Zenless Zone Zero (ZZZ)HarumasaBuild and Guide

Character
Introduction

Best guide and build for Harumasa from ZZZ (Zenless Zone Zero). Harumasa is an
S
rank character with the Electric attribute who belongs to the
Attack
Attack Specialty and who is part of the
Section 6
Section 6 faction.

To learn more about Harumasa check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Video guide

Harumasa has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:

Update tracker

Last review/pros & cons update

Patch 2.6

Last build/calcs update

Patch 2.6

Last teams/synergies update

Patch 2.6

Last profile update*

February 5th, 2026

*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.

To learn more about Harumasa check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Build

SD/DA Analytic

Teams & Synergy

Calculation

Profile

Core skills
Core

Core Passive Day Break

Lv. 1

The CRIT Rate of Dash Attack: Hiten no Tsuru - Slash, Chasing Thunder, and Ultimate increase by 10.6%. When Harumasa's Dash Attack: Hiten no Tsuru - Slash/Ultimate triggers a critical hit against an enemy, he gains 1/6 stacks of Gleaming Edge. Dash Attack: Hiten no Tsuru - Slash can grant a maximum of 3 stacks per activation, and Gleaming Edge can stack up to 6 times, lasting 5s. Repeated triggers reset the duration. Each stack of Gleaming Edge increases the CRIT DMG of Dash Attack: Hiten no Tsuru - Slash, Chasing Thunder, and Ultimate by 6%.

CRIT Rate: 0

BASE ATK: 0

Core

Additional Ability Overclock

When another character in your squad is a Stun or Anomaly character:

When Harumasa's attacks hit Stunned enemies or enemies under Attribute Anomaly, his DMG increases by 40%. When Harumasa's Falling Feather hits Stunned enemies or enemies under Attribute Anomaly, it will apply 2 stacks of Electro Prison to the target.

Potential
Potential

Potential Awakening: Focus

Lv. 1
At Potential level 1, the character unlocks all of their kit and gameplay changes, but has no Additional Ability stat enhancements.
Skills
Basic
Basic
Dodge
Dodge
Assist
Assist
Special
Special
qte
Chain
Core

Basic Attack: Cloud Piercer

Press or hold to activate: Launch up to five piercing attacks ahead, dealing Physical DMG and Electric DMG. When the 5th hit of the Basic Attack hits an enemy, it generates 2 Electro Quivers. After activating a Chain Attack, the next time Harumasa activates the 5th hit of Basic Attack: Cloud Piercer and hits an enemy with it, it generates 6 Electro Quivers.

Lv. 1
1st-Hit DMG Multiplier
42.40%
1st-Hit Daze Multiplier
26.50%
2nd-Hit DMG Multiplier
39.80%
2nd-Hit Daze Multiplier
44.30%
3rd-Hit DMG Multiplier
70.90%
3rd-Hit Daze Multiplier
66.10%
4th-Hit DMG Multiplier
90.10%
4th-Hit Daze Multiplier
89.60%
5th-Hit DMG Multiplier
132.90%
5th-Hit Daze Multiplier
115.40%
Core

Basic Attack: Cloud Piercer - Drift

During Basic Attack: Cloud Piercer, drag the stick/joystick and press to activate: Shoot a ranged piercing attack and reposition towards the corresponding drag direction, dealing Physical DMG.

Lv. 1
DMG Multiplier
69.50%
Daze Multiplier
48.70%
Core

Basic Attack: Falling Feather

After the 5th hit of Basic Attack: Cloud Piercer, a Special Attack, an EX Special Attack, or a Chain Attack, hold to activate: Immediately shoot Falling Feather at enemies ahead, dealing Electric DMG. Hold to aim at a target and release to activate: After drawing the bowstring and aiming, shoot Falling Feather at the target, dealing Electric DMG.

Lv. 1
DMG Multiplier
105.40%
Daze Multiplier
52.70%
Core

Basic Attack: Ha-Oto no Ya

When the 5th hit of Basic Attack: Cloud Piercer/EX Special Attack/Chain Attack hits an enemy or the ground, it can generate 2/6/6 Electro Quivers. If there are no Electro Quivers on the field when any squad member applies an Attribute Anomaly to an enemy, generate 6 Electro Quivers. This effect can trigger once every 12s. There can be up to 6 Electro Quivers present at a time. If there are any Electro Quivers present when Harumasa fires and hits enemies with Falling Feather, the Electro Quivers will activate and fire Ha-Oto no Ya at the enemies hit by Falling Feather, dealing Electric DMG. Ha-Oto no Ya will apply Electro Prison to enemies hit, stacking up to 8 times and lasting 10s, repeated triggers reset the duration. While a target has at least 2 stacks of Electro Prison, they will be X-Marked.

Lv. 1
DMG Multiplier
15.90%
Daze Multiplier
0.00%
Core

Dodge: Quick Flash

Press to activate. A quick dash dodge. Character is invulnerable while using this skill.
Core

Dash Attack: Hiten no Tsuru

Press during a dodge to activate: Launch multiple piercing attacks ahead, dealing Physical DMG.

Lv. 1
DMG Multiplier
80.70%
Daze Multiplier
40.40%
Core

Dash Attack: Hiten no Tsuru - Slash

While there are X-Marked enemies on the field, Harumasa will enter the Awakened state, switching Dash Attack: Hiten no Tsuru for Dash Attack: Hiten no Tsuru - Slash. While in the Awakened state, press during a dodge to activate: Rush forward to the closest X-Marked enemy and execute a powerful slash, dealing Electric DMG. Hitting a Stunned enemy triggers Chasing Thunder, dealing 1 instance of additional Electric DMG. When the slash hits the target, it consumes 2 stacks of Electro Prison. With less than 2 stacks of Electro Prison, X-Marked will be removed from the enemy. Before X-Marked is removed, repeatedly press to repeatedly use Dash Attack: Hiten no Tsuru - Slash. While no X-Marked enemies exist on the field, Harumasa leaves the Awakened state. While in the Awakened state, press after Basic Attack: Falling Feather to quickly follow up with Dash Attack: Hiten no Tsuru - Slash. Enemy attacks can be blocked during the 1st hit of the skill. The pursuit effect of the second and third hits is increased. During skill activation, Anti-Interrupt level increases, and DMG taken is reduced by 40%.

Lv. 1
1st-Hit DMG Multiplier
162.30%
1st-Hit Daze Multiplier
66.00%
2nd-Hit DMG Multiplier
166.60%
2nd-Hit Daze Multiplier
45.90%
3rd-Hit DMG Multiplier
189.60%
3rd-Hit Daze Multiplier
49.50%
Chasing Thunder - Additional DMG DMG Multiplier
41.20%
Chasing Thunder - Additional DMG Daze Multiplier
0.00%
Core

Dodge Counter: Hidden Edge

Press during a Perfect Dodge to activate. Pierces enemies in front, dealing Electric DMG. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
219.60%
Daze Multiplier
194.30%
Core

Special Attack: Nowhere to Hide

Press to activate. Launch an arrow forward, dealing Electric DMG. Anti-Interrupt level is increased while using this skill.

Lv. 1
DMG Multiplier
52.30%
Daze Multiplier
52.30%
Core

EX Special Attack: Nowhere to Run

With enough energy, press to activate: Launch daggers and an enhanced arrow ahead, dealing massive Electric DMG. When the enhanced arrow hits an enemy or the ground, it generates 6 Electro Quivers. Character is invulnerable while using this skill

Lv. 1
DMG Multiplier
449.30%
Daze Multiplier
449.00%
Energy Cost
60
Core

EX Special Attack: Nowhere to Run - Patrol

With enough energy, press after using the 4th/5th attack of Basic Attack: Cloud Piercer, Dash Attack: Hiten no Tsuru - Slash, an Ultimate, Dodge Counter: Hidden Edge, or Quick Assist: Braced Bow to activate: Fire enhanced arrows forward in rapid succession, dealing massive Electric DMG. When the first enhanced arrow hits an enemy or the ground, 6 Electro Quivers are generated. When the final enhanced arrow hits an enemy, it activates the Electro Quivers on the field, firing Ha-Oto no Ya at the target, dealing Electric DMG. When the target's Electro Prison stacks are close to the maximum, fewer Electro Quivers will be activated. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
513.10%
Daze Multiplier
465.70%
Energy Cost
60
Core

Chain Attack: Kai - Hanare

When a Chain Attack is triggered, select the character to activate: Unleash a piercing attack on enemies in a large area ahead then fire an enhanced arrow, dealing massive Electric DMG. When the arrow hits the ground, it generates 6 Electro Quivers. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
517.60%
Daze Multiplier
183.40%
Core

Ultimate: Zanshin

When Decibel Rating is at Maximum, press to activate. Unleash a piercing attack on enemies in a large area ahead, dealing massive Electric DMG. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
1953.90%
Daze Multiplier
106.90%
Core

Zanshin - Scattered Blossoms

Activates ALT automatically after Ultimate: Zanshin: Unleashes a wide-area piercing attack against enemies in front, dealing Electric DMG. This is considered Ultimate DMG. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
236.50%
Daze Multiplier
32.10%
Core

Quick Assist: Braced Bow

When the on-field character is launched, press to activate. Unleash a piercing attack at enemies ahead, dealing Electric DMG. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
84.30%
Daze Multiplier
84.30%
Core

Defensive Assist: Yugamae

When the character on field is about to be attacked, press to activate. Parries the enemy's attack, dealing massive Daze. Character is invulnerable while using this skill.

Lv. 1
Light Defensive Daze Multiplier
247.60%
Heavy Defensive Daze Multiplier
295.20%
Chain Defensive Daze Multiplier
119.20%
Core

Defensive Assist: Yugamae - Slash

Press after a Defensive Assist to activate: Unleash a series of slashes at enemies ahead, dealing Electric DMG. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
307.10%
Daze Multiplier
263.30%
Mindscapes
M1

High Spirit

Mindscape 1

The maximum stack limit of Electro Prison from Basic Attack: Ha-Oto no Ya increases to 14 stacks. When an Electro Quiver is triggered, 2 consecutive Ha-Oto no Ya will be fired at the target.
M2

Languish

Mindscape 2

When using an Chain Attack or Ultimate, Harumasa gains 7 stacks of Electro Blitz, up to a max of 7 stacks. While possessing Electro Blitz, the DMG of Dash Attack: Hiten no Tsuru - Slash increases by 50%. Consume 1 stack of Electro Blitz once Dash Attack: Hiten no Tsuru - Slash ends.
M3

White Lies

Mindscape 3

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
M4

Occasionally Motivated

Mindscape 4

Electro Prison now lasts for 20s. When Dash Attack: Hiten no Tsuru - Slash hits enemies, Harumasa gains 30 Decibels once per use of this skill. Upon activating Ultimate, apply maximum stacks of Electro Prison to all on-field enemies.
M5

No One Knows

Mindscape 5

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
M6

Tacit Understanding

Mindscape 6

After Ha-Oto no Ya hits Stunned enemies or enemies under Attribute Anomalies, Harumasa will ignore 15% of the target's Electric RES for 12s. Every 12 times an enemy is hit by Ha-Oto no Ya, trigger an extra electromagnetic explosion, dealing 1500% of Harumasa's ATK to the target as Electric DMG.
Stats (Level 60)

Harumasa Stats at level 60 (including Core passive bonuses).

Stat
HP
7405
Stat
DEF
600
Stat
ATK
915
Stat
CRIT Rate
19.4%
Stat
CRIT DMG
50%
Stat
PEN Ratio
0%
Stat
Impact
90
Stat
Anomaly Mastery
80
Anomaly Proficiency
95
Stat
Energy Regen
1.2
Voice Actors
ENG
-
JPN
-
CN
-
KR
-
Gallery

Harumasa images aren't available yet. They will be added soon!

Review

Ratings

This tier list assesses Agents (characters) based on their combat potential in Zenless Zone Zero’s most demanding contents - Deadly Assault (DA) and Shiyu Defense (SD). Please keep in mind Zenless Zone Zero is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Zenless Zone Zero is also a team based game and it's only by combining both these factors to the highest level a character can reach optimal performance.

Crit DPS
T1

Endgame Modes

Pros & Cons
Pros

  • High skill ceiling character that thoroughly rewards player skill expression.

  • Variety of team options, working well in pure stun burst/hypercarry teams, as well as non-standard comps (like with Seed or mono-Shock) depending on investment.

  • Was handed out for free to all players.

  • Mastering him is the epitome of ZZZ bragging rights.

Cons

  • Demanding execution requirements, with an unforgiving skill floor that can be somewhat hostile to beginners.

  • Needs proper route planning and mapping to perform at his best, with Anomaly alignment being required for the best combos and builds.

  • Pre-stacking of Quivers before fights begin is tedious and often mandatory for the highest level of play.

  • May not live long enough to see EoS.

Review

Harumasa is an Electric Attacker who specialises in high-damaging in-stun burst, with the ability to make use of Anomalies to improve his combos and general gameplan.

He’s notorious for being a difficult character to pick up, with both a high skill floor and ceiling, and while recent Agent releases and his Potentials have made him more accessible, it’s only by mastering his kit that one can get him to truly perform.

To reach such mastery, it’s important to first understand his kit, which revolves around Electro Quivers, Electro Prison and X-Marks.

Harumasa can deploy a varying number of Electro Quivers out in the field - a set of trap-looking orbs that linger for 60 seconds - by doing the following:

  • 2 from using the 5th part of his Basic Attack combo Cloud Piercer.

  • 6 from using the 5th part of his Basic Attack combo Cloud Piercer after a Chain Attack.

  • 6 from using a Chain Attack.

  • 6 from using either of his EX Specials.

  • 6 when any squad member applies an Attribute Anomaly & no Quivers are currently active (12 Second Cooldown).

Haramusa can only have 6 Electro Quivers active on the field at once, but when more of them are generated or when hitting enemies with either his Basic Attack: Falling Feather or enhanced EX Special Attack: Nowhere to Run - Patrol, the ones currently on field will fire towards enemies, dealing a small amount of damage and most importantly building 1 Electro Prison per Quiver.

By default, enemies can have up to 8 stacks of Electro Prison, lasting only 10 seconds. Any target that has 2 or more stacks of it will be X-Marked, indicated by an bright icon.

When X-Marked enemies are nearby, Harumasa will enter the Awakened State, where his Dash Attack is enhanced. Using it will hone in on said targets and consume 2 stacks of Electro Prison when doing so. It’s by fitting in as many of these Dash Attacks as possible in a fight (and especially in stun) that he gets the most damage out.

Dodge:

Harumasa’s Dodge Counter and standard Dash Attack: Hiten no Tsuru, are unremarkable and don’t see much use. While his Dodge Counter can build some Anomaly, his un-enhanced Dash Attack deals only Physical DMG and is best avoided.

Dash Attack: Hiten no Tsuru - Slash however, is incredibly strong, being the lynchpin skill that Harumasa’s gameplan revolves around. This is the enhanced Dash Attack which, as previously mentioned, is usable against X-Marked enemies.

It is not a singular skill, but a combo of 3: a gap closing slash, followed by 2 alternating left-right slashes that will loop back and forth until all Electro Prison stacks are consumed and the X-Mark is removed.

As part of his Potential awakening, when this enhanced Dash Attack strikes Stunned enemies, it will trigger Chasing Thunder, an additional burst of Electric DMG. The first, gap closing slash also has guard point properties, blocking enemy attacks during its cast.

Basic Attack:

Harumasa’s Basic Attacks offer little in terms of damage, but have a fair bit of utility that should be woven into certain parts of Harumasa’s rotation to set-up for his burst. There are 4 Basic Attacks in total:

Basic Attack: Cloud Piercer is his standard Basic Attack string with 5 hits in total, with the first 3 dealing Physical DMG and the final 2 dealing Electric DMG. Basic 4 can be shortcut to after some abilities (like Assist Follow-Ups or enhanced Dash Attacks), and Basic 5 will place 2 Electro Quivers on field. Looping this over and over at the start of a fight can help stack a full set of Quivers before timers tick, making rotations smoother.

As previously mentioned, using the Basic 5 after a Chain Attack will lead to 6 Quivers instead. This does not have to immediately follow from it, but rather is considered a “stack” that enhances the next Basic 5, allowing for it to be used long after the Chain Attack itself.

Basic Attack: Cloud Piercer - Drift is a variant of his standard Basics, which can be used between its attacks to reposition, but it’s never really worth using, dealing Physical DMG and having disappointing multipliers.

Basic Attack: Falling Feather is accessed by holding down the Basic Attack and it’s one of the primary ways in which Harumasa can apply Electro Prison to enemies. It’s an aimed shot of sorts, which when fired will cause all Quivers on field to fire towards the struck target.

While in combos, it’s possible to get Quivers to fire simply by generating more of them, this is still very important as Harumasa’s Additional Ability causes enemies that are stunned or under Attribute Anomaly to have 2 stacks of Electro Prison applied regardless of Quivers. As only 6 Quivers can exist on field at a given time, this is the only way for Harumasa to reach the maximum 8 Electro Prison stack limit, enabling 4 enhanced Dash Attacks with one set instead of 3. 

Lastly, it’s Basic Attack: Ha-Oto no Ya, which is the damaging hits of the Quivers firing. It’s here that most of the Electro Quiver/Prison/X-Mark mechanics are outlined, but it itself is little more than a weak hitting Basic Attack that’s useful to build and maintain stacks of W-Engines and Drive Disc sets (e.g. Woodpecker Electro Basics are fulfilled by this, even without Basic Attack: Falling Feather being used).

Note that the Quivers are only generated by Anomalies if there are no other Quivers on field, however the check for it is done before the Quiver generation from skills.

So for example, if a Shock Anomaly happens to be triggered on the final hit of Cloud Piercer’s Basic 5, the 6 Anomaly Quivers will be generated, followed by the ones from Cloud Piercer.

It should also be mentioned that Ha-Oto No Ya has travel time. If Quivers are placed too far from enemies, it can take a short while before they hit and build Electro Prison stacks.

Specials:

Harumasa’s regular Special Attack: Nowhere to Hide, is unremarkable and not worth using, taking up time for lacklustre multipliers.

His EX Specials however are important for combos, with him having a standard and enhanced variant. EX Special Attack: Nowhere to Run is the standard one, costing 60 Energy and deploying 6 Electro Quivers with its final hit.

It is not a particularly damaging skill, but it’s one of the most accessible ways to generate Quivers, often being used to simultaneously build them and fire pre-existing Quivers on field.

The enhanced version, EX Special Attack: Nowhere to Run - Patrol, can only be used after Cloud Piercer’s Basic 4/5, Ultimate, Quick Assists, and either Dodge Counters or enhanced Dash Attacks. It’s very similar to its standard variant, but is slightly stronger and has the added benefit of generating 6 Quivers at the start of its cast, then automatically triggering Basic Attack: Ha-Oto No Ya with its final shot, allowing for Electro Prison stacks to be built even without pre-existing Quivers or Basic Attack: Falling Feather.

Note that because these stacks are not built via Basic Attack: Falling Feather, the extra 2 Electro Prison stacks from landing it do not apply! If there already are Quivers on field however, it will only fire as many as is needed to max out Electro Prison, ensuring that there are no wasted Quivers.

Assists:

None of Harumasa’s Assists are great, but his Quick Assist does see occasional use, be it to refresh effects (like Starlight Engine) or as a set-up for his enhanced EX Special.

As for Defensive Assists and Assist Follow-Ups, neither are outstanding, but making use of them can sometimes be needed for Anomaly alignment, as the latter has somewhat decent Anomaly build-up values - far more efficient than his Basics. It may also be needed for Decibels occasionally, so shouldn’t be entirely written off, but they’re only worth using with intent.

Chain & Ultimate:

At first glance, Harumasa’s Chain Attack: Kai - Hanare is not a great skill, with a long animation and low multipliers for the time it takes, but it’s invaluable due to its 6 Quiver generation, providing a stack for Cloud Piercer’s Basic 5 to generate 6 Quivers up from 2 as well as having good Anomaly application, making it the best skill to trigger Shock and make use of the Anomaly Quiver generation properties. 

It also has a unique property where holding Basic or Special after its cast will lead to an alternate version of Harumasa’s Basic Attack: Falling Feather, rapidly building Electro Prison stacks, 

All this means that it shouldn’t be used carelessly, but rather worked into specific points of a combo to maximise its value.

Ultimate: Zanshin is a straightforward, singular burst of damage that shoots quickly. There isn’t much more to it, with it being a pure damage nuke, but with Harumasa’s Potentials, it leads to Zanshin - Scattered Blossoms, an automatic follow-up that deals a wide-area attack and further boosts its total damage output.

Core Passive & Additional Ability

Most of Harumasa’s kit is covered by his other skills, leaving Core Passive as little more than a stat boost. It provides a flat 25% CRIT RATE increase to his enhanced Dash Attack and Ultimate, as well as generating a stack of Gleaming Edge whenever either of them trigger a Critical Hit on an enemy. 

Ultimates grant 1 stack, but enhanced Dash Attacks can give up to 3, with a cap of 6 stacks and lasting 5 seconds at base, but 10 seconds with his Potentials. Each stack increases the damage of the enhanced Dash Attack, the Chasing Thunder effect and Ultimate by 12%, adding up to a 72% CRIT DMG gain when maxed.

In regard to the Additional Ability, it needs either Stun or Anomaly Agents, and as previously mentioned, it allows Basic Attack: Falling Feather to build 2 stacks of Electro Prison on stunned or Anomaly-inflicted enemies, regardless of Quivers.

It also has an additional effect of boosting his damage towards such enemies by 40%, significantly increasing his burst potential.

As part of his Potentials, Harumasa also gets an extra 12% Combat ATK when activating his EX Special, Chain Attack, or Ultimate, and both his enhanced Dash Attacks and Chasing Thunder will ignore 15% of a target’s Electric RES Shred for 12s.

How to play

Harumasa’s difficulty comes not from the complexity of his kit, but how to best route fights with him and in having the skill to perfectly time attacks to maximise his damage.

There is no clear cut way to play him, as each encounter demands its own adjustments, where trying to get Anomalies to trigger at specific points is a significant value add. If using Thunder Metal, this is doubly important, as Shock timings are needed not only for Quiver generation, but for Combat ATK buffs too.

To start with, using Cloud Piercer 3 times before a fight begins is ideal, as this allows one to pre-build 6 Electro Quivers.

From there, the route to stun can change depending on the team, with some teams (like those with Trigger or mono-Shock) demanding some field time, but most standard comps having Harumasa sit out until stun arrives, with only the occasional Defensive Assist and Assist Follow-Up for Decibel generation and Electric Anomaly build-up.

Stun should arrive in less than 60 seconds from the first Quiver being set-up and ideally Anomaly should be at around 3/4s full, so that it can align with certain points of his combo (varies based on enemy Anomaly limit and weaknesses).

A standard Anomaly-timed combo would be:

  • Nicole EX Special Attack: Stuffed Sugarcoated Bullet

  • Harumasa Quick Assist: Braced Bow

  • EX Special Attack: Nowhere to Run - Patrol

  • Dash Attack: Hiten no Tsuru - Slash 1

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Dash Attack: Hiten no Tsuru - Slash 3

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Basic Attack: Falling Feather

  • Dash Attack: Hiten no Tsuru - Slash 1

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Dash Attack: Hiten no Tsuru - Slash 3

  • Nicole Ultimate: Ether Grenade

  • Harumasa Chain Attack: Kai - Hanare (Shock Anomaly)

  • Cancel

  • Dash Attack: Hiten no Tsuru - Slash 1

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Dash Attack: Hiten no Tsuru - Slash 3

  • EX Special Attack: Nowhere to Run - Patrol

  • Ultimate: Zanshin

  • Nicole Chain Attack: Ether Shellacking

  • Zanshin - Scattered Blossoms

  • Harumasa Quick Assist: Braced Bow

  • Dash Attack: Hiten no Tsuru - Slash 1

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Dash Attack: Hiten no Tsuru - Slash 3

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Basic Attack: Falling Feather

  • Dash Attack: Hiten no Tsuru - Slash 1

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Dash Attack: Hiten no Tsuru - Slash 3

  • Basic Attack: Falling Feather

  • Dash Attack: Hiten no Tsuru - Slash 1

  • Basic Attack: Cloud Piercer 4

  • Basic Attack: Cloud Piercer 5

The final Basic Attacks would be landing out of stun, and are used only to set-up 6 Electro Quivers in advance of the next combo cycle.

The Shock Anomaly can happen anytime between the first Basic Attack: Falling Feather and his Chain Attack.

In order to have the time to fit everything in, one needs to perform a “chain trigger tech” of sorts, where Harumasa’s Ultimate is timed to happen right before the final arrow from his enhanced EX Special lands on an enemy.

This allows for a Chain prompt to come up mid-Ultimate animation and for his Zanshin - Scattered Blossoms to land while other characters’ Chain Attacks (in this case Nicole, but others work too, like Rina).

It’s also possible to get an extra enhanced Dash Attack if pre-building 2 Electro Prison on the target just before the combo begins, such as with a Basic 5 after an Assist Follow-Up within 10s, but this is not recommended as it can get in the way of out-of-stun rotations.

Without Anomalies, it’s still possible to get a high number of Dash Attacks by making use of double Chains on Harumasa:

  • Nicole EX Special Attack: Stuffed Sugarcoated Bullet

  • Harumasa Quick Assist: Braced Bow

  • EX Special Attack: Nowhere to Run - Patrol

  • Dash Attack: Hiten no Tsuru - Slash 1

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Dash Attack: Hiten no Tsuru - Slash 3

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Basic Attack: Falling Feather

  • Dash Attack: Hiten no Tsuru - Slash 1

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Dash Attack: Hiten no Tsuru - Slash 3

  • Nicole Ultimate: Ether Grenade

  • Harumasa Chain Attack: Kai - Hanare

  • Cancel

  • Basic Attack: Falling Feather (alternate, from Chain Attack cast)

  • Dash Attack: Hiten no Tsuru - Slash 1

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Dash Attack: Hiten no Tsuru - Slash 3

  • Dash Attack: Hiten no Tsuru - Slash 2

  • EX Special Attack: Nowhere to Run - Patrol

  • Nicole EX Special Attack: Stuffed Sugarcoated Bullet

  • Harumasa Chain Attack: Kai - Hanare

  • Ultimate: Zanshin

  • Zanshin - Scattered Blossoms

  • Dash Attack: Hiten no Tsuru - Slash 1

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Dash Attack: Hiten no Tsuru - Slash 3

  • Basic Attack: Falling Feather

  • Dash Attack: Hiten no Tsuru - Slash 1

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Dash Attack: Hiten no Tsuru - Slash 3

  • Basic Attack: Cloud Piercer 4

  • Basic Attack: Cloud Piercer 5

Due to the extended animation from Zanshin - Scattered Blossoms, it’s likely that 1 or 2 enhanced Dash Attacks will land out of stun, making it less than ideal but still a viable alternative when Anomalies can’t be aligned.

Both of the above demand Manual Chain, and Harumasa suffers a lot without it as it can heavily restrict how many enhanced Dash Attacks can fit in stuns. He can still work without it though, as in the following Auto Chain compatible combo:

  • Nicole EX Special Attack: Stuffed Sugarcoated Bullet

  • Harumasa Quick Assist: Braced Bow

  • Nicole Chain Attack: Ether Shellacking

  • Harumasa Chain Attack: Kai - Hanare

  • Dash Attack: Hiten no Tsuru - Slash 1

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Dash Attack: Hiten no Tsuru - Slash 3

  • Basic Attack: Falling Feather

  • Dash Attack: Hiten no Tsuru - Slash 1

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Dash Attack: Hiten no Tsuru - Slash 3

  • Dash Attack: Hiten no Tsuru - Slash 2

  • EX Special Attack: Nowhere to Run - Patrol

  • Nicole Ultimate: Ether Grenade

  • Harumasa Quick Assist: Braced Bow

  • Dash Attack: Hiten no Tsuru - Slash 1

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Dash Attack: Hiten no Tsuru - Slash 3

  • EX Special Attack: Nowhere to Run - Patrol

  • Nicole EX Special Attack: Stuffed Sugarcoated Bullet

  • Harumasa Quick Assist: Braced Bow

  • Ultimate: Zanshin

  • Zanshin - Scattered Blossoms

  • Dash Attack: Hiten no Tsuru - Slash 1

  • Dash Attack: Hiten no Tsuru - Slash 2

  • Dash Attack: Hiten no Tsuru - Slash 3

  • Basic Attack: Cloud Piercer 4

  • Basic Attack: Cloud Piercer 5

Once the combos are complete, the cycle begins again, with fights ideally being routed in such a way that Anomalies can align for the next stun.

Build and teams

Best W-Engines

The W-Engines are listed in order of priority. Sometimes the percentages appearing near them won't reflect their performance as pure damage or Stun output isn't the only thing we're looking at - the utility of the W-Engine might be more important than the calculations imply.

Team-buffed calculations

The W-Engine calculations below are team-buffed calculations and here's the team we used for them:

100.37%

Increases CRIT Rate by 15/17/19/21/23%. When the equipper deals DMG with a Basic Attack or EX Special Attack, they gain 1 stack of a buff. Each stack increases the equipper's Electric DMG by 12.5/14.5/16.5/18.5/20%, up to 2 stacks. Each stack lasts 40s. The duration of each stack is calculated separately. Can trigger once per use of a skill. At 2 stacks, the wearer's Basic Attack and Ultimate DMG ignore 20/23/26/29/32% of enemy DEF.

Base ATK (Lv 60): 713
Crit Rate (Lv 60): 24%
Cordis Germina is a near perfect match for Harumasa, with all of its universal Electric DMG Bonuses applying to him in full. Although they do need Basics to upkeep, Falling Feather (the aimed shot) and Ha-Oto no Ya all count for this, not to mention that the DEF Ignore on it is particularly valuable owing to it being relatively undiluted. The CRIT RATE on it however can be both a blessing and a curse, depending on which teammates are being run. IMPORTANT: This is calcuated as the best option, but with CRIT RATE buffs - like from Nicole - it's impractical to build as it would overcap after 1 substat roll, so it may underperform in practice.

100.00%

CRIT Rate increases by 10/11.5/13/14.5/16%. Dash Attack Electric DMG increases by 40/46/52/58/64%. When any squad member applies an Attribute Anomaly or Stuns an enemy, the equipper's CRIT Rate increases by an additional 10/11.5/13/14.5/16% for 15s.

Base ATK (Lv 60): 713
Crit Damage (Lv 60): 48%
Offers fantastic CRIT RATE and CRIT DMG as a permanent bonus but also an additional 40% Electric DMG Bonus for Dash Attack and a CRIT RATE boost after any squad member applies an Anomaly or triggers a Stun, ensuring full uptime for Harumasa's burst. With the bulk of his damage coming from Dash Attacks, this ends up as the best option in the majority of situations, even though it does mean missing out on some gains to other key damaging moves (i.e. Ultimate).
Usage: 57.42%
Shiyu Defense: 26644
Deadly Assault: 23877

98.82%

Upon hitting an enemy with a Basic Attack, Dash Attack, or Dodge Counter, the equipper's ATK increases by 3.5/4.4/5.2/6/7% for 8s, stacking up to 8 times. This effect can trigger once every 0.5s. The duration of each stack is calculated separately.

Base ATK (Lv 60): 684
Attack (Lv 60): 30%
As Harumasa gets Basic Attack counts from his quivers hitting enemies and constantly uses Dash Attacks, Brimstone can be a really strong option for him. It does take a bit of ramp-up, but it builds fast and most of his combos have a fair amount of Dash Attacks land prior to Ultimates, so the majority of his burst benefits from full stacks. Given how overly saturated Harumasa is on other stats, Brimmstone's bonuses are particularly valuable, and at higher Phase levels it can become his best W-Engine option.
Usage: 13.71%
Shiyu Defense: 26148
Deadly Assault: 22749

95.29%

CRIT DMG increases by 50/57.5/65/72.5/80%. When the equipper enters the battlefield, or activates a Chain Attack or Ultimate, they gain 1 stack of Heartstring. Each stack of Heartstring allows the equipper's Chain Attack and Ultimate to ignore 12.5/14.5/16.5/18.5/20% of the target's Fire RES, stacking up to 2 times and lasting 30s. Repeated triggers reset the duration.

Base ATK (Lv 60): 713
Crit Rate (Lv 60): 24%
Heartstring Nocturne is a great stat stick for most characters, Harumasa included. Grants a tremendous amount of unconditional CRIT RATE and CRIT DMG, so even without any additional effects it comes out ahead of other, similar W-Engines.
Usage: 1.33%
Shiyu Defense: 600
Deadly Assault: 24704

92.47%

CRIT DMG is increased by 30/34.5/39/43.5/48%. When the equipper lands a hit with a Basic Attack, Special Attack, or Aftershock, they gain 1 stack of a buff. Each stack increases the equipper's CRIT DMG by an additional 10/11.5/13/14.5/16%, stacking up to 3 times. The effect lasts for 30s, with each stack's duration calculated separately, and can only be triggered once per use of a skill. With all 3 stacks, the equipper's Electric DMG increases by 20/23/26/29/32%.

Base ATK (Lv 60): 713
Crit DMG (Lv 60): 48%
Severed Innocence is a decent stat stick option, with a significant amount of CRIT DMG, but that is as much as it can offer. Harumasa is not in the position to use non-EX Specials before combos, nor does he have any Aftershocks, so it only ever maintains 1 stack. Although it falls behind other Signature W-Engines, it's still a decent alternative for its raw stats alone.
Usage: 1.99%
Shiyu Defense: 600
Deadly Assault: 21128

90.29%

Launching a Dodge Counter or Quick Assist increases the equipper's ATK by 12/13.8/15.6/17.4/19.2% for 12s.

Base ATK (Lv 60): 594
Attack (Lv 60): 25%
A solid all-around Free To Play accessible option for all Attack Agents. Grants 25% unconditional Attack and a further 19.2% (At P5) Combat Attack buff after performing a Dodge Counter or Quick Assist lasting 12 seconds. This buff is reasonably easy Harumasa to upkeep in full during his burst if a Support is present, with a pre-combo Quick Assist and a single refresh halfways being all that's needed.
Usage: 2.52%
Shiyu Defense: 0
Deadly Assault: 22833
Best Disk Drives Sets

100.00%

(2)
Electric DMG +10%.
(4)
As long as an enemy in combat is Shocked, the equipper's ATK is increased by 28%.

Thunder Metal is the single highest source of ATK % out of all the Drive Discs, making it Harumasa's best option by far. It requires Shock to be active however, which limits the comps it can be used in to those with another Electric Agent. If well managed, it will outperform other sets, but if not its bonuses would fall behind that of alternatives like Hormone Punk or Shadow Harmony.

Best combined with your choice of 2-PC Set:

  • 2P
    Hormone Punk

    Hormone Punk

    Astral Voice

    Astral Voice

    (Recommended)
  • 2P
    Branch & Blade Song

    Branch & Blade Song

  • 2P
    Shadow Harmony

    Shadow Harmony

  • 2P
    Woodpecker Electro

    Woodpecker Electro

93.63%

(2)
The DMG of Aftershocks and Dash Attacks is increased by 15%.
(4)
Upon hitting an enemy with an Aftershock or Dash Attack, if the DMG dealt aligns with the equipper's attribute, the equipper gains 1 stack of a buff effect, at most once per use of a skill. For each stack, the equipper's ATK increases by 4%, and CRIT Rate increases by 4%. The effect can stack up to 3 times and lasts for 15s. Repeated triggers reset the duration.

Shadow Harmony does not supply as much raw Combat ATK as its alternatives in Thunder Metal and Hormone Punk, and its CRIT RATE bonuses can at times be difficult to build around (such as with Cordis Germina or Nicole), but it is the easiest set to manage while still offering significant damage gains. For most players, it will be the optimal choice, needing no real active management all the while ramping up fast and early in Harumasa's combos, making it consistent and effective for his full burst.

Best combined with your choice of 2-PC Set:

  • 2P
    Branch & Blade Song

    Branch & Blade Song

    (Recommended)
  • 2P
    Woodpecker Electro

    Woodpecker Electro

  • 2P
    Astral Voice

    Astral Voice

    Hormone Punk

    Hormone Punk

Best Disk Drives Stats
Disk 4
ATK% > Crit DMG% = Crit Rate%
Disk 5
ATK% > Electric DMG%
Disk 6
ATK%

Substats: Crit Rate (until 75% in stat screen) > ATK% > Crit DMG% > Flat PEN > Flat ATK

Best Endgame Stats (Level 60)
  • ATK: 2600 - 3400+

  • HP: 10000+

  • DEF: 800+

  • CRIT RATE: 75% (Not more)

  • CRIT DMG: 150-190%

Skill priority
Dodge

Dodge

 Chain Attack

Chain Attack

 Special Attack

Special Attack

 Basic Attack

Basic Attack

 Assist

Assist

Video guides

Teams & Synergy

Synergy

Below we list only the most important synergies for Harumasa. The character can work with others if you know what to do and how to use them.

Teams (Shiyu Defense)

This section lists most popular teams featuring Harumasa in the current phase of Shiyu Defense.

Rank 178

App. rate: 0.08%

Avg. time: 0

Harumasa
Trigger
Astra Yao

Rank 317

App. rate: 0.02%

Avg. time: 0

Harumasa
Dialyn
Zhao

Rank 317

App. rate: 0.02%

Avg. time: 0

Harumasa
Seed
Trigger

Rank 443

App. rate: 0.01%

Avg. time: 0

Harumasa
Qingyi
Astra Yao

Rank 443

App. rate: 0.01%

Avg. time: 0

Miyabi
Harumasa
Zhao

Rank 443

App. rate: 0.01%

Avg. time: 0

Ye Shunguang
Harumasa
Trigger

Rank 443

App. rate: 0.01%

Avg. time: 0

Harumasa
Trigger
Zhao

Rank 443

App. rate: 0.01%

Avg. time: 0

Harumasa
Trigger
Nicole

Rank 443

App. rate: 0.01%

Avg. time: 0

Harumasa
Trigger
Yuzuha

Rank 443

App. rate: 0.01%

Avg. time: 0

Harumasa
Qingyi
Ju Fufu
Teams (Deadly Assault)

This section lists most popular teams featuring Harumasa in the current phase of Deadly Assault.

Rank 62

App. rate: 0.33%

Avg. score: 22464

Harumasa
Trigger
Astra Yao

Rank 81

App. rate: 0.24%

Avg. score: 22513

Harumasa
Seed
Trigger

Rank 102

App. rate: 0.16%

Avg. score: 21097

Harumasa
Qingyi
Astra Yao

Rank 121

App. rate: 0.13%

Avg. score: 23777

Harumasa
Dialyn
Astra Yao

Rank 140

App. rate: 0.09%

Avg. score: 23420

Harumasa
Qingyi
Nicole

Rank 154

App. rate: 0.07%

Avg. score: 24129

Harumasa
Seed
Astra Yao

Rank 154

App. rate: 0.07%

Avg. score: 22670

Harumasa
Trigger
Nicole

Rank 187

App. rate: 0.05%

Avg. score: 21403

Harumasa
Trigger
Zhao

Rank 187

App. rate: 0.05%

Avg. score: 23299

Harumasa
Dialyn
Zhao

Rank 215

App. rate: 0.04%

Avg. score: 30223

Harumasa
Seed
Dialyn

Calculations

Damage
New Calculations

ZZZ has changed a lot from 1.0 - many new mechanics, enemies characters have been introduced and biggest of all the game has a new competitive endgame mode Deadly Assault. Deadly Assault is based around dealing as much damage as possible in 180 seconds, because of this we're changing our calculation style away from a focus on burst to instead focus on extended fights over 3 minutes (180s). Also, many Mindscapes, Disc Drive and W-engine calculations can meaningfully change when factoring in the buffs of an Agents best team, for this reason we're also adding a new feature, allowing you to see damage output with one of the agents best teams buffs factored in.

Mindscape Notes
  • M1 - Harumasa’s M1 does not directly increase his damage, but it can allow for more streamlined combos and more Dash Attacks in a stun and plenty more out of stun. The value of this Mindscape is higher on comps that have Harumasa on-field more frequently, owing to the higher Electro Prison build.
  • M2 - As the Electro Blitz stack from this apply after Chain Attack or Ultimate, there is potential for more creative combos with certain characters (like Astra or Dialyn), but in most circumstances, it would not apply to his full combo.
  • M4 - Despite getting full Electro Prison stacks on all enemies upon Ultimate use, this does not meaningfully alter Harumasa’s rotations, only cutting out a single Basic Attack: Falling Feather in some situations.
  • M6 - The value of this Mindscape can vary greatly depending on Harumasa’s team and playstyle, with it favouring more frequent Anomaly application for Quivers so as to get its 1500% burst more frequently. Actual combos don’t see much change, as sacrificing Dash Attacks for Basic 5 Quiver generation mid-stun leads to a damage decrease.
Team-buffed calculations

The W-Engine calculations below are team-buffed calculations and here's the team we used for them:

Harumasa in 1 Target scenario [Mindscape Calculations]

Rotation time: consistent DPS over 180s.

Harumasa in 1 Target scenario [Potential Calculations]

Rotation time: consistent DPS over 180s.

Details about the calculations

And here are the W-Engines and Disk Drives used in the calculations.

CRIT Rate increases by 10/11.5/13/14.5/16%. Dash Attack Electric DMG increases by 40/46/52/58/64%. When any squad member applies an Attribute Anomaly or Stuns an enemy, the equipper's CRIT Rate increases by an additional 10/11.5/13/14.5/16% for 15s.

Base ATK (Lv 60): 713
Crit Damage (Lv 60): 48%

(2)
Electric DMG +10%.
(4)
As long as an enemy in combat is Shocked, the equipper's ATK is increased by 28%.

(2)
ATK +10%.
(4)
Whenever any squad member enters the field using a Quick Assist, all squad members gain 1 stack of Astral, up to a maximum of 3 stacks, and lasting 15s. Repeated triggers reset the duration. Each stack of Astral increases the DMG dealt by the character entering the field using a Quick Assist by 8%. Only one of this effect can be active at a time in the same squad.
Disk 4
ATK%
ATK%
Disk 5
ATK%
ATK%
Disk 6
ATK%
ATK%

Substats: ATK (42%), CRIT Rate (26.4%), CRIT DMG (43.2%)

Shiyu Defense / Deadly Assault

Shiyu Defense / Deadly Assault

This section contains information about Harumasa performance in the latest Shiyu Defense and Deadly Assault cycles (2.5.2). The page will be automatically updated every patch once enough data is gathered.

  • The data has been last updated on 29/01/2026.

If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the Shiyu Defense clear information from your profile after that!

Shiyu Defense Stats Form
Usage rate (SD)

Characters are ranked with appearance rate, which is how often a character was used in Shiyu Defense by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Usage rate (DA)

Characters are ranked with appearance rate, which is how often a character was used in Deadly Assault by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Common partners (SD)

This section lists the characters that were most commonly paired with Harumasa in the current phase of Shiyu Defense.

Common partners (DA)

This section lists the characters that were most commonly paired with Harumasa in the current phase of Deadly Assault.

Mindscapes

Mindscapes data comes from players who used Harumasa in the current SD cycle (48) or in the current DA cycle (388).

Change mode:

SD

DA

58.46%

26828

Mindscape 0

14.95%

30243

The maximum stack limit of Electro Prison from Basic Attack: Ha-Oto no Ya increases to 14 stacks. When an Electro Quiver is triggered, 2 consecutive Ha-Oto no Ya will be fired at the target.

8.15%

30450

When using an Chain Attack or Ultimate, Harumasa gains 7 stacks of Electro Blitz, up to a max of 7 stacks. While possessing Electro Blitz, the DMG of Dash Attack: Hiten no Tsuru - Slash increases by 50%. Consume 1 stack of Electro Blitz once Dash Attack: Hiten no Tsuru - Slash ends.

7.22%

29929

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2

2.07%

27089

Electro Prison now lasts for 20s. When Dash Attack: Hiten no Tsuru - Slash hits enemies, Harumasa gains 30 Decibels once per use of this skill. Upon activating Ultimate, apply maximum stacks of Electro Prison to all on-field enemies.

0.26%

0

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2

8.93%

33452

After Ha-Oto no Ya hits Stunned enemies or enemies under Attribute Anomalies, Harumasa will ignore 15% of the target's Electric RES for 12s. Every 12 times an enemy is hit by Ha-Oto no Ya, trigger an extra electromagnetic explosion, dealing 1500% of Harumasa's ATK to the target as Electric DMG.
W-Engines

W-Engines usage data comes from players who used Harumasa in the current SD cycle (48) or in the current DA cycle (388).

Change mode:

SD

DA

57.42%

26644

CRIT Rate increases by 10/11.5/13/14.5/16%. Dash Attack Electric DMG increases by 40/46/52/58/64%. When any squad member applies an Attribute Anomaly or Stuns an enemy, the equipper's CRIT Rate increases by an additional 10/11.5/13/14.5/16% for 15s.

Base ATK (Lv 60): 713
Crit Damage (Lv 60): 48%

13.71%

26148

Upon hitting an enemy with a Basic Attack, Dash Attack, or Dodge Counter, the equipper's ATK increases by 3.5/4.4/5.2/6/7% for 8s, stacking up to 8 times. This effect can trigger once every 0.5s. The duration of each stack is calculated separately.

Base ATK (Lv 60): 684
Attack (Lv 60): 30%

11.38%

27352

When an EX Special Attack or Chain Attack hits an enemy, the equipper's ATK increases by 6/6.9/7.8/8.7/9.6% for 8s. While the target is under an Attribute Anomaly, this effect is increased by an additional 6/6.9/7.8/8.7/9.6%.

Base ATK (Lv 60): 594
Crit Rate (Lv 60): 20%

2.52%

0

Launching a Dodge Counter or Quick Assist increases the equipper's ATK by 12/13.8/15.6/17.4/19.2% for 12s.

Base ATK (Lv 60): 594
Attack (Lv 60): 25%

1.99%

600

CRIT DMG is increased by 30/34.5/39/43.5/48%. When the equipper lands a hit with a Basic Attack, Special Attack, or Aftershock, they gain 1 stack of a buff. Each stack increases the equipper's CRIT DMG by an additional 10/11.5/13/14.5/16%, stacking up to 3 times. The effect lasts for 30s, with each stack's duration calculated separately, and can only be triggered once per use of a skill. With all 3 stacks, the equipper's Electric DMG increases by 20/23/26/29/32%.

Base ATK (Lv 60): 713
Crit DMG (Lv 60): 48%

1.41%

0

When launching an EX Special Attack or Chain Attack, Electric DMG from Basic Attacks and Dash Attacks increases by 50/57.5/65/72.5/80% for 10s. This effect can trigger once every 15s.

Base ATK (Lv 60): 624
Energy Regen (Lv 60): 50%
Disk Drives

Disk Drives usage data comes from players who used Harumasa in the current SD cycle (48) or in the current DA cycle (388).

Change mode:

SD

DA

27.76%

27714

(2)
The DMG of Aftershocks and Dash Attacks is increased by 15%.
(4)
Upon hitting an enemy with an Aftershock or Dash Attack, if the DMG dealt aligns with the equipper's attribute, the equipper gains 1 stack of a buff effect, at most once per use of a skill. For each stack, the equipper's ATK increases by 4%, and CRIT Rate increases by 4%. The effect can stack up to 3 times and lasts for 15s. Repeated triggers reset the duration.

(2)
CRIT DMG +16%.
(4)
When Anomaly Mastery exceeds or equals 115 points, the equipper's CRIT damage increases by 30%. When any squad member applies Freeze or triggers the Shatter effect on an enemy, the equipper's CRIT Rate increases by 12%, lasting 15s.

9.6%

26802

(2)
The DMG of Aftershocks and Dash Attacks is increased by 15%.
(4)
Upon hitting an enemy with an Aftershock or Dash Attack, if the DMG dealt aligns with the equipper's attribute, the equipper gains 1 stack of a buff effect, at most once per use of a skill. For each stack, the equipper's ATK increases by 4%, and CRIT Rate increases by 4%. The effect can stack up to 3 times and lasts for 15s. Repeated triggers reset the duration.

(2)
Electric DMG +10%.
(4)
As long as an enemy in combat is Shocked, the equipper's ATK is increased by 28%.

8.33%

0

(2)
Electric DMG +10%.
(4)
As long as an enemy in combat is Shocked, the equipper's ATK is increased by 28%.

(2)
CRIT Rate +8%.
(4)
Triggering a critical hit with a Basic Attack, Dodge Counter or EX Special Attack increases the equippers ATK by 9% for 6s. The buff duration for different skills are calculated separately.

7.5%

600

(2)
Electric DMG +10%.
(4)
As long as an enemy in combat is Shocked, the equipper's ATK is increased by 28%.

(2)
CRIT DMG +16%.
(4)
When Anomaly Mastery exceeds or equals 115 points, the equipper's CRIT damage increases by 30%. When any squad member applies Freeze or triggers the Shatter effect on an enemy, the equipper's CRIT Rate increases by 12%, lasting 15s.

5.91%

0

(2)
The DMG of Aftershocks and Dash Attacks is increased by 15%.
(4)
Upon hitting an enemy with an Aftershock or Dash Attack, if the DMG dealt aligns with the equipper's attribute, the equipper gains 1 stack of a buff effect, at most once per use of a skill. For each stack, the equipper's ATK increases by 4%, and CRIT Rate increases by 4%. The effect can stack up to 3 times and lasts for 15s. Repeated triggers reset the duration.

(2)
ATK +10%.
(4)
Whenever any squad member enters the field using a Quick Assist, all squad members gain 1 stack of Astral, up to a maximum of 3 stacks, and lasting 15s. Repeated triggers reset the duration. Each stack of Astral increases the DMG dealt by the character entering the field using a Quick Assist by 8%. Only one of this effect can be active at a time in the same squad.

5.07%

600

(2)
The DMG of Aftershocks and Dash Attacks is increased by 15%.
(4)
Upon hitting an enemy with an Aftershock or Dash Attack, if the DMG dealt aligns with the equipper's attribute, the equipper gains 1 stack of a buff effect, at most once per use of a skill. For each stack, the equipper's ATK increases by 4%, and CRIT Rate increases by 4%. The effect can stack up to 3 times and lasts for 15s. Repeated triggers reset the duration.

(2)
CRIT Rate +8%.
(4)
Triggering a critical hit with a Basic Attack, Dodge Counter or EX Special Attack increases the equippers ATK by 9% for 6s. The buff duration for different skills are calculated separately.
Character Stats
Main stats
Slot 4
CRIT DMG
CRIT DMG%
- 58.46%
ATK%
ATK%
- 36.33%
CRIT Rate
CRIT Rate%
- 5.19%
Slot 5
Electric DMG
Electric DMG%
- 47.88%
ATK%
ATK%
- 28.44%
PEN Ratio
PEN Ratio%
- 22.78%
Slot 6
ATK%
ATK%
- 100%
Average stats
Average stats
HP
HP
- 10299.95
ATK
ATK
- 3248.86
DEF
DEF
- 873.83
CRIT Rate
CRIT Rate%
- 52.28%
CRIT DMG
CRIT DMG%
- 189.05%
Electric DMG
Electric DMG%
- 17.46%
Energy Regen
Energy Regen%
- 120
Anomaly Mastery
Anomaly Mastery
- 80
Anomaly Proficiency
Anomaly Proficiency
- 115.59
PEN Ratio
PEN Ratio%
- 6.5%
PEN
PEN
- 22.44
Average sub stats
Average sub stats
HP
HP
- 6.75%
ATK
ATK
- 24.85%
DEF
DEF
- 10.62%
CRIT Rate
CRIT Rate%
- 29.26%
CRIT DMG
CRIT DMG%
- 64.55%
PEN
PEN
- 22.44
Anomaly Proficiency
Anomaly Proficiency
- 20.59
Other stats
Average stats
Character level - 60
W-Engine level - 58.92
Basic level - 11.36
Special level - 11.79
Ultimate level - 11.9
Dodge level - 11.98
Assist level - 10.72
Core level - 7