Hugo
A bursty quick-swap Ice Attack DPS: he exploits the Stun window to unleash his colossal-damage Totalize hit, and needs a team with strong Stun to break enemies open.
Tier S · Attack · Ice. BiS: Myriad Eclipse. A bursty quick-swap Ice Attack DPS: he exploits the Stun window to unleash his colossal-damage Totalize hit, and needs a team with strong Stun to break enemies open.
Best W-Engines
Recommended Drive Discs
4: CRIT Rate or CRIT DMG · 5: Ice DMG · 6: ATK%
Prioritize CRIT Rate/CRIT DMG (aim for ~75-80% CRIT Rate) > ATK% > PEN > ATK.
Skill priority: Core Skill > Chain/Ultimate > Special (EX) > Basic Attack > Assist > Dodge
Worth pulling and building if you enjoy explosive quick-swap play: a single Totalize beat hits absurdly hard, and his kit makes capping CRIT easy. His strength is a short but heavy burst window; his weakness is a heavy reliance on Stun (best with a double-Ice-Stun setup like
Lighter/
Lycaon) and the need to time your swaps precisely — mistime it and you lose the buff.
Level 60 targets (game8 + gamewith): Crit Rate 88% is priority #1, Crit DMG 130-150%, ATK ~3,000. Why 88%: Hugo's Core Passive self-grants +12% Crit Rate, so 88% on paper = ~100% IN COMBAT, guaranteeing his finisher (とどめの一撃, the bulk of his damage) always crits for consistent output. Level 60 base (gamewith): HP 7,940 / ATK 844 / DEF 616; the Core Passive alone adds ~+900 ATK, so pour farming into Crit rather than ATK. Substat priority: Crit Rate > Crit DMG > ATK% (per game8/gamewith).
1) OPENER: send in 2 Stun/Break agents (Lycaon/Lighter/Dialyn) to build Break value; keep Hugo off-field to save his Energy and Decibels. 2) ON BREAK: use a Chain (連携) to bring Hugo in LAST, then fire an EX Special (強化特殊) or Ultimate (終結) → triggers Totalize (累算), dumping all remaining Break time into ONE huge finisher while re-accumulating up to 25% Break value. 3) CHAIN ORDER: the Totalize multiplier scales with remaining Break time (peaks at >=15s), so make Hugo the LAST chain link; if you run Lycaon and he didn't cause the break, go Lycaon -> Hugo. 4) BOSS COMBO: fire Hugo's first Chain, CANCEL the second, quick-swap to a Break agent to re-break, then Chain Hugo again (two Hugo chains — big damage plus fast Decibel gain). 5) LOOP: swap back to Break agents to rebuild Break value for the next cycle.
While in the Dark Abyss Reverb (深淵の反響) state, triggering the Totalize (累算) effect grants +12% Crit Rate and +30% Crit DMG to that hit. It feeds straight into the finisher that carries most of his damage — a decent bump, but no gameplay change.
The key breakpoint — STOP AT M2. When his Ultimate triggers Totalize the enemy's Break state no longer ends, letting you follow the Ult with an EX Special inside the same Break window; his Totalize finisher also ignores 15% DEF. Both game8 and gamewith call M2 the sweet spot. NOTE: prioritize his signature Myriad Eclipse (千面の落日) BEFORE buying dupes — the engine is his main DEF-ignore + CRIT source and is worth more than mindscapes.
All skills (Basic/Dodge/Assist/Special/Chain) +2 levels. A small flat bump with no gameplay change — low value, just a stepping stone to M4.
After a charged shot (チャージ射撃) hits, all of Hugo's attacks ignore 12% Ice RES for 15s. A direct output gain for longer on-field time — gamewith notes M3 onward mainly boosts his on-field attacker role; moderate value.
All skills +2 levels again. Still just flat numbers, a bridge to M6 — low value.
A whale-tier jump: every shot that hits can now trigger Dark Abyss Reverb (up to 6s); any skill that triggers Totalize gets +60% finisher damage; and his EX Special finisher landing on a NON-broken enemy also triggers Totalize at a fixed +1000% multiplier. Very strong, but most players stop at M2 — only those with spare resources aim straight for M6 (M3-M5 in between are filler).
- Massive per-Break burst: one finisher converts the remaining Break time into huge damage, and the combo is simple, so he's easy to deal damage with in any situation.
- Very fast Break cycle: the finisher instantly re-accumulates up to 25% Break value, so he increases the NUMBER of Breaks even against break-resistant bosses.
- Self-sufficient buffing: his Core Passive raises ATK per Stun ally in the team, so he needs no dedicated Support/shielder — Hugo rarely competes for the scarce supports, making a second endgame team easy to build.
- His Chain (連携) has strong AoE mob-gathering, so beyond boss fights he also clears packs of small enemies cleanly.
- Very stat-hungry: needs ~88% Crit Rate to guarantee the finisher always crits — demanding disc RNG and heavy farming.
- Heavily reliant on a team with 2 strong Stun/Break agents (Lycaon/Lighter/Dialyn) to open Break; solo he doesn't shine, and his signature Myriad Eclipse is near-mandatory (his main DEF-ignore source).
- Demands quick-swap timing: the Chain order (Hugo must be the last link) and the two-Chain boss combo have fairly tight timing — mistime it and the Totalize multiplier drops.
Excellent in Shiyu Defense (式輿防衛戦): a single-target boss mode — Hugo's per-Break finisher melts high-HP bosses right in the Break window, and since he needs no dedicated support he splits easily across both halves. game8 and gamewith both rank him a top-class Ice attacker.
Also strong in Deadly Assault (危局強襲戦): his ultra-fast Break cycle plus big burst racks up score on tanky, drawn-out bosses; pairing Dialyn/Lycaon (Break-debuff amplifiers) pushes top scores. As a Break-reliant DPS he thrives in DA's sustained boss fights.
Basic Attack2
Basic Attack: Dark Abyss Quartet
Press to activate: Perform up to four attacks forward, dealing Physical DMG and Ice DMG. The fourth attack is a shot. During this attack, hold to charge and perform a charged shot. Anti-Interrupt level is increased during the fourth attack, and received damage reduced by 40%.
Basic Attack: Dark Abyss Concerto
After the 4th hit of Basic Attack: Dark Abyss Quartet, the shot of Dodge Counter: Phantasm - Slash, or the shot of Quick Assist: Elegy, press or hold to activate: Throw the scythe forward to perform a slash, followed by a shot, dealing Ice DMG. During the shot, hold to charge and perform a charged shot. Anti-Interrupt level is increased while using this skill, and received damage reduced by 40%.
Dodge3
Dodge: Phantasm
Press to activate: A quick dash dodge. Character is invulnerable while using this skill.
Dash Attack: Phantasm - Shatter
Press during a dodge to activate: Launch a dashing attack at enemies in front, dealing Physical DMG.
Dodge Counter: Phantasm - Slash
Press during a Perfect Dodge to activate: Performs a series of attacks on enemies in front, dealing Ice DMG. During the skill, hold to launch a shot. During the shot, hold to charge and perform a charged shot. The shot is considered a Basic Attack, with its DMG treated as Basic Attack DMG. After the skill is used, it can be directly followed up with the 4th hit of Basic Attack: Dark Abyss Quartet. During the skill's ranged phase, Anti-Interrupt Level is increased, and received damage is reduced by 40%. Invulnerable during the slashes and ranged retreat of the skill.
Assist3
Quick Assist: Elegy
When the active character is launched, press to activate: Performs a series of attacks on enemies in front, dealing Ice DMG. During the skill, hold to launch a shot. During the shot, hold to charge and perform a charged shot. The shot is considered a Basic Attack, with its DMG treated as Basic Attack DMG. After the skill is used, it can be directly followed up with the 4th hit of Basic Attack: Dark Abyss Quartet. During the skill's ranged phase, Anti-Interrupt Level is increased, and received damage is reduced by 40%. Invulnerable during the slashes and ranged retreat of the skill.
Defensive Assist: The End Has Not Come
When the on-field character is about to be attacked, press to activate: Parries the enemy's attack, dealing massive Daze. Character is invulnerable while using this skill.
Assist Follow-Up: Ace Reversal
Press after a Defensive Assist to activate: Dash forward and perform two slashes, dealing Ice DMG. After the skill is used, it can be directly followed up with the 4th hit of Basic Attack: Dark Abyss Quartet. Character is invulnerable while using this skill.
Special Attack2
Special Attack: Soul Hunter - Judgment
Press to activate: Spins the scythe and then unleashes a forward slash, dealing Ice DMG. Anti-Interrupt level is increased while using this skill.
EX Special Attack: Soul Hunter - Punishment
With enough Energy, press to activate: Spins the scythe to attack and then executes a powerful Finishing Move, dealing massive Ice DMG. This skill is not counted as a heavy attack. After the skill is used, it can be directly followed up with the 4th hit of Basic Attack: Dark Abyss Quartet. Character is invulnerable while using this skill.
Chain Attack2
Chain Attack: Trick of Fate
When a Chain Attack is triggered, select the character to activate: Dash forward to perform a slash across a large area, then launch a shot, dealing massive Ice DMG. The shot activated by this skill is considered a charged shot. Character is invulnerable while using this skill.
Ultimate: Blaspheme
When Decibel Rating is at Maximum, press to activate: Throws the scythe in a powerful spinning attack, then launches a Finishing Move, dealing massive Ice DMG. This skill is not counted as a heavy attack. After the skill is used, it can be directly followed up with the 4th hit of Basic Attack: Dark Abyss Quartet. Character is invulnerable while using this skill.
Core Skill2
Core Passive: Terminating Verdict
When Chain Attack: Trick of Fate hits an enemy or Hugo's attacks Stun an enemy, Hugo gains the Dark Abyss Reverb state for 6s, and repeated triggers reset the duration. During this state, Hugo's CRIT Rate increases by 12% and CRIT DMG increases by 25%. When there are 1/2 Stun characters in your squad, Hugo's ATK increases by 25/75. When the Finishing Move of EX Special Attack: Soul Hunter - Punishment or Ultimate: Blaspheme hits an enemy while they are Stunned, it triggers the Totalize effect, increasing the DMG Multiplier of the skill's Finishing Move by 500%. Additionally, the Totalize effect further increases the skill's DMG multiplier based on the remaining Stun time of the enemy when triggered: for each remaining second of Stun time from the portion that is less than or equal to 5s, the skill's DMG multiplier increases by 140%; for each remaining second of Stun time from the portion between 5 and 15s, the skill's DMG multiplier increases by 50%. The total increase can raise the skill's DMG multiplier by a maximum of 1,700%. After Hugo triggers the Totalize effect, the enemy's Stunned state will immediately end. Based on the remaining Stun time at the moment Totalize is triggered, a certain amount of Daze will be accumulated. For every second of Stun time remaining, 5% Daze is accumulated, up to a maximum Daze equivalent to 25% of the enemy's maximum Daze. When EX Special Attack: Soul Hunter - Punishment hits an enemy, if the enemy is not Stunned, the Daze accumulated by the skill increases by 20%.*Stats shown are at Base level.
Additional Ability: Prelude to Finality
When another character in your squad is a Stun character or shares the same attribute: Chain Attack: Trick of Fate's DMG increases by 15%, with a further increase of 35% against normal enemies. When Totalize is triggered, the DMG dealt by the skill increases by 40%. EX Special Attack: Soul Hunter - Punishment generates an additional Energy when triggering Totalize on normal enemies. The Energy generation effect can trigger once every 30s.
What is the best W-Engine for Hugo?
Hugo performs best with Myriad Eclipse. See alternatives and required stats in the Gear section above.
Is Hugo worth pulling?
Worth pulling and building if you enjoy explosive quick-swap play: a single Totalize beat hits absurdly hard, and his kit makes capping CRIT easy. His strength is a short but heavy burst window; his weakness is a heavy reliance on Stun (best with a double-Ice-Stun setup like Lighter/Lycaon) and the need to time your swaps precisely — mistime it and you lose the buff.
What is the best team for Hugo?
Hugo works best in the Double Ice Stun team. Full members and rotation are in the Teams section.




