Chaos Zero Nightmare (CZN)YukiBuild and Guide

Character
Introduction

Best guide and build for Yuki from Chaos Zero Nightmare (CZN). Yuki is a 5 character from the Striker class and Order attribute, who belongs to the Terrascion faction.

To learn more about Yuki 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 1

Last build update

Season 1

Last profile update*

22.11.2025

*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 Yuki 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

Cards
Starting Cards:
Card Image
1

Longsword Slash

Attack
Attack

100% Damage.
Card Image
2

Rapid Slash

Attack
Attack

220% Damage.
Card Image
1

Flowing Parry

Skill
Skill

100% Shield.

Show Effects

Card Image
0

Prepare to Subdue

Skill
Skill

Draw 1 Attack Card(s) of this unit.
Increase Damage Amount of those cards by 20% for 1 Turn.​
Epiphany Cards:
Card Image
2

Flash Slash

Attack
Attack

180% Damage to all enemies.
Inspiration: Decrease cost by 1.

Show Effects

Card Image
1

Trickery Strike

Attack
Attack

[Retain]

150% Damage.
Activate Inspiration for 1 random card of this unit in hand.

Show Effects

Card Image
1

Freezing Blade

Upgrade
Upgrade

[Unique]

When using a card of this unit with an activated Inspiration, 50% Damage to all enemies.​

Show Effects

Card Image
1

Iceberg Cleave

Attack
Attack

180% Damage to all enemies.
Inspiration: add 1 Hit, decrease Damage Amount by 20%.

Show Effects

Ego Skill:
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5

Skyscraper Cleave

Ego Skill

300% Damage to all enemies.
Move all Attack Cards in hand to the top of the draw pile.
+50% for each card moved.
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.

Card Image
0

Prepare to Subdue I

Skill
Skill

[Retain]

Draw 1 Attack Card(s) of this unit.
Increase Damage Amount of those cards by 40% for 1 turn.

Show Effects

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0

Prepare to Subdue II

Skill
Skill

Draw 1 Attack Card(s) of this unit.
Increase Damage Amount of Attack Cards of this unit by 20% for 1 turn.
Card Image
0

Prepare to Subdue III

Skill
Skill

Draw 2 Attack Card(s) of this unit.
Decrease Damage Amount of those cards by 20% for 1 turn.
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0

Prepare to Subdue IV

Skill
Skill

Draw 1 Attack Card(s) of this unit.
Increase Damage Amount of those cards by 20% for 1 turn.
Inspiration: Draw 1 Attack Card(s) of this unit.​

Show Effects

Card Image
0

Prepare to Subdue V

Skill
Skill

Draw 1 Attack Card(s) of this unit.
At the start of the next turn, Draw 1 Attack Card(s) of this unit.
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2

Flash Slash I

Attack
Attack

270% Damage to all enemies.
Inspiration: Decrease Cost by 1.​

Show Effects

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2

Flash Slash II

Attack
Attack

180% Damage to all enemies.
Inspiration: Decrease Cost by 2.​

Show Effects

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2

Flash Slash III

Attack
Attack

180% Damage to all enemies.
Inspiration: +1 Hit.

Show Effects

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2

Flash Slash IV

Attack
Attack

[Retain]

320% Damage.
+60% Damage Amount for each drawn card of this unit for 1 turn (max 3).​

Show Effects

Card Image
3

Flash Slash V

Attack
Attack

300% Damage to all enemies.
When used, decrease Cost by 1.​
Card Image
1

Trickery Strike I

Attack
Attack

[Retain]

180% Damage.
Choose 1 card(s) of this unit in hand, activate Inspiration effect.​

Show Effects

Card Image
1

Trickery Strike II

Attack
Attack

[Retain][Retrieve]

180% Damage.
Activate Inspiration for 1 random card of this unit in hand.​

Show Effects

Card Image
1

Trickery Strike III

Skill
Skill

Activate Inspiration for all cards of this unit in hand.​

Show Effects

Card Image
1

Trickery Strike IV

Attack
Attack

150% Damage. Draw 1 cards that have Inspiration effect

Show Effects

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1

Trickery Strike V

Attack
Attack

260% Damage.
Inspiration: Decrease Cost by 1.​

Show Effects

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1

Freezing Blade I

Upgrade
Upgrade

[Unique]

When using a card of this unit with an activated Inspiration, 90% Damage to all enemies.

Show Effects

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0

Freezing Blade II

Upgrade
Upgrade

[Unique][Initiation]

When using a card of this unit with an activated Inspiration, 60% Damage to all enemies.

Show Effects

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1

Freezing Blade III

Upgrade
Upgrade

[Unique]

When using a card of this unit with an activated Inspiration, 130% Damage to a random enemy.

Show Effects

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1

Freezing Blade IV

Upgrade
Upgrade

[Unique]

Increase Damage Amount of Attack Cards of this unit that target all enemies by 30%.​

Show Effects

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1

Freezing Blade V

Upgrade
Upgrade

[Unique]

At the start of the turn, activate Inspiration for 1 random card(s) of this unit in hand.

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

Adds the following effects:
Inspiration: Decrease Cost by 1, to Longsword Slash.
Inspiration: Increase Damage Amount by 30%, to Rapid Slash.
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 Yuki's Longsword Slash and Rapid Slash.
If Yuki's Attack is greater than 500, add an additional +5% to the modifier.
6

Critical Damage Proficiency

Potential 6

+2.4/12% Critical Damage.
7

Unique Stat Upgrade

Potential 7

If Yuki's Attack is greater than 600, +5% Damage Amount to Flash Slash and Iceberg Cleave.
For every 80 Attack above 500, add an additional +1% to the modifier (additional +5% max)
Manifest Ego (dupes)
E1

Sleeping Memory

Manifest Ego 1

Removes the Decrease Damage Amount by 20% effect of Iceberg Cleave.
E2

Awakening Memory

Manifest Ego 2

At the start of battle, activates Inspiration for cards of this unit drawn at the start of the turn for 2 turns.
E3

Vivid Memory

Manifest Ego 3

Changes Skyscraper Cleave's +50% Damage Amount for each card moved to top of Draw Pile effect to +80%.
E4

Inner Memory

Manifest Ego 4

Gain 1 Sword Dance each time this unit's card is drawn through an ability.
Sword Dance: Increases Damage Amount of Attack Cards of this unit by 10% for 1 turn (max 2 stacks)
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

Increases max stacks of Sword Dance by 1 and changes Damage Amount effect to increase by 15%.
Stats (level 60)
HP
-
DEF
-
ATK
-
Voice Actors
JPN
-
KR
-
Gallery

Yuki full image isn't available yet. It will be added soon

Review

Introduction
Performance Profile

ST Damage [3/5]

   

AoE Damage [5/5]

     

AP Efficiency [3/5]

   

Utility [1/5]

 

Yuki is primarily an AoE-focused DPS, but can also be built to focus more on ST damage instead. Her playstyle revolves around drawing cards to activate the [Inspiration] effects of her cards, making building decks with a high amount of Card Draw and hand manipulation especially powerful for her. While playing Yuki in her optimal teams (so with card drawers like Veronica, Nia, or Cassius), expect to be constantly cycling through your deck with high-end Yuki decks, often playing every Attack card she has every turn. One other advantage of Yuki after acquiring Epiphanies is that she’s AP-friendly enough that a dedicated AP support isn’t necessarily required, freeing up those supports for other combatants.

However, Yuki’s reliance on card draw to activate Inspiration can find her in trouble in non-save data game modes, where cheap high-end draw is usually not available. This is especially true early on in Chaos and Zero System runs, resulting in her often having to use her cards without their additional effects, putting her at a disadvantage compared to other characters. On top of this, in higher-tier Chaos, you often have to set aside utility like card draw in favor of survivability, which further limits Yuki’s power in non-save modes. Many of these issues can be fixed with epiphanies, some equipment, and a few lucky card dupes, but none of this is guaranteed.

Thankfully, those issues aren’t a problem anymore in Save Data game modes, as there you already have a good deck saved and can run her with two card drawers without risking the team dying suddenly.

Overall, Yuki is a character with an interesting mechanic. Still, she’s being held back by several limitations ingrained into her kit and the fact that her modifiers lack the scaling that other characters have, allowing them to punch above their weight with the right build.

Pros & Cons
Pros

  • Strong AoE damage output.

  • Decent ST damage if you adjust your build.

  • Access to Self Card Draw.

  • Does not require extra AP generation unless you want to use more expensive, higher damage epiphany/dupe choices.

Cons

  • Struggles to activate Inspiration consistently early in Chaos/Zero System runs.

  • Her key search card has no options with the [Move] keyword, limiting Yuki to only playing the attack cards you hard include in your deck every turn, and no more than that, hurting her damage ceiling considerably.

  • Low Tenacity damage.

  • Even in save data game modes, she can still draw hands without a way to recycle or activate some of her Inspiration cards, leading to efficiency losses.

Ratings

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.

T0.5

Dimensional Twilight

T2

Chaos Mode

Key Mechanics
  • Inspiration: The entirety of Yuki’s kit revolves around the Inspiration effect, which grants her cards additional abilities whenever they’re drawn outside of the start of the turn procedure. These effects take the form of reduced costs, bonus abilities, or increased damage. The key to playing Yuki is to ensure all her Inspiration cards are activated whenever possible.
Cards & Ego Skill
Card Image
5

Skyscraper Cleave

Ego Skill

300% Damage to all enemies.
Move all Attack Cards in hand to the top of the draw pile.
+50% for each card moved.
Skyscraper Cleave

Yuki’s Ego costs 5EP to use. It Moves all of her attack cards in the hand back to the draw pile, then deals 300% + 50% per card moved with its effect to all enemies. The main purpose of this ability, outside of dealing a large hit, is to fix hands where you draw Yuki’s Inspiration cards in your opening 5. However, the 5EP cost often makes it hard to use except for in chaos runs, where you plan around it or in longer duration save data modes. In high card draw decks, you can also put back already active inspiration cards if you’re confident in redrawing them for extra damage. Note: The +50% damage from moving cards is considered base damage.

Card Image
1

Longsword Slash

Attack
Attack

100% Damage.
Longsword Slash

Standard Basic card that can be upgraded to add an Inspiration that reduces its cost to 0 if you draw into it. A very worthwhile card, assuming Inspiration is active compared to most other combatants' basics, and one often not removed even in endgame Yuki decks.

Card Image
2

Rapid Slash

Attack
Attack

220% Damage.
Rapid Slash

2-cost Basic that gains 30% (multiplicative) damage increase thanks to Inspiration, making it a very hard-hitting ability for Yuki. Its high cost often makes it a candidate for cutting to ensure Yuki isn’t too AP hungry, but some endgame decks that have the AP to spare do still keep this card for higher damage potential.

Card Image
1

Flowing Parry

Skill
Skill

100% Shield.

Show Effects

Flowing Parry

Yuki’s basic shield is completely standard and doesn't have any extra synergy with her kit. Removed first in almost every Yuki deck.

Card Image
0

Prepare to Subdue

Skill
Skill

Draw 1 Attack Card(s) of this unit.
Increase Damage Amount of those cards by 20% for 1 Turn.​
Prepare to Subdue

A 0-cost skill that draws one of Yuki’s attack cards from the deck, therefore activating Inspiration. It also applies a 20% (multiplicative) damage increase to the card drawn for 1 turn. A vital card for ensuring Yuki accesses all her attacks each turn and that they have Inspiration active.

Card Image
2

Flash Slash

Attack
Attack

180% Damage to all enemies.
Inspiration: Decrease cost by 1.

Show Effects

Flash Slash

One of Yuki’s main attacks, which costs 2 and deals significant AoE damage. This card is incredibly flexible and can be changed in many ways through Epiphanies to either cost significantly less (1 or 0 AP) or deal far more damage. Which is best usually boils down to the team you’re using with Yuki and how much AP it has to work with.

Card Image
1

Trickery Strike

Attack
Attack

[Retain]

150% Damage.
Activate Inspiration for 1 random card of this unit in hand.

Show Effects

Trickery Strike

1-cost single target attack with Retain that, after use, activates the Inspiration effect of 1 random card in hand. Yuki’s only in-kit tool to fix hard drawing her Inspiration cards outside of her Ego Skill, making it a powerful crutch in case you have no way to manipulate your hand with discard or card returning effects. This effect is strong in Chaos runs, especially early, and can be exchanged using epiphanies for more card draw or higher damage if you don’t need it.

Card Image
1

Freezing Blade

Upgrade
Upgrade

[Unique]

When using a card of this unit with an activated Inspiration, 50% Damage to all enemies.​

Show Effects

Freezing Blade

A 1-cost upgrade that causes Yuki to deal a small amount of AoE damage whenever playing a card with its inspiration effect activated. This damage is not considered an extra attack, doesn’t scale with potentials (e.g., 20% unique card multiplier effect), but does work with both additive and multiplicative boosts to card damage as long as they don’t specify “attack”. In optimized Yuki builds, when established early, this upgrade makes up a sizable amount of her damage, making it one of her best cards. Epiphanies can also be altered to deal high single-target damage as well.

Card Image
1

Iceberg Cleave

Attack
Attack

180% Damage to all enemies.
Inspiration: add 1 Hit, decrease Damage Amount by 20%.

Show Effects

Iceberg Cleave

Yuki’s other main attack card, which costs 1 AP to deal AoE damage with an Inspiration effect that allows it to hit an extra time in exchange for dealing 20% less damage. This damage decrease is a true damage decrease (outside of the normal formula), meaning there is no way to escape it; whatever the card multiplier would have been will be adjusted to be 20% lower.

Potentials

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

  • 3-1: A must-have upgrade which adds an Inspiration effect to Yuki’s basic attack cards, Longsword Slash and Rapid Slash. Long Slash gets a cost reduction, making it free when Inspiration triggers, and Rapid Slash gets a 30% (multiplicative) Damage increase, putting it above the curve for basic Attack Cards.
  • 5-1: Increase the base damage of both of Yuki’s basic attacks by +5% Damage baseline and another 5% if her Attack is greater than 500. A nice bonus, but nothing game-changing.
  • 7: Increase the base damage of Flash Slash and Iceberg Cleave by +5% Damage baseline with an additional increase of 1% per 80 attack she has over 500, up to an additional +5% at 900. Stronger than 5-1, but not a major improvement over 3-1.
Playstyle & Gameplay
Standard Playstyle

Yuki is an aggressive spam-oriented character. You're not looking to build up a combo over multiple turns, and you don't ramp in anyway. Her abilities are at full power as long as you draw into them. This means you should prioritize having draw-based characters or heavy generic card draw to make sure you get as many attack cards with activated Inspiration effects as possible. Draw power and lower deck size create consistency in how often you'll get Yuki cards every turn, which means more consistent DMG in your runs.

Ensure you budget enough AP to be able to play all the cards you draw each turn to avoid wasted damage potential. You can do this by adjusting which epiphanies you choose for Flash Slash, whether you remove her 2-cost basic, and which cards you duplicate.

Dupes Review
  • E1 [★★]. Removes the “true” damage reduction from Iceberg Cleave, increasing its relative damage by 1.25 times (80% efficacy -> 100%). Iceberg Cleave is one of Yuki’s hardest-hitting abilities, but even if you duplicate it, it isn’t responsible for enough of her damage to make this a super-strong investment breakpoint.
  • E2 [★★★]. Activates Inspiration for cards drawn at the start of the turn, for 2 turns. It primarily helps Yuki’s performance in non-save data-based game modes like Chaos and Zero System, where she has trouble consistently accessing hand manipulation tools, improving her performance/consistency significantly. Offers little to no benefit in save data game modes, though, as most Yuki decks are built to work around Inspiration and have ways to mitigate hard drawing those cards anyway.
  • E3 [★]. Increases the base damage scaling for Yuki’s Ego skill, improving its total damage potential, but overall isn’t a large improvement to Yuki’s total damage as her Ego skill is one of the smaller portions of her damage over a fight.
  • E4 [★★★]. Grants a 10% (multiplicative) damage increase for Yuki’s cards every time one of her cards is drawn by any means, stacking up to 2 times for a 20% total boost. This is a strong overall damage increase, especially in Chaos when you don’t already have a ton of card boosts from equipment and buffs.
  • E5 [★]. Boosts the base damage increase of Yuki’s potentials from 20% to 26%. A small damage increase, but nothing major.
  • E6 [★★★]. Raises the stacks granted by E4 from 2 to 3 and the buff they grant from 10% to 15%. elevating the maximum gain from 20% to 45% (essentially doubling the value of E4). Strong for all the same reasons E4 is.

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.

Yuki 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.

Flex

A set-up of 2/2/2 running Executioner’s and Black Wing alongside Cursed Corpse or Seth’s Scarab is usually the most flexible and sometimes even highest damage for Yuki. If Agony is consistently on enemies 2/2/2 with

Cursed Corpse

Cursed Corpse [2-PC]

it will beat out all 2/4 combinations, and if you value early power, Chaos 2/2/2 with
Seth's Scarab

Seth's Scarab [2-PC]

can also outperform.

Still, without either Agony in the setup (which is hard to add in normal Yuki setups), or when you remove all Basics, the combo is worse than 2/4.

2

[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 cannot sustain Agony and don’t value the Basic Attack DMG from Seth's, a 2/4 setup can be a better option for Yuki, assuming you’re able to land 3-4+ attacks per turn to ramp it up. If all these conditions are met and you don’t already have an overabundance of card damage, this set combination will pull slightly ahead 2/2/2 (this is only assuming the last 2P of 2/2/2 isn’t useful to you, though).

Other 4-PC Sets
  • Conquerer's Aspect

    Conquerer's Aspect [4-PC]

    - This set bonus could be considered for Yuki for some builds, but falls notably behind 4P Bullet and 2/2/2 options in most cases, as it does not affect any of Yuki’s Freezing Blade (which makes up a solid portion of her damage) or Ego Skill damage, as they aren’t considered to have costs. This set will also lose value if you’re using any 0-cost or 2-cost epiphanies of cards, further decreasing its performance. Based on this, we don’t recommend it outside of very specific builds.
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:

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.

1
Damage 4/5
Utility 4/5

Passive - Poltergeist

The assigned combatant's attack cards with a cost of 1 or less deal +10/20% damage.

When the assigned combatant uses a Skill card, +10/20% attack card damage for 1 turn. Stacks up to 3 times.

Skill - Light of Judgment - 3 EP cost

Deal 100% Damage to all enemies. Draw 1 Attack card(s) from the assigned combatant with cost of less than or equal to 1.

  • Max Dupe Lillian is Yuki’s best partner choice when it comes to utility, thanks to her low-cost Ego skill that deals AoE damage and draws a 1-cost or lower attack from the deck, which will always be Trickery Strike, Iceberg Cleave, or Longsword Slash - all of which are high-impact targets.
  • The damage boosts Lillian provides, while conditional, are very strong.
  • The first boost grants 20% (additive) attack card damage to all 1-cost or lower attack cards, which, outside of Rapid Slash and Flash Slash (when it doesn’t have Inspiration), works on all of Yuki’s cards outside of Epiphanies.
  • The other Lillian buff is another 20% (additive) attack card damage boost that stacks up to 3 times and triggers every time Yuki uses a skill, lasting one turn. Yuki stacks this naturally thanks to Prepare to Subdue, making having 1-2 stacks realistic most turns, especially in save data content
  • Lillian isn’t Yuki’s top damage option unless you can reliably access 3 stacks every turn, but thanks to her draw/search and capabilities, she's still our top recommendation.
2
Damage 3/5
Utility 4/5

Passive - Poltergeist

The assigned combatant's attack cards with a cost of 1 or less deal +10/20% damage.

When the assigned combatant uses a Skill card, +10/20% attack card damage for 1 turn. Stacks up to 3 times.

Skill - Light of Judgment - 3 EP cost

Deal 100% Damage to all enemies. Draw 1 Attack card(s) from the assigned combatant with cost of less than or equal to 1.

  • Even if you don’t have Max Dupe Lillian, we still recommend her as the top option - even at one copy. The draw utility and AoE damage she provides are still strong enough to justify using her over other options despite falling a bit further behind in damage. If all you want is damage, consider some of the options below if you have them.
3
Damage 3.5/5
Utility 2.5/5

Passive - Gleaming Deduction

Attack Cards of the assigned Combatant drawn through that Combatant's ability gain +25/50% Damage Amount for 1 turn.

Increases Damage Amount of the assigned Combatant's cards that have Inspiration by 10/20%.

Skill - Clue Spotted - 3 EP cost

Move 1 card from hand to Draw Pile.

Draw 1 assigned Combatant card.

  • Despite being Yuki’s signature partner, she neither offers the highest damage potential for her nor the best utility. In addition to this, she’s also hyper-specific to Yuki, meaning unless you specifically want access to the effect of her Ego Skill to put back and redraw one of Yuki’s cards to side-step Inspiration’s innate weakness, she usually isn’t a high-priority investment for Yuki.
  • Westmaccot passively increases the damage of all Inspiration cards by 10% (multiplicative) and increases the damage of cards Yuki draws herself, which she owns, by +25% (additive) for 1 turn.
  • The one advantage of Westmaccot is that she works immediately and for all of Yuki’s cards without epiphanies, which can give her an edge early in chaos runs and when you don’t get lucky enough to ensure your whole deck is 1-cost or lower.
4
Damage 5/5
Utility 1/5

Passive - The Path to Mastery

If a card used immediately before was from the assigned combatant, +15/30% attack card damage. Stacks up to 2 times and is removed if another combatant's card is used.

When the assigned combatant uses 2 or more cards, they gain [Focus].

[Focus]: Attack card damage of the assigned combatant is increased by 20/40%.

Remove Focus when another combatant's card is used.

Skill - Binding Knot - 3 EP cost

Deal 250% Damage. +10% assigned combatant's attack card damage for each owned buff for 1 turn.

  • Scarlet is a high damage combo-based option for Yuki, which can pull ahead Westmaccot, Lillian, and Douglas in damage potential, especially after factoring in her Ego Skill, which grants Yuki a 1-turn buff increasing her attack cards by 10% (additive) per buff on the team (can become very large).
  • Scarlet’s passive grants Yuki up to 30% additive and 20% multiplicative attack card damage after Yuki uses 2 of her cards back to back, and for as long as you don’t use another combatant's card.
  • Playing with Scarlet is relatively simple. Draw until you have all of Yuki’s combo pieces, then use your copies of Prepare to Subdue to build up actions without wasting attacks. Next, use all her attacks back-to-back to maximize damage. This style of play is hard to pull off in Chaos, and without save profile decks, making Scarlet more of a specialized choice for already optimized Yuki decks.
5
Damage 5/5
Utility 1/5

Passive - Guard

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

At the start of battle, Damage dealt by the assigned combatant increases by 8/16% for 1 turn.

Skill - Giant Bazooka - 2 EP cost

Deal 120% Damage to all enemies.

  • Douglas offers no utility and usually can’t match the maximum damage output of a partner like Scarlet, but is across all modes, usually one of the most consistent damage amplifying options in general. This is because of the Partner/Equipment ATK% he offers, which is a separate multiplier to the ATK% you find on Memory Fragments.
  • This is a rare stat and an incredibly potent one, which, if you have no other sources, allows Douglas to compete and even beat some of the options above, assuming you have a solid amount of card damage bonuses already.
  • Douglas might be a top raw damage option, but he doesn’t offer anything else, meaning he’s primarily there for those looking to min-max or while you’re working towards a higher utility pick.
Equipment

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.

Weapon
Weapon
  • Equipment
    W-52 Dopamine Injector
  • Equipment
    Chimeranite
  • Equipment
    Mutant Predator Spike
  • Equipment
    Replica Core
  • Equipment
    Obsidian Sword
Armor
Armor
  • Equipment
    Wings of Freedom
  • Equipment
    Fragment of the Empty Void
  • Equipment
    Rocket-Adorned Cape
Trinket
Trinket
  • Equipment
    Dimensional Cube
  • Equipment
    Emblem of an Exceptional Entity
  • Equipment
    Amorphous Cube
  • Equipment
    Superconductive Protein
Comments - Weapons
  1. Equipment
    W-52 Dopamine Injector
    - Offers a stackable +20% (multiplicative) damage boost whenever the wearer draws a card by an ability (a card that draws two gives two stacks), capping out at two stacks (40%) and lasting 1 turn. Stronger than all other options but requires Yuki to be able to consistently draw each turn in order to maintain it, something that isn’t always easy.
  2. Equipment
    Chimeranite
    - Grants the wearer a +35% (multiplicative) damage on all their damage for 1 turn after they use a draw card themself. Numerically, a little behind Dopamine Injector, but only requires 1 draw instead of 2, making it easier to fully activate and maintain. Has the downside of being UNIQUE rarity, though, cutting off some other options.
  3. Equipment
    Mutant Predator Spike
    - Grants +30% (multiplicative) damage to all of Yuki’s abilities while holding 4 or more cards in hand, putting it slightly behind other options, but while being far easier to keep active across the fight, assuming you have a way to maintain a reasonable hand size. If you can’t consistently draw cards every turn, it usually becomes the best choice.
  4. Equipment
    Replica Core
    - When Yuki uses her own ability to draw one of her attack cards, that attack gains +50% (additive) damage for the turn. This weapon is far more restrictive than any of the options above, often not affecting a good amount of cards you play in the turn outside of specific builds. Still a good damage boost though.
  5. Equipment
    Obsidian Sword
    - Grants +12% (multiplicate) damage to all of Yuki’s damaging abilities. Not as good as any of the S1 weapons for her, but a very common substitution if you don’t happen to come across any of the others in your runs.
Comments - Armor
  1. Equipment
    Wings of Freedom
    - Best damage Armor option for Yuki in Season 1. Every time the team is hit, it grants Yuki a stacking +10% (multiplicative) damage boost for the rest of the fight, up to 3 stacks (30%).
  2. Equipment
    Fragment of the Empty Void
    - If you don’t need or want more damage, Fragment of the Empty Void is an insanely high-value utility pick for Yuki, allowing you to choose up to 3 cards in your opening hand to “mulligan”. The new cards drawn after discarding will have Inspiration active. Also, this armor stacks multiple times if you have duplicates across your teammates.
  3. Equipment
    Rocket-Adorned Cape
    - If neither of the options above is available Rocket-Adorned Cape is also a solid choice, giving you an extra draw at the start of combat and also 1 damage reduction stack.
Comments - Trinkets
  1. Equipment
    Dimensional Cube
    - The highest damage potential accessory available to Yuki, assuming you have a strong discard outlet like Nia on the team with a good deck. If you can’t consistently discard 2-3+ cards a turn, though, it performs worse than the options below for Yuki.
  2. Equipment
    Emblem of an Exceptional Entity
    - Has a +30% (additive) bonus for all of Yuki’s abilities, making it the best option after Dimensional Cube and the top option if you value consistency.
  3. Equipment
    Amorphous Cube
    - Slightly worse than Emblem, but far easier to get boosting damage by +25% (additive) instead of 30%.
  4. Equipment
    Superconductive Protein
    - If damage options don’t appeal to you or you, for some reason, aren’t offered one that works for you, Superconductive Protein can be used to gain additional momentum for the wearer and their team on turn 1 by discounting one card in your opening hand to 0.

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

Yuki has two different builds, a single-target one and an AoE one, with the only difference being the Freezing Blade epiphany you choose.

  • The The AoE build, of course, is better at AoE but can also access its damage early on, thanks to Freezing Blade gaining Initiation and costing 0 instead of one. This build does notably less damage in single target, though in longer fights.
  • The The Single Target build converts Freezing Blade into a single-target hit in exchange for it dealing significantly more damage, which, after multiplicative damage scaling, becomes a big lead compared to the AoE build. The downside is that it costs 1 AP to use, and you’ll have to hard draw it.
Card Removal Priority
  • Flowing Parry
    - First priority to be removed in all endgame Yuki decks.
  • Rapid Slash
    - A very solid card, but a costly one that limits the other cards Yuki and her teammates can play in a turn or pushes her toward needing AP support, restricting the teammates she can run alongside and the decks they can run. Remove this to lower your AP costs per turn, or keep it if you can support it.
  • Longsword Slash
    - A basic card with a surprisingly potent effect, which is often better left in than removed. Leaving this card in gives Yuki more cards to draw and spam while also not costing any AP. Only using two removals also gives you much more leeway in using dupes, adding neutrals, and keeping divine epiphanies on your other cards.
Card Dupe Priority
Dupe Priority

Prepare to Subdue IV
=
Iceberg Cleave
=
Flash Slash II

Yuki has multiple good duplicate options, and the best one depends on the Epiphanies you’re offered, the neutrals you’ve secured, and how much card draw you have available. The three options to duplicate are Prepare to Subdue, Flash Slash, and Iceberg Cleave.

  • Prepare to Subdue
    - If you don’t have any card draw/add for Yuki from neutral cards and hit the best epiphanies on this card, it’s a strong dupe target to ensure you can access all of Yuki’s attacks each turn for maximum damage.
  • Flash Slash
    /
    Iceberg Cleave
    - If you have sufficient draw through neutrals or other means, it’s better to dupe Flash Slash or Iceberg Cleave, though, to give you more attacks to activate per turn, ensuring Yuki doesn’t run out of cards for your team to spend AP on. Flash Slash can outperform Iceberg Cleave in damage and efficiency, given the right epiphanies, but Iceberg Cleave is always consistently good. Both are valid targets to duplicate.
Epiphany Alternatives
  • Freezing Blade
    - Choose between Freezing Blade II for AoE or Freezing Blade III for single target. In AoE and with enough card draw, you can also give up Initiation and the AP discount and run Freezing Blade I if you’re confident in drawing your whole deck on turn 1 to reach it.
  • Prepare to Subdue
    - Subdue IV is best in almost all cases; it adds 2, buffs, and also triggers Freezing Blade via Inspiration. But if you don’t hit it in your runs, III also works, but it does much worse damage.
  • Flash Slash
    - Flash Slash II is the most AP to damage efficient option among Yuki’s signature five epiphanies but if you have AP to spare Flash Slash III deals notably more damage for one extra AP.
    • Outside of these two options the generic options such as +Morale as well as powerful debuffs applications are actually arguably even better than any of Yuki’s signatures if you can manage to secure them.
  • Trickery Strike
    - Trickery IV can fish out Yuki’s core draw card - Prepare to Subdue - on use and can also bridge into other attack cards as well. But if you’re not in need of any more draw and are already accessing all her attack cards every turn easily in teams you’re playing, you can use Trickery Strike V for more damage and an extra Inspiration trigger on Freezing Blade.
Neutral Cards
Important!

There are a lot of strong Neutral Cards Yuki can use, and which are worth the save data points to include in her decks. Here are the ones that are most notable.

Depending on your team, the content you’re facing, and your playstyle, Neutrals aren’t always “best in slot”; as such, we haven’t included them in the sample decks. Modify and update the decks as you see fit based on whether you want to include neutrals or not. They may not always be worth the save data points!

  • Aggressive Mutant
    - Costs 0AP and draws one of Yuki’s attack cards immediately while also offering a major damage boost. Easily activates Inspiration for a card on use, making using Yuki’s kit effectively much easier, especially if you have multiple copies, which cuts down on her need for multiple copies of Prepare to Subdue. Has exhaus, though, so in shorter fights you may still need duplicates of Prepare to keep her combos going.
  • Forbidden: Ecstasy of Violence
    - Yuki’s single target can use some help; this card provides that. Costs 9 AP initially but is reduced by 1 permanently every time you draw until it becomes 0. Yuki draws enough to make achieving this easy, while the damage this card provides is a massive boost to her potential. Pick it up if you have save data to spare and encounter it in your runs.
Best Synergies
Nia
  • Can filter through Yuki’s team’s deck quickly to find her core combo pieces as fast as possible while also activating Inspiration effects.
  • Is able to discard any hard-drawn Inspiration cards you start the turn with to be added back later with Prepare to Subdue to ensure all cards have hard Inspiration on them in a turn.
  • Good enough healing to keep the team alive in endgame for long enough to clear in most cases.
  • Allows Yuki to run the Dimensional Cube accessory for constantly stacking damage every time Nia triggers discard.
Cassius
  • Can discard starting hands containing Inspiration cards with Shuffle drawing a new hand and activating any Inspiration effects within it automatically.
  • Solid card draw between Devil Dice and Full House, with the option to pursue triple 0 builds with certain Yuki decks/teams as well, for higher damage.
  • Can search out Prepare Subdue with Joker, automatically activating its inspiration effect to get you to two more attacks, which also have their Inspiration activated.
Rei
  • After Epiphanies, Rei has solid draw power with Snack Time, offering Yuki a 0 AP cost draw 2, which has retain. Keep in mind these draws have exhaust, though, and therefore are mainly useful for turn 1 and setting up.
  • The main reason to run Rei when her card draw is more limited is her buffs, which, assuming Rei’s deck is tailored toward Yuki, can amplify her damage tremendously.
  • Thanks to how many upgrades Rei’s deck has, she’s also great at thinning out the deck, making Yuki’s combo more consistent in longer fights.
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.

Balanced Team

Pure damage, Yuki teams want enough healing to survive, sufficient card draw to access all of her attack cards every turn, and ideally a way to discard inspiration cards you draw at the start of each turn (this can somewhat be helped by Yuki's ego skill, equipment, or signature partner, though). Each of Yuki’s synergies assists with one or multiple of these in their own unique way, and which is most optimal will depend on your playstyle or the quality of saves you already have available.

Support
Nia
Veronica
Cassius
Rei
Support
Nia
Veronica
Cassius
Rei
Survival

If you’re struggling to survive in endgame modes such as Chaos/Zero System, consider swapping out one support for a shielder instead to mitigate enemy hits and stress accumulation.

Support
Nia
Veronica
Cassius
Shielder
Any Shielder