Chaos Zero Nightmare (CZN)LukeBuild and Guide

Character

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Introduction

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

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

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

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

Single Shot

Attack
Attack

100% Damage.
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1

Shadow Concealment

Skill
Skill

100% Shield.

Show Effects

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1

Rapid Fire

Attack
Attack

50% x 2 Damage.
Create Handgun Bullet equal to number of Critical Hits.
+50% Critical Chance.​
Unique Cards:
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1

Stealth Reload

Skill
Skill

Create 2 Handgun Bullets.
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1

Seize the Opportunity

Skill
Skill

[Lead]

100% Shield.
+120% Damage of the next Bullet Card.

Show Effects

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1

Dance of the Demon

Attack
Attack

50% Damage.
+1 hit equal to the number of Bullet cards used this turn.​
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Finisher Round

Attack
Attack

[Unique][Bullet]

After using 5 Handgun Bullet cards, time(s), remove Unusable.​

Show Effects

Generated Cards:
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0

Magnum Shot

Attack
Attack

[Ephemeral][Exhaust][Bullet]

Deal 70% damage.

Show Effects

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0

Silver Shot

Attack
Attack

[Ephemeral][Exhaust][Bullet]

Deal 50% damage. When attacking Weakness: Increase damage by 100%.

Show Effects

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0

Uranium Shot

Attack
Attack

[Ephemeral][Exhaust][Bullet]

Deal 50% damage. If the target has Shield, increase damage by 100%.

Show Effects

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0

Tracer

Attack
Attack

[Ephemeral][Exhaust][Bullet]

Deal 30% damage. Apply 1 Mark.

Show Effects

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0

High-Velocity AP Round

Attack
Attack

[Ephemeral][Exhaust][Bullet]

Deal 200% damage. Guaranteed Critical Hit.

Show Effects

Ego Skill:
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5

Lethal Design

Ego Skill

+300% Damage.
+15% Damage for each card in hand.
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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1

Rapid Fire I

Attack
Attack

[Retrieve]

75% x 2 Damage.
Create Handgun Bullet equal to number of Critical Hits.
+50% Critical Chance

Show Effects

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1

Rapid Fire II

Attack
Attack

30% x 3 Damage.
Create Handgun Bullet equal to number of Critical Hits.
+50% Critical Chance.
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1

Rapid Fire III

Attack
Attack

150% Damage.
Create Handgun Bullet equal to number of Critical Hits.
Guaranteed Critical.
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0

Rapid Fire IV

Attack
Attack

[Bullet]

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

Show Effects

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1

Rapid Fire V

Attack
Attack

75% x 2 Damage.
Draw cards equal to Critical Hits.
+70% Critical Chance.
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0

Stealth Reload I

Skill
Skill

Create 2 Handgun Bullet. +30% Critical Chance of that card.​
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1

Stealth Reload II

Skill
Skill

Create 3 Handgun Bullets.
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1

Stealth Reload III

Skill
Skill

Create 2 Handgun Bullet.
At the start of next turn, create 2 Handgun Bullet.
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0

Stealth Reload IV

Upgrade
Upgrade

At the start of the turn, create 1 Handgun Bullet.
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2

Stealth Reload V

Skill
Skill

[Exhaust]

Create 5 Handgun Bullets.

Show Effects

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1

Seize the Opportunity I

Skill
Skill

[Lead]

150% Shield.
+170% Damage of the next Bullet Card.

Show Effects

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1

Seize the Opportunity II

Skill
Skill

[Lead]

100% Shield.
+120% Damage of the next 2 Bullet Cards.

Show Effects

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1

Seize the Opportunity III

Skill
Skill

[Lead]

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

Show Effects

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1

Seize the Opportunity IV

Skill
Skill

[Lead]

100% Shield.
+100% next Attack Card Damage.

Show Effects

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1

Seize the Opportunity V

Upgrade
Upgrade

[Lead]

+30% Handgun Bullet Card Damage

Show Effects

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1

Dance of the Demon I

Attack
Attack

75% Damage.+1 hit equal to the number of Bullet cards used this turn
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1

Dance of the Demon II

Attack
Attack

50% Damage.
+1 hit equal to the number of Attack Cards used this turn.
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1

Dance of the Demon III

Attack
Attack

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

Dance of the Demon IV

Attack
Attack

50% Damage.
50% Shield.
+1 hit equal to the number of Bullet cards used this turn and +50% Shield.

Show Effects

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3

Dance of the Demon V

Attack
Attack

50% x 6 Damage.
Upon Bullet card use, Cost -1 for 1 turn.
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

Add Bullet to Single Shot card.
4

Upgrade Unique Cards

Potential 4

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

Critical Chance Proficiency

Potential 5

+2% Critical Chance.
5-1

Basic Card Proficiency

Potential 5-1

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

Critical Damage Proficiency

Potential 6

+2.4% Critical Damage.
7

Upgrade Unique Stats

Potential 7

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

Sleeping Memory

Manifest Ego 1

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

Awakening Memory

Manifest Ego 2

When Luke uses Bullet card 3 times, create 2 Handgun Bullet cards in hand.
Cards crated this way have damage -50%. This effect triggers once per turn.
E3

Vivid Memory

Manifest Ego 3

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

Inner Memory

Manifest Ego 4

Whenever Luke uses a Bullet card, gain Target Analysis.
Target Analysis: For 1 turn(s), Luke Bullet card 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

Change the damage bonus from Target Analysis to +15%, and whenever 12 Handgun Bullet cards are used, create 1 High-Velocity AP Round card in hand.
Stats (level 60)
HP
399
DEF
155
ATK
492
Voice Actors
JPN
Takeo Otsuka
KR
Chaebin Im
Gallery

Review

Introduction
Performance Profile

ST Damage [3/5]

   

AoE Damage [1/5]

 

AP Efficiency [3/5]

   

Utility [1/5]

 

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

Pros & Cons
Pros

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

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

Cons

  • No AoE Cards.

  • Requires Crit investment to function at the highest level.

Ratings

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

Key Mechanics
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0

Magnum Shot

Attack
Attack

[Ephemeral][Exhaust][Bullet]

Deal 70% damage.

Show Effects

Card Image
0

Silver Shot

Attack
Attack

[Ephemeral][Exhaust][Bullet]

Deal 50% damage. When attacking Weakness: Increase damage by 100%.

Show Effects

Card Image
0

Uranium Shot

Attack
Attack

[Ephemeral][Exhaust][Bullet]

Deal 50% damage. If the target has Shield, increase damage by 100%.

Show Effects

Card Image
0

Tracer

Attack
Attack

[Ephemeral][Exhaust][Bullet]

Deal 30% damage. Apply 1 Mark.

Show Effects

[Bullet] Cards

They are 0 Cost Attack Cards generated through numerous parts of Luke’s kit. They can only be used on the turn they are generated due to the [Ephemeral] tag, and [Exhaust] after being played.

Cards & Ego Skill
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5

Lethal Design

Ego Skill

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

Luke’s Ego Skill is called Lethal Design, which deals more damage the more cards you have in your hand. At 10 Cards, it’s a 450% multiplier, which, while a large hit, is only on a single enemy, while also not offering any utility. It can be useful as a single-target nuke but requires strong card generation or many retain effects to reach maximum potential.

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1

Single Shot

Attack
Attack

100% Damage.
Single Shot

Luke’s basic Attack cards are mostly stock standard outside of the additional damage they gain from Potentials and the fact that they gain the [Bullet] tag with his 3-1 potential.

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1

Shadow Concealment

Skill
Skill

100% Shield.

Show Effects

Shadow Concealment

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

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1

Rapid Fire

Attack
Attack

50% x 2 Damage.
Create Handgun Bullet equal to number of Critical Hits.
+50% Critical Chance.​
Rapid Fire

A 1 Cost Attack Card that deals damage twice, has bonus Crit Chance, and creates [Bullet] cards based on how many hits were critical. Scales well with Morale and other Damage buffs. With 100% Crit is an incredibly efficient 4-hit attack baseline - without Crit, though, it can feel inconsistent at times.

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1

Stealth Reload

Skill
Skill

Create 2 Handgun Bullets.
Stealth Reload

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

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1

Seize the Opportunity

Skill
Skill

[Lead]

100% Shield.
+120% Damage of the next Bullet Card.

Show Effects

Seize the Opportunity

A 1 Cost Skill with the [Lead] tag that gives some Shields, and increases the damage of the next [Bullet] card by +120%. Good if you have consistent [Bullet] generation. Best used on a multi-hitting attack card if possible.

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1

Dance of the Demon

Attack
Attack

50% Damage.
+1 hit equal to the number of Bullet cards used this turn.​
Dance of the Demon

A 1 Cost Attack card that deals a small amount of damage but gains additional hits based on how many bullets have been used this turn. Best used immediately after your strongest bullet generators have been used and all bullets have been dumped

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Finisher Round

Attack
Attack

[Unique][Bullet]

After using 5 Handgun Bullet cards, time(s), remove Unusable.​

Show Effects

Finisher Round

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

Potentials

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

  • 3-1: Adds the [Bullet] tag to his basic attacks, helping set up combos with his Unique cards.
  • 5-1: Adds an extra 5% damage to Luke’s basic Attack cards, with an additional 5% if his Crit Chance is above 20%. A moderate bonus, but welcome since Luke tends to want to keep his basics for consistency.
  • 7: Gives an extra 3% Generated Bullet Damage if Luke’s Crit Chance is above 40%, with an extra 2% for every 5% Crit Chance above that. Can be stacked up to a total of 12% extra damage if you can get your Crit Chance high enough.
Playstyle & Gameplay
Standard Playstyle

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

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

Dupes Review

Dupes review aren't available yet. We will add them soon!

Best Cards

Best Epiphanies
Note

For every Epiphany, we're colored their name based on how useful we think it is compared to the other variants. Here's the key to the colors:

  • Epiphany Name - the best variant,
  • Epiphany Name - a good variant,
  • Epiphany Name - a niche variant.

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

Gear

Gear

Luke 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!

The build isn't available yet. We will add it soon!

Best Synergies

The synergies aren't available yet. We will add them soon!

Best Teams

The teams aren't available yet. We will add them soon!