Best guide and build for Chizuru from Chaos Zero Nightmare (CZN). Chizuru is a 5✦ character from the Psionic class and Void attribute, who belongs to the Peltion faction.
To learn more about Chizuru 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 1
Last build update
Season 1
Last profile update*
05.12.2025
*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 Chizuru check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
2Will-O'-Wisp for each Hit of the next Attack Card of this unit used.
Show Effects
1
Bound At Dusk
Upgrade
[Initiation][Unique]
At the start of the turn, gain Inhibit. Decrease Cost by 1 until 1 random card of another Combatant is used
Show Effects
1
Oni Hunt
Attack
[Haste]
60% Damage x3. +30% Damage Amount to the next Bind Card.
Show Effects
1
Shadow of the Moon
Attack
[Bind 1][Retain]
50% Damage. +20% Damage Amount for each Bind stack.
Show Effects
Generated Cards:
1
Shadow of the Moon+
Attack
[Unique][Bind 3][Retain]
70% Damage x 2. Recover 5% of Max HP. +20% Damage Amount for each Bind stack.
Show Effects
1
Moonslash (Gen)
Attack
Deal 100% damage
Ego Skill:
5
Moonlight of High Tide
Ego Skill
250% Damage. +50% Damage Amount for each Shadow of the Moon created (max 10)
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.
1Cursed Shackles. When a target inflicted with Cursed Shackles is defeated, create this card.
Show Effects
0
Tsukiyomi I
Skill
3Will-O’-Wisp for each Hit of the next Attack Card of this unit used.
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0
Tsukiyomi II
Skill
Add 1 Hit(s) to the next Attack Card of this unit used, 1Will-O’-Wisp for each Hit.
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0
Tsukiyomi III
Skill
Add 2 Hit(s) to the next Shadow of the Moon, Shadow of the Moon+ used.
0
Tsukiyomi IV
Skill
3Will-O’-Wisp for each Attack Card of this unit in hand.
Show Effects
1
Tsukiyomi V
Upgrade
[Unique][Lead]
When an Attack Card of this unit is used, 2Will-O’-Wisp.
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1
Bound At Dusk I
Upgrade
[Initiation][Unique]
At the start of the turn, gain Inhibit. Decrease Cost by 1 until 2 random card(s) are used.
Show Effects
1
Bound At Dusk II
Upgrade
[Initiation][Unique]
At the start of the turn, gain Inhibit. When Shadow of the Moon+ is used, decrease Cost of the next 1 card(s) by 1.
Show Effects
1
Bound At Dusk III
Upgrade
[Initiation][Unique]
At the start of the turn, gain Inhibit. Activate 2 random card(s) of other Combatants.
Show Effects
1
Bound At Dusk IV
Upgrade
[Initiation][Unique]
At the start of the turn, gain Inhibit. Activate 2 random Lead card(s).
Show Effects
1
Bound At Dusk V
Upgrade
[Initiation][Unique]
At the start of the turn, gain Inhibit. Decrease Cost of the card with the highest Cost by 2.
Show Effects
1
Oni Hunt I
Attack
[Haste]
50% Damage × 4. +40% Damage Amount to the next Bind card used.
Show Effects
1
Oni Hunt II
Attack
[Haste]
180% Damage. +60% Damage Amount to the next Bind card used.
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1
Oni Hunt III
Attack
[Haste]
60% Damage × 3. If there are no other Attack Cards in hand, add 2 Hit(s).
Show Effects
1
Oni Hunt IV
Skill
[Haste]
Create 2 Moonslash. Apply Exhaust to those cards, decrease Cost by 1 until used.
Show Effects
1
Oni Hunt V
Upgrade
[Unique]
+40% Damage Amount to Shadow of the Moon+. At the start of the turn, 3Will-O’-Wisp.
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
Change Moonslash’s card effect to 60% Damage x 2.
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 Chizuru's Moonslash. If Chizuru's Attack is greater than 500, add an additional +5% to the modifier
6
Critical Damage Proficiency
Potential 6
+2.4/12% Critical Damage.
7
Unique Stat Upgrade
Potential 7
If Chizuru's Attack is greater than 600, +5% Damage Amount to Bind cards. For every 40 Attack above 600, add an additional +1% to the modifer (additional +10% max).
Manifest Ego (dupes)
E1
Sleeping Memory
Manifest Ego 1
+20% Damage Amount to Shadow of the Moon+, +3% to Recover Amount of Max HP.
E2
Awakening Memory
Manifest Ego 2
When Shadow of the Moon+ is used, create 1 Shadow of the Moon card.
E3
Vivid Memory
Manifest Ego 3
+150% Damage Amount to Moonlight of High Tide.
E4
Inner Memory
Manifest Ego 4
When Shadow of the Moon is created, gain 1Lunarshard. Lunarshard: +10% Damage Amount to Chizuru's Attack Cards (max 3 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
When Lunarshard stacks to 3, increases Hit Count of Shadow of the Moon+ by 1.
Stats (level 60)
HP
-
DEF
-
ATK
-
Gallery
Chizurufull image isn't available yet. It will be added soon
Review
Introduction
Performance Profile
ST Damage[3/5]
AoE Damage [1/5]
AP Efficiency [4/5]
Utility[3/5]
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 Chizuru’s 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, but dual DPS teams are more reliable in Chaos, while main DPS offer more options in ‘save’ content; with that said, both are viable in both modes.
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.
Pros & Cons
Pros
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.
Cons
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 Inihibit mechanic and Wisp generation requirements,
No extreme scaling attacks, skills, or upgrades, limiting her top-end save data potential compared to other characters.
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
Season Save Data
T1
Chaos Mode
Key Mechanics
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. After Chizuru can gain Will-O’-Wisp 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.
Exceeding 5 Will-O’-Wisp in a single action doesn’t waste them; they instead overflow, counting toward the next activation instead.
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, 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.
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 gain additional AP outside the turn start, except for when Ravaging enemies.
Cards & Ego Skill
5
Moonlight of High Tide
Ego Skill
250% Damage. +50% Damage Amount for each Shadow of the Moon created (max 10)
Moonlight of High Tide
Chizuru’s Ego Skill costs 5EP and deals 250% damage +50% (additive) damage per Shadow of the Moon she creates (or upgrades) up to 10 stacks, maxing out at 750% damage. This Ego skill is most effectively used partway through a fight when fully stacked after Chizuru has had enough time to cycle through Will-o'-Wisps and her Shadow of the Moon cards with the help of her team.
1
Moonslash
Attack
Deal 100% damage
Moonslash
At base, Chizuru’s standard basic attack operates exactly like every other character, but after Potentials, it’s transformed into a 2-hit attack instead, which is relevant for generating Will-O’-Wisp when hitting cursed Shackles and for damage scaling. Post Potentials, this card isn’t bad, but it’s a strictly worse version of another of Chizuru’s cards, Oni Hunt, meaning it’s still a candidate for removal.
1
Spiritflame’s Ward
Skill
100%Shield
Show Effects
Spiritflame’s Ward
Chizuru’s basic shield is completely standard and doesn't have any extra synergy with her kit. Removed first in almost every Chizuru deck.
The backbone of Chizuru’s Will-O’-Wisp generation in most builds and her only way to apply the Cursed Shackles debuff to enemies. Has initiation ensuring Chizuru always has access to her core mechanic and gains an additional effect when used against enemies that already have Cursed Shackles on them, which, at base, is an additional hit. Not Chizuru’s flashiest card, but a necessary one in almost every build for her to function properly.
0
Tsukiyomi
Skill
2Will-O'-Wisp for each Hit of the next Attack Card of this unit used.
Show Effects
Tsukiyomi
Chizuru’s other way to access Will-O’-Wisp. Costs 0AP and causes the next attack card to be used to generate 2 Will-O’-Wisp per hit, e.g., a 3-hit attack generates 6. This card is a solid wisp generator supplement to Karmic Flames baseline, but gains significant power and alternative effects via epiphanies, some of which have the ability to increase Chizuru’s attack card hit count, boosting damage considerably. Whether it’s resource generation or damage amplification, this card is one of Chizuru’s stronger ones.
1
Bound At Dusk
Upgrade
[Initiation][Unique]
At the start of the turn, gain Inhibit. Decrease Cost by 1 until 1 random card of another Combatant is used
Show Effects
Bound At Dusk
Chizuru’s main upgrade card - source of AP efficiency and the only way for her to gain the Inhibit buff. This 1 AP upgrade with Initiation (so you have it on turn 1) grants Inhibit the turn it’s played, and every turn after that decreases the cost of 1 random card in your initially drawn hand by 1. Summed up, this card boosts Chizuru’s Shadow of the Moon damage considerably, grants her team a pseudo extra AP per turn, all in exchange for giving up the ability to gain AP from other sources other than break/ravage. In Chaos, this trade is usually very well worth it; in save game modes, the restriction is definitely felt a lot more, something that can be helped through this card's strong epiphanies, but may still rule out certain strategies, gameplay styles, and teammates.
1
Oni Hunt
Attack
[Haste]
60% Damage x3. +30% Damage Amount to the next Bind Card.
Show Effects
Oni Hunt
Oni Hunt is Chizuru’s highest hit count card without Bind, making it her best tool for leveraging Cursed Shackles to generate Will-O’-Wisp stacks, something she otherwise has to rely on her teammates or Tsukiyomi for. Outside of this, thanks to its high hit count, Oni Hunt can actually deal some solid damage after Chizuru’s buffed up from equipment and teammates. In addition to that, it also has a buffing effect of its own, increasing the damage of the next bind card used by +30% baseline, with options to boost it higher with epiphanies. All of this combines to make this card one of Chizuru’s best.
1
Shadow of the Moon
Attack
[Bind 1][Retain]
50% Damage. +20% Damage Amount for each Bind stack.
Show Effects
Shadow of the Moon
The card that the entirety of Chizuru’s kit revolves around. Shadow of the Moon (base version) is a single hit (2 with Inhibit) 50% damage attack costing 1 AP with Retain. While in hand every time Chizuru either draws another Shadow of the Moon or generates one via Will-O’-Wisps, the two cards will merge, adding their “Bind” levels together. Shadow of the Moon gains +20% (additive) damage per Bind level, and at Bind level 3 will transform into Shadow of the Moon+.
1
Shadow of the Moon+
Attack
[Unique][Bind 3][Retain]
70% Damage x 2. Recover 5% of Max HP. +20% Damage Amount for each Bind stack.
Show Effects
Shadow of the Moon+
At 3 Bind, Shadow of the Moon becomes significantly enhanced, now dealing 70% of ATK, hitting 2 times (3 with Inhibit), recovering 5% of the team's HP on use, and gaining 20% (additive) damage per bind. Most Chizuru decks and strategies aim to raise Shadow of the Moon to the + version before using it, something which isn’t too hard thanks to both versions having retain. Doing this makes the damage far more AP efficient and allows Chizuru to stack up buffs on the card from Oni Hunt and Tsukuyomi, both of which are more potent when it has a higher hit count and base damage.
Potentials
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 game modes, though 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.
Playstyle & Gameplay
Playstyles
Chizuru can be played either alongside another damage dealer with high hit count and low AP costs, like Tressa or Luke, in order to fuel her Will-O-Wisp generation or alongside two supports relying on her own kit to generate enough to reach the Shadow of the Moon+ cards she needs.
Each style has its pros and cons, with dual DPS offering great access to Will-O-Wisp generation, while double support offers better deck manipulation, card draw, and buffing. Which is best for you will depend on the units and decks you have at your disposal and the content you’re intending to face.
How to Play
Chizuru’s gameplay is fairly simple despite having quite a layered and complicated kit on the surface. Use Karmic Flames on the enemy you’re likely to be targeting most throughout the fight, generate Will-O’-Wisp stacks by using Chizuru’s or allies' attack cards in order to generate or upgrade Shadow of the Moon to the + version. While doing this, establish as many buffs on Chizuru as possible through teammates or her own cards. After, either use the 3 bind stack Shadow of the Moon + immediately or hold it in hand using Retain while you accumulate more buffs on it (can waste Will-O-Wisp stacks).
In addition to this, you should also establish Bound At Dusk to improve AP efficiency, unless playing Chizuru in high-end save game mode decks where AP generation is plentiful. Finally, use Chizuru’s Ego Skill as a finisher when buffs are maximized, and you’ve generated sufficient Shadow of the Moon cards to max out its bonuses.
Dupes Review
E1 [★★]. Improves the base damage of Shadow of the Moon+ by 20% and healing by 3%. A base damage increase to Chizuru’s highest damaging card is a welcome boost; it’s not overwhelmingly powerful due to how high she stacks other additive card multipliers, but it’s still solid (although not a breakpoint to aim at).
E2 [★★★]. Chizuru’s E2 is a transformative Ego unlock which causes her to immediately generate a Shadow of the Moon (bind 1) after using Shadow of the Moon+. The result of this is that every time you consume Shadow of the Moon+, you essentially immediately gain 5 Will-o-Wisp, meaning if you play Shadow of the Moon+ as soon as it reaches Bind 3, you’ll only ever need to source 10 Will-O-Wisp from Chizuru’s kit and team now instead of 15. This Manifest Ego is less about potential damage gains and more about ease of use and ensuring you always have quick access to the + version of Chizuru’s main payoff card.
E3 [★]. A 150% base damage boost to Chizuru’s Ego skill Moonlight of High Tide. Not a terrible boost to damage, but in longer fights that last multiple turns, where many fully buffed Shadow of the Moon+ can be used, it doesn’t move the needle much, as her Ego skill only becomes a small slice of her overall damage.
E4 [★★★]. Grants a buff that offers a 10% (additive) damage bonus to Chizuru’s attack cards every time she creates or upgrades Shadow of the Moon, stackable up to 3 times with no duration. This buff is fairly easy to stack and is a notable damage increase to Chizuru’s overall output, thanks to her high hit count and low base multiplier kit, which favors any additive damage she can get her hands on.
E5 [★]. Boosts the base damage increase of Chizuru’s potentials from 20% to 26%. A small damage increase, but nothing major.
E6 [★★★]. After hitting 3 stacks of the E4 buff, gain a new effect which increases the hit count of Shadow of the Moon+ by 1, improving it from the usual baseline of 2 (3 with Inhibit) to 3 (4 with Inhibit). Just like E4, this is a strong damage boost for Chizuru, offering equal or slightly better damage amplification than it, depending on the deck you’re using for her.
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.
Chizurubest epiphanies aren't available yet. They will be added soon.
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
1
[2-PC]:+12% Attack.
[2-PC]:+25% Critical Damage.
Flex
A set-up of 2/2/2 running Executioner’s and Black Wing alongside another 2P of your choice is usually the most flexible and consistent choice for Chizuru, offering solid damage and the option between some defense (Healers/Tetra’s), extra conditional damage when enemies are afflicted with agony (
Cursed Corpse [2-PC]
), or extra starting power in Chaos runs (
Seth's Scarab [2-PC]
).
With that said, when played around correctly, 2/2/2 usually loses out to Chizuru’s 4/2 options even though they’re less consistent.
2
[4-PC]:+35% Critical Damage of 1-cost cards.
Flex
4P Conqueror’s with either 2P
Cursed Corpse [2-PC]
for maximum damage or 2P
Black Wing [2-PC]
to help her reach her Potential breakpoints is technically Chizuru’s highest damage set option, thanks to its huge Crit DMG, which affects most of her cards.
However, due to the discount offered from Bound At Dusk, it’s very often that Chizuru will find her attack cards discounted and, as a result, disqualified from this set's bonus; however, if you’re not running the discount or can play around it, this set can surge into the lead. Keep in mind, Divine Epiphanies reducing cost will also interfere with this set.
Other 4-PC Sets
Orb of Inhibition [4-PC]
- A memory fragment set designed with Chizuru in mind, which grants +10% (additive) void card damage after hitting 2 times with an attack card, stacking up to 2 times and lasting one turn for a max of +20%. Chizuru can easily stack this set with a fully decked out save deck, but the bonus the set provides is less than 4P Conqueror. However, it’s far less conditional.
If you don’t want to deal with the inconsistencies of Conqueror’s and want to maximize damage and aren't interested in the flexibility of 2/2/2 this is another option for Chizuru’s set bonus choice.
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 > ATK% = CRIT DMG
Desire
Void 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.
1
Damage 5/5
Utility 1/5
Passive - Tranquil Marker
The assigned combatant’s Attack is increased by 8/16%.
Every time the assigned Combatant’s cards stack, increases Damage Amount of Attack Cards by 5/10%. Can stack up to 3 times.
Every time 1 Attack Card used by the assigned Combatant deals 3 Hits, inflicts 30/60% Fixed Damage to the target.
Skill - Moonlit Leisure - 4 EP cost
200% Damage to all enemies. Fierce Winds1.
Fierce Winds: +50% Damage Amount to Attack Cards of the assigned Combatant for 1 turn.
Itsuku, Chizuru’s signature partner, offers 8% Combat Attack, a stackable 5% (multiplicative) attack card damage boost every time she increases the stack size of her bind cards, capping out at 3 times (15%) with no duration (permanant). Itsuku also deals 30% Fixed damage to the target once every time Chizuru uses an attack card that hits 3 or more times.
As strong as all these passives sound, even fully stacked, they are actually close in performance to the 16% combat attack Zatera grants after considering all the buffs Chizuru will gain from equipment and her team in endgame decks.
Where Itsuku does have an edge, though, is early on in Chaos when fewer card damage buffs are present and when comparing her Ego Skill. Itsuku’s Ego skill deals a large amount of AoE damage on use (something Chizuru doesn’t have access to otherwise) and also grants +50% (additive) attack card damage to all of Chizuru’s attacks for the turn, not a game changer, but a nice bonus over Zatera.
Overall, Itsuku isn’t a must-have upgrade for Chizuru, only offering a small improvement in damage in most scenarios, but if you’re aiming to max out her potential, she can be a consideration for investment.
2
Damage 4.5/5
Utility 1.5/5
Passive - Fortune Telling
The assigned combatant's Attack is increased by 8/16%.
When Injured, at the end of battle, recover 4/8% Health.
Skill - Flower of Memory - 2 EP cost
Gain 200% Shield.
The full F2P choice for Chizuru is a surprisingly competitive one, assuming Chizuru has equipment and buffs from her kit and teammates active.
This is all thanks to Zatera’s 16% combat attack buff, which is 8% higher than Itsuku’s, and with the aforementioned bonuses present, can compete nicely against Chizuru’s more premium option, albeit while still falling slightly behind.
If you don’t have a lot of pulls to spare, Zatera is perfectly serviceable for Chizuru and only falls meaningfully behind in most cases when comparing their ego skills.
Equipment
The equipment recommendations are based on items obtainable in Season 1’s Chaos - Laboratory 0. If you’re running content outside of Season 1, it’s possible some options may not be available for acquisition, or that other options not obtainable in Lab 0 may be better.
Weapon
Intellect of Discord
Mutant Predator Spike
Obsidian Sword
Bone Cutter
Armor
Wings of Freedom
Fragment of the Empty Void
Rocket-Adorned Cape
Trinket
Emblem of an Exceptional Entity
Amorphous Cube
Superconductive Protein
Comments - Weapons
Intellect of Discord
- Offers a huge 18% combat attack, a very rare stat only found really on partners and equipment. Hard to acquire but Chizuru’s best choice when it comes to weapons, it’s unconditional and beats out everything else in raw damage gains for endgame Chizuru decks.
Mutant Predator Spike
- Grants +30% (multiplicative) damage to all of Chizuru’s abilities while holding four or more cards in hand. Multiplicative scaling isn’t Chizuru’s preferred card damage increase, but from Lab-0, her options are fairly limited for weapons, meaning this is her next best choice, assuming you can maintain four cards in hand when using your most impactful cards; if you can’t, it becomes considerably worse.
Obsidian Sword
- Adds +12% (multiplicative) damage to all of Chizuru’s damaging abilities. Not as good as either of the options above, but better than nothing if you can’t get either of them.
Bone Cutter
- When Chizuru’s target is debuffed with weakness +30% (additive) damage to all of Chizuru’s damaging abilities, additive card damage is incredibly strong on Chizuru, but the fact that enemies must have Weakness makes this weapon heavily conditional. Very good if you can consistently keep the enemy debuffed, useless without that.
Comments - Armor
Wings of Freedom
- Best damage Armor option for Chizuru in Season 1 in Lab-0. Every time the team is hit, it grants Chizuru a stacking +10% (multiplicative) damage boost for the rest of the fight, up to 3 stacks (30%). Not her preferred card damage type, but there are very limited damaging armor options.
Fragment of the Empty Void
- If you don’t want more damage, Fragment of the Empty Void is an alternative choice, allowing up to 3 cards in your opening hand to be redrawn.
Rocket-Adorned Cape
- If neither of the options above is available, Rocket-Adorned Cape is also a solid choice, giving you an extra draw at the start of combat and also 1 damage reduction stack. Depending on your needs, the extra draw can sometimes outperform the re-draw from Fragment.
Comments - Trinkets
Emblem of an Exceptional Entity
- A +30% (additive) bonus for all of Chizuru’s abilities, making it her best damage option thanks to how well she scales from additive card damage.
Amorphous Cube
- Slightly worse than Emblem, but far easier to get boosting damage by +25% (additive) instead of 30%.
Superconductive Protein
- If damage options don’t appeal to you or you, for some reason, aren’t offered one that works for you, Superconductive Protein can be used to gain additional momentum for the wearer and their team on turn 1 by discounting one card in your opening hand to 0.
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!
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Build Comments
There are currently three viable build paths for Chizuru, each with its own merits. You can choose one or blend a mixture of them as well.
Oni Hunt Spam: This build is a well-rounded choice for Chizuru, possessing effective Will-O-Wisp generation, strong supplementary damage cards (Oni Hunt I), and reasonable self-buffing capabilities. All of this combined makes for good damage output each turn and the flexibility to not always have to rely on teammates for wisp generation completely.
Max Hit Tsukiyomi: A build capable of setting up huge burst, but at the cost of having lower personal Will-O-Wisp generation than her other builds, increasing Chizuru’s reliance on her teammates. This deck can choose to either hold Shadow of the Moon+ and continually stack its hit count absurdly high to one-shot bosses or dump them periodically to ensure she's not wasting Wisp stacks. Both have their merit, although the latter is more damage efficient turn for turn. One weakness this build has is that some bosses possess harsh damage reductions on multi-hit attacks in endgame, capping the potential of one of the playstyles of this build.
Moonstrike Spam: A build with many of the same strengths and flexibility as the Oni Hunt Spam build, but which reduces Chizuru’s reliance on Shadow of the Moon+ thanks to its ability to generate a ton of 0-cost Moonslash cards. Can take advantage of some different buffs and therefore teams/equipments compared to the Oni Hunt Spam deck.
Card Removal Priority
Spiritflame’s Ward
- First priority to be removed in all endgame Chizuru decks.
Moonslash
- A solid card for Chizuru after epiphanies, making it acceptable to leave in but still weak enough compared to her unique cards to remove it if you’re able. Compared to even the base Oni Hunt, Moonslash has 1 less hit and has no buffing effect, all for the same cost.
Bound At Dusk
- One of Chizuru’s best cards in Chaos and a solid card in most save data game modes, but one that, in some teams and strategies, can hinder more than help due to the downside of the inhibit buff blocking AP generation. If you are planning an AP-heavy Chizuru strategy featuring AP gen, you’ll need to remove this card. Keep in mind that doing so will sacrifice a hit count on Shadow of the Moon, so only remove it if you absolutely have to (usually not recommended).
Card Dupe Priority
Dupe Priority
Oni Hunt
=
Tsukiyomi
Chizuru has two strong dupe options, both of which can be used effectively in all three of the builds above, making build decks for her a little easier than other characters. Each of the three strategies has a card they want to dupe a little more, but they’re all still effective to include.
Oni Hunt
- In all builds, Oni Hunt is always a strong dupe option. Its main Epiphanies all have high hit count for Wisp generation, and it usually buffs Shadow of the Moon as well; it’s almost never bad to have more copies of.
Tsukiyomi
- Tsukiyomi isn’t as universally always useful as Oni Hunt, but under the right conditions, it is stronger at generating wisps and offers better buffing capabilities, all while costing 0 AP compared to Oni Hunt’s 1. Oni Hunt does everything at once; Tsukiyomi does one job very well. Which is more valuable to you will depend on the deck you’re playing.
Epiphany Alternatives
Karmic Flames
-
Karmic Flames V
will ensure you always have Cursed Shackles on a target and will also thin your deck after use, usually making it the go-to choice. However, it’s not make-or-break if you don’t get this epiphany specifically.
Karmic Flames II
acts essentially as a 0-cost attack after you have shackles applied, usually making it the next best option.
Karmic Flames III
and
Karmic Flames I
are also fine, but it will cost some of Chizuru’s team's valuable AP each turn to use, making them less appealing but still functional.
Tsukiyomi
- The main choices for Tsukiyomi are either
Tsukiyomi I
for maximizing Wisp generation or
Tsukiyomi III
for maximizing damage; both are viable depending on what you need. Tsukiyomi II and IV are also both usable, but are usually worse at the jobs they are trying to achieve than the former options.
Oni Hunt
-
Oni Hunt I
and
Oni Hunt IV
, and general epiphanies targeting buff/debuffs that increase damage are all viable choices for this card, depending on the build and what you’re looking for. In most cases, a strong Generic Epiphany for Oni Hunt is best, but if you don’t get that, Oni Hunt I is the next best all-around choice, boasting high hit count and buffing. Oni Hunt IV is mostly for the Moonstrike spam build, but is flexible enough to be used elsewhere as well.
Neutral Cards
Important!
There are a lot of power neutrals Chizuru can use, and which are worth the save data points to include in her decks, but here are the one/s that are most notable.
Depending on your team, the content you’re facing, and your playstyle, Neutrals aren’t always “best in slot”; as such, we haven’t included them in the sample decks. Modify and update the decks as you see fit based on whether you want to include neutrals or not. They may not always be worth the save data points!
Forbidden: Ecstasy of Violence
- Chizuru has no card draw of her own but if paired with team mates that do Ecstasy of Violence becomes an incredibly potent Forbidden card choice for her. This card has incredibly high damage, costs 0, which works well around Bound at Dusk, and hits 4 times, which generates a large amount of Will-O-Wisps.
Forbidden: Portrait of Fury
- Grants Chizuru a card draw, which she lacks, as well as another multi-hit attack that synergizes well with her kit for Wisp generation. Usually a 1-cost, 2-hit, draw 2, at worst, but can become a 3-hit draw 3 in best-case scenarios, making it a potent inclusion for most Chizuru decks if you’re not able or planning to use Ecstasy of Violence.
Best Synergies
Luke
Has many high hit count attacks directly and through generated cards with no strings attached as long as you have the AP to spare.
Chizuru’s most consistent and flexible Will-O-Wisp generating partner that doesn’t rely on a specific third teammate to function optimally.
Works without needing specific save data decks, making him a strong partner for Chizuru in Chaos runs.
Tressa
Has some of the highest Will-O-Wisp generation of any teammate for Chizuru in theory when using a Shadow Reload build, but this locks the third teammate down to one that has significant healing cards.
Won't consistently get strong Shadow Reload builds in chaos often. Can use direct shadow dagger generating builds instead in this mode, but loses out to Luke in Wisp generation when doing this.
Hugo
Has many multi-hit attack cards with no downside; the hit count isn’t comparable to Luke or Tressa, but it’s still solid.
Has ample card draw, allowing the team to cycle into Chizuru’s strongest cards and 0-cost cards like Tsukiyomi each turn. This utility isn’t something either Luke or Tressa usually has access to.
Can deal the majority of his damage without altering his deck strategy for Chizuru or while needing to spend much AP thanks to Hunt Commence. However, do note that Hunt Commence extra attacks do not generate Wisp stacks.
Cassius
Can leverage either the Full House quest for additional card draw to help Chizuru get to her strongest cards each turn, or Triple 0 when playing Chizuru with Luke or Tressa to convert Cassius into a sub DPS himself while also granting him the ability to generate Wisps more effectively for Chizuru.
Always active card cycling options regardless of the Quest chosen, thanks to Devil Dice and Shuffle.
Direct card searching through Joker, getting you exactly the Chizuru card you want on demand.
Temporary stackable Morale buff every time a quest is completed, boosting Chizuru’s damage significantly for the turn.
Rei
Solid temporary draw power through Snack Time, helping Chizuru cycle her deck initially to establish her upgrade, or can be held to work through suboptimal hands.
Incredible buffing cards that have a transformative effect on the amount of damage Chizuru can deliver in a single turn when aligned correctly.
Thanks to how many upgrades Rei’s deck has, she’s also great at thinning out the deck, making Chizuru’s combo more consistent in longer fights.
Veronica
Offers absurd card draw and cycling at 0 AP cost, not interfering with the limited AP supply Chizuru has to work with in most decks.
Deals solid damage to herself consistently every turn for free
Most of her deck is either upgrade cards or card draw, meaning your hand each turn should just be your other two combatant cards.
Best Teams
Important!
If you’re losing runs when playing a damage-focused composition either to sanity or dying, consider using a team with more defensive characters - so including both a shielder and healer. This is especially important in the Zero System mode.
A set-up of 2/2/2 running Executioner’s and Black Wing alongside another 2P of your choice is usually the most flexible and consistent choice for Chizuru, offering solid damage and the option between some defense (Healers/Tetra’s), extra conditional damage when enemies are afflicted with agony (
Cursed Corpse [2-PC]
Seth's Scarab [2-PC]
With that said, when played around correctly, 2/2/2 usually loses out to Chizuru’s 4/2 options even though they’re less consistent.