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 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
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
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 [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.
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.
Hard countered by enemies who remove your attack cards.
Does not benefit much from flat Damage Buffs.
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.
Dimensional Twilight
Chaos Mode
Anchor Shot Haru’s main card gains a crazy amount of buffs, here is how they all stack up so you can understand them easily:
( Anchor Shot Base Damage x (1 + Sum of all Multiplicative +% Bonuses) ) + Sum of all Additive +% Bonuses
Power Strike
Ego Skill
Costs 6 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.
Anchor
Haru’s basic attack card. It costs 1 AP, and at Potential Node 3-1, an extra effect is added, causing it to apply an additive +10% boost to “Anchor Shot” every time it's used, without a ceiling.
Power Anchor
A more expensive version of Haru’s basic attack card. It costs 2 AP and scales slightly better for the AP spent. Also gains the same extra effect from Potential 3-1.
Anchor Drop
Show Effects
Haru’s basic shield card. It costs 1 AP and doesn't have any extra synergy with her kit.
Anchor Shot
[Pulverize]
Show Effects
Haru’s signature card. It costs 2 AP, and starts out at 240% Damage. It gains an additive +60% Damage each time it is played, up to a total of 540% damage after being played 5 times. This card also has the [Pulverize] tag, which allows it to deal +20% more damage against enemies with shields.
Anchor Pointer
A 0 Cost Skill Card that moves “Anchor Shot” back to hand, if it is in the Draw Pile or Graveyard. Notably, this overrides the restriction to returning cards to hand the same turn they were played, because the card says “Move” instead of “Draw”. It’s important to note, however, that if you already have an “Anchor Shot” card on hand, this card won’t work. You need to play that other “Anchor Shot” first before using “Anchor Pointer” to draw another. Unfortunately, this card doesn’t have [Retain] and doesn’t get it from any Epiphany, requiring a bit of planning ahead or an AP battery for cases like that.
Power Charge
A 2 Cost Attack Card that deals 180% damage to all enemies, but deals +80% damage if there is only one enemy. A very versatile card that deals decent damage in both AoE and single-target scenarios, though against single targets, Anchor Shot should have priority due to its scaling mechanic.
Charge Energy
[Retain]
Show Effects
A 1 Cost Skill with the [Retain] effect, that grants a multiplicative +30% Damage buff to Haru's Attack cards. The [Retain] effect makes it easy to hold on to this card until you have the spare AP to play it. It can also be strategically held as a way of thinning the deck to more easily draw Anchor Shot. Works well with Power Charge in AoE scenarios.
Lift Anchor
[Retain]
Show Effects
A 0 Cost Skill card with the [Retain] effect, that gives “Anchor Shot” a sizable multiplicative +70% Damage buff for 1 turn, at the cost of making it 1 AP more expensive. Great if you have the extra AP to use a more expensive Anchor Shot, and can be held for deck thinning purposes, much like Charge Energy.
Haru’s key potential nodes are extra damage multipliers, which increase her damage potential overall.
The bulk of Haru’s damage comes from her “Anchor Shot” card, so we want to play it as often as possible, tutoring it back to hand with her “Anchor Pointer” card. Haru also has great AoE and single-target damage potential in the form of her versatile “Power Charge” and her basic Attack cards, which can be buffed by Haru’s Charge Energy card to help deal with enemy swarms. Haru benefits greatly from teammates with deck manipulation and card draw for faster cycling, and of course, AP generation to fuel her huge costs.
There are essentially three main ways to play Haru:
Dupes review aren't available yet. We will add them soon!
Best Cards
Note
For every Epiphany, we're colored their name based on how useful we think it is compared to the other variants. Here's the key to the colors:
- Epiphany Name - the best variant,
- Epiphany Name - a good variant,
- Epiphany Name - a niche variant.
Haru best epiphanies aren't available yet. They will be added soon.
Gear
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.
[4-PC]: +20% Critical Chance of cards that cost 2 or more.
[2-PC]: +25% Critical Damage.
[2-PC]: +12% Attack.
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.
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 DMG% = Crit Rate% > 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.
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.
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%.
+20% Damage of the next Attack card used by the assigned Combatants for the total cost of all cards in the hand (Max 10).
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.
Deal 250% Damage. +10% assigned combatant's attack card damage for each owned buff for 1 turn.
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.
For 1 turn, gain 3 Morale.
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.
For 1 turn, gain 3 Morale.
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.
Deck & Teams
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!
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.
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.
High damage/shield potential but very high costs can make some hands awkward.
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.
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.
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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 [2-PC]
Executioner's Tool [2-PC]