attack

[Retain]

180% Damage.
Activate Inspiration for 1 random card of this unit in hand.

Show Effects

Trickery Strike

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.

Card Image
1

Freezing Blade

Upgrade
Upgrade

[Unique]

When using a card of this unit with an activated Inspiration, 90% Damage to all enemies.​

Show Effects

Freezing Blade

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.

Card Image
1

Iceberg Cleave

Attack
Attack

180% Damage to all enemies.
Inspiration: add 1 Hit, decrease Damage Amount by 20%.

Show Effects

Iceberg Cleave

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

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.

Card 1
Neutral Epiphany
★★
Card Image
0

Prepare to Subdue I

Skill
Skill

[Retain]

Draw 1 Attack Card(s) of this unit.
Increase Damage Amount of those cards by 40% for 1 turn.

Show Effects

Card Image
0

Prepare to Subdue II

Skill
Skill

Draw 1 Attack Card(s) of this unit.
Increase Damage Amount of Attack Cards of this unit by 20% for 1 turn.
★★★
Card Image
0

Prepare to Subdue III

Skill
Skill

Draw 2 Attack Card(s) of this unit.
Decrease Damage Amount of those cards by 20% for 1 turn.
Card Image
0

Prepare to Subdue IV

Skill
Skill

Draw 1 Attack Card(s) of this unit.
Increase Damage Amount of those cards by 20% for 1 turn.
Inspiration: Draw 1 Attack Card(s) of this unit.​

Show Effects

★★★★★
Card Image
0

Prepare to Subdue V

Skill
Skill

Draw 1 Attack Card(s) of this unit.
At the start of the next turn, Draw 1 Attack Card(s) of this unit.
★★

Epiphanies:

  • Neutral [★★] - Target Neutral Epiphany: Morale 1.
    The base card can have a similar to higher value by itself than other Epiphanies, so a Morale Epiphany can help with an additional self-buff from Yuki. However, she generally wants as many [Inspiration] cards as possible, and the base Epiphany does not have [Inspiration].
  • Prepare to Subdue I
    [] - The multiplicative damage boost effect doubles, but it still is only draw 1 and has no [Inspiration] tag making it not synergistic with Yuki’s most popular builds.
  • Prepare to Subdue II
    [★★★] - The buff is now applied to all Attack Cards, which can have some synergy with double-hit AOE-based Yuki builds (specifically with E1 Yuki and Iceberg Cleave duping), but it has no [Inspiration] tag, making it not synergistic with Yuki’s most popular builds.
  • Prepare to Subdue III
    [] - This now draws 2, but DECREASES the drawn card damage instead. Since there are draw 2 options like Prepare to Subdue IV that not only don’t decrease damage, but increase it, this is very much not a recommended option if it can be avoided. Moreover, it has no [Inspiration] tag, making it not synergistic with Yuki’s most popular builds.
  • Prepare to Subdue IV
    [★★★★★] - There is almost no scenario where this isn’t massively preferred over all other options. It’s a multiplicative damage boost on cards it draws, a draw 2 and has [Inspiration]. Most notably, its [Inspiration] tag is extremely crucial for many builds, as cards like ‘Trickery Strike III’ and Freezing Blade scale your hit count based on the number of [Inspiration]cards used. Thus, this effectively works as a 2-3x hit Attack Card as well.
  • Prepare to Subdue V
    [★★] - The effect changes to lose the buff, but essentially be a free Draw 2 after Turn 1, with it drawing 1 card at start-of-turn instead of through the card itself (assuming it is played every turn and you have the hand-space for its start-of-turn effect). However, it has no [Inspiration] tag, making it not synergistic with Yuki’s most popular builds.

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.

Card 2
Neutral Epiphany
★★★★★
Card Image
2

Flash Slash I

Attack
Attack

300% Damage to all enemies.
Inspiration: Decrease Cost by 1.​

Show Effects

Card Image
2

Flash Slash II

Attack
Attack

200% Damage to all enemies.
Inspiration: Decrease Cost by 2.​

Show Effects

★★
Card Image
2

Flash Slash III

Attack
Attack

200% Damage to all enemies.
Inspiration: +1 Hit.

Show Effects

★★★
Card Image
2

Flash Slash IV

Attack
Attack

[Retain]

320% Damage.
+90% Damage Amount for each drawn card of this unit for 1 turn (max 5).​

Show Effects

★★
Card Image
3

Flash Slash V

Attack
Attack

330% Damage to all enemies.
When used, decrease Cost by 1.​

Epiphanies:

  • Neutral [★★★★★] - Target Neutral Epiphany: Morale 3.
    Morale 3 is a very strong and sizable buff that can scale both Yuki in AOE and Yuki in single-target set-ups. It is generally the de facto choice, as most of her damage will come from Trickery Strike III and Freezing Blade for most content, which Morale buffs the damage of extremely efficiently.
  • Flash Slash I
    [] - Simply an increase in the base ratio of the card, but with current buffing for Yuki damage, this is worse than alternative options that also buff her [Inspiration] attacks (Neutral Morale 3) or hit more times (Flash Slash III).
  • Flash Slash II
    [★★] - The card will now be 0-cost base with [Inspiration] active, which can make this comfortable and enable a more Sub-DPS type playstyle on Yuki.
  • Flash Slash III
    [★★★] - This is the premier choice for some AOE-based builds that have a lot of external buffs, so the buffs from Neutral Morale 3 aren’t as needed and this will outscale it.
  • Flash Slash IV
    [★★] - The card now gets an additive buff for every Card Drawn this turn, enabling her to do a lot of damage on one hit. Generally speaking, this will perform worse overall than other builds she can do; however, it has especially useful performance in Season 2’s Great Rift, being a somewhat competitive build where she can kill both hands quickly and also oneshot
  • Flash Slash V
    [] - The card is changed to be 3-cost, but it reduces its cost permanently on use. However, it has no [Inspiration] tag, making it not synergistic with Yuki’s most popular builds. It’s also just not a great attack when additional effects from [Inspiration] triggers (Trickery Strike III and Freezing Blade) are removed. Basically similar to a lower value compared to Owen Windslash, which isn’t known for being a premier DPS card.

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.

Card 3
Neutral Epiphany
Card Image
1

Trickery Strike I

Attack
Attack

[Retain]

240% Damage.
Choose 1 card(s) of this unit in hand, activate Inspiration effect.​

Show Effects

Card Image
1

Trickery Strike II

Attack
Attack

[Retain][Retrieve]

240% Damage.
Activate Inspiration for 1 random card of this unit in hand.​

Show Effects

Card Image
1

Trickery Strike III

Skill
Skill

Activate Inspiration for all cards of this unit in hand.​
For 1 turn, when using a card of this unit with an enabled Inspiration, 100% Damage to random enemies.

Show Effects

★★★★★
Card Image
1

Trickery Strike IV

Attack
Attack

180% Damage. Draw 1 cards that have Inspiration effect

Show Effects

★★
Card Image
1

Trickery Strike V

Attack
Attack

300% Damage.
Inspiration: Decrease Cost by 1.​

Show Effects

★★★

Epiphanies:

  • Neutral [] - The base card only activates 1 random [Inspiration] and gives you 1 hit. In comparison, Trickery Strike III can give you up to 7-9 more hits (as it will activate a hit for every [Inspiration] you use) and will activate ALL missing [Inspiration] effects. Thus, it is never recommended over Trickery Strike III. Neutral Epiphanies do not outweigh how central Trickery Strike III is to your build.
  • Trickery Strike I
    [] - This gives you 1 hit and activates an [Inspiration] effect of your choice. In comparison, Trickery Strike III can give you up to 7-9 more hits (as it will activate a hit for every [Inspiration] you use) and will activate ALL missing [Inspiration] effects. Thus, it is never recommended over Trickery Strike III.
  • Trickery Strike II
    [] - The card gains [Retrieve], so it is effectively 1 more hit and 1 more [Inspiration] proc for only one turn. In comparison, Trickery Strike III can give you up to 7 more hits (as it will activate a hit for every [Inspiration] you use) and will activate ALL missing [Inspiration] effects. Thus, it is never recommended over Trickery Strike III.
  • Trickery Strike III
    [★★★★★] - The de facto choice after its buffs, essentially +1 hit to every Yuki card you play this turn and allows you to activate all [Inspiration] in hand that you drew at turn-start. Most of your builds will be based around this card + Freezing Blade, activating additional hits on [Inspiration]. Do note that its buff does NOT stack, so you cannot play multiple and get additional hits for every [Inspiration].
  • Trickery Strike IV
    [★★] - If you really need extra draw for [Inspiration] cards, this is an amazing choice. Generally speaking, you can draw your Yuki cards from your support, like Veronica or Nia.
  • Trickery Strike V
    [★★★] - In AOE/Multi-Target scenarios, this is the only one worth considering over Trickery Strike III in an optimized set-up, as it gives you +1 proc of Freezing Blade, which is a hefty AOE hit. Arguably, this is still worse than Trickery Strike III even in AOE though, since Trickery Strike III will just give you more overall hits.

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.

Card 4
Neutral Epiphany
★★
Card Image
1

Freezing Blade I

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[Unique]

When using a card of this unit with an activated Inspiration, 140% Damage to all enemies.

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★★★★
Card Image
0

Freezing Blade II

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[Unique][Initiation]

When using a card of this unit with an activated Inspiration, 90% Damage to all enemies.

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★★★
Card Image
1

Freezing Blade III

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[Unique]

When using a card of this unit with an activated Inspiration, 120% x 2 Damage to a random enemy.

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★★★★★
Card Image
1

Freezing Blade IV

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[Unique]

Increase Damage Amount of Attack Cards of this unit that target all enemies by 40%.​

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★★
Card Image
1

Freezing Blade V

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[Unique]

At the start of the turn, activate Inspiration for 2 random card(s) of this unit in hand.

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Epiphanies:

  • Neutral [★★] - Target Neutral Epiphany: Start-of-Turn 2 Agony, 2 Ego Points.
    The Neutral Epiphany options on this card can enable a few useful effects, like allowing you to play an Ego Skill Turn 1 or activating the 2P Agony Memory Fragment set, but the higher damage of other options is generally preferred, as these effects can be better achieved through Supportive options.
  • Freezing Blade I
    [★★★★] - The effect changes to now be a hefty 140% AOE damage instead of the previous 90%, making it an even more potent option in AOE. This is generally the preferred option for AOE scenarios, but it is not bad to have in single-target if you miss Freezing Blade III.
  • Freezing Blade II
    [★★★] - The card gains [Initiation] and 0 cost, allowing it to be guaranteed in your hand at the start of Turn 1. This can be a comfortable pick, but will generally not be the recommended choice in optimized set-ups, as Yuki tends to be run with a strong draw unit who can get all of Yuki’s cards in hand quickly, like Veronica.
  • Freezing Blade III
    [★★★★★] - It changes the card to instead be a 2x multi-hit every time you use an activated [Inspiration], but it will no longer hit in AOE. This has amazing synergy with Trickery Strike, making Yuki a potent single-target Damage Dealer who hits every enemy 3 extra times whenever she uses an [Inspiration] card (which is most of her cards). For single-target scenarios, which dominate most content at the moment, this will be your preferred choice.
  • Freezing Blade IV
    [★★] - This can be specifically great with a ‘nuke’ based build Flash Slash IV, as it scales the one card she’s doing most of her damage with quite well. However, it tends to be weaker in any other popular build of hers that uses [Inspiration] cards.
  • Freezing Blade V
    [] - Assuming you are playing Trickery Strike III, this card does nothing effectively.

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

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
100%

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

[2-PC]: +12% Attack.

Flex

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.

Specialist Loadout

[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.

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
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.

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.

1
5 Turns 118.56%

Passive - The Path to Mastery

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.

Skill - Binding Knot - 3 EP cost

Deal 250% Damage. +10% assigned combatant's attack card damage for each owned buff for 1 turn.

-

2
5 Turns 116.03%

Passive - Gleaming Deduction

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%.

Skill - Clue Spotted - 2 EP cost

Move 1 card from hand to Draw Pile.

Draw 2 assigned Combatant cards.

-

3
5 Turns 111.13%

Passive - The Path to Mastery

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.

Skill - Binding Knot - 3 EP cost

Deal 250% Damage. +10% assigned combatant's attack card damage for each owned buff for 1 turn.

-

4
5 Turns 110.83%

Passive - Arachnid Domain

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.

Skill - Arachnid Web - 2 EP cost

Deal 250% Damage. Apply Weakness Attack to 1 assigned combatant's random Attack cards in hand.

-

5
5 Turns 109.30%

Passive - Gleaming Deduction

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%.

Skill - Clue Spotted - 2 EP cost

Move 1 card from hand to Draw Pile.

Draw 2 assigned Combatant cards.

-

6
5 Turns 103.25%

Passive - Arachnid Domain

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.

Skill - Arachnid Web - 2 EP cost

Deal 250% Damage. Apply Weakness Attack to 1 assigned combatant's random Attack cards in hand.

-

7
5 Turns 103.02%

Passive - Poltergeist

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.

Skill - Light of Judgment - 3 EP cost

Deal 100% Damage to all enemies. Draw 1 Attack card(s) from the assigned combatant with cost of less than or equal to 1.

-

8
5 Turns 100.00%

Passive - Guard

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.

Skill - Giant Bazooka - 2 EP cost

Deal 120% Damage to all enemies.

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9
5 Turns 96.87%

Passive - Poltergeist

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.

Skill - Light of Judgment - 3 EP cost

Deal 100% Damage to all enemies. Draw 1 Attack card(s) from the assigned combatant with cost of less than or equal to 1.

-

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.

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.

Weapon
Weapon
DPS
  • Equipment
    Intellect of Discord
     
  • Equipment
    Dagger That Tricked the Shadow
     
  • Equipment
    Sword Reflected in the Lake
     
  • Equipment
    Obsidian Sword
     
Support
  • -
Armor
Armor
DPS
  • Equipment
    Fairy King's Crown
     
  • Equipment
    Mask of Flames
     
Support
  • Equipment
    Star-Lit Cloak
     
  • Equipment
    Vine Camouflage
     
Trinket
Trinket
DPS
  • Equipment
    Amorphous Cube
     
  • Equipment
    Rage Potion
     
  • Equipment
    Quantum Collector
     
Support
  • Equipment
    Sphere of Randomness
     
Comments - Weapons
  • Equipment
    Intellect of Discord
     - Offers a huge 18% Combat Attack passively which for most Attack scalers makes this weapon the defacto best in slot weapon if you're able to acquire it alongside the correct save and don't have another better Mythic equipment options.
  • Equipment
    Dagger That Tricked the Shadow
     - 12% Crit DMG is always a competitive option if you can find it in your runs and nothing better turns up or is required for your build.
  • Equipment
    Sword Reflected in the Lake
     - A generic weapon that provides a large 25% (Multiplicative) damage boost but only while you hold 6 cards or more. This is a strong legendary equipment providing you can satisfy its conditions while using the majority of your highest damaging abilities, but this is much easier said than done making it only situationally good in certain decks.
  • Equipment
    Obsidian Sword
     - Very easy to find and grants 12% (Multiplicative) damage to everything. It's never the best, but if you have nothing else you should definitely grab it.
Comments - Armor
  • Equipment
    Fairy King's Crown
     - The Crit Rate this armour provides is almost always in demand and a competitive option making it a piece worth seeking out unless you're able to obtain better more specialized options.
  • Equipment
    Mask of Flames
     - Provides a 35% (Multiplicative) damage boost against enemies which are vulnerable. Powerful on characters that value multiplicative damage boosts (less so on those that don't) but only so long as you can consistently keep Vulnerable applied.
  • Equipment
    Star-Lit Cloak
     - A generic defensive option usable by all combatants making it a fine supportive addition if no other options are found. However not generally as enticing as direct damage or more immediate utility options for most builds.
  • Equipment
    Vine Camouflage
     - An easy to get and nice inclusion for teams that have use for a powerful (but conditional) survival mechanic. Usually not the most optimal choice within the armor slot for most characters but if you miss no all other options is very easy to pick up as a fall-back.
Comments - Trinkets
  • Equipment
    Amorphous Cube
     - The go-to generic damage accessory for most characters that is trivially easy to use and always for the most part a solid addition for any character that can make use of additive damage. Wont beat out more specialized options but always a great fallback.
  • Equipment
    Rage Potion
     - A rare to get Arena exclusive Accessory, but one which is a top option for characters that appreciate Multiplicative damage scaling over additive when played around correctly. Still a usable option for characters that prefer additive scaling, but usually there are better and easier to access alternatives.
  • Equipment
    Quantum Collector
     - Grants 20% (multiplicative) damage to the wearer any time any combatant uses an upgrade card (no limit) but only for 1 turn. In specific teams targetting low turn count kills this can be the best accessory available, but in longer fights, or low upgrade teams it loses a lot of its appeal.
  • Equipment
    Sphere of Randomness
     - An exceptionally powerful generic support trinket that grants both 1 draw and 1 AP at the start of battle turbo charging your early game. Is a Mythic item meaning it wont be suitable for every character, but on those who can afford to run it and don't need other accessories in this slot is well worth slotting in if it comes up in your runs.

Deck & Teams

Recommended Build
Build Comments
  • AOE - This deck uses Flash Slash to do many AOE double hits (triple with Freezing Blade active). You need Inspiration: active, so you need to be able to draw your Trickery Strike III consistently or use effects like Nia’s adagio to Discard and re-draw cards without Inspiration: active to activate them. Without divines, Flash Slash can be very expensive, so it is generally recommended to use Iceberg Cleave instead if you have E1 (as it removes its damage debuff).
  • Single-Target - For single-target, you use Trickery Strike to get a 100% attack on Inspiration activated. Typically, this will be played with the same teammates as the previous deck (Nia/Draw + Flex) since you need ‘Inspiration’ active.
  • Yu-Nuke - This build utilizes Flash Slash IV’s scaling to do extremely high Nuke damage alongside multiplicative buffs, like Tiphera and/or Orlea. This is her most popular and successful build for Season 2’s Great Rift, but tends to be less effective for most content compared to her typical ‘Inspiration’ based builds. The build attached for this is tailored specifically for Great Rift alongside Orlea and Tiphera, where you want to oneshot hands with Flash Slash V and then do a really big hit off Flash Slash IV, but could be modified for other uses.
Removal
  • Flowing Parry
     - Removed in most Yuki decks.
Conditional Removal
  • Longsword Slash
     
    Rapid Slash
     - Most builds keep her Basic Attacks in, as its important to get extra ‘Inspiration:’ activations for effects like Freezing Blade and Trickery Strike. But, they can be removed if your decks have too many issues to play them easily such as AP-cost with 2-hit Flash Slash build.
Copying
  • Flash Slash
     - The go-to copy in most of her popular builds. Its access to Morale 3 neutral Epiphany makes it a popular choice even in builds not centered around it.
  • Iceberg Cleave
     - If you have E1, you can copy this instead of Flash Slash as it is a less expensive alternative with E1 (but does significantly less damage without it).
Best Synergies
Best Teams
Chaos Teams
Generic - Chaos

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.

Save Teams
Yuki Inspiration: Hyper-Carry
Support
Cassius
Rei
Narja
Yu-Nuke