To learn more about Yuki check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Last review update
Season 1
Last build update
Season 1
Last profile update*
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
Longsword Slash
Rapid Slash
Flowing Parry
Show Effects
Prepare to Subdue
Flash Slash
Show Effects
Trickery Strike
[Retain]
Show Effects
Freezing Blade
[Unique]
Show Effects
Iceberg Cleave
Show Effects
Skyscraper Cleave
Ego Skill
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.
Prepare to Subdue I
[Retain]
Show Effects
Prepare to Subdue II
Prepare to Subdue III
Prepare to Subdue IV
Show Effects
Prepare to Subdue V
Flash Slash I
Show Effects
Flash Slash II
Show Effects
Flash Slash III
Show Effects
Flash Slash IV
[Retain]
Show Effects
Flash Slash V
Trickery Strike I
[Retain]
Show Effects
Trickery Strike II
[Retain][Retrieve]
Show Effects
Trickery Strike III
Show Effects
Trickery Strike IV
Show Effects
Trickery Strike V
Show Effects
Freezing Blade I
[Unique]
Show Effects
Freezing Blade II
[Unique][Initiation]
Show Effects
Freezing Blade III
[Unique]
Show Effects
Freezing Blade IV
[Unique]
Show Effects
Freezing Blade V
[Unique]
Show Effects
Epiphany Bonus
Potential 1
Basic Card Upgrade
Potential 2
Common Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Unique Card Upgrade
Potential 4
Critical Chance Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Critical Damage Proficiency
Potential 6
Unique Stat Upgrade
Potential 7
Sleeping Memory
Manifest Ego 1
Awakening Memory
Manifest Ego 2
Vivid Memory
Manifest Ego 3
Inner Memory
Manifest Ego 4
Complete Memory
Manifest Ego 5
Liberated Memory
Manifest Ego 6
Yuki full image isn't available yet. It will be added soon
Review
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.
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.
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.
The ratings below are based on the Basin of Hyperspace Dimensional Twilight game mode and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.
Dimensional Twilight
Chaos Mode
Skyscraper Cleave
Ego Skill
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.
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.
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.
Flowing Parry
Show Effects
Yuki’s basic shield is completely standard and doesn't have any extra synergy with her kit. Removed first in almost every Yuki deck.
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.
Flash Slash
Show Effects
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.
Trickery Strike
[Retain]
Show Effects
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.
Freezing Blade
[Unique]
Show Effects
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.
Iceberg Cleave
Show Effects
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.
Yuki’s Signature Potentials offer significant damage boosts as well as some additional functionality, making them a high priority to unlock.
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.
Best Cards
Note
For every Epiphany, we're colored their name based on how useful we think it is compared to the other variants. Here's the key to the colors:
- Epiphany Name - the best variant,
- Epiphany Name - a good variant,
- Epiphany Name - a niche variant.
Yuki best epiphanies aren't available yet. They will be added soon.
Gear
The Memory Fragments & Equipment suggestions below are based on calculations we did. If you want to check the damage formula and how scaling the damage works in CZN, check this guide.
[2-PC]: +25% Critical Damage.
[2-PC]: +12% Attack.
[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).
Conquerer's Aspect [4-PC]
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.
Crit Rate% = Crit DMG% > ATK > ATK%
Our best Partner recommendation try to balance both the raw damage boost they provide based on our calculations with the additional utility provided by the skill - combined with how it interacts with the characters's kit. We have rated each partner based on how much additional damage and the utility they provide. Read the comments under each Partner to better understand our reasoning.
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.
Deal 100% Damage to all enemies. Draw 1 Attack card(s) from the assigned combatant with cost of less than or equal to 1.
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.
Deal 100% Damage to all enemies. Draw 1 Attack card(s) from the assigned combatant with cost of less than or equal to 1.
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%.
Move 1 card from hand to Draw Pile.
Draw 1 assigned Combatant card.
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.
Deal 250% Damage. +10% assigned combatant's attack card damage for each owned buff for 1 turn.
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.
Deal 120% Damage to all enemies.
The equipment recommendations are based on items obtainable in Season 1’s Chaos - Laboratory 0. If you’re running content outside of Season 1, it’s possible some options may not be available for acquisition, or that other options not obtainable in Lab 0 may be better.
Deck & Teams
Important!
CZN is a game of randomness; sometimes you’ll be offered generic or Divine epiphanies that are stronger than a character's standard five options. In these cases, breaking the listed build can result in an even more powerful save. Adjust as you see fit!
Yuki has two different builds, a single-target one and an AoE one, with the only difference being the Freezing Blade epiphany you choose.
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.
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!
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.
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.
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.
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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 [2-PC]
Seth's Scarab [2-PC]
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.