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This is a guide for Haru, a 5 star combatant in Chaos Zero Nightmare (CZN). See Haru's overview, cards, Potential, Manifest Ego, and learn how to play Haru!
| Haru Guides | ||
|---|---|---|
| Team and Build | Cards and Materials | Banner |
Haru |
Tier |
|
|---|---|---|
| Type |
|
|
| Faction |
|
|
| Rarity | ★★★★★ | |
| Attribute |
|
| Attack | 160 |
|---|---|
| Defense | 45 |
| Health | 90 |
| Critical Chance | 3% |
| Critical Damage | 125% |
The stats displayed represent the character's base level
| Gender | Female | |
|---|---|---|
| Faction | Terrascion | |
| Race | Human | |
| Birthday | May 30th | |
| Gift | Mass Charge | |
| Voice Actors |
JP: Hina Youmiya
KR: Ian Kim
|
|
| Description | ||
| A spring-lit girl with a bright smile. A discipline committee member attending the academy. She's well regarded for her soft-spoken and gentle nature. Contrary to her appearance, she is a huge eater and especially fond of sweets. She may deny any teasing all she wants, but she can't hide the look of pure joy on her face whenever she's tasting food. | ||
Anchor
|
AP Cost: 1
Type:
Effect: 100% Damage
Tags: N/A |
|---|---|
Power Anchor
|
AP Cost: 2
Type:
Effect: 220% Damage
Tags: N/A |
Anchor Drop
|
AP Cost: 1
Type:
Effect: 100% Shield
Tags: ・ Shield Shield Reduce damage taken until the next turn |
※ This card is obtained through Combatant Epiphany, but does not have any Epiphany upgrades.
Lift Anchor
|
AP Cost: 0
Type:
Effect: For Anchor Shot in hand, +1 Cost, +70% Damage for 1 turn
Tags: ・ Retain Retain This card is not discarded at the end of the turn |
|---|
※ Epiphanies can be seen by scrolling horizontally.
| Card | Epiphany 1 | Epiphany 2 | Epiphany 3 | Epiphany 4 | Epiphany 5 |
|---|---|---|---|---|---|
Anchor Shot |
AP Cost: 2
Type:
Effect: 320% Damage +90% Damage for each time this card has been used (Max 5) Tags: N/A |
AP Cost: 2
Type:
Effect: 280% Damage Combo: +1 hit Tags: ・ Combo Combo If the card used immediately before has the same attribute, effect activates |
AP Cost: 3
Type:
Effect: 350% Damage Discard all other Combatant cards, +100% Damage for each card discarded Tags: ・ Retain Retain This card is not discarded at the end of the turn ・ Discard Pile Discard Pile The pile where discarded cards go ・ Discard Discard Discard cards from hand to the Discard Pile |
AP Cost: 2
Type:
Effect: 300% Damage +60% Damage per number of times this card has been used (Max 5) Create this card in Draw pile (2 per battle) Tags: ・ Draw Pile Draw Pile The pile from which cards are Drawn ・ Draw Draw Move a card from the Draw Pile to hand |
AP Cost: 2
Type:
Effect: 300% Damage +60% Damage for each use of this card (Max 5) Upon Critical Hit, return to hand (1 per turn) Tags: N/A |
Anchor Pointer |
AP Cost: 0
Type:
Effect: All Anchor Shot gain Retrieve
Tags: ・ Retrieve Retrieve When this card moves to the Graveyard, return it to hand. Remove recovery upon activation |
AP Cost: 0
Type:
Effect: From Draw Pile or Graveyard, move Anchor Shot to hand Grand that card Retain Tags: ・ Retain Retain This card is not discarded at the end of the turn |
AP Cost: 0
Type:
Effect: From Draw Pile or Graveyard, move Anchor Shot to hand
Tags: ・ Retrieve Retrieve When this card moves to the Graveyard, return it to hand. Remove recovery upon activation |
AP Cost: 0
Type:
Effect: From Draw Pile or Graveyard, move Anchor Shot to hand +20% Damage of that card for 1 turn Tags: N/A |
AP Cost: 0
Type:
Effect: From Draw Pile or Graveyard, move Anchor Shot to hand, +25% to Critical Chance of that card for 1 turn
Tags: N/A |
Power Charge |
AP Cost: 2
Type:
Effect: 270% Damage to all enemies If single target enemy, +120% Damage Tags: N/A |
AP Cost: 2
Type:
Effect: 270% Damage to all enemies
Tags: ・ Attack Weakness Attack Weakness When attacking a monster with weakness attribute, damage increases. Tenacity decreases further |
AP Cost: 2
Type:
Effect: 270% Damage to all enemies Defeat: This card activates 1 more time (Max 1) Tags: ・ Defeat Defeat If the target is defeated or in the Defeated state, the effect activates |
AP Cost: 2
Type:
Effect: 240% Damage to all enemies +30% Damage per hit to next Attack Card Tags: N/A |
AP Cost: 2
Type:
Effect: 300% Damage to all enemies Combo: Change this card's cost to 1 Tags: ・ Combo Combo If the card used immediately before has the same attribute, effect activates |
Charge Energy |
AP Cost: 1
Type:
Effect: For 1 turn, +40% Attack card Damage
Tags: N/A |
AP Cost: 1
Type:
Effect: +50% Damage, 1 Tenacity Damage to next Attack card used
Tags: ・ Tenacity Damage Tenacity Damage Damage dealt to a monster's Tenacity ・ Tenacity Tenacity Represents the attribute of the monster When attacked with the same attribute card, trigger Attack Weakness ・ Attack Weakness Attack Weakness When attacking a monster with weakness attribute, damage increases. Tenacity decreases further |
AP Cost: 1
Type:
Effect: For 1 turn, +70% Attack card Damage by number of cards in hand
Tags: N/A |
AP Cost: 1
Type:
Effect: +30% Attack Card Damage, Draw 1 for 1 turn
Tags: ・ Draw Pile Draw Pile The pile from which cards are Drawn ・ Draw Draw Move a card from the Draw Pile to hand |
AP Cost: 0
Type:
Effect: +20% own Attack Card Damage
Tags: ・ Unique Unique Cannot hold more than 1 card with Unique |
| Ego Skill | Effects | EP Cost |
|---|---|---|
Power Strike
|
350% Damage +50% Damage by number of beneficial effects owned |
6 |
| # | Upgrade | Effect | Cost |
|---|---|---|---|
| 1 | Epiphany Bonus | Upon entering Chaos, you obtain 1 random Rare card through Epiphany. | ・8x Common Growth Stone of Justice ・10000 Units |
| 2 | Upgrade Basic Cards | Basic Card damage, shield gain, and healing amount +2% | ・4x Common Growth Stone of Justice ・3000 Units |
| 3 | Upgrade Neutral Cards | Neutral Card damage, shield gain, and healing amount +2% | ・5x Great Growth Stone of Justice ・16000 Units |
| 3-1 | Basic Card Proficiency | Anchor, +20% Damage of Power Anchor Cards, and the card effect gains an additional effect that increases the Damage of Anchor Shor Cards by 10% | ・16x Great Growth Stone of Justice ・24000 Units |
| 4 | Upgrade Unique Cards | Unique Card damage, shield gain, and healing amount +2% | ・8x Great Growth Stone of Justice ・20000 Units |
| 5 | Critical Chance Proficiency | +2% Critical Chance | ・16x Premium Growth Stone of Justice ・28000 Units |
| 5-1 | Basic Card Proficiency | +5% Damage of Haru's Anchor and Power Anchor. If Haru's Attack is above 500, +5% additionally | ・16x Premium Growth Stone of Justice ・2x Shards of Condemnation ・60000 Units |
| 6 | Critical Damage Proficiency | +2.4% Critical Damage | ・120x Premium Growth Stone of Justice ・42000 Units |
| 7 | Upgrade Unique Stats | +10% to Haru's Anchor Shot Damage. If Haru's Attack is greater than 1000, an additional +10% to that value | ・36x Premium Growth Stone of Justice ・2x Shards of Condemnation ・80000 Units |
| # | Manifest Ego | Effect |
|---|---|---|
| 1 | Sleeping Memory | Damage from Lift Anchor increases from 70% to 100% until used |
| 2 | Awakening Memory | Anchor Shot can be used even without sufficient cost. Cards used with this effect consume all remaining AP. For every 1 AP less than the original cost, -40% Damage. |
| 3 | Vivid Memory | Power Strike deals +100% damage, and the damage increase per beneficial effect owned is +20%. |
| 4 | Inner Memory | Whenever Haru uses an Anchor Shot card, gain 1 Power Supply. Power Supply: Haru’s attack card damage +20% (Max 3 stacks) |
| 5 | Complete Memory | Increase the level of Potential by +3 for [Upgrade Basic Cards], [Upgrade Neutral Cards], and [Upgrade Unique Cards] |
| 6 | Liberated Memory | The Damage reduction for Anchor Shot used with insufficient cost is changed to 20% per AP 1 spent less than the original cost. |
Each Manifest Ego will require one Memory Code - Haru and the Ego Manifestation from the previous stage.
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|
Haru is the new main DPS character that specializes on dealing high burst damage through the use of Anchor Shot. This special card allows Haru to deal increased damage on every use up to a maximum of 5 times.
We highly recommend spamming Anchor Shot every chance you get as your goal most of the time is to max out its damage as early as possible.
Anchor Point is an essential part of Haru's kit as it allows her to target draw Anchor Shot back to your hand. Pair this with one of her Anchor Point Epiphanies that provides Retain to Anchor Shot and her damage output should feel more consistent and easier to setup.
Do note that Anchor Point's 3rd epiphany gives the card itself the Retain effect which can also allow you to target draw Anchor Shot a second time consecutively.

| By Rarity | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| ★★★★★ 5-Star |
★★★★ 4-Star |
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| By Gender | |||||||||||
| Female Combatants | Male Combatants | ||||||||||
| By Faction | |||||||||||
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| By Class | |||||||||||
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| By Attribute | |||||||||||
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