Table of Contents
- 1 Haru Overview in Chaos Zero Nightmare
- 2 How to Get Haru in Chaos Zero Nightmare
- 3 Best Team Compositions for Haru
- 4 Best Haru Build and Cards
- 5 Best Partner for Haru in CZN
- 6 Best Memory Fragments for Haru
- 7 Best Equipment for Haru in CZN
- 8 Haru Cards in Chaos Zero Nightmare
- 9 Ego Skill
- 10 Potential Upgrades
- 11 Manifest Ego
- 12 How to Play Haru in Chaos Zero Nightmare
Haru is a 5-star Striker from Chaos Zero Nightmare. She uses the Justice attribute and belongs to the Terrascion faction. She works as a single-target damage dealer who stacks damage on her Anchor Shot card through repeated use.
Haru Overview in Chaos Zero Nightmare
Basic Information
![]() | Overview | ||
| Type | Striker | ||
| Attribute | Justice | ||
| Faction | Terrascion | ||
| Rarity | ☆☆☆☆☆ | ||
| Voice Actor (EN) | Voice Actor (JP) | ||
| Hina Youmiya | |||
| Gender | Race | Gift | Birthdate |
| Female | Human | Mass Charge | May 30th |
Haru Stats
| Stat | Value |
|---|---|
| Attack | 160 (base) |
| Defense | 45 (base) |
| Health | 90 (base) |
| Critical Chance | 3% |
| Critical Damage | 125% |
How to Get Haru in Chaos Zero Nightmare
- Under Construction
Best Team Compositions for Haru
Recommended Team Setup
| Position | Character | Image |
|---|---|---|
| Main DPS | Haru | ![]() |
| Support | Mika | ![]() |
| Sub-DPS | Cassius | ![]() |
Haru plays as the main damage dealer who needs AP generation and card cycling support. Mika provides healing and AP through her Wave mechanic and Source of Water card. Cassius helps cycle cards and search for Anchor Shot using his Joker card, making Haru's combos more consistent.
Alternative Team Members
| Character | Explanation |
|---|---|
![]() Magna | Magna can be a sub-DPS, who offers shielding, counterattacks, and debuff that boosts Haru’s damage output. |
![]() Khalipe | She can be a shielder who gains value from Haru’s 2-cost cards activating Celestial effects. |
![]() Veronica | Works as sub-DPS with low AP requirements, leaving more AP for Haru. |
Best Haru Build and Cards
Core Character Cards
| Card Name | AP Cost | Type | Effect | Tags |
|---|---|---|---|---|
![]() Anchor Shot I | 2 | Attack | 320% Damage, +90% Damage for each use (Max 5) | Pulverize |
![]() Anchor Pointer V | 0 | Skill | Move Anchor Shot from Draw Pile or Graveyard to hand, +25% Critical Chance for 1 turn | - |
![]() Power Charge II | 2 | Attack | 270% Damage to all enemies | Attack Weakness |
![]() Charge Energy V | 0 | Skill | +20% Attack card Damage | Unique |
![]() Lift Anchor | 0 | Skill | For Anchor Shot in hand, +1 Cost, +70% Damage for 1 turn | Retain |
Essential Team Cards
| Card Name | AP Cost | Type | Effect |
![]() Source of Water (Mika) | 0 | Skill | Heal 150%, +1 AP, 1 Wave |
![]() Tactical Analysis (Mika) | 0 | Skill | 2 Wave, for 1 turn +50% Healing |
![]() Joker (Cassius) | 1 | Skill | Select 1 card from Draw Pile to Draw |
Mika's Wave mechanic generates AP, which Haru needs for her expensive cards. Cassius's Joker searches for specific cards, helping you find Anchor Shot when needed.
Best Partner for Haru in CZN
Recommended Partner Choice
| Aspect | Details |
|---|---|
| Partner Name | ![]() Asteria |
| Passive Effect | Attack cards with cost 2 or more deal +25% damage, +10% Damage to Pulverize cards |
| Ego Skill | +20% Damage to next Attack card for the total cost of all cards in hand (Max 10) |
Alternative Partners
| Partner | Passive Effect | Ego Skill |
|---|---|---|
![]() Ritochka | Construction Support: Attack cards with cost 2+ deal +10/20% damage. Start of turn gives 1 attack card +5/10% damage per total cost of attack cards. | Workplace Hazards Ahead!: Gain 3 Morale for 1 turn. |
![]() Scarlet | The Path to Mastery: If previous card was from this combatant, +15/30% attack card damage (stacks 2 times). Using 2+ cards grants Focus: +20/40% attack card damage. | Binding Knot: Deal 250% Damage. +10% attack card damage per owned buff for 1 turn. |
Best Memory Fragments for Haru
Set Combination
| Set | Stats Priority |
|---|---|
| 4-piece: Line of Justice Set | Critical Chance, Critical Damage, Attack |
| 2-piece: Executioner's Tool Set / Black Wing Set | Critical Chance, Critical Damage, Attack |
Best Equipment for Haru in CZN
| Equipment Slot | Recommended Item |
|---|---|
| Weapon | Chimeranite / Mutant Predator Spike |
| Armor | Wings of Freedom / Fragment of the Empty Void |
| Accessory | Emblem of an Exceptional Entity / Amorphous Cube |
Haru Cards in Chaos Zero Nightmare
Basic Starting Cards
| Card Name | AP Cost | Type | Effect | Tags |
|---|---|---|---|---|
![]() Anchor | 1 | Attack | 100% Damage | - |
![]() Power Anchor | 2 | Attack | 220% Damage | - |
![]() Anchor Drop | 1 | Skill | 100% Shield | Shiel |
Unique Cards
| Card Name | AP Cost | Type | Effect | Tags |
|---|---|---|---|---|
![]() Anchor Shot | 2 | Attack | 240% Damage, +60% Damage for each use (Max 5) | Pulverize |
![]() Anchor Pointer | 0 | Skill | Move Anchor Shot from Draw Pile or Graveyard to hand | - |
![]() Power Charge | 2 | Attack | 180% Damage to all enemies, if single target +80% Damage | - |
![]() Charge Energy | 1 | Skill | For 1 turn, +30% Attack card Damage | Retain |
![]() Lift Anchor | 0 | Skill | For Anchor Shot in hand, +1 Cost, +70% Damage for 1 turn | Retain |
Cards with Epiphanies
| Card Name | Epiphany 1 | Epiphany 2 | Epiphany 3 | Epiphany 4 | Epiphany 5 |
|---|---|---|---|---|---|
![]() Anchor Shot | 320% Damage, +90% per use (Max 5) | 280% Damage, Combo: +1 hit | 350% Damage, Discard all other Combatant cards, +100% per card (Retain) | 300% Damage, +60% per use (Max 5), Create this card in Draw Pile (2 per battle) | 300% Damage, +60% per use (Max 5), on Critical Hit return to hand (1 per turn) |
![]() Anchor Pointer | All Anchor Shot gain Retrieve | Move Anchor Shot to hand, grant Retain | Move Anchor Shot to hand (has Retain itself) | Move Anchor Shot to hand, +20% Damage for 1 turn | Move Anchor Shot to hand, +25% Critical Chance for 1 turn |
![]() Power Charge | 270% AoE, if single target +120% Damage | 270% AoE with Weakness Advantage | 270% AoE, Defeat: activates 1 more time (Max 1) | 240% AoE, +30% Damage per hit to next Attack Card | 300% AoE, Combo: Change cost to 1 |
![]() Charge Energy | +50% Damage, 1 Tenacity Damage to next Attack | +70% Attack card Damage by number of cards in hand for 1 turn | +30% Attack Card Damage, Draw 1 for 1 turn | 0 AP Upgrade: +20% own Attack Card Damage | - |
Ego Skill
| Aspect | Details |
|---|---|
| Skill Name | Power Strike |
| Effect | 350% Damage, +50% Damage for each buff owned |
| EP Cost | 6 |
Power Strike does more damage based on how many buffs you have. The more boosts you get from cards, gear, or teammates, the stronger it hits. It costs 6 EP, so it’s pricey, but it works well as a finishing move.
Potential Upgrades
Potential Effects
| # | Upgrade Name | Effect | Cost |
|---|---|---|---|
| 1 | Epiphany Bonus | When entering Chaos, obtain 1 random Rare Card through Epiphany | 8x Common Growth Stone of Justice, 10,000 Units |
| 2 | Upgrade Basic Cards | Basic Card damage, shield, and healing +2% per level (max 20%) | 4x Common Growth Stone of Justice, 3,000 Units |
| 3 | Upgrade Neutral Cards | Neutral Card damage, shield, and healing +2% per level (max 20%) | 5x Great Growth Stone of Justice, 16,000 Units |
| 3-1 | Basic Card Proficiency | +20% Damage to Anchor and Power Anchor, Anchor Shot gains +10% Damage effect | 16x Great Growth Stone of Justice, 24,000 Units |
| 4 | Upgrade Unique Cards | Unique Card damage, shield, and healing +2% per level (max 20%) | 8x Great Growth Stone of Justice, 20,000 Units |
| 5 | Critical Chance Proficiency | +2% Critical Chance per level (max 10%) | 16x Premium Growth Stone of Justice, 28,000 Units |
| 5-1 | Basic Card Proficiency | +5% Damage to Anchor and Power Anchor, +10% if Attack > 500 | 16x Premium Growth Stone of Justice, 2x Shards of Condemnation, 60,000 Units |
| 6 | Critical Damage Proficiency | +2.4% Critical Damage per level (max 12%) | 120x Premium Growth Stone of Justice, 42,000 Units |
| 7 | Upgrade Unique Stats | +10% Anchor Shot Damage, +20% if Attack > 1000 | 36x Premium Growth Stone of Justice, 2x Shards of Condemnation, 80,000 Units |
The most important potential upgrade is the Basic Card Proficiency upgrade, because it makes Anchor and Power Anchor increase Anchor Shot's damage by +10% each time they're played. It will add an extra damage stacking mechanic for Haru.
Manifest Ego
| Stage | Manifest Ego | Effect |
|---|---|---|
| 1 | Sleeping Memory | Lift Anchor damage increase changes from +70% to +100% |
| 2 | Awakening Memory | Anchor Shot can be used without sufficient AP, consuming all remaining AP. -40% Damage per 1 AP spent less than original cost |
| 3 | Vivid Memory | Power Strike damage increased by +100%, buff scaling increases from +50% to +70% |
| 4 | Inner Memory | When using Anchor Shot, gain 1 Power Supply. Power Supply: +20% attack card damage (Max 3 stacks) |
| 5 | Complete Memory | Increase Basic Cards, Neutral Cards, and Unique Cards potential by +3 levels |
| 6 | Liberated Memory | Anchor Shot's insufficient AP damage penalty reduces from -40% to -20% per AP |
The most impactful Manifest Ego stages are E2 and E4. E2 lets you play Anchor Shot even without enough AP. Meanwhile, E4 provides stacking damage buffs each time you use Anchor Shot, so you give more damage output.
How to Play Haru in Chaos Zero Nightmare

Haru’s gameplay is all about using Anchor Shot over and over to stack its damage. It starts at 240% and gains +60% each time you use it. Your goal is to cycle Anchor Shot as much as possible while boosting it with your other cards.
Use Anchor Pointer to pull Anchor Shot into your hand from your deck or discard. Once you have it, decide if you want to play your buff cards first.
Anchor Shot’s Pulverize tag gives it +20% damage vs shielded enemies, making Haru good against shield-heavy bosses. Power Charge helps clear groups, but Anchor Shot is still your main single-target tool.
Anchor Pointer doesn’t naturally Retain, so plan when to use it. Epiphany options that add Retain—either to Anchor Pointer or to the Anchor Shot it fetches—help you play Anchor Shot more often. With multiple Anchor Pointers, you can retrieve and play Anchor Shot several times in one turn.
AP management is very important because Haru’s cards are costly. Mika’s Wave and Source of Water give the AP you need for full combos. Without AP generation, you’ll struggle. Remove Anchor Drop when possible, since Haru doesn’t need shields. Anchor and Power Anchor can also be removed later, unless you’re using Potential 3-1, where they help Anchor Shot’s damage.
Haru starts slow, but after enough Anchor Shot stacks, her damage becomes very high, making her stronger in longer fights.






































