To learn more about Haru check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Last review update
Season 2
Last build update
Season 2
Last profile update*
15.03.2026
*Profile update means updates done to reviews/builds/gear within a season - showing the last date we changed anything on this page.
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
Profile
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
[Pulverize]
Show Effects
Anchor Shot II
[Pulverize]
Show Effects
Anchor Shot III
[Pulverize][Retain]
Show Effects
Anchor Shot IV
[Pulverize]
Show Effects
Anchor Shot V
[Pulverize]
Show Effects
Anchor Pointer I
Show Effects
Anchor Pointer II
Show Effects
Anchor Pointer III
[Retrieve]
Show Effects
Anchor Pointer IV
Anchor Pointer V
Power Charge I
Power Charge II
[Weakness Attack]
Show Effects
Power Charge III
Show Effects
Power Charge IV
Power Charge V
Show Effects
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
Epiphany Bonus
Potential 1
Basic Card Upgrade
Potential 2
Common Card Upgrade
Potential 3
Basic Card Proficiency
Potential 3-1
Unique Card Upgrade
Potential 4
Critical Chance Proficiency
Potential 5
Basic Card Proficiency
Potential 5-1
Divine Epiphany Adaptation
Potential 5-2
Critical Damage Proficiency
Potential 6
Unique Stat Upgrade
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 [4/5]
AoE Damage [2/5]
AP Efficiency [2/5]
Utility [1/5]
Haru is a 5-Star Justice attribute Striker Combatant that constantly drops her Anchor onto her enemies, getting stronger every time she does so.
Haru is a DPS Carry with a kit focused on buffing her expensive cards to deal massive damage. Her main card, “Anchor Shot”, amps up every time it is used, up to ten times, allowing Haru to snowball her damage into big numbers during longer fights. She can do both AoE and single-target damage.
Although her playstyle may seem overly expensive and tricky at first, there are several ways to build around her and adapt to AP needs and different teams, regardless of having an AP Generator in the team or not. With this being said, Haru definitely works best when paired with other Combatants who can provide AP management to ensure she can use Anchor Shot as many times as possible.
If you like big nukes and characters that hit hard, she may be a good pick for you. If you prefer fast but constant, smaller hits, however, she may not be your jam.
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.
The ratings below are based on the Season Save Data modes and the Chaos Manifestation mode. Each of the modes values different mechanics, so some characters may shine in one of the, while being underwhelming in the other.
Chaos Mode
Season Save Data
Great Rift
[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
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.
Base
Ego 1
Haru’s first Ego node to be unlocked increases the buff amount of her “Lift Anchor” card by 20%, granting a massive 100% more damage multiplier for the turn. As this is a multiplicative buff, this is a pretty sizable increase to her damage output.
Ego 2
Her next Ego node allows Anchor Shot to be cast even if she lacks the AP required to cast it, at the cost of dealing 40% less damage for each 1 AP spent less than the original cost. This is an okay point that mostly really helps with Chaos before getting up and running, as with ideal Save Data and team composition this will be less impactful and will often not be utilized.
Ego 3
Her third Ego when unlocked boosts her Ego Skill. It increases the damage dealt by an additive +100% and increases the bonus damage portion by +20%, for a total of +70% per buff. This is a nice lump of extra damage provided by her Ego skill, but doesn’t necessarily change how she plays.
Ego 4
Her fourth Ego grants Haru 1 stack of “Power Supply” whenever Anchor Shot is used, up to a maximum of 3. This is a persisting buff throughout fights that grants +20% Damage per stack to Haru’s Attack Cards. This isn’t a weak node by any means, but as Haru already has high base values, this node doesn’t necessarily provide too much of an increase in her damage output.
Ego 5
This node increases the base and maximum level of their [Basic Card Upgrade], [Unique Card Upgrade] and [Common Card Upgrade] Potentials by 3. A decent damage increase for Haru across the board.
Ego 6
Haru’s final Ego node interacts with her second Ego node. It reduces the damage penalty given by 20%. This again mostly assists with Haru in Chaos and is much less noticeable in Save Data content.
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 at 300% Damage. It gains an additive +80% Damage each time it is played, up to a total of 1100% damage after being played 10 times. This card also has the [Pulverize] tag, which allows it to deal +20% more damage against enemies with shields.
Anchor Pointer
A 0 Cost Skill Card that moves “Anchor Shot” back to hand if it is in the Draw Pile or Graveyard. Notably, this overrides the restriction to returning cards to hand the same turn they were played, because the card says “Move” instead of “Draw”. It’s important to note, however, that if you already have an “Anchor Shot” card on hand, this card won’t work. You need to play that other “Anchor Shot” first before using “Anchor Pointer” to draw another. Unfortunately, this card doesn’t have [Retain] and doesn’t get it from any Epiphany, requiring a bit of planning or an AP battery for cases like that.
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 +80% Damage buff for 1 turn. A fantastic card for Haru that can be used whenever she’s set up to cast her Anchor as many times as she can.
Tip: This buff persists on her Anchor Shots even after being used. If her Anchor Shot was moved back into Haru’s hand, this buff will still apply to that same card for the turn.
Best Epiphanies
Note
We have given a star rating for each Epiphany, showing how strong and useful it is - with 1★ being the lowest rating and 5★ the highest.
Anchor Shot I
[Pulverize]
Show Effects
Anchor Shot II
[Pulverize]
Show Effects
Anchor Shot III
[Pulverize][Retain]
Show Effects
Anchor Shot IV
[Pulverize]
Show Effects
Anchor Shot V
[Pulverize]
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Vulnerable 2.
Anchor Pointer I
Show Effects
Anchor Pointer II
Show Effects
Anchor Pointer III
[Retrieve]
Show Effects
Anchor Pointer IV
Anchor Pointer V
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Draw 1.
Power Charge I
Power Charge II
[Weakness Attack]
Show Effects
Power Charge III
Show Effects
Power Charge IV
Power Charge V
Show Effects
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Vulnerable 2, -1 Cost Reduction.
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
Epiphanies:
Divine Epiphanies:
Which Divine Epiphany to go for will depend on what your team needs and which Epiphany you chose, but here are the main ones to look out for if you have spare Save Data: Draw 1, -1 Cost Reduction.
Gear
The Memory Fragments & Equipment suggestions below are based on calculations we did. If you want to check the damage formula and how scaling the damage works in CZN, check this guide.
[2-PC]: +25% Critical Damage.
[2-PC]: +12% Attack.
The best generic set combination for Haru in Save Data game modes thanks to the fact is works for all of her builds regardless of whether you're discounting her cards or not. While 2/2/2 is currently the best for her discoutn heavy save data playstyles and Chaos where she deals damage via a range of cost types, when using some specific builds Anchor Shot builds with specific costs of 1 or 2 other sets can outperform and are worth considering.
For more damage use 2P Cursed Corpse (if you can keep Agony on targets at all times). Alternatively for stronger Chaos starts try 2P Seth's Scarab, or if you want more survivability use 2P Healer's Journey. If none of that appeals, you can use any 2 strong sub/main stat pieces instead of a final 2P set bonus as well.
[4-PC]: +20% Critical Chance of cards that cost 2 or more.
[2-PC]: +25% Critical Damage.
If you're playing a 2 cost Anchor Shot build in save data game modes and aren't discounting it any point 4P Line of Justice is a viable and in many cases more powerful alternative to 2/2/2.
[4-PC]: +35% Critical Damage of 1-cost cards.
[2-PC]: +25% Critical Damage.
Similar to the above, if you're playing a 1 cost Anchor Shot build which is possible via a Divine Discount Epiphany or very specific dicounting 4P Conqueor's will usually outperform 2/2/2.
In a lot of cases, flat sub-stats are better than percentage ones when it comes to HP, ATK and DEF. The reason behind this is that in CZN the characters stats are pretty low and you get more value from flat bonus rather than percentage one based on calcs.
CRIT Rate% = CRIT DMG% > ATK > ATK%
Our best Partner recommendation try to balance both the raw damage boost they provide based on our calculations with the additional utility provided by the skill - combined with how it interacts with the characters's kit. We have rated each Partner based on how much additional damage and the utility they provide. Read the comments under each Partner to better understand our reasoning.
No calculations in Chaos Zero Nightmare are completely accurate for all scenarios, including the ones below. What team, decks, epiphanies, gear, equipment, and enemies you’re facing all impact them. Because of this, take the results as guidelines and combine them with the explanations to make your decisions. Calculations use endgame save data set-ups, including 5 turns of combat using the whole deck with all Ego skills unless otherwise stated.
Increase the assigned Combatant’s Attack by 16–24%.
If the assigned Combatant's card was used just before, +15/30% Damage Amount to Attack Cards. Can stack up to 2 times and is removed when a different Combatant's card is used.
Gain Focus each time 2 of the assigned Combatant's cards are used.
Focus: Increase Damage Amount of the assigned Combatant's Attack Cards by 20/40%.
When the effect is activated, decrease Focus by 1, and when another Combatant's card is used, remove Focus.
Deal 250% Damage. +10% assigned combatant's attack card damage for each owned buff for 1 turn.
-
Increase the assigned Combatant’s Attack by 16–24%.
The assigned combatants' attack cards with a cost of 2 or more deal +25/50% damage.
Increase Damage Amount of Pulverize cards of the assigned Combatant by 10/20%.
+40% Damage of the next Attack card used by the assigned Combatants for the total cost of all cards in the hand (Max 10).
-
Increase the assigned Combatant’s Attack by 16–24%.
If the assigned Combatant's card was used just before, +15/30% Damage Amount to Attack Cards. Can stack up to 2 times and is removed when a different Combatant's card is used.
Gain Focus each time 2 of the assigned Combatant's cards are used.
Focus: Increase Damage Amount of the assigned Combatant's Attack Cards by 20/40%.
When the effect is activated, decrease Focus by 1, and when another Combatant's card is used, remove Focus.
Deal 250% Damage. +10% assigned combatant's attack card damage for each owned buff for 1 turn.
-
Increase the assigned Combatant’s Attack by 16–24%.
The assigned combatants' attack cards with a cost of 2 or more deal +25/50% damage.
Increase Damage Amount of Pulverize cards of the assigned Combatant by 10/20%.
+40% Damage of the next Attack card used by the assigned Combatants for the total cost of all cards in the hand (Max 10).
-
Increase the assigned Combatant’s Attack, Health, and Damage Amount by 12–20%
+25-50% Damage dealt by the assigned combatant to targets in Break state.
Deal 250% Damage. Apply Weakness Attack to 1 assigned combatant's random Attack cards in hand.
-
Increase the assigned Combatant's Attack by 8/16%.
The assigned combatant's attack cards with a cost of 1 or less deal +10/20% damage.
When the assigned combatant uses a Skill card, +10/20% attack card damage for 1 turn. Stacks up to 3 times.
Deal 100% Damage to all enemies. Draw 1 Attack card(s) from the assigned combatant with cost of less than or equal to 1.
-
Increase the assigned Combatant’s Attack, Health, and Damage Amount by 12–20%
+25-50% Damage dealt by the assigned combatant to targets in Break state.
Deal 250% Damage. Apply Weakness Attack to 1 assigned combatant's random Attack cards in hand.
-
The assigned combatant's Attack is increased by 8/16%.
At the start of battle, Damage dealt by the assigned combatant increases by 8/16% for 1 turn.
Deal 120% Damage to all enemies.
-
Increase the assigned Combatant's Attack by 8/16%.
The assigned combatant's attack cards with a cost of 1 or less deal +10/20% damage.
When the assigned combatant uses a Skill card, +10/20% attack card damage for 1 turn. Stacks up to 3 times.
Deal 100% Damage to all enemies. Draw 1 Attack card(s) from the assigned combatant with cost of less than or equal to 1.
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In the Zero System, it’s incredibly easy to access all items acquirable via the shop thanks to the five free refreshes you get each shop node - that's why the recommendations below are limited to them only. ATTENTION! Area-specific items can sometimes be more powerful than shop items, but are far less consistent to get or require running a specific world or giving up certain event options. Use the shop list as a starting point for building up your deck saves.
The equipment recommendations are based on items obtainable in Season 2’s Chaos - Burning Life. If you’re running content outside of Season 2, it’s possible some options may not be available for acquisition, or that other options not obtainable in Burning Life may be better.
Deck & Teams
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Base performance of the character.