To learn more about Chizuru check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Last review update
Season 2
Last build update
Season 2
Last profile update*
15.03.2026
*Profile update means updates done to reviews/builds/gear within a season - showing the last date we changed anything on this page.
To learn more about Chizuru 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
Moonslash
Spiritflame’s Ward
Show Effects
Karmic Flames
[Initiation]
Show Effects
Tsukuyomi
Show Effects
Bound At Dusk
[Initiation][Unique]
Show Effects
Oni Hunt
[Haste]
Show Effects
Shadow of the Moon
[Bind 1][Retain]
Show Effects
Shadow of the Moon+
[Unique][Bind 3][Retain]
Show Effects
Moonslash (Gen)
Moonlight of High Tide
Ego Skill
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.
Karmic Flames I
[Initiation]
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Karmic Flames II
[Initiation]
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Karmic Flames III
[Initiation]
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Karmic Flames IV
[Initiation]
Show Effects
Karmic Flames V
[Initiation][Exhaust]
Show Effects
Tsukuyomi I
Show Effects
Tsukuyomi II
Show Effects
Tsukuyomi III
Tsukuyomi IV
Show Effects
Tsukuyomi V
[Unique][Lead]
Show Effects
Bound At Dusk I
[Initiation][Unique]
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Bound At Dusk II
[Initiation][Unique]
Show Effects
Bound At Dusk III
[Initiation][Unique]
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Bound At Dusk IV
[Initiation][Unique]
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Bound At Dusk V
[Initiation][Unique]
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Oni Hunt I
[Haste]
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Oni Hunt II
[Haste]
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Oni Hunt III
[Haste]
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Oni Hunt IV
[Haste]
Show Effects
Oni Hunt V
[Unique]
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Epiphany Bonus
Potential 1
Basic Card Upgrade
Potential 2
Common Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Unique Card Upgrade
Potential 4
Critical Chance Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Divine Epiphany Adaptation
Potential 5-2
Critical Damage Proficiency
Potential 6
Unique Stat Upgrade
Potential 7
Sleeping Memory
Manifest Ego 1
Awakening Memory
Manifest Ego 2
Vivid Memory
Manifest Ego 3
Inner Memory
Manifest Ego 4
Complete Memory
Manifest Ego 5
Liberated Memory
Manifest Ego 6
Chizuru full image isn't available yet. It will be added soon
Review
ST Damage [2/5]
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 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.
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.
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.
Chaos Mode
Season Save Data
Great Rift
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.
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.
Base
Ego 1
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).
Ego 2
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.
Ego 3
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.
Ego 4
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.
Ego 5
Boosts the base damage increase of Chizuru’s Potentials from 20% to 26%. A small damage increase, but nothing major.
Ego 6
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.
Moonlight of High Tide
Ego Skill
Chizuru’s Ego Skill costs 5 EP and deals 350% damage +50% (additive) damage per Shadow of the Moon she creates (or upgrades) for 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.
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.
Note: Chizuru starts with 2 Moonslash in her starting deck.
Spiritflame’s Ward
Show Effects
Chizuru’s basic shield is completely standard and doesn't have any extra synergy with her kit. Removed first in almost every Chizuru deck.
Karmic Flames
[Initiation]
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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 her flashiest card, but a necessary one in almost every build for her to function properly.
Tsukuyomi
Show Effects
Chizuru’s other way to access Will-O’-Wisp. Costs 0 AP and causes the next Attack Card to be used to generate 3 Will-O’-Wisp per hit, e.g., a 3-hit attack generates 9. This card is a solid Wisp generator supplement to Karmic Flames baseline, but gains significant power and alternative effects via Epiphanies, some of which can 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.
Bound At Dusk
[Initiation][Unique]
Show Effects
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 on and every turn after that it decreases the cost of 2 random cards 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 2 extra AP per turn, all in exchange for giving up the ability to gain AP from other sources other than Break/Ravage or by herself. 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.
Oni Hunt
[Haste]
Show Effects
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 Tsukuyomi 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 +80% baseline, with options to boost it higher with Epiphanies. All of this combines to make this card one of Chizuru’s best.
Shadow of the Moon
[Bind 1][Retain]
Show Effects
The card that the entirety of Chizuru’s kit revolves around. Shadow of the Moon (base version) is a single hit (2 with Inhibit) 80% 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 +40% (additive) damage per Bind level and at Bind level 3 will transform into Shadow of the Moon+.
Shadow of the Moon+
[Unique][Bind 3][Retain]
Show Effects
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.
Best Epiphanies
Note
We have given a star rating for each Epiphany, showing how strong and useful it is - with 1★ being the lowest rating and 5★ the highest.
Karmic Flames I
[Initiation]
Show Effects
Karmic Flames II
[Initiation]
Show Effects
Karmic Flames III
[Initiation]
Show Effects
Karmic Flames IV
[Initiation]
Show Effects
Karmic Flames V
[Initiation][Exhaust]
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Draw 1 (Karmic IV), Cost Reduction.
Tsukuyomi I
Show Effects
Tsukuyomi II
Show Effects
Tsukuyomi III
Tsukuyomi IV
Show Effects
Tsukuyomi V
[Unique][Lead]
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Draw 1 (Tsukuyomi III), Morale/Resolve (Tsukuyomi V), 1 AP (Tsukuyomi III) – if you have enough Draw.
Bound At Dusk I
[Initiation][Unique]
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Bound At Dusk II
[Initiation][Unique]
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Bound At Dusk III
[Initiation][Unique]
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Bound At Dusk IV
[Initiation][Unique]
Show Effects
Bound At Dusk V
[Initiation][Unique]
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Morale/Resolve.
Oni Hunt I
[Haste]
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Oni Hunt II
[Haste]
Show Effects
Oni Hunt III
[Haste]
Show Effects
Oni Hunt IV
[Haste]
Show Effects
Oni Hunt V
[Unique]
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Draw 1, -1 Cost Reduction, Morale/Resolve (Oni Hunt V).
Gear
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.
[2-PC]: +25% Critical Damage.
[2-PC]: +12% Attack.
The safest of all set combination for Chizuru to use in Chaos and Save data based game modes but which can lose out to more specialised sets under the right circumstances. Check out Chizuru's other two gear options to know which scenarios they beat out 2/2/2 for. However for some builds like Moonslash which deal a significant portion of their damage via Basics 2/2/2 can even be best in slot.
For more damage use 2P Cursed Corpse (if you can keep Agony on targets at all times). Alternatively for stronger Chaos starts or if you're playing Moonslash try 2P Seth's Scarab, or if you want more survivability use 2P Healer's Journey. If none of that appeals, you can use any 2 strong sub/main stat pieces instead of a final 2P set bonus as well.
[4-PC]: +30% Damage Amount to Void cards that hit 2 or more times,
[2-PC]: +25% Critical Damage.
Loses out by a small amount to 2/2/2 and other specialist options in Save Data game modes where Chizuru is playing in teams which offer high amounts of card damage boosts like Morale. Can be compeitive and often the best choice in Chaos based game modes though where card damage is much less consistent and scarce.
[4-PC]: +35% Critical Damage of 1-cost cards.
[2-PC]: +25% Critical Damage.
A specialist set which can pull ahead of 2/2/2 and 4P Orb of Inhibition in Chizuru builds that deal the majority of their damage through 1 cost cards which is most commonly going to be Shadow of the Moon+
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.
CRIT Rate% = CRIT DMG% > ATK > ATK%
When playing builds that focus on Chizuru's Bind cards to deal the majority of the damage, try to ensure she has at least 601+ ATK in the character screen to activate the first stage of her Potential 7, but if possible, aiming for even higher ATK amounts is ideal to push Potential 7's bonus even further. For Chizuru's Moon Slash build, the ATK breakpoint is only 501 to activate Potential 5-1's boost to Moon Slash damage, which is quite easy to achieve.
Our best Partner recommendation try to balance both the raw damage boost they provide based on our calculations with the additional utility provided by the skill - combined with how it interacts with the characters's kit. We have rated each Partner based on how much additional damage and the utility they provide. Read the comments under each Partner to better understand our reasoning.
No calculations in Chaos Zero Nightmare are completely accurate for all scenarios, including the ones below. What team, decks, epiphanies, gear, equipment, and enemies you’re facing all impact them. Because of this, take the results as guidelines and combine them with the explanations to make your decisions. Calculations use endgame save data set-ups, including 5 turns of combat using the whole deck with all Ego skills unless otherwise stated.
Increase the assigned Combatant’s Attack by 16–24%.
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.
200% Damage to all enemies. Fierce Winds 1.
Fierce Winds: +50% Damage Amount to Attack Cards of the assigned Combatant for 1 turn.
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Increase the assigned Combatant’s Attack by 16–24%.
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.
200% Damage to all enemies. Fierce Winds 1.
Fierce Winds: +50% Damage Amount to Attack Cards of the assigned Combatant for 1 turn.
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Increase the assigned Combatant’s Attack, Health, and Damage Amount by 12–20%.
When the assigned combatant generates a card, +8/16% attack card damage for 1 turn.
Deal 180% Damage to all enemies. Apply 1 Vulnerable.
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Increase the assigned Combatant's Attack by 8/16%.
The combatant's attack card damage increases by 10/20%.
The first time the assigned Combatant either Exhausts a card or gains a Status Ailment card (includes cards that have been changed from Status Ailment cards), increases Damage Amount of Attack Cards by 12/24% for 1 turn.
For 1 turn, when a card is Exhausted, apply 1 Weaken to a random enemy.
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Increase the assigned Combatant’s Attack, Health, and Damage Amount by 12–20%.
When the assigned combatant generates a card, +8/16% attack card damage for 1 turn.
Deal 180% Damage to all enemies. Apply 1 Vulnerable.
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Increase the assigned Combatant's Attack by 8/16%.
The combatant's attack card damage increases by 10/20%.
The first time the assigned Combatant either Exhausts a card or gains a Status Ailment card (includes cards that have been changed from Status Ailment cards), increases Damage Amount of Attack Cards by 12/24% for 1 turn.
For 1 turn, when a card is Exhausted, apply 1 Weaken to a random enemy.
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The assigned combatant's Attack is increased by 8/16%.
When Injured, at the end of battle, recover 4/8% Health.
Gain 200% Shield.
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In the Zero System, it’s incredibly easy to access all items acquirable via the shop thanks to the five free refreshes you get each shop node - that's why the recommendations below are limited to them only. ATTENTION! Area-specific items can sometimes be more powerful than shop items, but are far less consistent to get or require running a specific world or giving up certain event options. Use the shop list as a starting point for building up your deck saves.
The equipment recommendations are based on items obtainable in Season 2’s Chaos - Burning Life. If you’re running content outside of Season 2, it’s possible some options may not be available for acquisition, or that other options not obtainable in Burning Life may be better.
Deck & Teams
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Base performance of the character.