
/Striker/Justice
Haru
★★★★★
Terrascion
Introduction
Haru is a 5-star Justice combatant in Chaos Zero Nightmare. Haru's class is Striker. Faction: Terrascion.
On the combined Chaos Zero Nightmare tier list Haru is B tier, 14th of the 37 combatants ranked, from where 4 community tier lists put Haru.
Other Justice combatants in Chaos Zero Nightmare: Beryl, Magna, Mika, Rita and Rossweisse.
What Haru does
A
Justice
Striker built around one card that keeps growing.
Anchor Shot hits for 300% and gains another 100% for each time it's been used, up to 10 times, and the rest of the kit feeds it:
Lift Anchor adds 120% to the
Anchor Shot in hand,
Charge Energy gives 30% Attack card damage, and
Anchor Pointer fetches
Anchor Shot from the Draw Pile or Graveyard.
Best build for Haru
From 3 guidesPartner
3 options- 13 of 3
Scarlet - 22 of 3
Asteria - 32 of 3
Ritochka
Equipment
Criticism of Discord1 of 1
Dagger That Tricked the Shadow1 of 1
RFS-171 of 1
Fairy King's Crown2 of 2
Rage Potion1 of 2
4-piece fragments
- 1 of 1
Line of Justice(4)
2-piece fragments
2 options- 13 of 3
Executioner's Tool(2) - 22 of 3
Black Wing(2)
Main stats
- Substats
- Justice Damage
>CRIT Chance >CRIT DMG >ATK >ATK%
Haru's banners
All banners- 22 October 2025 to 11 November 2025
Profile
Haru is a female Human. Haru's birthday is May 30th. Haru is voiced by Mi Hu in Chinese, Hina Youmiya in Japanese, and Ian Kim in Korean. She's good at mass Charge.
Stories
2Background
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.
Max Pizza Count
4 Rounds
Stats
- Attack13th of 39467
- Defense21st of 39155
- HP8th of 39376
- Critical Chance3%
- Critical Damage125%
At level 60 with every ascension, before Memory Fragments and partners. Each bar is measured against the highest value in the Chaos Zero Nightmare roster, and the place is out of every combatant with that stat.
Skills
17
Anchor Pointer
Unique card · Cost 0 · SkillMove Anchor Shot from Draw Pile or Graveyard to hand
Epiphany options
- Epiphany 1
- Apply Retrieve to all Anchor Shots
- Epiphany 2
- Move Anchor Shot from Draw Pile or Graveyard to hand, then apply Retain to that card
- Epiphany 3
- Move Anchor Shot from Draw Pile or Graveyard to hand
- Epiphany 4
- Move Anchor Shot from Draw Pile or Graveyard to hand, then increase Damage Amount of that card by 20% for 1 turn until activated
- Epiphany 5
- Move Anchor Shot from Draw Pile or Graveyard to hand, then +25% Critical Chance to that card for 1 turn until activated

Power Charge
Unique card · Cost 2 · Attack240% Damage to all enemies If there is only one target, +100% Damage Amount
Epiphany options
- Epiphany 1
- 320% Damage to all enemies · If there is only one target, +150% Damage Amount
- Epiphany 2
- 320% Damage to all enemies
- Epiphany 3
- 270% Damage to all enemies · Defeat Activate effect 1 more time (max 1 time)
- Epiphany 4
- 270% Damage to all enemies · For each target hit, +50% Damage Amount to the next Attack Card of this unit activated
- Epiphany 5
- 320% Damage to all enemies · Streak Change Cost of this card to 1

Charge Energy
Unique card · Cost 0 · SkillIncrease Damage Amount of Attack Cards of this unit by 50% for 1 turn
Epiphany options
- Epiphany 1
- For 1 turn, increase Damage Amount of Attack Cards of this unit by 50% and +20% Critical Chance
- Epiphany 2
- Increase Damage Amount of the next Attack Card of this unit activated by 100%, and +2 to Tenacity Damage
- Epiphany 3
- Cost 1: +70% Damage Amount to Attack Cards of this unit for each card of this unit in hand for 1 turn
- Epiphany 4
- Increase Damage Amount of Attack Cards of this unit by 50% for 1 turn · Draw 1 card(s) of this unit
- Epiphany 5
- Increases Damage Amount of Attacks Cards of this unit by 40%

Lift Anchor
Unique card · Cost 0 · SkillIncrease Damage Amount of Anchor Shot in hand by 80% for 1 turn until activated
Epiphany options
- After limit break
- Increase Damage Amount of Anchor Shot in hand by 120% for 1 turn until activated

Power Strike
Ego skill · Cost 6 · Attack600% Damage +60% Damage Amount for each beneficial effect in possession (max +600%)

Anchor
Starting card · Cost 1 · Attack100% Damage
Epiphany options
- With potential
- 120% Damage · +10% Damage Amount to Anchor Shot

Power Anchor
Starting card · Cost 2 · Attack220% Damage
Epiphany options
- With potential
- 240% Damage · +10% Damage Amount to Anchor Shot

Anchor Drop
Starting card · Cost 1 · Skill100% Shield

Anchor Shot
Starting card · Cost 2 · Attack300% Damage +100% Damage Amount for each activation of this card (max 10)
Epiphany options
- Epiphany 1
- 400% Damage · +150% Damage Amount for each(1) activation of this card (max 10)
- Epiphany 2
- 350% Damage · Streak Add 1 Hit
- Epiphany 3
- 350% Damage · Discard all cards of other Combatants, then +150% Damage Amount for each card Discarded
- Epiphany 4
- 380% Damage · +100% Damage Amount for each activation of this card (max10) · Create this card in Draw Pile (2 time(s) per battle)
- Epiphany 5
- 350%350% Damage · +100% Damage Amount for each activation of this card (max 10) · On Critical Hit, move to hand (1 time per turn)
Unique potential
Potential+10% Damage Amount to Haru's Anchor Shot If Haru's Attack is 600 or higher, add an additional +10% to the modifier
Sleeping Memory
Limit break 1 · Mythic Card UpgradeChanges the increase in Damage Amount effect of Lift Anchor from 80% to 120%.
Awakening Memory
Limit break 2 · Battle Passive UpgradeChanges 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 30%.
Vivid Memory
Limit break 3 · Ego Skill Upgrade+200% Damage Amount to Power Strike and +20% to the Damage Amount for each beneficial effect in possession
Inner Memory
Limit break 4 · Battle Passive UpgradeEach time Anchor Shot is activated by Haru, gain 1 Power Supply. Power Supply: +30% Damage Amount to Haru's Attack Cards (max 3 stacks)
Complete Memory
Limit break 5 · Stat UpgradeIncrease the level of [Basic Card Upgrade], [Signature Card Upgrade], and [Common Card Upgrade] in Potentials by 3.
Liberated Memory
Limit break 6 · Battle Passive UpgradeChange the Damage Amount decreased effect that is caused when using the Anchor Shot card with insufficient AP to 15% for each 1 AP spent less than the original Cost. At the start of the turn, move 1 Anchor Shot card to hand, and increase Damage Amount of that card by 30% until activated.

Fear
Stress collapseEvery time this character enters battle, their stress increases by 10.
Upgrade costs
Ascension
- Ascension 1
Unit ×30,000
Common Striker Manual ×8 - Ascension 2
Unit ×70,000
Advanced Striker Manual ×15 - Ascension 3
Unit ×150,000
Advanced Striker Manual ×32 - Ascension 4
Unit ×250,000
Premium Striker Manual ×16 - Ascension 5
Unit ×500,000
Premium Striker Manual ×36
Potential nodes, each from level 1 to its cap
- First Epiphany
Unit ×10,000
Common Growth Stone of Justice ×8 - Basic cards
Unit ×75,000
Common Growth Stone of Justice ×14
Great Growth Stone of Justice ×24 - Common cards
Unit ×224,000
Great Growth Stone of Justice ×33
Premium Growth Stone of Justice ×24
Eye of Wailing Prodigal ×4 - Epiphany
Unit ×24,000
Great Growth Stone of Justice ×16 - Signature cards
Unit ×248,000
Great Growth Stone of Justice ×52
Premium Growth Stone of Justice ×48
Eye of Wailing Prodigal ×4 - Critical Chance
Unit ×170,000
Premium Growth Stone of Justice ×84
Shards of Condemnation ×2
Undetermined Ego Crystal ×1 - Epiphany
Unit ×60,000
Premium Growth Stone of Justice ×26
Shards of Condemnation ×2 - Divine Epiphany
Unit ×75,000
Premium Growth Stone of Justice ×30
Eye of Wailing Prodigal ×4
Shards of Condemnation ×2 - Critical Damage
Unit ×210,000
Premium Growth Stone of Justice ×116
Shards of Condemnation ×2
Undetermined Ego Crystal ×1 - Unique
Unit ×80,000
Premium Growth Stone of Justice ×36
Shards of Condemnation ×2
Limit breaks
- Limit break 1
Memory Code - Haru ×1 - Limit break 2
Memory Code - Haru ×1 - Limit break 3
Memory Code - Haru ×1 - Limit break 4
Memory Code - Haru ×1 - Limit break 5
Memory Code - Haru ×1 - Limit break 6
Memory Code - Haru ×1
Art









