
Best Build Guide
Last updated: 15/March/2026
Check all the starting cards & the EGO Card available for Haru

Anchor
Attack

Power Anchor
Attack

Anchor Drop
Skill
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Anchor Shot
Attack
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Power Strike
Ego Skill
Check all the epiphany cards available for Haru

Anchor Pointer
Skill

Power Charge
Attack

Charge Energy
Skill
Show Effects

Lift Anchor
Skill
Show Effects
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.

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).
Very Expensive cards and kit.
The scaling mechanic requires cycling the deck many times.
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.
[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

Anchor Shot IV
Attack
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Anchor Pointer I
Skill
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Anchor Pointer I
Skill
Show Effects

Charge Energy III
Skill
Show Effects

Lift Anchor
Skill
Show Effects

Persona
Attack
Show Effects






CRIT Rate > CRIT DMG
Justice DMG% > ATK%
ATK%
CRIT Rate% = CRIT DMG% > ATK > ATK%
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.
Haru can activate RFS-17 if played with Narja or other forms of Cost-Reduction, but it does little outside of these cases.











Haru can activate RFS-17 if played with Narja or other forms of Cost-Reduction, but it does little outside of these cases.










Haru can activate RFS-17 if played with Narja or other forms of Cost-Reduction, but it does little outside of these cases.









Haru can activate RFS-17 if played with Narja or other forms of Cost-Reduction, but it does little outside of these cases.







Haru can activate RFS-17 if played with Narja or other forms of Cost-Reduction, but it does little outside of these cases.









Introduces Desire Cards. Desire Cards are cards that primarily exist to give a strong passive buff from meeting certain Desire Thresholds (3/5/7) which can only be done by having multiple ally decks also made in Season-4.
For Desire Threshold, it’s common to run 1 Claim / 1 Survival / 1 Inquiry for use in a variety of builds; however, it's also common to just do 3 ‘X’ to meet effect easier or do 2 'X' / 1 Inquiry (to keep Sample Collection as Card Effect). This is extremely dependent on ally desire cards and individual team building goal.
’X’ refers to a ‘Placeholder for Specific Desire Threshold Goal’, i.e. if you are building your team for 7 Claim then you might do 2 Claim / 1 Inquiry.
Introduces Persona Cards and Engravings. Persona Cards are powerful cards that introduce new playstyles or ways of buffing/debuffing. Engravings are effects that can be applied to both the Persona Cards and Equipment, functioning near identically to Refinements of Season-2 but with new effects.
There is no recommended Card Engraving, often times it will be specific to the team or skipped entirely (focusing just on Equipment Engravings).
The most common Equipment Engraving to optimize for is [When 15 or more cards are in Graveyard, +15% Critical Damage to Attack Cards of this unit], but this effect does not stack, so other equipment Engravings that increase damage can also be used.
Introduces Refinements, effects on Equipment that allow one to get additional Equipment effects for no Faint-Cost (post-S2), and God’s Hammer, a powerful effect that gives a random copy of any other Equipment effect on-top of current Equipment but costs 10 Faint Memory and is only gained from the Boss.
When an Attack Card is activated on a target in a Vulnerable state, +15% Critical Chance.
Increase Damage Amount of Attack Cards by 20%.
+30% Damage Amount of 1-cost or lower Attack Cards.
Because God’s Hammer is completely RNG at the end of the run, we do not have a specific recommendation since the player has very little control over the decision but for ATK-based Attackers usually ATK% gear is considered best and DEF-based Attackers DEF% gear is considered best.
Introduces Forbidden Cards, powerful cards that create new synergies and can only be acquired once per run (can be duped at one event or via save data editing).
Forbidden: Gesture of Freedom. Permanent Cost-Reduction to one card, can be manipulated.
Forbidden: Portrait of Fury. ++Draw, +Damage
Forbidden: Ecstasy of Violence. +Damage
Forbidden: Eternal Hunger. +Draw, ++AP (Ally Reliant)

Anchor Shot
Attack
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Anchor Shot I
Attack
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Anchor Shot II
Attack
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Anchor Shot III
Attack
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Anchor Shot IV
Attack
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Anchor Shot V
Attack
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Anchor Pointer
Skill

Anchor Pointer I
Skill
Show Effects

Anchor Pointer II
Skill
Show Effects

Anchor Pointer III
Skill
Show Effects

Anchor Pointer IV
Skill

Anchor Pointer V
Skill
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.
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.
Divine: 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.

Power Charge
Attack

Power Charge I
Attack

Power Charge II
Attack
Show Effects

Power Charge III
Attack
Show Effects

Power Charge IV
Attack

Power Charge V
Attack
Show Effects
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).
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.
Divine: 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.

Charge Energy
Skill
Show Effects

Charge Energy I
Skill
Show Effects

Charge Energy II
Skill
Show Effects

Charge Energy III
Skill
Show Effects

Charge Energy IV
Skill
Show Effects

Charge Energy V
Upgrade
Show Effects
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.
Neutral: Neutral Epiphanies are not recommended on this card as other Epiphanies (Charge Energy IV) will give superior value.
Divine: 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.
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.
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.
Divine: 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.