Chaos Zero Nightmare (CZN)HaruBuild and Guide

Character
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.

Update tracker

Last review update

Season 1

Last build update

Season 1

Last profile update*

26.11.2025

*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

Gear

Deck & Teams

Profile

Cards
Starting Cards:
Card Image
1

Anchor

Attack
Attack

100% Damage.
Card Image
2

Power Anchor

Attack
Attack

220% Damage.
Card Image
1

Anchor Drop

Skill
Skill

100% Shield.

Show Effects

Card Image
2

Anchor Shot

Attack
Attack

[Pulverize]

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

Show Effects

Epiphany 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

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

Charge Energy

Skill
Skill

[Retain]

Increase Damage Amount of Attacks Cards of this unit by 30% for 1 turn.​

Show Effects

Card Image
0

Lift Anchor

Skill
Skill

[Retain]

For Anchor Shot in hand, increase Cost by 1, increase Damage Amount by 70% for 1 turn.​

Show Effects

Ego Skill:
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6

Power Strike

Ego Skill

350% Damage.
+50% Damage amount for each Buff owned.
Epiphany Variants:

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

[Pulverize]

320% Damage.
+90% Damage for each time this card has been used (Max 5).​

Show Effects

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2

Anchor Shot II

Attack
Attack

[Pulverize]

280% Damage.
Combo: Add 1 hit.​

Show Effects

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3

Anchor Shot III

Attack
Attack

[Pulverize][Retain]

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

Show Effects

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2

Anchor Shot IV

Attack
Attack

[Pulverize]

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

Show Effects

Card Image
2

Anchor Shot V

Attack
Attack

[Pulverize]

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.

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0

Anchor Pointer II

Skill
Skill

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

Show Effects

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0

Anchor Pointer III

Skill
Skill

[Retrieve]

From Draw Pile or Graveyard, move Anchor Shot to hand.​

Show Effects

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0

Anchor Pointer IV

Skill
Skill

Move Anchor Shot from Draw Pile or Graveyard to hand.
Increase Damage Amount of that card by 20% 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

270% Damage to all enemies. If single target, +120% Damage.​
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2

Power Charge II

Attack
Attack

[Weakness Attack]

270% Damage to all enemies.​

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2

Power Charge III

Attack
Attack

270% Damage to all enemy.
Defeat: This card activates 1 more time (Max 1).​

Show Effects

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2

Power Charge IV

Attack
Attack

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

Power Charge V

Attack
Attack

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

Show Effects

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1

Charge Energy I

Skill
Skill

[Retain]

Increase Damage Amount of Attacks Cards of this unit by 40% for 1 turn.​

Show Effects

Card Image
1

Charge Energy II

Skill
Skill

[Retain]

Increase Damage Amount of the next Attack Card used by 50%.
1 Tenacity Damage.​

Show Effects

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1

Charge Energy III

Skill
Skill

[Retain]

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

Show Effects

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1

Charge Energy IV

Skill
Skill

[Retain]

Increase Damage Amount of Attack Cards of this unit by 30% for 1 turn.
Draw 1 of this unit's cards.

Show Effects

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0

Charge Energy V

Upgrade
Upgrade

[Unique]

Increases Damage Amount of Attacks Cards of this unit by 20%.​

Show Effects

Potential
1

Epiphany Bonus

Potential 1

When entering Chaos, obtain 1 random Rare Card with an activated Epiphany.
2

Basic Card Upgrade

Potential 2

Increase Damage, Shield, and Healing Amounts of Basic Cards by 2/20%.
3

Common Card Upgrade

Potential 3

Increase Damage, Shield, and Healing Amounts of Common Cards by 2/20%.
3-1

Basic Card Proficiency

Potential 3-1

+20% Damage Amount to Anchor and Power Anchor.
The following effect is added to Anchor Shot:
Increase Damage Amount by 10%.
4

Unique Card Upgrade

Potential 4

Increase Damage, Shield, and Healing Amounts of Unique Cards by 2/20%.
5

Critical Chance Proficiency

Potential 5

+2/10% 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

+2.4/12% Critical Damage
7

Unique Stat Upgrade

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

Changes Anchor Shot to be usable even if Cost is insufficient.
The Anchor Shot card used through this effect will consume all remaining AP, and for each 1 AP spent less than the original Cost, decrease Damage Amount by 40%.
E3

Vivid Memory

Manifest Ego 3

+100% Damage Amount to Power Strike, and the Damage Amount Increase effect for each buff held becomes +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 [Basic Card Upgrade], [Unique Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
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 [1/5]

 

Haru is a damage dealer who shines in single-target scenarios (but she also deals decent AoE damage) with a kit focused on buffing her expensive cards to deal massive burst 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. 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.

That said, Haru’s kit can feel a tad one-dimensional at times, since it relies on spamming her Anchor Shot card as often as possible, and due to the nature of her damage scaling, in the time it takes for her to ramp up other DPS characters can often kill bosses earlier and with less effort, making her feel sluggish to play without her E2 making her Anchor Shot more easily spammable.

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.

  • Hard countered by enemies who remove your attack cards.

  • Does not benefit much from flat Damage Buffs.

Ratings

The ratings below are based on the Basin of Hyperspace Dimensional Twilight game mode 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.

T0.5

Dimensional Twilight

T0.5

Chaos Mode

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

350% Damage.
+50% Damage amount for each Buff owned.
Power Strike

Costs 6 EP, 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

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.

Card Image
2

Power Anchor

Attack
Attack

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.

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1

Anchor Drop

Skill
Skill

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]

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

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]

Increase Damage Amount of Attacks Cards of this unit by 30% for 1 turn.​

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, increase Cost by 1, increase Damage Amount by 70% 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

Memory Fragments

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.

Recommended Loadout
1

[4-PC]: +20% Critical Chance of cards that cost 2 or more.

Flex

Almost all of Haru’s damage comes from Anchor Shot, which, outside of Divine Epiphanies, always costs 2 or more. Combine it with either

Black Wing

Black Wing [2-PC]

if your Crit DMG is already high or
Executioner's Tool

Executioner's Tool [2-PC]

if you’re still lacking. This combo is usually best, but if, for whatever reason, your Anchor shot is able to be cast for 1 AP instead of 2 AP, consider the alternative setup below, as 4P Line will no longer work for it.

2

[2-PC]: +25% Critical Damage.

[2-PC]: +12% Attack.

Flex

A solid but usually worse alternative to 4/2 is running 2/2/2 on Haru, focusing on Executioner’s + Black Wing and either Cursed Corpse if you can stack Agony or Seth’s Scarab if you can’t.

Main and sub-stats

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.

Ideal
CRIT Rate = CRIT DMG
Desire
Justice DMG > ATK%
Imagination
ATK%
Substats:

Crit DMG% = Crit Rate% > ATK > ATK%

Partners

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.

1
Damage 5/5
Utility 1/5

Passive - Guard

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.

Skill - Giant Bazooka - 2 EP cost

Deal 120% Damage to all enemies.

  • In high-end Haru decks where she is able to consistently gain many additive and multiplicative card damage multipliers either through her self-buff cards, equipment, or allies, Douglas’s 16% Combat ATK actually pulls ahead in maximum damage potential compared to other options.
  • However, Douglas falls behind 5-star options like Asteria and Scarlet if their conditionals can be satisfied, the fight is longer (which minimizes Douglas’s first turn bonus), and if high amounts of card multipliers aren’t guaranteed.
  • The result is that Asteria and Scarlet are a little behind in save data-based game modes, usually, but pull ahead in roguelike modes like Chaos, where equipment and strong buffs aren’t guaranteed.
2
Damage 4.5/5
Utility 1.5/5

Passive - Sharshine-piercing Lighthouse

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%.

Skill - Light of Ark - 2 EP cost

+20% Damage of the next Attack card used by the assigned Combatants for the total cost of all cards in the hand (Max 10).

  • Out of Haru’s top-end damage options, Asteria is the most consistent despite offering slightly less overall output.
  • The reason for this is that her +25% (additive) damage buff for 2-cost cards and 10% (multiplicative) damage boost to pulverize cards are active at all times and affect the biggest source of Haru’s damage - Anchor Shot.
  • If you want consistency and power in Chaos runs over save, then Asteria is worth considering as your choice.
3
Damage 5/5
Utility 1/5

Passive - The Path to Mastery

If a card used immediately before was from the assigned combatant, +15/30% attack card damage. Stacks up to 2 times and is removed if another combatant's card is used.

When the assigned combatant uses 2 or more cards, they gain [Focus].

[Focus]: Attack card damage of the assigned combatant is increased by 20/40%.

Remove Focus when another combatant's card is used.

Skill - Binding Knot - 3 EP cost

Deal 250% Damage. +10% assigned combatant's attack card damage for each owned buff for 1 turn.

  • As an alternative to Asteria, Scarlet offers up to 30% (additive) and 20% (multiplicative) card damage, assuming you use all of Haru’s cards back to back without weaving in other combatants' cards in between.
  • The bonuses that Scarlet offers are higher than Asteria's, but to reach the maximum benefit, you have to use 2 cards first - something that’s not always possible, especially in Chaos due to Haru’s high costs. You also have to work around a new restriction, meaning she may not be worth the damage gain over Asteria.
  • In high-end saves, Scarlet usually ends up slightly behind or equal to Douglas, depending on how many buffs you can stack.
4
Damage 2.5/5
Utility 2/5

Passive - Construction Support

The assigned combatant's attack cards with a cost of 2 or more deal +10/20% damage.

At the start of the turn, 1 of the assigned combatant's attack cards gains +5/10% damage for every point of the total cost of attack cards.

Skill - Workplace Hazards Ahead! - 2 EP cost

For 1 turn, gain 3 Morale.

  • Ritochka offers +20% (additive) damage to all 2 cost or higher cards and a further (additive) damage boost once per turn, with its value being determined by the highest cost card in your hand x10%, so if you have a 2 cost card in your hand, the first card played this turn gains +20%.
  • Ritochka falls solidly behind all other options when it comes to damage due to one of her passive buffs being once per turn, and her always active one is weaker than the alternatives, too. For F2P, just use Douglas instead.
5
Damage 2/5
Utility 2/5

Passive - Construction Support

The assigned combatant's attack cards with a cost of 2 or more deal +10/20% damage.

At the start of the turn, 1 of the assigned combatant's attack cards gains +5/10% damage for every point of the total cost of attack cards.

Skill - Workplace Hazards Ahead! - 2 EP cost

For 1 turn, gain 3 Morale.

  • If Max dupe Ritochka loses to Douglas, it should be no surprise that a single copy of her also isn’t a competitive choice to run either.
Equipment

The equipment recommendations are based on items obtainable in Season 1’s Chaos - Laboratory 0. If you’re running content outside of Season 1, it’s possible some options may not be available for acquisition, or that other options not obtainable in Lab 0 may be better.

Weapon
Weapon
  • Equipment
    Chimeranite
  • Equipment
    Mutant Predator Spike
  • Equipment
    Obsidian Sword
  • Equipment
    W-52 Dopamine Injector
Armor
Armor
  • Equipment
    Wings of Freedom
  • Equipment
    Fragment of the Empty Void
  • Equipment
    Rocket-Adorned Cape
Trinket
Trinket
  • Equipment
    Emblem of an Exceptional Entity
  • Equipment
    Amorphous Cube
  • Equipment
    Superconductive Protein
Comments - Weapons
  1. Equipment
    Chimeranite
    - Grants the wearer a +35% (multiplicative) damage on all their damage for 1 turn after they use a draw card themself. Despite saying Move, so long as the Anchor Pointer moves the Anchor Shot from the draw pile to your hand, it counts as drawing, making this weapon viable for Haru, although it relies on having Anchor in the right place, which may not happen every turn.
  2. Equipment
    Mutant Predator Spike
    - Grants +30% (multiplicative) damage to all damage while holding 4 or more cards in hand. Haru has a lot of Retain cards, making having 4 or more cards in hand likely in the endgame, ensuring this weapon's boost is online in most cases. Has slightly less damage than Chimeranite but is usually a lot more consistent, potentially making it a better option for your Haru deck.
  3. Equipment
    Obsidian Sword
    - Grants +12% (multiplicate) damage to all abilities. Loses out in maximum potential to most S1 weapons for Haru, but is always active and has no conditionals on its bonus. If you’re not confident in maintaining the other weapons or the ones you want aren’t offered, make sure to at least purchase this one for some extra multi.
  4. Equipment
    W-52 Dopamine Injector
    - Offers a stackable +20% (multiplicative) damage boost whenever the wearer draws a card by an ability (a card that draws 2 is 2 stacks), capping out at 2 stacks (40%) and lasting 1 turn. Unless you’re using other forms of draw cards in your Haru deck, you can’t get more than 1 stack of this weapon, and even then, you have to have your Anchor in the right place to draw it correctly with the pointer for it to work, making it less effective than most other weapons.
Comments - Armor
  1. Equipment
    Wings of Freedom
    - Every time the team is hit, it grants a stacking +10% (multiplicative) damage boost for the rest of the fight, up to 3 stacks (30%). The top damage-focused armour option for Haru.
  2. Equipment
    Fragment of the Empty Void
    - If you don’t want more damage, Fragment of the Empty Void is an alternative choice, allowing up to 3 cards in your opening hand to be redrawn.
  3. Equipment
    Rocket-Adorned Cape
    - If neither of the options above is available, Rocket-Adorned Cape is also a solid choice, giving you an extra draw at the start of combat and also 1 damage reduction stack.
Comments - Trinkets
  1. Equipment
    Emblem of an Exceptional Entity
    - A +30% (additive) bonus to all abilities, making it the best damage option for Haru.
  2. Equipment
    Amorphous Cube
    - Slightly worse than Emblem, but far easier to get boosting damage by +25% (additive) instead of 30%.
  3. Equipment
    Superconductive Protein
    - If damage options don’t appeal to you or you, for some reason, aren’t offered one that works for you, Superconductive Protein can be used to gain additional momentum for the wearer and their team on turn 1 by discounting one card in your opening hand to 0.

Deck & Teams

Recommended Build
Important!

CZN is a game of randomness; sometimes you’ll be offered generic or Divine epiphanies that are stronger than a character's standard five options. In these cases, breaking the listed build can result in an even more powerful save. Adjust as you see fit!

Card Removal Priority
  • Anchor Drop: As a Main DPS, Haru does not need her basic shielding card, making it the first removal priority.
  • Anchor & Power Anchor: Both of Haru’s basic attacks deal reasonable damage and also help scale her Anchor Shot, but take up valuable AP, which could be used on Anchor Shot itself. These cards are fine, but in the endgame, Haru's builds will want to remove them.
Card Dupe Priority
Dupe Priority

Anchor Pointer V

Anchor Pointer is the main card Haru wants to duplicate. It serves as a searcher that can allow the same Anchor Shot to be played multiple times in a turn and also buffs said Anchor Shot considerably. The more copies of this card you have, the more consistent your Haru deck will be and the higher her potential damage per turn.

Epiphany Alternatives
  • Charge Energy: Charge Energy III offers the highest potential maximum damage, granting a +70% additive boost per Haru card in hand (does not count itself), raising Haru’s damage massively when played around correctly. If you don’t want to commit the AP and need to draw this card, though, Charge Energy V can be used instead and is a 0-cost upgrade offering a +20% multiplicative boost permanently.
  • Power Charge: Power Charge V is the easiest option to weave in between Anchor Shot usage, thanks to its reduced cost. But Power Charge III has the best AoE potential, assuming you can use it to take out one monster, as it’ll repeat after doing so, doubling the hit count. Alternatively, Power Charge II can be used if you want to focus on break thanks to its guaranteed Weakness Advantage.
    • When playing Haru with a Celestial card user, using Charge V will no longer activate them due to its 1 cost.
Best Synergies
Best Teams
Important!

If you’re losing runs when playing a damage-focused composition either to sanity or dying, consider using a team with more defensive characters - so including both a shielder and healer. This is especially important in the Zero System mode.

Double High Cost Team

High damage/shield potential but very high costs can make some hands awkward.

Haru + Mika Support Team

If survival isn’t an issue and Khalipe isn’t a synergy you’re interested in, Haru can be paired with any support, preferably an AP-efficient one.

Haru + Mika Survival Team

If you’re lacking Khalipe and survival is an issue, a different shielder can be subbed in when you find yourself losing runs to insanity or death.