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

Machine Gun
Attack

Shielding Incendiary Bomb
Skill
Show Effects

Extended Magazine
Upgrade
Show Effects

Full Burst
Ego Skill
Check all the epiphany cards available for Lucas

S.S.S
Attack

Flame Thrower
Attack

Flashbang
Attack
Show Effects

R.P.G-7
Upgrade
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.
Check all the generated cards available for Lucas

Armor-Piercing Rounds
Attack
Show Effects

Explosive Shot
Attack
Show Effects

Dispersing Shot
Attack
Show Effects

Cold Shot
Attack
Show Effects

Flame Shot
Attack
Show Effects

Good AoE capabilities.
Access to a myriad of debuffs and effects thanks to Launcher Bullets.
Has Card Draw and Discard for hand cycling.
Buffs the Bullet damage archetype.
Each Launcher Bullet requires 1 AP and their costs can’t be reduced, making it hard to play a lot of them at once.
Upgrade-based strategy requires upfront AP investment to get going.
Lucas is a Passion attribute Hunter that lights the battlefield ablaze with their various Bullet cards that they create.
Lucas' playstyle is focused around their "Extended Magazine" Upgrade card. It creates 1 "Launcher Bullet" card at the start of each turn. Luke has 5 different Bullet cards that can be created - Armor-Piercing Rounds, Explosive Shot, Dispersing Shot, Cold Shot and Flame Shot, each of which have their own special effect.
Lucas has solid AoE damage capabilities thanks to all of his Bullets dealing damage to all enemies, especially when combined with his "R.P.G-7" Upgrade card. Lucas also offers some deck cycling from their "Flame Thrower" card. He can also increase the damage of [Bullet] cards via his “S.S.S” card, which opens up synergies with other characters who utilize Bullet cards.
As Lucas wants to use and generate as many Bullet cards as possible to use, he requires a ton of AP to effectively cycle through their Bullets each turn, best pairing him with Combatants who can help with AP management. Lucas also benefits greatly from flat additive buffs, such as Morale, as the base value of their damaging cards is quite low; these can be extremely valuable to get the most out of their damage output.
Launcher Bullets: The core of Lucas’ kit. Lucas has five types of Launcher Bullets that he can randomly generate:
Armor-piercing Rounds: Deals additional damage to enemies with a shield. Great for enemies who shield frequently.
Explosive Shot: Inflicts 1 stack of Weaken (-25% DMG dealt) on all enemies. Improves survivability and helps Shields tank more hits.
Dispersing Shot: Inflicts 1 stack of Impair (-50% Shield gain) on all enemies. Great for enemies who shield frequently.
Cold Shot: [Haste] and delays all enemies’ Action Counts by 1. Great for enemies who have really low Action Counts and many extra actions.
Flame Shot: Inflicts 1 stack of Agony (50% DoT) on all enemies. Provides the most upfront damage and DoT helps against enemies with high damage reduction effects.
All Launcher Bullets have [Exhaust / Ephemeral / Bullet], cost 1 AP and deal 100% damage to the main target while dealing 50% to all other enemies. Note that Lucas’ main Launcher Bullet generation comes from his Upgrade Extended Magazine, though Flamethrower has a few Epiphany upgrades that also do so. Lucas’ Launcher Bullets provide him with a lot of utility options, but it’s up to RNG which ones you get. Armor-Piercing Rounds is generally the worst option due to enemy shields being situational; Dispersing Shot is in the same boat, but at least Frail gives him debuff synergy (which is useful for equipment).
Bullet: Lucas can buff Bullet damage for the whole team, so any card with Bullet works decently with him on the team. R.P.G-7 deals damage when a Bullet is Exhausted.
Exhaust: R.P.G-7 enables Lucas to deal AoE Fixed Damage every time a Bullet is Exhausted, which means its synergy isn’t limited to Launcher Bullets specifically. At base, his Launcher Bullets’ [Exhaust] and [Ephemeral] tags are all but a guarantee that this damage is triggered.
Lead: Lucas’ main Launcher Bullet generation comes with [Lead], which has a chance of discounting its cost to 0…as long as you play it first. As a result, you will not want to run him with many other characters with [Lead] cards, as they’ll clash with each other.

Extended Magazine IV
Upgrade
Show Effects

Flashbang III
Attack
Show Effects

R.P.G-7
Upgrade
Show Effects

Quick Shelling
Attack




HP%
HP%
HP% = EGO Regen%
HP > HP% > EGO Regen > CRIT Rate% > CRIT DMG% > ATK > ATK%
CRIT Rate > CRIT DMG
Passion DMG > ATK%
ATK%
CRIT Rate% > CRIT DMG% > ATK > ATK%
3-1: Adds the [Bullet] tag to his Basic Attack Card, Machine Gun. This makes S.S.S and his E2’s Bullet DMG buffs apply to his Basic Attacks. However, this cannot activate R.P.G-7 because they do not [Exhaust]. Improves his Bullet synergy.
5-1: Increases Machine Gun damage by +5% and increases it by another +5% if Lucas has >160% Critical DMG. Lucas has innate Critical Rate/DMG through Potentials 5/6, but you’ll likely need a boost from equipment or gear to reach the 160% threshold.
7: Increases Launcher Bullet damage by +5% and increases it by another +5% if Lucas has >240% Critical DMG. Incentivises building his Crit stats even further.

































Introduces Desire Cards. Desire Cards are cards that primarily exist to give a strong passive buff from meeting certain Desire Thresholds (3/5/7) which can only be done by having multiple ally decks also made in Season-4.
For Desire Threshold, it’s common to run 1 Claim / 1 Survival / 1 Inquiry for use in a variety of builds on supports; however, it's also common to just do 3 ‘X’ to meet effect easier or do 2 'X' / 1 Inquiry (to keep Sample Collection as Card Effect). This is extremely dependent on ally desire cards and individual team building goal.
’X’ refers to a ‘Placeholder for Specific Desire Threshold Goal’, i.e. if you are building your team for 7 Claim then you might do 2 Claim / 1 Inquiry.
Introduces Persona Cards and Engravings. Persona Cards are powerful cards that introduce new playstyles or ways of buffing/debuffing. Engravings are effects that can be applied to both the Persona Cards and Equipment, functioning near identically to Refinements of Season-2 but with new effects.
The most common Card Engraving to take for Attack Persona Cards is [For each Lux Engraving, 1 Mark to random enemies ] or [Attunement: Decrease Cost by 1 until used].
For Skill Persona Cards [When this card is Discarded, activate this card] is the recommended choice, provided you are playing this unit with a way to facilitate its discard.
The most common Equipment Engraving to optimize for is [When 5 or more cards have been created through abilities by allies, +30% Damage Amount to Extra Attacks of this unit (1 time per turn)]. This effect stacks. But, other damage increase effects are viable just significantly worse for Extra Attack units than the dedicated Engraving.
Introduces Refinements, effects on Equipment that allow one to get additional Equipment effects for no Faint-Cost (post-S2), and God’s Hammer, a powerful effect that gives a random copy of any other Equipment effect on-top of current Equipment but costs 10 Faint Memory and is only gained from the Boss.
At the start of battle, Draw 1 Exhaust card(s) of this unit.
At the start of the turn, if an Exhaust card is in Draw Pile, have a 30% chance to Draw 1 Exhaust card(s).
If Damage is completely blocked, at the start of the next turn, increase Damage Amount of allies by 10% for 1 turn (1 time per turn).
When Drawing an Exhaust card of this unit through an ally ability, activate immediately (1 time per turn).
Because God’s Hammer is completely RNG at the end of the run, we do not have a specific recommendation since the player has very little control over the decision. Supportive options are recommended for supportive units (like Tentacle or Harp effects).
Introduces Forbidden Cards, powerful cards that create new synergies and can only be acquired once per run (can be duped at one event or via save data editing).
Forbidden: Gesture of Freedom. Permanent Cost-Reduction to 1-card, can be manipulated.
Forbidden: Eternal Hunger. +Draw, ++AP (Ally Reliant)
Forbidden: Portrait of Fury. ++Draw
Forbidden: Guidance of Futility. +++Survivability

Extended Magazine
Upgrade
Show Effects

Extended Magazine I
Upgrade
Show Effects

Extended Magazine II
Upgrade
Show Effects

Extended Magazine III
Upgrade
Show Effects

Extended Magazine IV
Upgrade
Show Effects

Extended Magazine V
Skill
Show Effects

S.S.S
Attack

S.S.S I
Attack

S.S.S II
Skill

S.S.S III
Attack

S.S.S IV
Attack

S.S.S V
Attack
S.S.S I: The base damage is a bit higher. The base damage of the attack being higher is far outweighed by QoL options of Neutral or S.S.S. II, since it is a Supportive card that will want to prioritize QoL over damage from itself if used.
S.S.S II: Now is a skill that applies the buff for 2-turns. The buff now becomes extremely consistent. This is the only Epiphany that can get Divine Draw, so it is an option that will make him feel significantly easier to play as a buffer than alternatives, though it’s still much worse than generic buffers despite being a hyper-specific buff.
S.S.S III: Gains a 60% additive buff per [Bullet] card in hand, when used. This is very mediocre damage that requires a ton of hoops to jump through to get value out of.
S.S.S IV: Now only buffs 1 [Bullet] card, but the buff is 120% additive instead of 40%. Since most [Bullet] card carries do many [Bullet] attacks and not just one strong multi-hit one, this is a pretty underwhelming buff that is flat-out worse than any other option if using at least 3 [Bullet] cards a turn.
S.S.S V: Effect changes to 50% Fixed Damage (from Lucas) on [Bullet] card use. This is basically just a really bad Extra Attack, since it is extremely conditional (only [Bullet] cards) and doesn’t scale as well (or at all) with buffs like Extra Attacks do.
Neutral: Target Neutral Epiphany: Draw 1.
Draw 1 Neutral can make it easier to justify using this card for [Bullet] support over alternative generic buffers like Rei or Cassius, as it will be easier to play the buff without incurring the extra draw penalty it usually does, though, it’s still significantly worse in potential than either of them.
Divine: Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: -1 Cost Reduction, Draw 1 (S.S.S. II).

Flame Thrower
Attack

Flame Thrower I
Attack

Flame Thrower II
Attack

Flame Thrower III
Attack

Flame Thrower IV
Attack
Show Effects

Flame Thrower V
Attack
Show Effects
Flame Thrower I: Now discards 2 and creates 2 [Bullet] cards. If, for some reason, you need to discard a lot of cards, this is an option for doing so–do note it will create 1-cost attacks that will take up hand-space (that you likely will not want to play).
Flame Thrower II: Slightly higher base damage. This is worth considering when cycling (draw + discard is good.
Flame Thrower III: Now does additional damage on a Critical Hit. The damage on this card is very low for its 2-cost and likely not worth keeping when Lucas is recommended as more of a Supportive unit.
Flame Thrower IV: [Exhaust] up to 2 [Bullet] cards in hand and gains an additive buff for each exhausted. The damage on this card is very low for its 2-cost and likely not worth keeping when Lucas is recommended as more of a Supportive unit.
Flame Thrower V: Now creates a [Bullet] for each target hit. If you want more Lucas Bullets and can afford their one cost, this is a fine option, but extremely expensive and conditional to utilize well.
Neutral: Neutral Epiphanies on this card are rather lackluster, but the base Epiphany has more situations where it could be good in than most of the other Epiphanies, so it is worth considering when cycling (Draw + Discard) is good.
Divine: Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: -1 Cost Reduction.

Flashbang
Attack
Show Effects

Flashbang I
Attack
Show Effects

Flashbang II
Skill
Show Effects

Flashbang III
Attack
Show Effects

Flashbang IV
Attack
Show Effects

Flashbang V
Upgrade
Show Effects
Flashbang I: Does slightly more damage. The damage on this Epiphany is still rather lackluster and likely not worth keeping, as it raises draw needs and Lucas tends to be used more in a Supportive role.
Flashbang II: The damage on this Epiphany is still rather lackluster and likely not worth keeping, as it raises Draw needs and Lucas tends to be used more in a Supportive role.
Flashbang III: Gains [Retain] and applies 2 Passion Weakness Imprint to all enemies. This is an incredibly strong card for giving a Passion carry Weakness Attack (Elemental Advantage). The only issue with it is that many Passion characters (Mei Lin, Selena, etc.) have alternative ways of getting this Weakness; however, this can be used to enable specific set-ups that do not, such as when taking the Critical-hit Epiphany over the Passion Weak one, on Mei Lin.
Flashbang IV: Now applies 2 Mark. Can be a decent card for auto-farming AOE simulations, but it isn’t an especially strong effect in any difficult content and not recommended taking–do note that Lucas would need to be built with extra dmg% to make best use of this, though.
Flashbang V: Becomes an Upgrade that boosts your damage against shields very slightly. The effect on this is irrelevant; it’s just rated highly because it’s an option for getting rid of this card when you’ve hit the removal cap, since Upgrades go away after being played once.
Neutral: Target Neutral Epiphany: Draw 1.
Draw 1 can make it more of a card worth keeping, but the base Epiphany is rather weak, with it just being very low damage and a 2 weaken debuff–effects that can be easily gained through alternative effects like Divine Epiphanies, if you want them.
Divine: Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Vulnerable 2.
Extended Magazine I: Is now a 0-cost and gains [Initiation]. Not especially strong, but it’s enough QoL that you could consider taking it for a like forced sub-DPS Lucas build or something.
Extended Magazine II: Now create 2 [Bullet] cards at the start of the turn instead of 1. This is OK if you want to do a bit of damage with Lucas, but it basically caps out at 2 copies and is extremely expensive (since the Bullets cost 1 AP each (or 1 AP after the first one with E6)).
Extended Magazine III: Bullets have a 50% chance to cost 0. This is basically playing roulette for a chance to have his Bullets be actually playable without insane AP, though, even if they are playable, they’re still very low damage for their AP cost, so it’s unlikely you’ll justify playing them.
Extended Magazine IV: Gain a 50% chance to draw 1 at the start of the turn. This is his go-to Epiphany and probably his best card across his entire deck, as optimized (a total of 2 copies / 3 of Extended IV) its around a 50% chance to Draw 2, 37.5% chance to Draw 1, and 12.5% chance to Draw 0 at the start of turn. Do keep in mind that this gets severely hindered when played with [Retain] or other start-of-turn effects (also the reason you cap out at 3 of this card, since any more and the created [Bullet] cards will stop the extra draw from occurring).
Extended Magazine V: Becomes a skill with [Exhaust] that creates 5 Bullets. This is a great card for OTK, although it’s EXTREMELY expensive (basically a 6-cost card). However, it enables a decent Hugo or Selena driver set-up (or other on-hit effects), provided you can generate the insane amount of AP you would need.
Neutral: There are no Neutral Epiphanies recommended to build around for this card.
Divine: Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: -1 Cost Reduction, Morale/Resolve.