Chaos Zero Nightmare (CZN)HaruBuild and Guide

Character

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Introduction

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.

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

Review

Epiphanies

Gear & Deck

Teams and synergies

Profile

Cards

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.

Starting Cards:
Card Image
1

Anchor

Attack
Attack

Deals 100% damage.
2

Power Anchor

Attack
Attack

Deals 220% damage.
Card Image
1

Anchor Drop

Skill
Skill

Gains 100% Shield.

Show Effects

Card Image
2

Anchor Shot

Attack
Attack

[Pulverize]

Deals 240% damage.
+60% Damage for each time this card has been used (Max 5).

Show Effects

Unique Cards:
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0

Anchor Pointer

Skill
Skill

From Draw Pile or Graveyard, move Anchor Shot to hand.
Card Image
2

Power Charge

Attack
Attack

Deals 180% damage to all enemies.
If single target, +80% Damage.
Card Image
1

Charge Energy

Skill
Skill

[Retain]

For 1 turn, +30% Attack card Damage.

Show Effects

Card Image
0

Lift Anchor

Skill
Skill

[Retain]

For Anchor Shot in hand, +1 Cost, +70% Damage for 1 turn.

Show Effects

Ego Skill:
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6

Power Strike

Ego Skill

Deals 350% damage.
Increases damage by +50% for each buff currently held.
Epiphany Cards:

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.

Card Image
2

Anchor Shot I

Attack
Attack

Deals 320% damage.
+90% Damage for each time this card has been used (Max 5).
Card Image
2

Anchor Shot II

Attack
Attack

Deals 280% Damage. Combo: 1 hit.
Card Image
3

Anchor Shot III

Attack
Attack

Deals 350% Damage. Discard all other Combatant cards, +100% Damage for each card discarded.
Card Image
2

Anchor Shot IV

Attack
Attack

Deals 300% Damage +60% Damage per number of times this card was used (Max 5). Create this card in Draw pile (2 per battle).
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2

Anchor Shot V

Attack
Attack

Deals 300% Damage +60% Damage for each use of this card (Max 5). Upon Critical Hit, return to hand (1 per turn).
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0

Anchor Pointer I

Skill
Skill

All Anchor Shot gain Retrieve.
Card Image
0

Anchor Pointer II

Skill
Skill

From Draw Pile or Graveyard, move Anchor Shot to hand, Grant that card Retain.
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0

Anchor Pointer III

Skill
Skill

From Draw Pile or Graveyard, move Anchor Shot to hand.
Card Image
0

Anchor Pointer IV

Skill
Skill

From Draw Pile or Graveyard, move Anchor Shot to hand, +20% Damage of that card for 1 turn.
Card Image
0

Anchor Pointer V

Skill
Skill

From Draw Pile or Graveyard, move Anchor Shot to hand, +25% Critical Chance of that card for 1 turn.
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2

Power Charge I

Attack
Attack

Deals 270% damage to all enemies.
If single target, +120% Damage.
Card Image
2

Power Charge II

Attack
Attack

[Attack Weakness]

Deals 270% damage to all enemies.

Show Effects

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2

Power Charge III

Attack
Attack

Deals 270% Damage to all enemies.
Defeat: This card activates 1 more time (Max 1).
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2

Power Charge IV

Attack
Attack

Deals 240% Damage to all enemies.
+30% Damage per hit to next Attack card.
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2

Power Charge V

Attack
Attack

Deals 300% Damage to all enemies.
Combo: Change this card's cost to 1.
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1

Charge Energy I

Skill
Skill

[Retain]

For 1 turn, +40% Attack card Damage.

Show Effects

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1

Charge Energy II

Skill
Skill

[Retain]

+50% Damage, 1 Tenacity Damage to next Attack card used.

Show Effects

Card Image
1

Charge Energy III

Skill
Skill

[Retain]

For 1 turn, +70% Attack card Damage by number of cards in hand.

Show Effects

Card Image
1

Charge Energy IV

Skill
Skill

[Retain]

+30% Attack Card Damage, Draw 1 for 1 turn.

Show Effects

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0

Charge Energy V

Skill
Skill

[Unique]

+20% own Attack Card Damage.

Show Effects

Potential

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!

1

Epiphany Bonus

Potential 1

Upon entering Chaos, you obtain 1 random Rare card through Epiphany.
2

Upgrade Basic Cards

Potential 2

Basic Card damage, shield gain, and healing amount +2%.
3

Neutral Card Upgrade

Potential 3

Neutral Card damage, shield gain, and healing amount +2%.
3-1

Basic Card Proficiency

Potential 3-1

Anchor, +20% Damage of Power Anchor Cards, and the card effect gains an additional effect that increases the Damage of Anchor Shot Cards by 10%.
4

Upgrade Unique Cards

Potential 4

Unique Card damage, shield gain, and healing amount +2%.
5

Critical Chance Proficiency

Potential 5

+2% 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.
6

Critical Damage Proficiency

Potential 6

+2.4% Critical Damage
7

Upgrade Unique Stats

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 70% to 100% until used.
E2

Awakening Memory

Manifest Ego 2

Anchor Shot can be used even without sufficient cost. Cards used with this effect consume all remaining AP. For every 1 AP less than the original cost, -40% Damage.
E3

Vivid Memory

Manifest Ego 3

Power Strike deals +100% damage, and the damage increase per beneficial effect owned is +20%.
E4

Inner Memory

Manifest Ego 4

Whenever Haru uses an Anchor Shot card, gain 1 Power Supply.
Power Supply: Haru's attack card damage +20% (Max 3 stacks).
E5

Complete Memory

Manifest Ego 5

Increase the level of Potential by +3 for [Upgrade Basic Cards], [Upgrade Neutral Cards], and [Upgrade Unique Cards].
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
-
DEF
-
ATK
-
Voice Actors
JPN
Hina Youmiya
KR
Ian Kim
Gallery

Haru full image isn't available yet. It will be added soon

Review

Introduction
Performance Profile

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.

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

Haru ratings aren't available yet. We will add them within a week of the launch.

Key Mechanics
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

Cards & Ego Skill
Card Image
6

Power Strike

Ego Skill

Deals 350% damage.
Increases damage by +50% for each buff currently held.
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.

Card Image
1

Anchor

Attack
Attack

Deals 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
Attack

Deals 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.

Card Image
1

Anchor Drop

Skill
Skill

Gains 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.

Card Image
2

Anchor Shot

Attack
Attack

[Pulverize]

Deals 240% damage.
+60% 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 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.

Card Image
0

Anchor Pointer

Skill
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 ahead or an AP battery for cases like that.

Card Image
2

Power Charge

Attack
Attack

Deals 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.

Card Image
1

Charge Energy

Skill
Skill

[Retain]

For 1 turn, +30% Attack card Damage.

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.

Card Image
0

Lift Anchor

Skill
Skill

[Retain]

For Anchor Shot in hand, +1 Cost, +70% Damage for 1 turn.

Show Effects

Lift Anchor

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.

Potentials

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 to 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.
Playstyle & Gameplay
Standard Playstyle

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:

  • Economic Version: Epiphanies V for “Charge Energy” and “Power Charge” can reduce the cost of her cards in a way or another, enabling her to be slotted into teams that don’t have an AP battery. Another way to play around this is to use Combatants or Neutral cards that automatically play other cards at no cost.
  • Critical Version: Ideal if you have a reliable AP battery and Crit-oriented Memory Fragments. Epiphany V for “Anchor Pointer” increases “Anchor Shot”’s Critical Rate by 25%, while the signature card gets an effect to return to hand after a Critical hit if with Epiphany V. Haru’s Potential Nodes 5 and 6 further increase her Critical Rate and Critical Damage, thus allowing for a deadly anchor yo-yo within a single turn.
  • Nuke Version: Recommended if you’re using Haru alongside teammates who have card draw or card creation. “Anchor Shot”’s Epiphany III not only increases the card cost and base multiplier, but it also adds +100% Damage multiplier for each card discarded from hand when using it.
Dupes Review

Dupes review aren't available yet. We will add them soon!

Best Cards

Best Epiphanies
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

Gear & Deck

Haru Gear & Deck guide isn't available yet. It will be added soon.

Teams and Synergies

Best Synergies

The synergies aren't available yet. We will add them soon!

Best Teams

The teams aren't available yet. We will add them soon!