To learn more about Hugo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Last review update
Season 1
Last build update
Season 1
Last profile update*
26.11.2025
*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 Hugo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Gear
Deck & Teams
Profile
Throw Dagger
Defense System
Show Effects
Hunting Instincts
[Initiation]
Show Effects
Fan of Daggers
[Haste]
Show Effects
Quick Fix
[Haste]
Show Effects
Dingo Howling
Show Effects
Fixer's Approach
[Unique]
Show Effects
Last Resort
Ego Skill
Show Effects
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.
Hunting Instincts I
[Initiation]
Show Effects
Hunting Instincts II
Show Effects
Hunting Instincts III
Show Effects
Hunting Instincts IV
Show Effects
Hunting Instincts V
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Fan of Daggers I
[Haste]
Show Effects
Fan of Daggers II
[Haste]
Show Effects
Fan of Daggers III
[Haste]
Show Effects
Fan of Daggers IV
[Haste]
Show Effects
Fan of Daggers V
[Unique]
Show Effects
Quick Fix I
[Haste]
Show Effects
Quick Fix II
[Haste]
Show Effects
Quick Fix III
[Haste]
Show Effects
Quick Fix IV
[Haste]
Show Effects
Quick Fix V
[Haste]
Show Effects
Dingo Howling I
Show Effects
Dingo Howling II
Show Effects
Dingo Howling III
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Dingo Howling IV
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Dingo Howling V
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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 Damage Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Critical Chance 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
Review
ST Damage [5/5]
AoE Damage [2/5]
AP Efficiency [4/5]
Utility [3/5]
Hugo is an Additional Attack Specialist capable of triggering follow-up attacks after every targeted Attack card from himself or allies. This is possible thanks to his Hunt Commence Passive, which is gained via most of his Cards and stacks up to 5 times, with damage increasing as stacks rise. When any targeted Attack card is used, Hunt Commence loses one stack and Hugo immediately launches an Additional Attack. When playing Hugo, expect strong and frequent damage over the whole fight’s duration, making every Attack card a high-power nuke on enemies.
Absurd sustained single target damage throughout the entire fight.
Strong built-in scaling thanks to Hunt Commence's stacking damage multiplier.
Incredible card draw options for a DPS.
Upgrade-based playstyle - can operate without needing to draw specific combo pieces after being initially established.
Limited AoE, only accessible via Ego Skill.
Must be paired with allies that attack frequently to maximize Hunt Commence triggers.
Hunt Commence does not trigger unless an ability 'targets'.
The ratings below are based on the Basin of Hyperspace Dimensional Twilight game mode 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.
Dimensional Twilight
Chaos Mode
Last Resort
Ego Skill
Show Effects
Costs 6 EP, deals a large amount of AoE damage, and applies a permanent 30% damage boost to all Hunt Commence damage on use. It should be used as early as possible to activate the buff to maximize Hugo’s damage output.
Throw Dagger
Hugo’s basic attack starts standard, but can be upgraded via Potentials to have a 50% chance to grant a stack of Hunt Commence, boosting its value in the early game. Despite this, it is still a target for removal in endgame Hugo builds, but is still serviceable in Zero System.
Defense System
Show Effects
Hugo’s basic shield is completely standard and doesn't have any extra synergy with his kit, a high-priority target for removal.
Hunting Instincts
[Initiation]
Show Effects
A 1 AP Upgrade with Initiation, meaning it will start in your hand. This is the main way Hugo maintains high Hunt Commence stacks. After activation, whenever another Combatant’s skill or upgrade is used, Hugo gains 1 Hunt Commence. This card is the backbone of all of Hugo’s best builds, with many aiming for multiple copies to make maintaining high Hunt Commence effortless.
Fan of Daggers
[Haste]
Show Effects
Fan of daggers is a 3-hit random targeting ability that grants Hunt Commence stacks equal to the number of enemies hit. A good way to accumulate stacks early on in Zero System runs, but not a core part of Hugo’s best endgame builds.
Quick Fix
[Haste]
Show Effects
A single targeted attack that hits twice, and if Hunt Commence is active, draws an Attack Card from the deck. Hugo’s best personal Hunt Commence trigger card, which replaces itself on use, making it a staple include and high upgrade priority in most Hugo decks.
Dingo Howling
Show Effects
An enhanced shielding Card that shields but also grants 2 Hunt Commence on use. Not a must-have at baseline, but it gains some incredibly powerful epiphany options, making it a strong inclusion in Hugo’s best strategies.
Fixer's Approach
[Unique]
Show Effects
Another Upgrade card for Hugo, this time with the Unique Tag. While active, it increases the damage of Hunt Commence Extra Attacks multiplicatively by +40%. An excellent damage increase to a major part of Hugo’s total damage output. Note: Here is how it works with max Hunt Commence Stacks and no other multipliers. (50% + 150%) x 1.4 = 280%.
Hugo’s Signature Potentials offer significant damage boosts as well as some additional functionality, making them a high priority to unlock.
Hugo’s damage potential lives and dies by how effectively he can establish and maintain high Hunt Commence stack sizes while also having teammates that can trigger them frequently enough. Just stack generation or just high attack frequency isn’t enough to draw out Hugo’s potential; decks built around him need to have both to be effective. Outside of balancing this dynamic, Hugo’s gameplay is simple. Generate and maintain stacks, establish his upgrades, and use as many single-targeting attacks as possible.
Dupes review aren't available yet. We will add them soon!
Best Cards
Note
For every Epiphany, we're colored their name based on how useful we think it is compared to the other variants. Here's the key to the colors:
- Epiphany Name - the best variant,
- Epiphany Name - a good variant,
- Epiphany Name - a niche variant.
Hugo best epiphanies aren't available yet. They will be added soon.
Gear
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.
[2-PC]: Increases damage dealt to target inflicted with Agony by 10%
[4-PC]: When Attack Cards are used, increase Damage Amount of Order Cards by 10% for 1 turn (Max 2 times).
[2-PC]: +25% Critical Damage.
If you’re not running Tressa or don’t have a good 2/2/2 set, 2P Executioner's plus 4P Bullet of Order can be run instead. However, it requires Hugo to use multiple of his own attacks each turn to be useful - something that in endgame Hugo decks isn’t always guaranteed. Hugo often relies more on his Extra Attacks, which trigger off of other characters rather than his own attacks, making high uptime challenging.
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.
Extra DMG% > Crit Rate% = Crit DMG% > ATK > ATK%
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.
Order attribute's Extra Attack damage increase by 15/30%.
+25/50% Extra Attack damage from Targeting Attack Cards.
Draw 1 card. Increase Damage Amount of Combatants’ Extra Attack by 30% for 1 turn
The assigned combatant's Extra Attack damage is increased by 10/20%.
When the assigned combatant uses an Upgrade or Skill card, 25/50% chance to gain 1 Morale for 1 turn.
Draw 1 Enhanced Card(s).
If there are no Enhance Cards in the Draw Pile, Draw 1 Card.
The assigned combatant's Attack is increased by 8/16%.
When an ally defeats an enemy, gain 1 [Backline Support].
[Backline Support]: +10/20% Damage of 1 attack card. Upon activation, Backline Support is reduced by 1 (up to 3 stacks).
Deal 200% Damage.
The assigned combatant's Extra Attack damage is increased by 10/20%.
When the assigned combatant uses an Upgrade or Skill card, 25/50% chance to gain 1 Morale for 1 turn.
Draw 1 Enhanced Card(s).
If there are no Enhance Cards in the Draw Pile, Draw 1 Card.
+20/40 Extra Attack damage of the assigned combatant.
When the assigned combatant Draws for the first time each turn using an ability, +10/20% Attack Card Damage for 1 turn.
Deal 250% Damage. Apply 1 Mark.
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.
Deck & Teams
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!
There are currently two build paths Hugo can go down: the more consistent but less explosive Initiation build, or the higher damage but more annoying to get going Coordinated Attack build.
Dupe Priority
Hunting Instincts > Quick Fix
Prioritize duplicating Hunting Instincts as the highest priority, chasing events whenever possible. Doing so will grant you far superior Hunt Commence stacks, ensuring you’re on five far more consistently. If you don’t get a chance at duping Hunting Instincts, Quick Fix, and its card draw is the next best option.
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.
The usual go-to team for Hugo abuses Tressa’s free dagger generation on heal to trigger Hunt Commence while also restacking it at the same time, as every heal is a skill. Use Mika for superior healing, more 0-cost healing, and huge AP generation. Use Nia for better deck accessibility, draw power, and the ability to use the Dimensional Cube to stack damage.
Any support or shielder can be used in the Flex spot in Hugo/Luke teams. Use your shielder of choice to maximize survivability or target card draw, AP generation or damage amplification via a support. Just ensure you maintain a reasonable skill activation count to keep Hugo’s Hunt Commence rolling.
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When playing within teams, able to maintain Agony on enemies 2/2/2 is Hugo’s best gear setup. Tressa, one of his best teammates, applies Agony on almost every attack, making this requirement easy to satisfy unless you’re not running her. With this in mind, 2/2/2 is the default choice, combining Executioner’s, Black Wing, and Cursed Corpse for the best result.