Chaos Zero Nightmare (CZN)LucasBuild and Guide

Character
Introduction

Best guide and build for Lucas from Chaos Zero Nightmare (CZN). Lucas is a 4 character from the Hunter class and Passion attribute, who belongs to the Ironrain [Wolf Platoon] faction.

To learn more about Lucas 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 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 Lucas 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:
Card Image
1

Machine Gun

Attack
Attack

100% Damage.​
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1

Shielding Incendiary Bomb

Skill
Skill

100% Shield.​

Show Effects

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1

Extended Magazine

Upgrade
Upgrade

[Lead]

At the start of the turn, create 1 Launcher Bullet.​

Show Effects

Epiphany Cards:
Card Image
1

S.S.S

Attack
Attack

100% Damage.
For 1 turn, +40% Bullet card Damage.​
Card Image
2

Flame Thrower

Attack
Attack

180% Damage to all enemies.
Draw 1.
Discard 1.
Card Image
1

Flashbang

Attack
Attack

120% Damage to all enemies.
2 Weaken.
If the target has Shield, +50% Damage.

Show Effects

Card Image
1

R.P.G-7

Upgrade
Upgrade

When Bullet cards are Exhausted, 40 Fixed Damage.​

Show Effects

Generated Cards:
Card Image
1

Armor-Piercing Rounds

Attack
Attack

[Exhaust][Ephemeral][Bullet]

100% Damage.
50% Damage to another enemy.
If the target has Shield, +30% Damage Amount.

Show Effects

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1

Explosive Shot

Attack
Attack

[Exhaust][Ephemeral][Bullet]

100% Damage.
50% Damage to another enemy.
1 Weaken to all enemies.​

Show Effects

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1

Dispersing Shot

Attack
Attack

[Exhaust][Ephemeral][Bullet]

100% Damage.
50% Damage to another enemy.
1 Impair to all enemies.​

Show Effects

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1

Cold Shot

Attack
Attack

[Exhaust][Ephemeral][Bullet][Haste]

100% Damage.
50% Damage to another enemy.
+1 Action Count to all enemies.​

Show Effects

Card Image
1

Flame Shot

Attack
Attack

[Exhaust][Ephemeral][Bullet]

100% Damage.
50% Damage to another enemy.
1 Agony to all enemies.​

Show Effects

Ego Skill:
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5

Full Burst

Ego Skill

Draw 2.
250% Damage to all enemies.
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.

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0

Extended Magazine I

Upgrade
Upgrade

[Initiation]

At the start of the turn, create 1 Launcher Bullet.​

Show Effects

Card Image
1

Extended Magazine II

Upgrade
Upgrade

[Lead]

At the start of the turn, create 2 Launcher Bullet.​

Show Effects

Card Image
1

Extended Magazine III

Upgrade
Upgrade

[Lead]

At the start of the turn, create 1 Launcher Bullet.
With a 50% chance, decrease Cost of those cards by 1 for 1 turn.

Show Effects

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1

Extended Magazine IV

Upgrade
Upgrade

[Lead]

At the start of the turn, create 1 Launcher Bullet.​
50% chance to Draw 1.​

Show Effects

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1

Extended Magazine V

Skill
Skill

[Exhaust]

Create 5 Launcher Bullet.​

Show Effects

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1

S.S.S I

Attack
Attack

200% Damage.
For 1 turn, +40% Bullet card Damage.​
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1

S.S.S II

Skill
Skill

For 2 turns, +40% Bullet card Damage.​
Card Image
1

S.S.S III

Attack
Attack

150% Damage.
+60% Damage per Bullet card in hand
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1

S.S.S IV

Attack
Attack

150% Damage.
+120% Damage of the next Bullet card.​
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1

S.S.S V

Attack
Attack

100% Damage.
For 1 turn(s), when using Bullet cards, 50% Fixed Damage to a random enemy.
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2

Flame Thrower I

Attack
Attack

180% Damage to all enemies.
Draw 1.
Discard 2. Create Launcher Bullet equal to the number discarded.
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2

Flame Thrower II

Attack
Attack

315% Damage to all enemies.
Draw 1.
Discard 1.
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2

Flame Thrower III

Attack
Attack

270% Damage to all enemies.
If Critical Hit, 150% Damage to all enemies.​
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2

Flame Thrower IV

Attack
Attack

Exhaust up to 2 Bullet(s) in hand.
270% Damage to all enemies.
Increase Damage Amount by 50% for each Exhausted card.

Show Effects

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2

Flame Thrower V

Attack
Attack

270% Damage to all enemies.
Create Launcher Bullet equal to number of targets hit.​

Show Effects

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1

Flashbang I

Attack
Attack

180% Damage to all enemies.
2 Weaken.
If the target has Shield, +75% Damage.

Show Effects

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1

Flashbang II

Skill
Skill

For 1 turn, when hitting a target with Shield, +50% Damage.​

Show Effects

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1

Flashbang III

Attack
Attack

[Retain]

180% Damage to all enemies.
2 Passion Weakness.​

Show Effects

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1

Flashbang IV

Attack
Attack

180% Damage to all enemies.
2 Mark.
If the target has Shield, +50% Damage.

Show Effects

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1

Flashbang V

Upgrade
Upgrade

When hitting a target that has Shield, increase Damage Amount by 30%.

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

Add Bullet to the Machine Gun card.
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 Lucas's Machine Gun.
If Lucas’s Critical Damage is greater than 160%, increase the modifier by an additional +5%.
5-2

Divine Epiphany Adaptation

Potential 5-2

Increases the chance for a Divine Epiphany to appear by 25%.
6

Critical Damage Proficiency

Potential 6

+2.4/12% Critical Damage.
7

Unique Stat Upgrade

Potential 7

+5% Launcher Bullet Damage.
If Lucas's Critical Damage is greater than 240%, an additional +5% to that value.
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

+10% Fixed Damage for R.P.G-7.
E2

Awakening Memory

Manifest Ego 2

Lucas's Bullet card damage is increased by +20%.
E3

Vivid Memory

Manifest Ego 3

Increase the level of [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
E4

Inner Memory

Manifest Ego 4

+50% Damage Amount to Full Burst, and increase Draw by 1.
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

The cost of the first Launcher Bullet card used each turn is reduced by 1.
Stats (level 60)
HP
305
DEF
147
ATK
460
Gallery

Review

Introduction
Performance Profile

Damage [1/5]

 

AP Efficiency [2/5]

  

Draw [2/5]

  

Utility [2/5]

  

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.

Pros & Cons
Pros

  • 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.

Cons

  • 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.

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.

T2

Chaos Mode

T2

Season Save Data

?

Great Rift

Key Mechanics
  • 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.

Potential
  • 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.

Dupes Review
E0

Base

Base performance of the character.

E1

Ego 1

Lucas’ first Ego node increases the Fixed Damage dealt by their “R.P.G-7” Upgrade card from 40% to 50%. A decent first point that buffs his AoE damage even further.

E2

Ego 2

His second Ego node increases the damage dealt by their Bullet cards by +20%. A great unlock for Lucas, further juicing his damage output.

E3

Ego 3

This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. An overall solid Potential bump for Lucas’ damage output.

E4

Ego 4

Lucas’ E4 increases the damage and utility provided from their Ego Skill, increasing the damage dealt by +50% and also increasing the amount of cards drawn by 1. This takes his Ego Skill from good to amazing, drawing 3 cards is nothing to scoff at.

E5

Ego 5

This node again increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. Similar to their E3, it provides a solid bump for Lucas’ damage output.

E6

Ego 6

Lucas’ final node is definitely his best, when unlocked - the cost of the first Launcher Bullet used each turn is reduced by 1. This is an amazing unlock that allows Luke to really start cycling through his Bullets and helps alleviate some of the AP demand he requires.

Cards & Ego Skill
Card Image
5

Full Burst

Ego Skill

Draw 2.
250% Damage to all enemies.
Full Burst

Lucas deals AoE damage and draws 2 cards, a Straightforward effect. It’s a bit expensive at 5 EP, but drawing 2 is a pretty good effect—just remember to use it at the beginning of your turn so you can plan out your turn with all cards in hand.

Card Image
1

Machine Gun

Attack
Attack

100% Damage.​
Machine Gun

Lucas’ Basic Attack. He starts with 2 copies in his deck. Gains the [Bullet] tag after Potential 3-1, but since they don’t [Exhaust], this just means they can get buffed by S.S.S. Helpful for characters who care about how many Bullets you play.

Card Image
1

Shielding Incendiary Bomb

Skill
Skill

100% Shield.​

Show Effects

Shielding Incendiary Bomb

Lucas’ basic Shield. Not particularly important for his gameplay.

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1

Extended Magazine

Upgrade
Upgrade

[Lead]

At the start of the turn, create 1 Launcher Bullet.​

Show Effects

Extended Magazine

Lucas’ main source of Launcher Bullet generation and arguably the most important part of his deck. His kit basically does not work without it. Its importance to his kit, along with its [Lead] tag, highly incentivizes you to play this card as early as you can. Generating Launcher Bullets at the start of each turn gives you a guaranteed source of damage unless your hand is full.

Card Image
1

S.S.S

Attack
Attack

100% Damage.
For 1 turn, +40% Bullet card Damage.​
S.S.S

Lucas’ main buff card. S.S.S increases Bullet card damage for a turn while dealing some single-target damage. A very important card if you plan to use him as a sub-DPS on Bullet teams, but expensive on Lucas if you’re running him solo.

Card Image
2

Flame Thrower

Attack
Attack

180% Damage to all enemies.
Draw 1.
Discard 1.
Flame Thrower

Lucas’s big AoE attack. It comes with a little Card Draw and Discard, which is nice for cycling out Status Ailment and Curse cards. The 2 AP cost is a bit steep, but it has some good Epiphany upgrades.

Card Image
1

Flashbang

Attack
Attack

120% Damage to all enemies.
2 Weaken.
If the target has Shield, +50% Damage.

Show Effects

Flashbang

All around a fantastic card. At base, it deals AoE damage (more if the target has shield) and applies 2 stacks of Weaken to all enemies, which makes it great for emergency damage mitigation. Offers a wide variety of different debuffs through its various Epiphany upgrades on top of solid AoE damage for a low price.

Card Image
1

R.P.G-7

Upgrade
Upgrade

When Bullet cards are Exhausted, 40 Fixed Damage.​

Show Effects

R.P.G-7

This is a decent Upgrade that unfortunately doesn’t have any Epiphanies, which is a shame given how much it wants [Initiation]. Dealing 40% Fixed Damage to all enemies every time you [Exhaust] a Bullet is a nice source of chip damage for something that Lucas already does consistently. This also makes Lucas a hands-off source of damage when run with another Bullet DPS.

Best Epiphanies

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.

Card 1
Neutral Epiphany
Card Image
0

Extended Magazine I

Upgrade
Upgrade

[Initiation]

At the start of the turn, create 1 Launcher Bullet.​

Show Effects

Card Image
1

Extended Magazine II

Upgrade
Upgrade

[Lead]

At the start of the turn, create 2 Launcher Bullet.​

Show Effects

Card Image
1

Extended Magazine III

Upgrade
Upgrade

[Lead]

At the start of the turn, create 1 Launcher Bullet.
With a 50% chance, decrease Cost of those cards by 1 for 1 turn.

Show Effects

★★
Card Image
1

Extended Magazine IV

Upgrade
Upgrade

[Lead]

At the start of the turn, create 1 Launcher Bullet.​
50% chance to Draw 1.​

Show Effects

★★★★★
Card Image
1

Extended Magazine V

Skill
Skill

[Exhaust]

Create 5 Launcher Bullet.​

Show Effects

★★

Epiphanies:

  • Neutral [] - There are no Neutral Epiphanies recommended to build around for this card.
  • 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.

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: -1 Cost Reduction, Morale/Resolve.

Card 2
Neutral Epiphany
★★★★★
Card Image
1

S.S.S I

Attack
Attack

200% Damage.
For 1 turn, +40% Bullet card Damage.​
Card Image
1

S.S.S II

Skill
Skill

For 2 turns, +40% Bullet card Damage.​
★★★★
Card Image
1

S.S.S III

Attack
Attack

150% Damage.
+60% Damage per Bullet card in hand
Card Image
1

S.S.S IV

Attack
Attack

150% Damage.
+120% Damage of the next Bullet card.​
Card Image
1

S.S.S V

Attack
Attack

100% Damage.
For 1 turn(s), when using Bullet cards, 50% Fixed Damage to a random enemy.

Epiphanies:

  • 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.
  • 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.

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: -1 Cost Reduction, Draw 1 (S.S.S. II).

Card 3
Neutral Epiphany
★★★
Card Image
2

Flame Thrower I

Attack
Attack

180% Damage to all enemies.
Draw 1.
Discard 2. Create Launcher Bullet equal to the number discarded.
★★
Card Image
2

Flame Thrower II

Attack
Attack

315% Damage to all enemies.
Draw 1.
Discard 1.
★★★
Card Image
2

Flame Thrower III

Attack
Attack

270% Damage to all enemies.
If Critical Hit, 150% Damage to all enemies.​
Card Image
2

Flame Thrower IV

Attack
Attack

Exhaust up to 2 Bullet(s) in hand.
270% Damage to all enemies.
Increase Damage Amount by 50% for each Exhausted card.

Show Effects

Card Image
2

Flame Thrower V

Attack
Attack

270% Damage to all enemies.
Create Launcher Bullet equal to number of targets hit.​

Show Effects

Epiphanies:

  • 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.
  • 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.

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: -1 Cost Reduction.

Card 4
Neutral Epiphany
★★
Card Image
1

Flashbang I

Attack
Attack

180% Damage to all enemies.
2 Weaken.
If the target has Shield, +75% Damage.

Show Effects

Card Image
1

Flashbang II

Skill
Skill

For 1 turn, when hitting a target with Shield, +50% Damage.​

Show Effects

Card Image
1

Flashbang III

Attack
Attack

[Retain]

180% Damage to all enemies.
2 Passion Weakness.​

Show Effects

★★★★
Card Image
1

Flashbang IV

Attack
Attack

180% Damage to all enemies.
2 Mark.
If the target has Shield, +50% Damage.

Show Effects

★★
Card Image
1

Flashbang V

Upgrade
Upgrade

When hitting a target that has Shield, increase Damage Amount by 30%.

Show Effects

★★★

Epiphanies:

  • 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.
  • 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.

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: Vulnerable 2.

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.

Flex

Lucas can be played as a supportive DPS focusing on buffing and card draw and a little of his own damage or a full blown support giving up on his own damage completely as in many cases it's not that impactful compared to the main damage dealer of the team. Because of this 2/2/2 is usually the most all encompassing set for him even if it isn't his absolute highest damage option.

For more damage use 2P Cursed Corpse (if you can keep Agony on targets at all times) or 2P Black Wing (only a minor damage increase but more consistent). Alternatively for stronger Chaos starts 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.

2

[2-PC]: +12% Defense.

[2-PC]: +12% Max HP.

Flex

The above is a more offensive themed 2/2/2 set-up but if you don't care about Lucas's damage at all you can also run him on a complete support congifuration of 2/2/2 instead to boost survivability.

For more damage use 2P Executioner's or 2P Black Wing. Alternatively, you can use any 2 strong sub/main stat pieces instead of a final 2P set bonus as well.

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.

Support
Ideal
HP%
Desire
HP%
Imagination
HP% = EGO Regen%
Substats:

HP > HP% > EGO Regen > CRIT Rate% > CRIT DMG% > ATK > ATK%

DPS-Lite
Ideal
CRIT Rate > CRIT DMG
Desire
Passion 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.

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.

1

Passive - Cantrip

The assigned combatant's Attack is increased by 8/16%.

Upon the first shuffle, the assigned combatant's damage dealt is increased by 8/16%.

Skill - Drone Deployment! - 3 EP cost

Draw 2 Cards.

Currently, Lucas is primarily played for his supportive capabilities, not for his damage potential. Because of this, his best choice when it comes to Partners is usually Yuri, thanks to the burst of card draw she can provide for minimal EP. If you're dead set on boosting Lucas's own personal damage, there are better options, but that's not currently how he's most commonly played.

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.

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.

Weapon
Weapon
DPS
  • Equipment
    Intellect of Discord
     
  • Equipment
    Dagger That Tricked the Shadow
     
  • Equipment
    Sword Reflected in the Lake
     
  • Equipment
    Obsidian Sword
     
Support
  • Equipment
    Tentacles of Chaos
     
  • Equipment
    Pale Eternal Flame
     
  • Equipment
    Harp of Conflict
     
  • Equipment
    Harpoon Case of Broken Resolve
     
Armor
Armor
DPS
  • Equipment
    Fairy King's Crown
     
  • Equipment
    Mask of Flames
     
Support
  • Equipment
    Star-Lit Cloak
     
  • Equipment
    Vine Camouflage
     
Trinket
Trinket
DPS
  • Equipment
    Amorphous Cube
     
  • Equipment
    Quantum Collector
     
Support
  • Equipment
    Sphere of Randomness
     
Comments - Weapons
  • Equipment
    Intellect of Discord
     - Offers a huge 18% Combat Attack passively which for most Attack scalers makes this weapon the defacto best in slot weapon if you're able to acquire it alongside the correct save and don't have another better Mythic equipment options.
  • Equipment
    Dagger That Tricked the Shadow
     - 12% Crit DMG is always a competitive option if you can find it in your runs and nothing better turns up or is required for your build.
  • Equipment
    Sword Reflected in the Lake
     - A generic weapon that provides a large 25% (Multiplicative) damage boost but only while you hold 6 cards or more. This is a strong legendary equipment providing you can satisfy its conditions while using the majority of your highest damaging abilities, but this is much easier said than done making it only situationally good in certain decks.
  • Equipment
    Obsidian Sword
     - Very easy to find and grants 12% (Multiplicative) damage to everything. It's never the best, but if you have nothing else you should definitely grab it.
  • Equipment
    Tentacles of Chaos
     - Provides 8% Combat Attack to all operators in the team making it the go-to support weapon for most characters not acting as the main DPS when supporting Attack scaling carries providing the Mythic slot isn't required elsewhere.
  • Equipment
    Pale Eternal Flame
     - A potent supportive weapon card for any character ok with giving up their weapon slot for support and who can consistently generate new exhaust cards each turn in order to re-trigger this equipments effect. Grants 10% (multiplicative) damage to the whole team for 1 turn whenever a card is exhausted. Can only be acquired by giving up the copy option though making it hard to include in many support builds.
  • Equipment
    Harp of Conflict
     - A rare but powerful supportive option that grants the entire team 15% (multiplicative) card damage for 1 turn after you've both shielded, healed and dealt damage in the turn. This conditional effect isn't easy to activate for all teams, plus this weapon only comes from Arena Events in S2. When combined this leads to this weapon being strong but both hard to get and only useful in certain teams.
  • Equipment
    Harpoon Case of Broken Resolve
     - An Arena Event exclusive weapon which grants you a card every other turn which costs 0, deals some damage but more importantly applies a stack of Vulnerable, Agony and Weaken enabling many set and equipment effects while also boosting damage. Usually not a competitive pure damage option but a solid supportive pick-up for the debuffs it provides assuming you have the hand space.
Comments - Armor
  • Equipment
    Fairy King's Crown
     - The Crit Rate this armour provides is almost always in demand and a competitive option making it a piece worth seeking out unless you're able to obtain better more specialized options.
  • Equipment
    Mask of Flames
     - Provides a 35% (Multiplicative) damage boost against enemies which are vulnerable. Powerful on characters that value multiplicative damage boosts (less so on those that don't) but only so long as you can consistently keep Vulnerable applied.
  • Equipment
    Star-Lit Cloak
     - A generic defensive option usable by all combatants making it a fine supportive addition if no other options are found. However not generally as enticing as direct damage or more immediate utility options for most builds.
  • Equipment
    Vine Camouflage
     - An easy to get and nice inclusion for teams that have use for a powerful (but conditional) survival mechanic. Usually not the most optimal choice within the armor slot for most characters but if you miss no all other options is very easy to pick up as a fall-back.
Comments - Trinkets
  • Equipment
    Amorphous Cube
     - The go-to generic damage accessory for most characters that is trivially easy to use and always for the most part a solid addition for any character that can make use of additive damage. Wont beat out more specialized options but always a great fallback.
  • Equipment
    Quantum Collector
     - Grants 20% (multiplicative) damage to the wearer any time any combatant uses an upgrade card (no limit) but only for 1 turn. In specific teams targetting low turn count kills this can be the best accessory available, but in longer fights, or low upgrade teams it loses a lot of its appeal.
  • Equipment
    Sphere of Randomness
     - An exceptionally powerful generic support trinket that grants both 1 draw and 1 AP at the start of battle turbo charging your early game. Is a Mythic item meaning it wont be suitable for every character, but on those who can afford to run it and don't need other accessories in this slot is well worth slotting in if it comes up in your runs.

Deck & Teams

Recommended Build
Build Comments
  • Gambler Draw Support - His main use is as a draw support that can give up to +2 start-of-turn draw every turn, but it’s RNG if it activates or not. Generally, you’ll dupe his card twice for 3 copies, as this will have the highest chance of getting the +2 draw without making too many of his [Bullet] cards to prevent him from drawing.
Removal
  • Machine Gun
     
    Shielding Incendiary Bomb
     - Removed in basically any Lucas deck.
  • S.S.S
     - While there is an argument for [Bullet] Support builds, its a lower buff than most generic buffers but only for [Bullet] cards making it very niche and not recommended to build around.
  • Flame Thrower
     - Its 2-cost makes it hard to play, so it is generally removed.
Conditional Removal
  • Flashbang
     - Can be removed (or Epiphany avoided) if you don’t need its Passion Weakness Imprint (giving Passion weakness attack / elemental advantage).
  • R.P.G-7
     - Hard to remove for Save Data restriction reasons (can only have 5 removes) and it removes itself after played anyway, but if possible it is generally preferred to avoid its Epiphany (effectively removing it) since it gives very little damage even in its best scenarios.
Copying
  • Extended Magazine
     - This is his main drawing point (pun intended) as he can increase start of turn draw which is very valuable, but do note having more than 3 copies of this will prevent it from drawing as it will also create [Bullet] cards on top of its draw chance.
Best Synergies
Best Teams
Chaos Teams
Generic - Chaos
Save Teams
Start of Turn Draw Support