Chizuru Build: The Passive Sub-DPS (Season 1) — Chaos Zero Nightmare
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Build Introduction
The Passive Sub-DPS build turns Chizuru into a low-maintenance damage engine that contributes steady chip damage while keeping her footprint in your deck extremely small. The philosophy here is straightforward: the fewer active cards you draw from Chizuru, the more consistently your Main DPS finds their core combo pieces. Chizuru’s job is not to burst, rotate, or demand AP — it’s to quietly inject damage, generate Will-O’-Wisps, and maintain recovery effects without ever disrupting your primary game plan.
Think of her as a system running in the background. Once the Passive Sub-DPS setup is online, Chizuru’s damage ticks happen automatically through Will-O’-Wisp procs, Shadow of the Moon+ loops, and fixed interactions tied to multi-hit attacks. She becomes a “set it, forget it, and enjoy the value” character who supports the team through sustained pressure rather than card presence. This approach dramatically simplifies your turns while ensuring your main attacker’s gameplan remains uninterrupted.
The Cards
This build aggressively trims Chizuru’s deck until only high-impact cards remain.
Basic Cards
Spiritflame’s Ward — Priority removal
Its shielding effect has zero synergy with a passive damage engine. It neither fuels Wisps nor helps maintain Cursed Shackles. It simply dilutes your draws and slows your main DPS’s consistency.
Moonslash — Secondary removal
Even with its multi-hit potential, Moonslash fails a critical test: it does not trigger Itsuki’s fixed damage. That alone invalidates it when compared to Shadow of the Moon+ or Oni Hunt, both of which outperform it in scaling and interactions.
Karmic Flames
Priority:
- E5 — Best-in-slot, no competition
E5 Karmic Flames exists for one purpose: giving Chizuru perfect, hands-free Cursed Shackles uptime without expanding the deck. - Applies Shackles instantly
- Exits the draw pile after activation
- Reappears only when needed
- Creates natural deck thinning
- Maintains 100% Shackles coverage when paired with multi-hit allies
This is the ideal Passive Sub-DPS experience: zero AP waste, zero randomness.
Secondary:
- E4 — Usable but costly
E4 dumps 5 Will-O’-Wisp on use, which looks appealing but demands a heavy AP premium and constant redrawing. It’s fine when E5 isn’t available but not optimal long-term.
Avoid:
- All others — E0 to E3
Anything that behaves like a normal Attack card immediately loses to the Tsukuyomi + Oni Hunt synergy loop.
Tsukuyomi
Tsukuyomi’s Will-O’-Wisp generation (with Cursed Shackles procs) comparison table:
Tsukuyomi Will-O’-Wisp generation | 3-hits SotM+ (w Inhibit) | 3-hits Oni Hunt | 4-hits Oni Hunt |
E0 (2nd) | 6 | 9 | 12 |
E1 (Best) | 8 | 11 | 16 |
E2 (3rd) | 4 | 8 | 10 |
E3 | 0 | 0 | 0 |
E4 | 3 | 3 | 3 |
E5 | 2 | 5 | 6 |
Priority:
- E1 — Best overall
The highest Wisp generation when interacting with Cursed Shackles. This is your primary replication target and the engine that keeps Shadow of the Moon+ cycling.
Secondary:
- E0 — Second best
Nearly identical performance and perfectly viable.
- E2 — Third best
Functional but noticeably behind the top two.
Avoid:
- All others — E3, E4, and E5
E5 is unique (cannot be replicated), and the rest are simply too slow for a modern Passive Sub-DPS setup.
Bound at Dusk
Priority:
- E1 — Best AP engine
Generates 5 AP per turn consistently.
Secondary:
- E5 / E0 — Reliable alternatives
Both are solid runners-up. E5 becomes more appealing if you’re using E4 Karmic Flames due to tighter AP loops.
Avoid:
- All others — E2–E4
They introduce too many conditions or random timings that disrupt your carefully structured rotations.
Oni Hunt
Priority:
- E1 — Maximum Wisp synergy
Ideal when your build focuses on raw Will-O’-Wisp throughput.
- E5 — Alternate style
Converts Oni Hunt into a passive engine: - Grants 3 Wisps per turn
- Removes itself from Attack card calculations
- Leaves Shadow of the Moon+ as your only repeat Attack card
- This makes Chizuru’s gameplay almost comically simple.
Secondary:
- E0 — Solid, buffs your next Shadow of the Moon
3-hitter with damage multiplier boost for next SotM+.
- E3 — Functional but overshadowed by E0
Flat 3-hitter.
Do not use
- E2 — Too weak
Single hit
- E4 — Burns Tsukuyomi stacks
Sabotaging your engine by burning Tsukuyomi stacks on basic attacks.
Replications
Priority
- Tsukuyomi — Always first
- 0 AP
- Highest Wisp throughput
- Drives Shadow of the Moon+ uptime
- Oni Hunt — Secondary
- Costs 1 AP
- Adds damage + Wisps
- Good filler when Tsukuyomi replication is capped
Stable replication setups
- 3× Tsukuyomi
- 2× Tsukuyomi + 2× Oni Hunt
Anything else compromises the engine.
Season 1 Cards
Season 1 Choice:
- Forced Learning Apparatus — Common Card
- Adds deck-cycling value with her deck thinning.
- Best used when paired with high-frequency attacker/ Main DPS like Luke or Tressa
- Synergize when Forbidden: Ecstasy of Violence (held by Main DPS)
- Target for E5 Bound At Dusk
For higher tier save data — Chizuru faint memory points are occupied by basic removals and replications. Consider those before Forced Learning Apparatus
Teams
Chizuru pairs best with high-frequency Main DPS units such as Luke, Tressa, and Rin (DMSA: Annihilation E2 + Drawing Slash E2). These attackers spam multi-hit cards or generate multiple attack cards, which continuously trigger Chizuru’s engines:
- Every hit on a Shackled enemy generates Will-O’-Wisp
- Cursed Shackles remains active indefinitely as long as the enemy is debuffed
- Your deck stays thin, ensuring your Main DPS draws their core combo pieces
This creates a smooth and elegant team structure where Chizuru quietly turns every ally attack into extra damage — without ever stepping in the way.