Chaos Zero Nightmare (CZN)HugoBuild and Guide

Character

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Introduction

Best guide and build for Hugo from Chaos Zero Nightmare (CZN). Hugo is a 5 character from the Ranger class and Order attribute, who belongs to the Stella Familia [Azure Merchant Guild] faction.

To learn more about Hugo 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 0

Last build update

Season 0

Last profile update*

10.11.2025

*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

Epiphanies

Gear

Deck & Teams

Profile

Cards
Starting Cards:
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1

Throw Dagger

Attack
Attack

100% Damage.
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1

Defense System

Skill
Skill

100% Shield.​

Show Effects

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1

Hunting Instincts

Upgrade
Upgrade

[Initiation]

When another Combatant uses an Upgrade or Skill Card, gain 1 Commence the Hunt.​

Show Effects

Unique Cards:
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1

Fan of Daggers

Attack
Attack

[Haste]

60% x 3 Damage to random enemies.
Commence the Hunt for each target hit.

Show Effects

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1

Quick Fix

Attack
Attack

[Haste]

80% x 2 Damage.
If in Commence the Hunt, Draw 1 Attack Card.

Show Effects

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1

Dingo Howling

Skill
Skill

100% Shield.
2 Commence the Hunt.

Show Effects

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1

Fixer's Approach

Upgrade
Upgrade

[Unique]

+40 Extra Attack of Commence the Hunt Damage.

Show Effects

Ego Skill:
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6

Last Resort

Ego Skill

250% Damage to all enemies.
+30% Commence the Hunt Damage.

Show Effects

Epiphany Cards:

Epiphany cards are special evolutions for the cards you can obtain while playing the roguelike mode. Only some cards in the character's deck can get Epiphany effects. Since there's quite a lot of them, we don't display them by default - press the button below to show them. There are also Divine variants of Epiphany cards, but we're still working on gathering them.

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0

Hunting Instincts I

Upgrade
Upgrade

[Initiation]

When another Combatant uses an Upgrade or Skill Card, gain 1 Commence the Hunt.​

Show Effects

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1

Hunting Instincts II

Upgrade
Upgrade

When another combatant uses an Enhanced or Skill card, 1 Commence the Hunt.
50% chance of gaining an additional 1 Commence the Hunt.

Show Effects

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1

Hunting Instincts III

Upgrade
Upgrade

When another Combatant uses an Upgrade or Skill card, 1 Commence the Hunt.
When Commence the Hunt effect triggers, 50% Coordinated Attack on the target.​

Show Effects

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0

Hunting Instincts IV

Skill
Skill

Commence the Hunt equal to the number of Skill Cards in hand.​

Show Effects

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1

Hunting Instincts V

Upgrade
Upgrade

When using an Enhance or Skill Card, 1 Commence the Hunt.​

Show Effects

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1

Fan of Daggers I

Attack
Attack

[Haste]

90% x 3 Damage to random enemies.
Commence the Hunt for each target hit.

Show Effects

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1

Fan of Daggers II

Attack
Attack

[Haste]

90% x 3 Damage.
2 Commence the Hunt.​

Show Effects

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1

Fan of Daggers III

Attack
Attack

[Haste]

250% Damage.
When Damage is dealt, 100% chance of a random ally performing a Coordinated Attack on the target.

Show Effects

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1

Fan of Daggers IV

Attack
Attack

[Haste]

90% x 3 Damage to random enemies.
If under Commence the Hunt, +100% Damage.

Show Effects

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2

Fan of Daggers V

Upgrade
Upgrade

[Unique]

At the start of the turn, 60% x 2 Damage to random enemies.
Commence the Hunt equal to the number of targets hit.​

Show Effects

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1

Quick Fix I

Attack
Attack

[Haste]

120% x 2 Damage.
If in Commence the Hunt, Draw 1 Attack Card.

Show Effects

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1

Quick Fix II

Attack
Attack

[Haste]

80% x 2 Damage.
If in Commence the Hunt, +1 Hit(s)

Show Effects

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1

Quick Fix III

Attack
Attack

[Haste]

100% x 2 Damage.
If in Commence the Hunt, Draw 2.​

Show Effects

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1

Quick Fix IV

Attack
Attack

[Haste]

60% x 3 Damage.
If in Commence the Hunt, +1 all enemies' Action Count.

Show Effects

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1

Quick Fix V

Attack
Attack

[Haste]

120% Damage.
Commence the Hunt -5 Maximum +1 hit per stack.​

Show Effects

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1

Dingo Howling I

Skill
Skill

150% Shield.
3 Commence the Hunt.

Show Effects

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1

Dingo Howling II

Skill
Skill

150% Shield.
If under Commence the Hunt +50% Shield.
2 Commence the Hunt.​

Show Effects

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1

Dingo Howling III

Upgrade
Upgrade

Upon gaining Commence the Hunt, Draw 1 Attack card(s) (1 per turn).​

Show Effects

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1

Dingo Howling IV

Skill
Skill

2 Commence the Hunt.
Combo: Add another 2 Commence the Hunt.

Show Effects

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1

Dingo Howling V

Skill
Skill

2 Commence the Hunt.
Draw 2 attack card(s).​

Show Effects

Potential

The values are shown for level 1 for the nodes currently. Some of them can be leveled multiple times (up to 5/10) and we will add those values soon!

1

Epiphany Bonus

Potential 1

Upon entering Chaos, you obtain 1 random Rare card through Epiphany.
2

Upgrade Basic Cards

Potential 2

Basic Card damage, shield gain, and healing amount +2%.
3

Neutral Card Upgrade

Potential 3

Neutral Card damage, shield gain, and healing amount +2%.
3-1

Basic Card Proficiency

Potential 3-1

When you play a Throw Dagger card, 50% chance to gain 1 Commence the Hunt.
4

Upgrade Unique Cards

Potential 4

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

Critical Damage Proficiency

Potential 5

+2.4% Critical Damage.
5-1

Basic Card Proficiency

Potential 5-1

+5% Damage for Hugo's Dagger Throw.
If Hugo's Attack is greater than 500, an additional +5% to that value.
6

Critical Chance Proficiency

Potential 6

+2% Critical Chance.
7

Upgrade Unique Stats

Potential 7

If Hugo's Attack is greater than 700, +4% Additional Damage.
For every 50 Attack exceeding that value, +1% (up to an additional +8%).
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

Fixer’s Approach card's Commence the Hunt damage increases by +10%.
E2

Awakening Memory

Manifest Ego 2

For every 2 times Commence the Hunt is activated, deal 40% x 2 Extra Damage to random enemies.
If the same target is attacked, gain 1 Commence the Hunt. This effect activates once per turn.
E3

Vivid Memory

Manifest Ego 3

When using Last Resort card, the max stacks of Commence the Hunt increases by 1.
E4

Inner Memory

Manifest Ego 4

Whenever Commence the Hunt is triggered, gain Arbiter's Wrath 1.
Arbiter's Wrath: For 1 turn(s), Hugo's damage +10% (Max 4 stacks).
E5

Complete Memory

Manifest Ego 5

Increase the level of Potential by +3 for [Upgrade Basic Cards], [Upgrade Neutral Cards], and [Upgrade Unique Cards].
E6

Liberated Memory

Manifest Ego 6

At the start of the turn, apply Hunting Mark 1 to a random enemy.
Hunting Mark: When hit by the effect of Commence the Hunt gain 1 Morale for 1 turn(s).
Removed when triggered or when Hunting Mark is applied to another target.
Stats (level 60)
HP
381
DEF
146
ATK
506
Voice Actors
JPN
Yuichi Nakamura
KR
Eui Joo Rim
Gallery

Review

Introduction
Performance Profile

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.

Pros & Cons
Pros

  • 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.

Cons

  • 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'.

Ratings

The rating below is based on the Basin of Hyperspace Dimensional Twilight game mode, NOT Chaos Manifestation or Zero System. Chaos Zero Nightmare is a game with absurd freedom and the ability to allow any character to shine. Given enough time, persistence, correct teams, and dedication to deck building, all characters can be exceptional in Chaos Manifestation or Zero System.

T0

Dimensional Twilight

Key Mechanics
  • Hunt Commence: Hugo’s unique mechanic Hunt Commence is a stackable buff that allows him to trigger additional attacks each time a card that targets a single enemy is used by him or allies (AoE and randomly targeting abilities do not work). Hunt Commence is gained via the majority of Hugo’s cards and is stackable up to 5 times, and after it’s triggered, Hunt Commence’s stack size is reduced by 1. When triggered, it deals 50% of Hugo’s ATK plus an extra 30% per stack up to 200%.
    • Something that’s important to know is that all the damage, including the stack damage, is base damage, meaning it is multiplied by multiplicative +% damage bonuses.
Cards & Ego Skill
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6

Last Resort

Ego Skill

250% Damage to all enemies.
+30% Commence the Hunt Damage.

Show Effects

Last Resort

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.

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1

Throw Dagger

Attack
Attack

100% Damage.
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.

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1

Defense System

Skill
Skill

100% Shield.​

Show Effects

Defense System

Hugo’s basic shield is completely standard and doesn't have any extra synergy with his kit, a high-priority target for removal.

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1

Hunting Instincts

Upgrade
Upgrade

[Initiation]

When another Combatant uses an Upgrade or Skill Card, gain 1 Commence the Hunt.​

Show Effects

Hunting Instincts

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.

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1

Fan of Daggers

Attack
Attack

[Haste]

60% x 3 Damage to random enemies.
Commence the Hunt for each target hit.

Show Effects

Fan of Daggers

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.

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1

Quick Fix

Attack
Attack

[Haste]

80% x 2 Damage.
If in Commence the Hunt, Draw 1 Attack Card.

Show Effects

Quick Fix

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.

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1

Dingo Howling

Skill
Skill

100% Shield.
2 Commence the Hunt.

Show Effects

Dingo Howling

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.

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1

Fixer's Approach

Upgrade
Upgrade

[Unique]

+40 Extra Attack of Commence the Hunt Damage.

Show Effects

Fixer's Approach

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%.

Potentials

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

  • 3-1: Adds a 50% chance to gain Hunt Commence when using Hugo’s Basic Attack Throw Dagger, helping with stack generation in Zero System runs. Not too relevant in endgame builds though.
  • 5-1: Increases Throw Dagger’s base damage multiplier by +5% and if ATK is higher than 500 an additional +5% is added. Also not hugely impactful in endgame Hugo decks and is more for early Zero System power.
  • 7: Improves Additional Damage multiplier by +4% while Hugo’s ATK is 700 or higher. Also grants an extra +1% for every 50 ATK over that up to 8%. A nice damage boost overall and definitely worth picking up.
Playstyle & Gameplay
Standard Playstyle

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

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

Best Cards

Best Epiphanies
Note

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

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

Hugo best 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]: +25% Critical Damage.

[2-PC]: +12% Attack.

[2-PC]: Increases damage dealt to target inflicted with Agony by 10%

This combination of sets grants Hugo the most damage but requires him to apply Agony to the target to gain the full benefit. This is usually easy, as Hugo is often paired with Tressa, but failing this, you can use equipment or an Epiphany for him or another character.

2-PC Bonuses
  • Executioner's Tool

    Executioner's Tool [2-PC]

    - The 25% unconditional Crit DMG from this set makes it Hugo’s best option among 2P sets.
  • Black Wing

    Black Wing [2-PC]

    - A 12% unconditional ATK% increase benefits all of Hugo’s abilities and is a stat he can’t get anywhere else apart from gear, making it a high priority.
  • Cursed Corpse

    Cursed Corpse [2-PC]

    - Grants +10% Multiplicative DMG% to all of Hugo’s abilities, including Hunt Commence (Despite not showing on the tooltip), as long as there is Agony on the target. A great option for Hugo, but he already gains Multiplicative DMG% from Fixer’s Approach, reducing its value a bit.
4-PC Bonuses
  • Bullet of Order

    Bullet of Order [4-PC]

    - Offers a 1-turn stackable +5% Multiplicative DMG bonus to all abilities, including Hunt Commence (even though it doesn’t show on the tooltip), capping out at 15%. The buff from this set is applied after attacks, meaning Hugo only gains the full 15% bonus on the 4th attack. This, combined with the ramp-up time needed each turn, makes this set underwhelming for him.
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 > CRIT DMG > ATK%
Desire
Order DMG > ATK%
Imagination
ATK%
Substats:

Extra DMG% > Crit Rate% = Crit DMG% > ATK > ATK%

Equipment

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.

Weapon
Weapon
  • Equipment
    Second Method
  • Equipment
    Obsidian Sword
  • Equipment
    Bone Cutter
  • Equipment
    Crimson Sword
Armor
Armor
  • Flex
Trinket
Trinket
  • Equipment
    Dimensional Cube
  • Equipment
    Amorphous Cube
  • Equipment
    Quantum Collector
Comments - Weapons
  1. Equipment
    Second Method
    - Grants +30% Additive Extra Attack damage to Hunt Commence, boosting its damage at low stacks significantly while still being impactful at higher stacks. One of Hugo’s best accessible choices.
  2. Equipment
    Obsidian Sword
    - Grants +8% Multiplicative damage to all of Hugo’s damaging abilities. What makes this good is that Hugo’s Hunt Commence stack bonus is considered base damage, so this item multiplies the full 200% at 5 stacks.
  3. Equipment
    Bone Cutter
    - Another +30% Additive damage multiplier for Hugo, but to all his abilities, but only while they have the Weaken debuff. A good option if you can consistently apply the debuff; otherwise, not usable.
  4. Equipment
    Crimson Sword
    - A way for Hugo to apply Agony to enemies, which may be important if you’re using the 2P Agony set on him. Otherwise very underwhelming, especially compared to Hugo’s top shop options.
Comments - Armor
  1. Flex - As an ATK scaling DPS, Hugo’s shielding from defense items is underwhelming, and unfortunately, none of the shop-based armors have much synergy with his kit. This slot is ideally taken up by an Event/World item, but if you don’t find any, feel free to fill it with any equipment you see fit.
Comments - Trinkets
  1. Equipment
    Dimensional Cube
    - An option that stands above the rest, but requires specific teammates to function, or else it’s useless. Grants the wearer +10% additive damage whenever any character discards any card anywhere, with the exception of the end-of-turn discard. When paired with characters like Nia and Cassius, this option can outperform all other Shop damage choices.
  2. Equipment
    Amorphous Cube
    - Grants Hugo a permanent +15% Additive damage bonus to all his abilities, including his Extra Attacks. A very nice across-the-board card damage boost, making this always a safe pick.
  3. Equipment
    Quantum Collector
    - A higher-potential alternative that requires specific play. Grants Hugo a stacking +20% multiplicative damage bonus to all his damage for 1 turn per upgrade played this turn. As this applies to all damage, it’s strong but has a short duration, and upgrades can only be played once, limiting its longevity.
Partners

The best partners information aren't available yet. They will be added soon.

Deck & Teams

Recommended Build
Important!

CZN is a game of randomness; sometimes you’ll be offered generic or Divine epiphanies that are stronger than a character's standard five options. In these cases, breaking the listed build can result in an even more powerful save. Adjust as you see fit!

Build Comments

There are currently two build paths Hugo can go down: the more consistent but less explosive Outbreak of War build, or the higher damage but more annoying to get going Coordinated Attack build.

  • The Coordinated Attack build relies on hard drawing the Hunting Instincts upgrade, with Hugo lacking impact and a way to generate stacks before then. Still, it achieves much higher damage once it’s get going.
  • The Outbreak of War build starts with Hunting Instincts, ensuring Hugo starts immediately, but has a lower damage ceiling.
    • The 0-cost Outbreak of War Hunting Instincts is currently thought to be bugged and not showing up; in the meantime, people are using the Divine Epiphany Outbreak of War version instead.
Card Removal Priority
  • Defense System: First priority to be removed in all endgame Hugo decks.
  • Throw Dagger: Should also be removed if possible, as Hugo can rely on other Combatants to trigger his Hunt Commence far more efficiently for close to free. The stack generation here is also inconsequential in most builds.
  • Fan of Daggers: A high-quality card, but one that isn’t always needed in high-end Hugo decks with 2 or 3 copies of Hunting Instincts, as you’ll gain enough Hunt Commence to sustain almost passively. An optional removal target.
Card Dupe Priority
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.

Epiphany Alternatives
  • Hunting Instincts: As mentioned above, both Hunting Instincts I (Outbreak of War) and III (Coordinated Attacks) are viable depending on how you want your Hugo to play. Worth noting is that it’s usually better to have a higher amount of copies of III compared to I, though, as you’ll need to hard draw them, so a higher amount makes that easier.
Best Synergies
Nia
  • The majority of her best cards are all skill cards, fuelling Hugo’s Hunt Commence stacking.
  • Has access to enough healing that she can work within the Tressa/Hugo team combo, fuelling the Dagger -> Hunt Commence playstyle.
  • Great card searching and deck churning ability to get to the cards that matter most fast.
  • Allows Hugo to take advantage of Dimensional Cube due to all her discards boosting his high hit frequency damage profile considerably.
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.

Hugo + Tressa Team

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.

Hugo + Luke Team

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.