Best guide and build for Haru from Chaos Zero Nightmare (CZN). Haru is a 5✦ character from the Striker class and Justice attribute, who belongs to the Terrascion faction.
To learn more about Haru 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/Mar/2026
*Profile update means updates done to reviews/builds/gear within a season - showing the last date we changed anything on this page.
Kit
Review
Epiphanies
Gear
Deck & Teams
To learn more about Haru check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Cards
Starting Cards:
1
Anchor
Attack
100% Damage.
2
Power Anchor
Attack
220% Damage.
1
Anchor Drop
Skill
100%Shield.
Show Effects
2
Anchor Shot
Attack
[Pulverize]
300% Damage. +100% Damage for each time this card has been used (Max 5).
Show Effects
Epiphany Cards:
0
Anchor Pointer
Skill
From Draw Pile or Graveyard, move Anchor Shot to hand.
2
Power Charge
Attack
180% Damage to all enemies. If single target, +80% Damage.
1
Charge Energy
Skill
[Retain]
Increase Damage Amount of Attacks Cards of this unit by 30% for 1 turn.
Show Effects
0
Lift Anchor
Skill
[Retain]
Increase Damage Amount by 80% of Anchor Shot in hand for 1 turn.
Show Effects
Ego Skill:
6
Power Strike
Ego Skill
350% Damage. +50% Damage amount for each Buff owned.
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.
2
Anchor Shot I
Attack
[Pulverize]
400% Damage. +150% Damage for each time this card has been used (Max 5).
Show Effects
2
Anchor Shot II
Attack
[Pulverize]
350% Damage. Combo: Add 1 hit.
Show Effects
2
Anchor Shot III
Attack
[Pulverize][Retain]
350% Damage. Discard all other Combatant cards, +150% Damage for each card discarded.
Show Effects
2
Anchor Shot IV
Attack
[Pulverize]
3800% Damage. +100% Damage per number of times this card was used (Max 10). Create this card in Draw pile (2 per battle).
Show Effects
2
Anchor Shot V
Attack
[Pulverize]
350% Damage. +100% Damage for each use of this card (Max 10). Upon Critical Hit, return to hand (1 per turn).
Show Effects
0
Anchor Pointer I
Skill
All Anchor Shot gain Retrieve.
Show Effects
0
Anchor Pointer II
Skill
From Draw Pile or Graveyard, move Anchor Shot to hand, Grant that card Retain.
Show Effects
0
Anchor Pointer III
Skill
[Retrieve]
From Draw Pile or Graveyard, move Anchor Shot to hand.
Show Effects
0
Anchor Pointer IV
Skill
Move Anchor Shot from Draw Pile or Graveyard to hand. Increase Damage Amount of that card by 20% for 1 turn.
0
Anchor Pointer V
Skill
From Draw Pile or Graveyard, move Anchor Shot to hand, +25% Critical Chance of that card for 1 turn.
2
Power Charge I
Attack
270% Damage to all enemies. If single target, +120% Damage.
2
Power Charge II
Attack
[Weakness Attack]
270% Damage to all enemies.
Show Effects
2
Power Charge III
Attack
270% Damage to all enemy. Defeat: This card activates 1 more time (Max 1).
Show Effects
2
Power Charge IV
Attack
240% Damage to all enemies. +30% Damage per hit to next Attack card.
2
Power Charge V
Attack
300% Damage to all enemies. Combo: Change this card's cost to 1.
Show Effects
1
Charge Energy I
Skill
[Retain]
Increase Damage Amount of Attacks Cards of this unit by 40% for 1 turn.
Show Effects
1
Charge Energy II
Skill
[Retain]
Increase Damage Amount of the next Attack Card used by 50%. 1Tenacity Damage.
Show Effects
1
Charge Energy III
Skill
[Retain]
+70% Damage Amount to Attack Cards of this unit for each card of unit in hand for 1 turn.
Show Effects
1
Charge Energy IV
Skill
[Retain]
Increase Damage Amount of Attack Cards of this unit by 30% for 1 turn. Draw 1 of this unit's cards.
Show Effects
0
Charge Energy V
Upgrade
[Unique]
Increases Damage Amount of Attacks Cards of this unit by 20%.
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
+20% Damage Amount to Anchor and Power Anchor. The following effect is added to Anchor Shot: Increase Damage Amount by 10%.
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 of Haru's Anchor and Power Anchor. If Haru's Attack is above 500, +5% additionally.
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
+10% to Haru's Anchor Shot Damage. If Haru's Attack is greater than 1000, an additional +10% to that value.
Manifest Ego (dupes)
E1
Sleeping Memory
Manifest Ego 1
Damage from Lift Anchor increases from 80% to 120% until used.
E2
Awakening Memory
Manifest Ego 2
Changes Anchor Shot to be usable even if Cost is insufficient. The Anchor Shot card used through this effect will consume all remaining AP, and for each 1 AP spent less than the original Cost, decrease Damage Amount by 40%.
E3
Vivid Memory
Manifest Ego 3
+100% Damage Amount to Power Strike, and the Damage Amount Increase effect for each buff held becomes +20%.
E4
Inner Memory
Manifest Ego 4
Whenever Haru uses an Anchor Shot card, gain 1Power Supply. Power Supply: Haru's attack card damage +20% (Max 3 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
The Damage reduction for Anchor Shot used with insufficient cost is changed to 20% per AP 1 spent less than the original cost.
Stats (level 60)
HP
376
DEF
155
ATK
467
Gallery
Voice Actors
kr
Ian Kim
jpn
Hina Youmiya
Review
Introduction
Performance Profile
ST Damage [4/5]
AoE Damage [2/5]
AP Efficiency [2/5]
Utility [1/5]
Haru is a 5-Star Justice attribute Striker Combatant that constantly drops her Anchor onto her enemies, getting stronger every time she does so.
Haru is a DPS Carry with a kit focused on buffing her expensive cards to deal massive damage. Her main card, “Anchor Shot”, amps up every time it is used, up to ten times, allowing Haru to snowball her damage into big numbers during longer fights. She can do both AoE and single-target damage.
Although her playstyle may seem overly expensive and tricky at first, there are several ways to build around her and adapt to AP needs and different teams, regardless of having an AP Generator in the team or not. With this being said, Haru definitely works best when paired with other Combatants who can provide AP management to ensure she can use Anchor Shot as many times as possible.
If you like big nukes and characters that hit hard, she may be a good pick for you. If you prefer fast but constant, smaller hits, however, she may not be your jam.
Pros & Cons
Pros
Decent AoE and Great Single-Target damage.
Can tutor her Signature Card back to hand.
Good in-built damage scaling.
Ego skill gains extra scaling based on the number of buffs owned (counting both from herself, equipment, other Combatants, etc).
Cons
Very Expensive cards and kit.
The scaling mechanic requires cycling the deck many times.
Ratings
The ratings below are based on the Season Save Data, Chaos Manifestation, and Great Rift modes. Each of the modes values different mechanics, so some characters may shine in one of them, while being underwhelming in the other.
T1
Chaos Mode
T0.5
Season Save Data
?
Great Rift
Key Mechanics
[Retain]: Many of Haru’s buffing cards have the [Retain] tag, which allows them to be held in the hand and not discarded between turns.
Multiplicative +% DMG: Haru’s kit features both Additive +% and Multiplicative +% DMG buffs and understanding the difference between them is important to knowing how she scales. Multiplicative +% Increased DMG improves only the base card damage multiplier by the listed amount (e.g. 100% increased by 120% is 240%).
Additive +% DMG: Additive +% doesn’t interact with the base damage multiplier of cards and instead adds its listed amount on top of whatever the cards' listed damage shows (e.g, 100% + 40% is 140%).
How Anchor Shot’s Damage Works: Anchor Shot Haru’s main card gains a crazy amount of buffs. Here is how they all stack up so you can understand them easily:
( Anchor Shot Base Damage x (1 + Sum of all Multiplicative +% Bonuses) ) + Sum of all Additive +% Bonuses
Potential
Haru’s key Potential Nodes are extra damage multipliers, which increase her damage Potential overall.
3-1: Gives her Anchor card the text: +10% (additive) Anchor Shot Damage, as well as increasing the Anchor and Power Anchor card damage by 20%.
5-1: A 5% increase in damage of Haru’s Anchor and Power Anchor cards, increasing by another 5% if her Attack is above 500.
7: A 10% increase to the Anchor Shot Card’s Damage, increasing by another 10% if her Attack is greater than 1000.
Dupes Review
E0
Base
Base performance of the character.
E1
100.00%
Ego 1
Haru’s first Ego node to be unlocked increases the buff amount of her “Lift Anchor” card by 20%, granting a massive 100% more damage multiplier for the turn. As this is a multiplicative buff, this is a pretty sizable increase to her damage output.
E2
100.00%
Ego 2
Her next Ego node allows Anchor Shot to be cast even if she lacks the AP required to cast it, at the cost of dealing 40% less damage for each 1 AP spent less than the original cost. This is an okay point that mostly really helps with Chaos before getting up and running, as with ideal Save Data and team composition this will be less impactful and will often not be utilized.
E3
100.11%
Ego 3
Her third Ego when unlocked boosts her Ego Skill. It increases the damage dealt by an additive +100% and increases the bonus damage portion by +20%, for a total of +70% per buff. This is a nice lump of extra damage provided by her Ego skill, but doesn’t necessarily change how she plays.
E4
103.66%
Ego 4
Her fourth Ego grants Haru 1 stack of “Power Supply” whenever Anchor Shot is used, up to a maximum of 3. This is a persisting buff throughout fights that grants +20% Damage per stack to Haru’s Attack Cards. This isn’t a weak node by any means, but as Haru already has high base values, this node doesn’t necessarily provide too much of an increase in her damage output.
E5
105.01%
Ego 5
This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. A decent damage increase for Haru across the board.
E6
105.01%
Ego 6
Haru’s final Ego node interacts with her second Ego node. It reduces the damage penalty given by 20%. This again mostly assists with Haru in Chaos and is much less noticeable in Save Data content.
Cards & Ego Skill
6
Power Strike
Ego Skill
350% Damage. +50% Damage amount for each Buff owned.
Power Strike
Costs 6 AP, deals 350% Damage, increasing by +50% Damage for each unique buff. A good single-target damage card, especially if you have multiple buff sources.
1
Anchor
Attack
100% Damage.
Anchor
Haru’s Basic Attack Card. It costs 1 AP and at Potential Node 3-1, an extra effect is added, causing it to apply an additive +10% boost to “Anchor Shot” every time it's used, without a ceiling.
2
Power Anchor
Attack
220% Damage.
Power Anchor
A more expensive version of Haru’s Basic Attack Card. It costs 2 AP and scales slightly better for the AP spent. Also gains the same extra effect from Potential 3-1.
1
Anchor Drop
Skill
100%Shield.
Show Effects
Anchor Drop
Haru’s basic shield card. It costs 1 AP and doesn't have any extra synergy with her kit.
2
Anchor Shot
Attack
[Pulverize]
300% Damage. +100% Damage for each time this card has been used (Max 5).
Show Effects
Anchor Shot
Haru’s Signature Card. It costs 2 AP and starts at 300% Damage. It gains an additive +80% Damage each time it is played, up to a total of 1100% damage after being played 10 times. This card also has the [Pulverize] tag, which allows it to deal +20% more damage against enemies with shields.
0
Anchor Pointer
Skill
From Draw Pile or Graveyard, move Anchor Shot to hand.
Anchor Pointer
A 0 Cost Skill Card that moves “Anchor Shot” back to hand if it is in the Draw Pile or Graveyard. Notably, this overrides the restriction to returning cards to hand the same turn they were played, because the card says “Move” instead of “Draw”. It’s important to note, however, that if you already have an “Anchor Shot” card on hand, this card won’t work. You need to play that other “Anchor Shot” first before using “Anchor Pointer” to draw another. Unfortunately, this card doesn’t have [Retain] and doesn’t get it from any Epiphany, requiring a bit of planning or an AP battery for cases like that.
2
Power Charge
Attack
180% Damage to all enemies. If single target, +80% Damage.
Power Charge
A 2 Cost Attack Card that deals 180% damage to all enemies, but deals +80% damage if there is only one enemy. A very versatile card that deals decent damage in both AoE and single-target scenarios, though against single targets, Anchor Shot should have priority due to its scaling mechanic.
1
Charge Energy
Skill
[Retain]
Increase Damage Amount of Attacks Cards of this unit by 30% for 1 turn.
Show Effects
Charge Energy
A 1 Cost Skill with the [Retain] effect, that grants a multiplicative +30% Damage buff to Haru's Attack Cards. The [Retain] effect makes it easy to hold on to this card until you have the spare AP to play it. It can also be strategically held as a way of thinning the deck to more easily draw Anchor Shot. Works well with Power Charge in AoE scenarios.
0
Lift Anchor
Skill
[Retain]
Increase Damage Amount by 80% of Anchor Shot in hand for 1 turn.
Show Effects
Lift Anchor
A 0 Cost Skill card with the [Retain] effect, that gives “Anchor Shot” a sizable multiplicative +80% Damage buff for 1 turn. A fantastic card for Haru that can be used whenever she’s set up to cast her Anchor as many times as she can. Tip: This buff persists on her Anchor Shots even after being used. If her Anchor Shot was moved back into Haru’s hand, this buff will still apply to that same card for the turn.
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
★★★★
2
Anchor Shot I
Attack
[Pulverize]
400% Damage. +150% Damage for each time this card has been used (Max 5).
Show Effects
★★★★
2
Anchor Shot II
Attack
[Pulverize]
350% Damage. Combo: Add 1 hit.
Show Effects
★★★★
2
Anchor Shot III
Attack
[Pulverize][Retain]
350% Damage. Discard all other Combatant cards, +150% Damage for each card discarded.
Show Effects
★
2
Anchor Shot IV
Attack
[Pulverize]
3800% Damage. +100% Damage per number of times this card was used (Max 10). Create this card in Draw pile (2 per battle).
Show Effects
★★★★★
2
Anchor Shot V
Attack
[Pulverize]
350% Damage. +100% Damage for each use of this card (Max 10). Upon Critical Hit, return to hand (1 per turn).
Show Effects
★★★
Epiphanies:
Neutral[★★★★] - Target Neutral Epiphany: Vulnerable 1. Neutral Vulnerable is extremely strong on Anchor Shot and can have a similar or higher value than Divine Epiphanies. In scenarios where you do not get Divine Vulnerable 2 offered on an Anchor Shot, this might perform higher.
Anchor Shot I
[★★★★] - The additive buff scaling on this changes from +100% per use to +150% per use. While this can be similar to or better than Anchor Shot II in content that is longer than 2-turns, Haru can generally run over most content in less than 2-turns (and even then, Anchor Shot II will still be better than it in top-end builds that maximize Charge Energy IV’s buff).
Anchor Shot II
[★★★★] - This is a highly competitive option that requires much less optimization to get full value out of (compared to Anchor Shot IV). The base ratio is lower but it gains Combo: +1 Hit. The base ratio makes a deceptively small difference, since most of her buffs (Charge Energy IV) are additive. The addition of +1 hit scales well with Haru’s hefty Charge Energy IV buff, along with supports. It can be outperformed by Anchor Pointer base, I, II, or V if you are maximizing Charge Energy IV’s buff poorly (not getting a lot of Haru cards in hand), or be outperformed by some Anchor Shot IV builds after turn-2 but for overall general-use in optimized teams (decent Charge Energy IV buff optimization), this will be one of the best epiphanies in most scenarios.
Anchor Shot III
[★] - This is probably the only Anchor Shot not really worth considering; it requires you to maximize ally cards (which lowers Charge Energy IV value) and doesn’t let you use the cards either, merely discarding them for a buff on one hit. If there is an effect or card that has high synergy with discards, it could be considered, but it will likely still perform worse than all other options.
Anchor Shot IV
[★★★★★] - This is the go-to option for her strongest set-ups, especially following the buffs which have made the scaling effect much stronger in its high-end scenarios compared to the previously close Anchor Shot II. Anchor Shot now creates up to 2 copies of it, keeping any divine or additional effect on it as well. This is an insanely strong option to use with Anchor Pointer I, but it requires much stronger draw and specific rotations (you need to draw all 3 Anchor Shots before using your Anchor Pointer Is for full value; it is much weaker with other Anchor Pointers, etc.). So, it is not recommended if all the stars don’t align or you aren’t comfortable with the setup, but it can be decently superior to Anchor Shot II builds when the stars do.
Anchor Shot V
[★★★] - On a Critical Hit, Anchor Shot will return to hand once a turn now. This is effectively just +1 Anchor Shot hit a turn. While this might sound great, when we consider alternatives like Anchor Shot II or Anchor Shot IV which can add a mass amount of hits (around +5 to +10) with Anchor Pointer dupes. However, this can have a niche potential when duping Anchor Shot over Anchor Pointer, but comes at the price of a much higher AP cost.
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.
Card 2
Neutral Epiphany
★★
0
Anchor Pointer I
Skill
All Anchor Shot gain Retrieve.
Show Effects
★★★★
0
Anchor Pointer II
Skill
From Draw Pile or Graveyard, move Anchor Shot to hand, Grant that card Retain.
Show Effects
★
0
Anchor Pointer III
Skill
[Retrieve]
From Draw Pile or Graveyard, move Anchor Shot to hand.
Show Effects
★★★★★
0
Anchor Pointer IV
Skill
Move Anchor Shot from Draw Pile or Graveyard to hand. Increase Damage Amount of that card by 20% for 1 turn.
★★★
0
Anchor Pointer V
Skill
From Draw Pile or Graveyard, move Anchor Shot to hand, +25% Critical Chance of that card for 1 turn.
★★★★★
Epiphanies:
Neutral[★★] - Target Neutral Epiphany: Morale 1. The additional Morale for a Neutral Epiphany can be a nice damage boost, but it’ll be significantly lower than a damage boost compared to Anchor Pointer IV or Anchor Pointer V, which also give a bonus to Anchor Shot damage.
Anchor Pointer I
[★★★★] - Anchor Pointer now applies [Retrieve] to Anchor Shots in hand, not to be confused with Anchor Pointer III, which has [Retrieve] on Anchor Pointer itself. When playing Anchor Shot IV, this will always be the preferred choice as it can give [Retrieve] to all 3 Anchor Shots that Anchor Shot IV creates. However, this is less universal and restrictive in deck-building when used with other Anchor Shot Epiphanies, so it is not recommended unless playing Anchor Shot IV.
Anchor Pointer II
[★] - Anchor Pointer now applies [Retain] to Anchor Shots in hand. In well-optimized decks, there is basically no benefit from this since you will likely be able to play Anchor Shots as soon as they get them. Thus, this is not a recommended consideration.
Anchor Pointer III
[★★★★★] - Anchor Pointer now has [Retrieve], not to be confused with Anchor Pointer I, which applies [Retrieve] to Anchor Shots. This is recommended for any OTK based builds, as it will allow you to do the most amount of Anchor Shot hits possible on Turn 1; however, it isn’t only great on Turn 1 as it can also be used with Anchor Shot base, Anchor Shot I, Anchor Shot IV and Anchor Shot V to scale their additive bonuses from being used in 1 Turn instead of 2.
Anchor Pointer IV
[★★★] - Anchor Pointer now gives a sizable multiplicative damage boost of 20% to Anchor Shot. This is a nice buff, but when played with Charge Energy IV (as recommended), it will be a buff that is easily diluted by the strong buffs Haru already has. Still, it is a great option just will perform worse in terms of consistency than the premiere buffing option of Crit Rate that Anchor Pointer V gives.
Anchor Pointer V
[★★★★★] - The go-to Anchor Pointer for most comfortable Haru set-ups, as it can allow you to get 100% Crit (or close to), which vastly improves the consistency of her damage. However, it can be worse than Anchor Pointer III for OTK or Anchor Pointer I when doing Anchor Shot IV set-ups.
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: Draw 1.
Card 3
Neutral Epiphany
★★★★
2
Power Charge I
Attack
270% Damage to all enemies. If single target, +120% Damage.
★★
2
Power Charge II
Attack
[Weakness Attack]
270% Damage to all enemies.
Show Effects
★★
2
Power Charge III
Attack
270% Damage to all enemy. Defeat: This card activates 1 more time (Max 1).
Show Effects
★★
2
Power Charge IV
Attack
240% Damage to all enemies. +30% Damage per hit to next Attack card.
★
2
Power Charge V
Attack
300% Damage to all enemies. Combo: Change this card's cost to 1.
Show Effects
★★★★★
Epiphanies:
Neutral[★★★★] - Target Neutral Epiphany: Vulnerable 1. The Vulnerable Neutral Epiphany can allow easier set-up for full Vulnerable uptime alongside Divine Vulnerable 2 in Anchor Shot builds, which can be nice, especially in OTK.
Power Charge I
[★★] - The additional effect of doing more damage when there is only one enemy is increased from +80% additive buff to +120% additive buff. While this is a nice increase in damage, this card tends to have very negligible contributions to Haru’s damage in most builds so it is not recommended prioritizing its damage over QoL options like Neutral or Power Charge V.
Power Charge II
[★★] - Power Charge loses its additional self-buff but has [Weakness Attack]. While this is a nice increase in damage, this card tends to have very negligible contributions to Haru’s damage in most builds, so it is not recommended to prioritize its damage over QoL options like Neutral or Power Charge V.
Power Charge III
[★★] - Power Charge now gains ‘Defeat: +1 Activation’. This could be one of its strongest Epiphanies, if its condition of ‘Defeat’ wasn’t extremely steep, since it’s not a guarantee that this attack will trigger a defeat. Moreover, even when this is a nice increase in damage, this card tends to have very negligible contributions to Haru’s damage in most builds, so it is not recommended to prioritize its damage over QoL options like Neutral or Power Charge V.
Power Charge IV
[★] - Power Charge now gives an additive buff of +30% based on number of enemies to the next (one) attack use. This is just a very small buff that is also very conditional (need a lot of enemies) so it is not recommended to build around.
Power Charge V
[★★★★★] - Power Charge now has ‘Combo: -1 Cost’. Generally speaking, Power Charge is just kept for one additional hit and for maximizing Charge Energy IV’s buff (which requires Haru cards in hand).
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, -1 Cost Reduction.
Card 4
Neutral Epiphany
★
1
Charge Energy I
Skill
[Retain]
Increase Damage Amount of Attacks Cards of this unit by 40% for 1 turn.
Show Effects
★
1
Charge Energy II
Skill
[Retain]
Increase Damage Amount of the next Attack Card used by 50%. 1Tenacity Damage.
Show Effects
★
1
Charge Energy III
Skill
[Retain]
+70% Damage Amount to Attack Cards of this unit for each card of unit in hand for 1 turn.
Show Effects
★
1
Charge Energy IV
Skill
[Retain]
Increase Damage Amount of Attack Cards of this unit by 30% for 1 turn. Draw 1 of this unit's cards.
Show Effects
★★★★★
0
Charge Energy V
Upgrade
[Unique]
Increases Damage Amount of Attacks Cards of this unit by 20%.
Show Effects
★
Epiphanies:
Neutral[★] - Neutral Epiphanies are not recommended on this card as other Epiphanies (Charge Energy IV) will give superior value.
Charge Energy I
[★] - This provides a nice additional bonus of 40% multiplicative buff to Haru Attack Cards instead of 30%. With her highest base ratio, Anchor Shot (Anchor Shot I), this will give the equivalent of around +200% additive buff. While the buff this gives is substantial, it pales in comparison to Charge Energy IV.
Charge Energy II
[★] - Now, the buff is only to 1 attack (next attack) but gives 40% multiplicative buff instead of 30% along with 1 Tenacity Damage. The buff this gives isn’t substantial and it pales in comparison to Charge Energy IV (and all other Charge Energy Epiphanies).
Charge Energy III
[★] - The card gains ‘Draw 1 Haru Card’ on top of its previous 30% multiplicative buff. While the buff this gives is substantial, it pales in comparison to Charge Energy IV. Moreover, this Epiphany is often worse than just getting a Neutral Epiphany, as this will only draw a Haru card, while Neutral Draw 1 would allow you to draw any card.
Charge Energy IV
[★★★★★] - Charge Energy will now give +70% additive buff per Haru card in hand when cast. THE go-to option and there isn’t any competition. This card singlehandedly is what makes Haru competitive with top-DPS, one of the highest self-buffs in the game (up to +630% additive self-buff to Haru PER Charge Energy IV).
Charge Energy V
[★] - Charge Energy is now a 0-cost Upgrade that gives 20% multiplicative buff to Haru attacks passively. While the buff this gives is substantial, it pales in comparison to Charge Energy IV.
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: Draw 1, -1 Cost Reduction.
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
100.00%
Flex
The best generic set combination for Haru in Save Data game modes thanks to the fact is works for all of her builds regardless of whether you're discounting her cards or not. While 2/2/2 is currently the best for her discoutn heavy save data playstyles and Chaos where she deals damage via a range of cost types, when using some specific builds Anchor Shot builds with specific costs of 1 or 2 other sets can outperform and are worth considering.
For more damage use 2P Cursed Corpse (if you can keep Agony on targets at all times). 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.
Specialist Loadout
If you're playing a 2 cost Anchor Shot build in save data game modes and aren't discounting it any point 4P Line of Justice is a viable and in many cases more powerful alternative to 2/2/2.
Similar to the above, if you're playing a 1 cost Anchor Shot build which is possible via a Divine Discount Epiphany or very specific dicounting 4P Conqueor's will usually outperform 2/2/2.
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
Desire
Justice 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 character'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
5 Turns 123.70%
2
5 Turns 122.95%
3
5 Turns 113.73%
4
5 Turns 112.87%
5
5 Turns 111.25%
6
5 Turns 105.90%
7
5 Turns 103.57%
8
5 Turns 100.00%
9
5 Turns 98.35%
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.
We're currently working on updating all builds for Season 3.
Weapon
Intellect of Discord
Dagger That Tricked the Shadow
Sword Reflected in the Lake
Obsidian Sword
Armor
DPS
Fairy King's Crown
Mask of Flames
Support
Star-Lit Cloak
Vine Camouflage
Trinket
DPS
Amorphous Cube
Rage Potion
Quantum Collector
Support
Sphere of Randomness
Leaf of the World Tree
Comments - Weapons
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.
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.
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.
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.
Comments - Armor
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.
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.
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.
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
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.
Rage Potion
- A rare to get Arena exclusive Accessory, but one which is a top option for characters that appreciate Multiplicative damage scaling over additive when played around correctly. Still a usable option for characters that prefer additive scaling, but usually there are better and easier to access alternatives.
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.
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.
Leaf of the World Tree
- After using 3 2AP or higher abilities are used by the wearer, the team gains a stack of stockpile. When used on characters capable of spamming high cost abilities each turn this accessory can be equivalent to close to permanent AP carry over between turns, but depending on the team this may not always be useful compared to other accessory options.
Deck & Teams
Recommended Build
Haru Builds
Check the best builds for Haru below.
Anchor Shot
Anchor Shot OTK
Charged Energy
Create Anchor Shot
Setup Summary
Character
Partner
Equipment
Fragments
No Fragments
Cards Summary [9 selected]
2
Anchor Shot II
Attack
[Pulverize]
350% Damage. Combo: Add 1 hit.
2Vulnerable to the target
Show Effects
0
Anchor Pointer V
Skill
From Draw Pile or Graveyard, move Anchor Shot to hand, +25% Critical Chance of that card for 1 turn.
x3
2
Power Charge V
Attack
300% Damage to all enemies. Combo: Change this card's cost to 1.
Show Effects
1
Charge Energy III
Skill
[Retain]
+70% Damage Amount to Attack Cards of this unit for each card of unit in hand for 1 turn.
Show Effects
x2
0
Lift Anchor
Skill
[Retain]
Increase Damage Amount by 80% of Anchor Shot in hand for 1 turn.
Show Effects
1
Winged Humanoid Beast
Attack
50% x 5 Damage to random enemies.
No Class restrictions
Draw 1
Deck Explanation
Anchor Shot - This build utilizes Anchor Pointer to move Anchor Shot to be replayed multiple times, with high amounts of self-buffs from Charge Energy. Do note that Charge Energy must be played before your Anchor Shot for its buffs, and you will likely need Narja or some other form of Cost-Reduction/AP (or E2) in order to play all of her Anchor Shots easily.
Anchor Shot OTK - This is the same as Anchor Shot build, only you use the [Retrieve] Anchor Pointer, which vastly increases its damage for one-turn but now you need even more AP if not played with Narja or a form of cost-reduction.
Charged Energy - Charge Energy can give a ridiculously high amount of additive buffing, but Haru lacks a lot of cards that can make great use of this. Through monster neutrals, you are able to get a lot of multi-hits, but it can be extremely impractical to get multiple of different kinds in one run for her to make use of this, making this an extremely hard-to-get and high-end build.
Create Anchor Shot - This build utilizes Anchor Shot IV (Copy Anchor Shot on use (max: 2)) and Anchor Pointer I (Apply [Retrieve] to Anchor Shots in hand) to essentially allow you to do 3 attacks for every Anchor Pointer, instead of the typical 1-2 with other options. This build, while perhaps her strongest, can be hard to pull off without especially strong supports compared to other versions, as it has more cards that need to be drawn.
Conditional Card Removal
Anchor
,
Power Anchor
,
Anchor Drop
- Because of Charge Energy’s requirement for Haru Cards in hand it is somewhat common to keep your basics on her in order to maximize the buffing she receives. But, this comes at needing very strong target draw like Nia or Veronica.
Card Copying Priority
Anchor Pointer
- The go-to copy for any Anchor Shot build, which tends to be her most popular and approachable.
Charge Energy
- Generally speaking, you want at least 1 copy of this to maximize your buff to hit ratio as the buff from this (assuming at least 6 or 7 cards in hand) is extremely sizable and most than what most supports can give her.
Best Synergies
Narja
Narja’s cost-reduction enables you to lower Haru’s AP needs at a much higher rate than most alternative AP options, as the cost-reduction from Narja persists on cards used multiple times a turn, like Haru’s.
Narja’s main buffs of voracity and predation can be easily active for all of Haru’s Anchor Shots, as Anchor Shot synergizes very well with Narja’s kit.
Nia
Nia’s Adagio V enables you to easily get all of your necessary Haru cards in hand, which is typically needed to get full value out of Haru’s cards before you pop off with them.
She can give additional additive buffs through her rhythm boost (if at least E2), which will give Haru the equivalent of 1-Morale (20% additive buff) to all hits.
If Haru is holding the Dimensional Cube, Nia can easily activate its 45% additive buff for her.
Veronica
Veronica can enable you to easily get all of your needed Haru cards in hand for her setup before pop-off via her high draw.
Cassius
Through neutral Morale Epiphanies on cards like Devil Dice or Dice Trick, Cass can give high additive buffing with little cost.
However, it’s worth noting that Cass can be difficult to play with her without Divine Epiphanies, as he generally wants cost-reduction on Devil Dice (with neutral Morale 2 Epiphany) so he can act as both draw and buffer together.
Base performance of the character.