Chaos Zero Nightmare (CZN)HugoBuild and Guide

Character

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Introduction

Best guide and build for Hugo from Chaos Zero Nightmare (CZN). Hugo is a 5 character from the Ranger class and Order attribute, who belongs to the Stella Familia [Azure Merchant Guild] faction.

To learn more about Hugo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

To learn more about Hugo 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

For a lot card descriptions we updated them compared to what's in game - as either they didn't work as the description implied or the translation was a bit confusing.

Starting Cards:
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1

Throw Dagger

Attack
Attack

100% Damage.
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1

Defense System

Skill
Skill

100% Shield.​

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1

Hunting Instincts

Upgrade
Upgrade

[Outbreak of War]

When another Combatant uses an Upgrade or Skill Card, gain 1 Commence the Hunt.​

Show Effects

Unique Cards:
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1

Fan of Daggers

Attack
Attack

[Haste]

60% x 3 Damage to random enemies.
Commence the Hunt for each target hit.

Show Effects

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1

Quick Fix

Attack
Attack

[Haste]

80% x 2 Damage.
If in Commence the Hunt, Draw 1 Attack Card.

Show Effects

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1

Dingo Howling

Skill
Skill

100% Shield.
2 Commence the Hunt.

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1

Fixer's Approach

Upgrade
Upgrade

[Unique]

+40 Extra Attack of Commence the Hunt Damage.

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Ego Skill:
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6

Last Resort

Ego Skill

250% Damage to all enemies.
+30% Commence the Hunt Damage.

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Epiphany Cards:

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.

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0

Hunting Instincts I

Upgrade
Upgrade

[Outbreak of War]

When another Combatant uses an Upgrade or Skill Card, gain 1 Commence the Hunt.​

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1

Hunting Instincts II

Upgrade
Upgrade

When another combatant uses an Enhanced or Skill card, 1 Commence the Hunt.
50% chance of gaining an additional 1 Commence the Hunt.

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1

Hunting Instincts III

Upgrade
Upgrade

When another Combatant uses an Upgrade or Skill card, Commence the Hunt.
If Commence the Hunt is triggered, 50% chance of a random ally performing a Coordinated Attack on the target.​

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0

Hunting Instincts IV

Skill
Skill

Commence the Hunt equal to the number of Skill Cards in hand.​

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1

Hunting Instincts V

Upgrade
Upgrade

When using an Enhance or Skill Card, 1 Commence the Hunt.​

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1

Fan of Daggers I

Attack
Attack

[Haste]

90% x 3 Damage to random enemies.
Commence the Hunt for each target hit.

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1

Fan of Daggers II

Attack
Attack

[Haste]

90% x 3 Damage.
2 Commence the Hunt.​

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1

Fan of Daggers III

Attack
Attack

[Haste]

250% Damage.
When Damage is dealt, 100% chance of a random ally performing a Coordinated Attack on the target.

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1

Fan of Daggers IV

Attack
Attack

[Haste]

90% x 3 Damage to random enemies.
If under Commence the Hunt, +100% Damage.

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2

Fan of Daggers V

Upgrade
Upgrade

[Unique]

At the start of the turn, 60% x 2 Damage to random enemies.
Commence the Hunt equal to the number of targets hit.​

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1

Quick Fix I

Attack
Attack

[Haste]

120% x 2 Damage.
If in Commence the Hunt, Draw 1 Attack Card.

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1

Quick Fix II

Attack
Attack

[Haste]

80% x 2 Damage.
If in Commence the Hunt, +1 Hit(s)

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1

Quick Fix III

Attack
Attack

[Haste]

100% x 2 Damage.
If in Commence the Hunt, Draw 2.​

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1

Quick Fix IV

Attack
Attack

[Haste]

60% x 3 Damage.
If in Commence the Hunt, +1 all enemies' Action Count.

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1

Quick Fix V

Attack
Attack

[Haste]

120% Damage.
Commence the Hunt -5 Maximum +1 hit per stack.​

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1

Dingo Howling I

Skill
Skill

150% Shield.
3 Commence the Hunt.

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1

Dingo Howling II

Skill
Skill

150% Shield.
If under Commence the Hunt +50% Shield.
2 Commence the Hunt.​

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1

Dingo Howling III

Upgrade
Upgrade

Upon gaining Commence the Hunt, Draw 1 Attack card(s) (1 per turn).​

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1

Dingo Howling IV

Skill
Skill

2 Commence the Hunt.
Combo: Add another 2 Commence the Hunt.

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1

Dingo Howling V

Skill
Skill

2 Commence the Hunt.
Draw 2 attack card(s).​

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Potential

The values are shown for level 1 for the nodes currently. Some of them can be leveled multiple times (up to 5/10) and we will add those values soon!

1

Epiphany Bonus

Potential 1

Upon entering Chaos, you obtain 1 random Rare card through Epiphany.
2

Upgrade Basic Cards

Potential 2

Basic Card damage, shield gain, and healing amount +2%.
3

Neutral Card Upgrade

Potential 3

Neutral Card damage, shield gain, and healing amount +2%.
3-1

Basic Card Proficiency

Potential 3-1

When you play a Throw Dagger card, 50% chance to gain 1 Commence the Hunt.
4

Upgrade Unique Cards

Potential 4

Unique Card damage, shield gain, and healing amount +2%.
5

Critical Damage Proficiency

Potential 5

+2.4% Critical Damage.
5-1

Basic Card Proficiency

Potential 5-1

+5% Damage for Hugo's Dagger Throw.
If Hugo's Attack is greater than 500, an additional +5% to that value.
6

Critical Chance Proficiency

Potential 6

+2% Critical Chance.
7

Upgrade Unique Stats

Potential 7

If Hugo's Attack is greater than 700, +4% Additional Damage.
For every 50 Attack exceeding that value, +1% (up to an additional +8%).
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

Fixer’s Approach card's Commence the Hunt damage increases by +10%.
E2

Awakening Memory

Manifest Ego 2

For every 2 times Commence the Hunt is activated, deal 40% x 2 Extra Damage to random enemies.
If the same target is attacked, gain 1 Commence the Hunt. This effect activates once per turn.
E3

Vivid Memory

Manifest Ego 3

When using Last Resort card, the max stacks of Commence the Hunt increases by 1.
E4

Inner Memory

Manifest Ego 4

Whenever Commence the Hunt is triggered, gain Arbiter's Wrath 1.
Arbiter's Wrath: For 1 turn(s), Hugo's damage +10% (Max 4 stacks).
E5

Complete Memory

Manifest Ego 5

Increase the level of Potential by +3 for [Upgrade Basic Cards], [Upgrade Neutral Cards], and [Upgrade Unique Cards].
E6

Liberated Memory

Manifest Ego 6

At the start of the turn, apply Hunting Mark 1 to a random enemy.
Hunting Mark: When hit by the effect of Commence the Hunt gain 1 Morale for 1 turn(s).
Removed when triggered or when Hunting Mark is applied to another target.
Stats (level 60)
HP
381
DEF
146
ATK
506
Voice Actors
JPN
Yuichi Nakamura
KR
Eui Joo Rim
Gallery

Review

Introduction
Performance Profile

ST Damage [5/5]

     

AoE Damage [2/5]

  

AP Efficiency [3/5]

   

Utility [2/5]

  

Hugo is an Additional Attack Specialist capable of triggering follow-up attacks after every targeted Attack card from himself or allies. This is possible thanks to his Hunt Commence Passive, which is gained via most of his Cards and stacks up to 5 times, with damage increasing as stacks rise. When any targeted Attack card is used, Hunt Commence loses one stack and Hugo immediately launches an Additional Attack. When playing Hugo, expect strong and frequent damage over the whole fight’s duration, making every Attack card a high-power nuke on enemies.

Pros & Cons
Pros

  • Excellent sustained single-target damage throughout the whole fight.

  • Unique extra attack mechanic "Hunt Commence".

  • Strong built-in scaling thanks to Hunt Commence's stacking damage multiplier.

Cons

  • Limited AoE, only accessible via Ego Skill.

  • Some Cards have random targeting, lessening control somewhat in fights; also, they do not trigger Hunt Commence.

  • Must be paired with allies that attack frequently to maximize Hunt Commence triggers.

  • Hunt Commence does not trigger unless an ability 'targets'.

Ratings

Hugo ratings aren't available yet. We will add them within a week of the launch.

Key Mechanics
  • Hunt Commence: Hugo’s unique mechanic Hunt Commence is a stackable buff that allows him to trigger additional attacks each time a card that targets a single enemy is used by him or allies (AoE and randomly targeting abilities do not work). Hunt Commence is gained via the majority of Hugo’s cards and is stackable up to 5 times, and after it’s triggered, Hunt Commence’s stack size is reduced by 1. Despite stacking 5 times, the first stack is considered stack 0, and when triggered deals 80% of Hugo’s ATK. Every Stack after Stack 0 adds 30% to the multiplier up to a maximum of 230%. Something that’s important to know is that the 30% per stack is base damage, meaning it is multiplied by multiplicative +% damage bonuses.
Cards & Ego Skill
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6

Last Resort

Ego Skill

250% Damage to all enemies.
+30% Commence the Hunt Damage.

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Last Resort

Costs 6 EP, deals a large amount of AoE damage, and applies a permanent 30% damage boost to all Hunt Commence damage on use. It should be used as early as possible to activate the buff to maximize Hugo’s damage output.

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1

Throw Dagger

Attack
Attack

100% Damage.
Throw Dagger

Hugo’s basic attack starts standard, but can be upgraded via Potentials to have a 50% chance to grant a stack of Hunt Commence, boosting its value and potential in his decks considerably. It’s also one of only a few single-targeting abilities Hugo has at a baseline.

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Defense System

Skill
Skill

100% Shield.​

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Defense System

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

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Hunting Instincts

Upgrade
Upgrade

[Outbreak of War]

When another Combatant uses an Upgrade or Skill Card, gain 1 Commence the Hunt.​

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Hunting Instincts

A 1 AP Upgrade with Outbreak of War, meaning it will start in your hand and is one of the main ways Hugo maintains high Hunt Commence stacks. After being activated whenever another Combatant’s skill or upgrade is used, Hugo gains 1 Hunt Commence. Best to use early to initially accumulate, then maintain Hunt Commence stacks.

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Fan of Daggers

Attack
Attack

[Haste]

60% x 3 Damage to random enemies.
Commence the Hunt for each target hit.

Show Effects

Fan of Daggers

Fang of Daggers is a 3-hit random targeting ability that grants Hunt Commence stacks equal to the number of enemies hit. A very good way to accumulate stacks fast, but not useful for spending them, lowering its overall utility.

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Quick Fix

Attack
Attack

[Haste]

80% x 2 Damage.
If in Commence the Hunt, Draw 1 Attack Card.

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Quick Fix

A single targeted attack that hits twice, and if Hunt Commence is active, draws an Attack Card from the deck. Hugo’s best personal Hunt Commence trigger card, which replaces itself on use, making it a staple include and high upgrade priority in most Hugo decks.

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Dingo Howling

Skill
Skill

100% Shield.
2 Commence the Hunt.

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Dingo Howling

An enhanced shielding Card that shields but also grants 2 Hunt Commence on use. Not a must-have at baseline, but it is another effective way of accumulating stacks, making it still a solid pick-up. Assuming you have a strong way to fire off enough targeting attacks to use them.

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Fixer's Approach

Upgrade
Upgrade

[Unique]

+40 Extra Attack of Commence the Hunt Damage.

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Fixer's Approach

Another Upgrade card for Hugo, this time with the Unique Tag. While active, it increases the damage of Hunt Commence Additional Attacks multiplicatively +40%. An excellent damage increase to a major part of Hugo’s total damage output. Note: Here is how it works with max Hunt Commence Stacks and no other multipliers. (80% + 150%) x 1.4 = 322%.

Potentials

Hugo’s Signature Potentials offer significant damage boosts as well as some additional functionality, making them a high priority to unlock.

  • 3-1: Adds a 50% chance to gain Hunt Commence when using Hugo’s Basic Attack Throw Dagger, helping with stack generation.
  • 5-1: Increases Throw Dagger’s damage multiplier by +5% and if ATK is higher than 500 an additional +5% is added.
  • 7: Improves Additional Damage multiplier by +4% while Hugo’s ATK is 700 or higher. Also grants an extra +5% for every 50 ATK over that up to 8%.
Playstyle & Gameplay
Standard Playstyle

Hugo’s damage potential lives and dies by how effectively he can establish and maintain high Hunt Commence stack sizes while also having teammates that can trigger them frequently enough. Just stack generation or just high attack frequency isn’t enough to draw out Hugo’s potential; decks built around him need to have both to be effective. Outside of balancing this dynamic, Hugo’s gameplay is simple. Generate and maintain stacks, establish his upgrades, and use as many single-targeting attacks as possible.

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.

Hugo best epiphanies aren't available yet. They will be added soon.

Gear

Gear

Hugo Gear guide isn't available yet. It will be added soon.

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
  • Defense System: Should be removed from endgame Hugo decks if possible.
  • Throw Dagger: Should also usually be removed as Hugo can rely on other Combatants to trigger his Hunt Commence far more efficiently for close to free. The stack generation here is also inconsequential in most builds.
  • Fan of Daggers: A high-quality card, but one that isn’t always needed in high-end Hugo decks with 2 or 3 copies of Hunting Instincts, as you’ll gain enough Hunt Commence to sustain almost passively. An optional removal target.
Card Dupe Priority
Dupe Priority

Hunting Instincts I >>> Quick Fix III

Prioritizing duplicating Hunting Instincts as the highest priority, chasing events whenever possible. Doing so will grant you far superior Hunt Commence stacks, ensuring you’re on 5 far more consistently. If you don’t get a chance at duping Hunting Instincts, Quick Fix (and its card draw ) is also not a bad option.

Epiphany Alternatives
  • Hunting Instincts: You can trade Hunting Instincts I for III, gaining far superior damage potential via the additional follow-ups, which scale to 100% trigger chance with 2 copies. But this comes at the cost of AP cost and consistency, as you’ll lose Outbreak of War, adding an annoying ramp-up time.
Best Synergies
Best Teams
Balanced Team