To learn more about Haru check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Haru check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
The character guide you can find below is based on the beta version of the game. We will update everything to include the launch changes as soon as possible. Thank you for the patience!
Profile
Review
Epiphanies
Gear & Deck
Teams and synergies
Profile
For a lot card descriptions we updated them compared to what's in game - as either they didn't work as the description implied or the translation was a bit confusing.
Anchor
Power Anchor
Anchor Drop
Show Effects
Anchor Shot
[Pulverize]
Show Effects
Anchor Pointer
Power Charge
Charge Energy
[Retain]
Show Effects
Lift Anchor
[Retain]
Show Effects
Power Strike
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.
Anchor Shot I
Anchor Shot II
Anchor Shot III
Anchor Shot IV
Anchor Shot V
Anchor Pointer I
Anchor Pointer II
Anchor Pointer III
Anchor Pointer IV
Anchor Pointer V
Power Charge I
Power Charge II
[Attack Weakness]
Show Effects
Power Charge III
Power Charge IV
Power Charge V
Charge Energy I
[Retain]
Show Effects
Charge Energy II
[Retain]
Show Effects
Charge Energy III
[Retain]
Show Effects
Charge Energy IV
[Retain]
Show Effects
Charge Energy V
[Unique]
Show Effects
The values are shown for level 1 for the nodes currently. Some of them can be leveled multiple times (up to 5/10) and we will add those values soon!
Epiphany Bonus
Potential 1
Upgrade Basic Cards
Potential 2
Neutral Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Upgrade Unique Cards
Potential 4
Critical Chance Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Critical Damage Proficiency
Potential 6
Upgrade Unique Stats
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
Haru full image isn't available yet. It will be added soon
Review
ST Damage [5/5]
AoE Damage [3/5]
AP Efficiency [1/5]
Utility [2/5]
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 five 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.
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.
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 ratings aren't available yet. We will add them within a week of the launch.
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
Power Strike
Ego Skill
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.
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.
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.
Anchor Drop
Show Effects
Haru’s basic shield card. It costs 1 AP and doesn't have any extra synergy with her kit.
Anchor Shot
[Pulverize]
Show Effects
Haru’s signature card. It costs 2 AP, and starts out at 240% Damage. It gains an additive +60% Damage each time it is played, up to a total of 540% damage after being played 5 times. This card also has the [Pulverize] tag, which allows it to deal +20% more damage against enemies with shields.
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 ahead or an AP battery for cases like that.
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.
Charge Energy
[Retain]
Show Effects
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.
Lift Anchor
[Retain]
Show Effects
A 0 Cost Skill card with the [Retain] effect, that gives “Anchor Shot” a sizable multiplicative +70% Damage buff for 1 turn, at the cost of making it 1 AP more expensive. Great if you have the extra AP to use a more expensive Anchor Shot, and can be held for deck thinning purposes, much like Charge Energy.
Haru’s key potential nodes are extra damage multipliers, which increase her damage potential overall.
The bulk of Haru’s damage comes from her “Anchor Shot” card, so we want to play it as often as possible, tutoring it back to hand with her “Anchor Pointer” card. Haru also has great AoE and single-target damage potential in the form of her versatile “Power Charge” and her basic Attack cards, which can be buffed by Haru’s Charge Energy card to help deal with enemy swarms. Haru benefits greatly from teammates with deck manipulation and card draw for faster cycling, and of course, AP generation to fuel her huge costs.
There are essentially three main ways to play Haru:
Dupes review aren't available yet. We will add them soon!
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.
Haru best epiphanies aren't available yet. They will be added soon.
Gear & Deck
Haru Gear & Deck guide isn't available yet. It will be added soon.
Teams and Synergies
The synergies aren't available yet. We will add them soon!
The teams aren't available yet. We will add them soon!
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