Haru Overview & Build Tips
Haru is a Justice-attribute 5★ Striker who excels at raw destruction in Chaos Zero Nightmare, built around her signature card Anchor Shot that grows stronger with each use. Known for her clear high-damage role and accessible playstyle, she thrives when captains focus on chaining Anchor Shot via her Anchor Pointer search ability and optimise card cycling. Rated as an S-tier combatant for her burst potential, Haru’s power scales dramatically in longer fights and with precise team composition that supports her high-cost, high-reward mechanic.
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Basic Cards
Combatants Cards
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Unique Cards
Combatants Cards
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Anchor Pointer
Skill
AP 0
From Draw Pile or Graveyard,
move Anchor Shot to hand
move Anchor Shot to hand
Anchor Shot
Attack
AP 2
[ Pulverize ]
240% Damage
+60% Damage for each time this card has been used
(Max 5)
240% Damage
+60% Damage for each time this card has been used
(Max 5)
Charge Energy
Skill
AP 1
[ Retain ]
Increase Damage Amount of Attack Cards of this unit by 30% for 1 turn
Increase Damage Amount of Attack Cards of this unit by 30% for 1 turn
Lift Anchor
Skill
AP 0
[ Retain ]
For Anchor Shot in hand,
increase Cost by 1
increase Damage Amount by 70% for 1 turn
For Anchor Shot in hand,
increase Cost by 1
increase Damage Amount by 70% for 1 turn
Power Charge
Attack
AP 2
180% Damage to all enemies
If single target, +80% Damage
If single target, +80% Damage
Epiphany Cards
Anchor Pointer
( click to expand )
Combatants Cards
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Anchor Pointer — E1
Skill
AP 0
All Anchor Shot gain Retrieve
Anchor Pointer — E2
Skill
AP 0
From Draw Pile or Graveyard,
move Anchor Shot to hand,
Grant that card Retain
move Anchor Shot to hand,
Grant that card Retain
Anchor Pointer — E3
Skill
AP 0
[ Retrieve ]
From Draw Pile or Graveyard,
move Anchor Shot to hand
From Draw Pile or Graveyard,
move Anchor Shot to hand
Anchor Pointer — E4
Skill
AP 0
Move Anchor Shot from Draw Pile or Graveyard to hand,
Increase Damage amount of that card by 20% for 1 turn
Increase Damage amount of that card by 20% for 1 turn
Anchor Pointer — E5
Skill
AP 0
From Draw Pile or Graveyard,
move Anchor Shot to hand
+25% Critical Chance of that card for 1 turn
move Anchor Shot to hand
+25% Critical Chance of that card for 1 turn
Anchor Shot
( click to expand )
Combatants Cards
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Anchor Shot — E1
Attack
AP 2
[ Pulverize ]
320% Damage
+90% Damage for each time this card has been used
(Max 5)
320% Damage
+90% Damage for each time this card has been used
(Max 5)
Anchor Shot — E2
Attack
AP 2
[ Pulverize ]
280% Damage
Combo: +1 hit
280% Damage
Combo: +1 hit
Anchor Shot — E3
Attack
AP 3
[ Retain / Pulverize ]
350% Damage
Discard all other Combatant cards,
+100% Damage for each card discarded
350% Damage
Discard all other Combatant cards,
+100% Damage for each card discarded
Anchor Shot — E4
Attack
AP 2
[ Pulverize ]
300% Damage
+60% Damage per number of times this card was used (Max 5)
Create this card in Draw pile (2 per battle)
300% Damage
+60% Damage per number of times this card was used (Max 5)
Create this card in Draw pile (2 per battle)
Anchor Shot — E5
Attack
AP 2
[ Pulverize ]
300% Damage
+60% Damage for each used of this card (Max 5)
Upon Critical Hit, return to hand (1 per turn)
300% Damage
+60% Damage for each used of this card (Max 5)
Upon Critical Hit, return to hand (1 per turn)
Charge Energy
( click to expand )
Combatants Cards
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Charge Energy — E1
Skill
AP 1
[ Retain ]
Increase Damage Amount of Attack Cards of this unit by 40% for 1 turn
Increase Damage Amount of Attack Cards of this unit by 40% for 1 turn
Charge Energy — E2
Skill
AP 1
[ Retain ]
Increase Damage Amount of the next Attack Card used by 50%
1 Tenacity Damage
Increase Damage Amount of the next Attack Card used by 50%
1 Tenacity Damage
Charge Energy — E3
Skill
AP 1
[ Retain ]
For 1 turn, +70% Attack card Damage by number of cards in hand
For 1 turn, +70% Attack card Damage by number of cards in hand
Charge Energy — E4
Skill
AP 1
[ Retain ]
Increase Damage Amount of Attack Cards of this unit by 30% for 1 turn
Draw 1 of this unit’s cards
Increase Damage Amount of Attack Cards of this unit by 30% for 1 turn
Draw 1 of this unit’s cards
Charge Energy — E5
Upgrade
AP 0
[ Unique ]
Increase Damage Amount of Attack Cards of this unit by 20%
Increase Damage Amount of Attack Cards of this unit by 20%
Power Charge
( click to expand )
Combatants Cards
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Power Charge — E1
Attack
AP 2
270% Damage to all enemies
If single target, +120% Damage
If single target, +120% Damage
Power Charge — E2
Attack
AP 2
[ Weakness Attack ]
270% Damage to all enemies
270% Damage to all enemies
Power Charge — E3
Attack
AP 2
270% Damage to all enemies
Defeat: This card activates 1 more time (Max 1)
Defeat: This card activates 1 more time (Max 1)
Power Charge — E4
Attack
AP 2
240% Damage to all enemies
+30% Damage per hit to next Attack card
+30% Damage per hit to next Attack card
Power Charge — E5
Attack
AP 2
300% Damage to all enemies
Combo: Change this card’s cost to 1
Combo: Change this card’s cost to 1
Ego Skill
Combatants Cards
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Potential Priorities
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