
Best Build Guide
Last updated: 15/March/2026
Check all the starting cards & the EGO Card available for Chizuru

Moonslash
Attack

Spiritflame’s Ward
Skill
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Karmic Flames
Attack
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Moonlight of High Tide
Ego Skill
Check all the epiphany cards available for Chizuru

Tsukuyomi
Skill
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Bound At Dusk
Upgrade
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Oni Hunt
Attack
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Shadow of the Moon
Attack
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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.
Check all the generated cards available for Chizuru

Shadow of the Moon+
Attack
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Moonslash (Gen)
Attack

Combines solid ST damage output with team utility.
One of the few characters offering AP efficiency to the team.
Has some healing in her kit, making survival a little smoother.
Has multiple viable builds, allowing her to adapt to the Epis you receive in Chaos runs.
Can be played as main DPS or sub DPS.
No AoE capabilities.
Damage Potential is limited by sufficient Wisp generation; without it, her best card loses significant power.
Can suffer from restrictive team building due to the Inhibit mechanic and Wisp generation requirements.
No extreme scaling attacks, skills, or upgrades limited her top-end Save Data Potential compared to other characters.
Chizuru is a Damage Dealer focused on dealing single-target damage while supporting the team with some AP efficiency and a small amount of healing at the same time. Her kit introduces several unique mechanics to the game and you’re forced to play around them to unleash her full potential - this makes her a bit more complicated to play compared to some other Damage Dealers. If you want to learn about them in detail, check the Key Mechanics section below the review, but here’s the gist of how to play Chizuru: place a debuff on the enemy, attack the enemy either often or with cards that deal a lot of hits (or both) to generate her unique resources and once you manage to convert the base Shadow of the Moon card into its + version thanks to the resource, use the card for a big attack.
Still, you also have to keep in mind that one of Chizuru’s Upgrade card buffs prevents her (and her team) from gaining AP from any source other than Ravaging an enemy. You can opt not to use the card, but you will miss out on some of Chizuru’s damage and one of the most interesting mechanics Chizuru offers that is tied to it - cost reduction of random cards in hand at the start of every turn (1 card at base, but there’s an Epi that increases that to 2 cards). It’s really great in Chaos, turning Chizuru into a ‘reverse Mika’, but in Save modes, it brings less benefits as you have access to better-optimized decks.
Now that you know how Chizuru works, let’s move to the teams you can play her in. And there are two ways you can do it - either by pairing her with another DPS that attacks often without using too much AP, so they can generate a lot of Will-O’-Wisp for her (like Luke or Tressa), which will create a dual DPS team or by pairing her with two supports and leaving the Wisps generation to Chizuru herself. Both are viable in both modes, but dual DPS teams are more reliable in Chaos, while main DPS offer more options in ‘Save’ content.
Another issue Chizuru has is that she’s not really an improvement to existing characters in their teams. Both Luke and Tressa, the teammates she wants to be paired with, work better in their own teams and only reach their full potential there, rather than when played with Chizuru.
Overall, Chizuru continues the trend of introducing characters that aren’t direct powercreep to the release cast and instead she allows for new types of playstyles. She’s not stronger than the current juggernauts when it comes to raw DPS, but instead offers some utility on top of decent single-target damage.
Will-O’-Wisp: Will-O’-Wisp is Chizuru’s unique mechanic and resource, which allows her to generate or enhance her Signature Card, Shadow of the Moon. Will-O’-Wisp is a unique resource trackable under the team health gauge and is stackable up to 5 times. Chizuru can gain them in a variety of ways, but upon reaching 5, all are consumed to generate a Shadow of the Moon card, or if one is already in hand, increase its Bind (power) level by 1.
Note: Exceeding 5 Will-O’-Wisp in a single action doesn’t waste them; they instead overflow, counting toward the next activation.
Cursed Shackles: Cursed Shackles is a special debuff applied by Chizuru’s Karmic Flames card and is one of her primary ways of generating Will-O-Wisp. When hitting an enemy afflicted by Cursed Shackles with an Attack Card from either Chizuru or Allies, it will generate Will-O’-Wisp equal to the hit count, e.g., a 3-hit count Attack Card generates 3 Wisps. Cursed Shackles can only be present on one enemy at a time and applying the debuff on a different one while already active will simply move it.
Note: Cards with Bind (Shadow of the Moon) cannot generate Will-O’-Wisp by hitting Cursed Shackles.
Inhibit: Inhibit is a buff designed exclusively for Chizuru’s kit to act as both a damage increase and a restriction. The only card that grants this buff currency is Chizuru’s Bound at Dusk Upgrade card. After gaining Inhibit Chizuru’s Shadow of the Moon cards gain +1 hit count for the rest of the battle, but as a penalty, she and her team can no longer be influenced by AP gain or loss effects, except for what is given through cards and continuous effects of this unit, at the start of the turn or on Ravage.

Karmic Flames V
Skill
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Tsukuyomi V
Upgrade
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Oni Hunt IV
Skill
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Oni Hunt IV
Skill
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Karmic Flames V
Skill
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Tsukuyomi III
Skill

Bound At Dusk I
Upgrade
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Shadow of the Moon
Attack
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Bound At Dusk I
Upgrade
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CRIT Rate > CRIT DMG
Void DMG% > ATK%
ATK%
CRIT Rate% = CRIT DMG% > ATK > ATK%
Chizuru’s Signature Potentials are a mixed bag, with some being all-around strong, while others are only strong in specific game modes.
3-1: Converts Chizuru’s Basic Attacks from attacks that deal 100% of her attack in a single hit to attacks that deal 60% of her attack twice (2 hits). This is a significant upgrade as not only is the damage higher, but the higher hit count generates more Will-O’-Wisps thanks to Cursed Shackles. A must-have for Chaos, but as basics are usually removed in Save, it's less impactful there.
5-1: Increase the base damage of Chizuru’s Basic Attack, Moonslash, by +5% Base damage and another 5% if her Attack is greater than 500. The gain for Chizuru’s basics from this Potential is significant, thanks to their multi-hit nature, making this a high-priority target to fully activate when using Chizuru in Chaos. Holds less value in Save Data game modes for the same reason as 3-1.
7: Increase the base damage of both Shadow of the Moon Baseline and + by 5% Base Damage, with an additional increase of 1% per 40 attack she has over 600, up to an additional +10% at 1000. A must-have Potential that significantly improves the output of Chizuru in both Save and Chaos game modes, as Shadow of the Moon makes up a huge chunk of her damage.













































Introduces Desire Cards. Desire Cards are cards that primarily exist to give a strong passive buff from meeting certain Desire Thresholds (3/5/7) which can only be done by having multiple ally decks also made in Season-4.
For Desire Threshold, it’s common to run 1 Claim / 1 Survival / 1 Inquiry for use in a variety of builds; however, it's also common to just do 3 ‘X’ to meet effect easier or do 2 'X' / 1 Inquiry (to keep Sample Collection as Card Effect). This is extremely dependent on ally desire cards and individual team building goal.
’X’ refers to a ‘Placeholder for Specific Desire Threshold Goal’, i.e. if you are building your team for 7 Claim then you might do 2 Claim / 1 Inquiry.
Introduces Persona Cards and Engravings. Persona Cards are powerful cards that introduce new playstyles or ways of buffing/debuffing. Engravings are effects that can be applied to both the Persona Cards and Equipment, functioning near identically to Refinements of Season-2 but with new effects.
There is no recommended Card Engraving, often times it will be specific to the team or skipped entirely (focusing just on Equipment Engravings).
The most common Equipment Engraving to optimize for is [When 15 or more cards are in Graveyard, +15% Critical Damage to Attack Cards of this unit], but this effect does not stack, so other equipment Engravings that increase damage can also be used.
Introduces Refinements, effects on Equipment that allow one to get additional Equipment effects for no Faint-Cost (post-S2), and God’s Hammer, a powerful effect that gives a random copy of any other Equipment effect on-top of current Equipment but costs 10 Faint Memory and is only gained from the Boss.
Increase Damage Amount of Attack Cards by 20%.
+30% Damage Amount of 1-cost or lower Attack Cards.
Because God’s Hammer is completely RNG at the end of the run, we do not have a specific recommendation since the player has very little control over the decision but for ATK-based Attackers usually ATK% gear is considered best and DEF-based Attackers DEF% gear is considered best.
Introduces Forbidden Cards, powerful cards that create new synergies and can only be acquired once per run (can be duped at one event or via save data editing).
Forbidden: Gesture of Freedom. Permanent Cost-Reduction to one card, can be manipulated.
Forbidden: Portrait of Fury. ++Draw, +Damage
Forbidden: Ecstasy of Violence. +Damage
Forbidden: Eternal Hunger. +Draw, ++AP (Ally Reliant)

Karmic Flames
Attack
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Karmic Flames I
Attack
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Karmic Flames II
Attack
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Karmic Flames III
Attack
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Karmic Flames IV
Skill
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Karmic Flames V
Skill
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Tsukuyomi
Skill
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Tsukuyomi I
Skill
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Tsukuyomi II
Skill
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Tsukuyomi III
Skill

Tsukuyomi IV
Skill
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Tsukuyomi V
Upgrade
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Tsukuyomi I: You double the effect of its base Epiphany (now 4 Wisps per hit of next attack), but this effect generally is around the same value as Tsukuyomi V in most builds, but you need to dupe it 3x to get a similar effect.
Tsukuyomi II: If you can add 1-hit to a strong attack, like Neutral/Monster Cards such as Cyborg Automation, this card has insane potential with certain set-ups. However, Chizuru has no way of capitalizing well within it, in her base kit, relying on Neutral/Monster Cards as mentioned.
Tsukuyomi III: The preferred option for one of her most popular builds, as it allows you to stack her hits on SOTM (Shadow of the Moon) infinitely upon skipping turns. In current content, this playstyle, while fun, tends to be outperformed by more consistent teams and is less generalizable as a recommendation than Tsukuyomi V.
Tsukuyomi IV: This can give a max of 30 Wisps per use (10-cards in hand), which is equal to 1 full level SOTM+, while this can be situationally nice it has 2 major downsides: First being, it cannot split up your Wisps for level 3 SOTM+ (which is generally its sweet-spot for use) as it will acquire all your Wisps at once and second, the condition is hard to repeatedly use.
Tsukuyomi V: This is always a good option as it will average a quite high amount of Wisps compared to alternatives without needing duping and thinning your deck after it is played.
Neutral: Neutral Epiphanies are generally not recommended since the base card of this has different effects than the generally ideal versions for her given builds (Tsukuyomi III or Tsukuyomi V).
Divine: 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: Draw 1 (Tsukuyomi III), Morale/Resolve (Tsukuyomi V), 1 AP (Tsukuyomi III) – if you have enough Draw.

Bound At Dusk
Upgrade
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Bound At Dusk I
Upgrade
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Bound At Dusk II
Upgrade
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Bound At Dusk III
Upgrade
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Bound At Dusk IV
Upgrade
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Bound At Dusk V
Upgrade
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Bound At Dusk I: It is now a 0-cost, which makes it easier to play in Turn 1, especially since builds that keep bound tend to have a low amount of AP-generation to play cards in Turn 1.
Bound At Dusk II: This can be situationally quite good alongside Moonslash build with Tsukuyomi V, as you can make 3 SOTM+’s quite consistently, which is the point at which you are getting more Cost Reduction than Bound I or Bound Neutral (3 Cost Reductions). However, it can be hard to activate its effect all 3-times without a good setup and Divine Epiphanies to enable all your cards to be played.
Bound At Dusk III: Now this card gives you 2 free activations instead of Cost Reductions. While this Epiphany can give a lot of effective value, it is randomized and often requires you to do very fringe decks with very little cards besides Bound (such as Bound III and two 5+ cost cards as your entire deck, guaranteeing free activation of those cards), but the cards you are guaranteeing activation on need to be very high value to justify cutting much of your other cards for the guarantee.
Bound At Dusk IV: Oftentimes, [Lead] cards are also Upgrades that will be played Turn 1, which means that this card, which can only acquire value after Turn 1, will be lower level of value. However, there are some [Lead] skills like Sadism and Orlea’s Sacred Censer which can get value out of it, albeit inconsistently, as they must be drawn in your starting hand of the turn for value.
Bound At Dusk V: This now targets only 1 card, but up to a 2-Cost Reduction on that one card. While this can be situationally superior to Bound Neutral or Bound I, it does little to nothing for Chizuru herself (who generally has no 2+ cost cards) and requires you to draw a 2+ cost in your first draw of the turn (and hit it with the effect) to get its maximum value, while Bound I and Bound Neutral value is practically guaranteed.
Neutral: Target Neutral Epiphany: Morale 1.
Neutral Epiphany can give an additional permanent Morale buff which scales well with Chizuru’s playstyle (multi-hit attacks).
Divine: 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.

Oni Hunt
Attack
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Oni Hunt I
Attack
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Oni Hunt II
Attack
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Oni Hunt III
Attack
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Oni Hunt IV
Skill
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Oni Hunt V
Upgrade
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Oni Hunt I: The SOTM buffs for Oni Hunt tend to be lower value than Moonslash Creation for most builds that aren’t SOTM hit-stacking and even then, if your SOTM build utilizes Narja’s Shackle buff, you cannot use Additional Attacks besides SOTM, or you will lose her largest buff on SOTM (as it activates on next attack-use).
Oni Hunt II: The SOTM buffs for Oni Hunt tend to be lower value than Moonslash Creation for most builds that aren’t SOTM hit-stacking and even then, if your SOTM build utilizes Narja’s Shackle buff, you cannot use Additional Attacks besides SOTM, or you will lose her largest buff on SOTM (as it activates on next attack-use).
Oni Hunt III: The card can now do up to 5 hits if there are no other cards. While this has potential for its own build, it has anti-synergy with itself, meaning you can’t copy it to build around Oni Hunt as the main DPS card.
Oni Hunt IV: This is an amazing card in nearly any build and the de facto copy for her Moonslash/Basic Attack build, which tends to be her most consistent form of damage.
Oni Hunt V: This makes her buff no longer have anti-synergy with Narja’s Shackle buff on next attack use (and other similar effects), along with getting rid of it on use to make your draw easier on future turns. The recommended card for high-investment hit-stacking-based builds that utilize skipping turns with Beryl’s Firepower and/or Narja’s Shackle buffs and is usable in any deck.
Neutral: Target Neutral Epiphany: 1 AP.
The major concerns for Chizuru tend to be: Draw and AP. The Neutral Epiphanies on this card give the equivalent of a Divine for solving one of these issues (that can then be combined with an actual Divine to solve the remaining concern), making it very strong. However, the SOTM buffs for Oni Hunt tend to be lower value than Moonslash Creation for most builds that aren’t SOTM hit-stacking and even then, if your SOTM build utilizes Narja’s Shackle buff, you cannot use Additional Attacks besides SOTM, or you will lose her largest buff on SOTM (as it activates on next attack-use).
Divine: 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: Draw 1, -1 Cost Reduction, Morale/Resolve (Oni Hunt V).
Karmic Flames I: The additional hit effect on this can be nice additional damage, but it can only be activated on enemies with cursed shackles, meaning it probably won’t get value out of this until Turn 2+ and can lose value if the enemy dies or there are multiple enemies.
Karmic Flames II: Now, it allows you to cost-reduce another card up to 2-cost. However, Chizuru herself has no 2-cost cards, meaning it tends not to get its advertised value.
Karmic Flames III: Same as Karmic I, this is simply an increase in damage, but it can only be activated on enemies with Cursed Shackles, meaning it probably won’t get value out of this until Turn 2+ and can lose value if the enemy dies or there are multiple enemies.
Karmic Flames IV: The effect of this can be changed to be ‘Gain 5 Wisps’, meaning its effect of creating a SOTM (Shadow of the Moon) is equivalent to 5-hits of value. While this can be useful in some scenarios where your build has a clear break-point for hitting SOTM+ (like when your build makes a total of 8 SOTM’s, putting you 1 off 3 SOTM+’s), it often is an awkward card to get value out of because it has very specific break-points that can be quite niche.
Karmic Flames V: The card is now a 0-cost [Exhaust] that enables you to make a new one when the enemy dies. This is very valuable for AOE scenarios, thinning her deck, and versus enemies who die and respawn.
Neutral: Target Neutral Epiphany: 1 AP.
The Neutral Epiphany options on Karmic Flames are quite strong and enable it to circumvent certain downsides in a way equivalent to most Divine options–making them an amazing choice in many decks.
Divine: 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: Draw 1 (Karmic IV), Cost Reduction.