Haru Build: 2-Cost Critical (Season 1) — Chaos Zero Nightmare
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Build Overview
Haru’s damage profile centers on Anchor Shot as a high-impact, single-target nuke. The 2-Cost Critical build focuses on replaying Anchor Shot as many times as possible through crit-based returns, retrieval, and controlled replications.
The build works at all stages of Haru, but peaks at Manifest Ego 2 (ME2) and above, where Anchor Shot can be used with insufficient AP — allowing aggressive end-of-turn damage loops.
Cards & Epiphanies
Basic Cards
Priority (Remove)
- Anchor Drop — Shield value does not scale with an attack-focused DPS.
Secondary (Remove)
- Power Anchor — Competes with Anchor Shot for AP.
Last (Remove)
- Anchor — Low-impact 1-Cost card with no synergy; remove when resources allow.
Anchor Shot
Priority
- E5 — Core Engine
Returns Anchor Shot to hand on crit (once per turn), effectively enabling multiple Anchor Shot plays from a single card.
Secondary
- E4 — Replication Source
Generates Anchor Shot copies in the draw pile over time.
- E1 — Upgraded Default
Best option for Haru below ME2.
Avoid
- E0 — Default.
- E2 — Lower damage, removes scaling on repeat plays, and awkward 2-AP cost.
- E3 — 3-AP cost and discards allies’ cards.
Anchor Pointer
Priority
- E3 — Retrieve
Fetches Anchor Shot from the draw pile or graveyard, enabling repeat usage in the same turn.
Secondary
- E1 — Loop Enabler
Allows E4 Anchor Shot replications to cycle back into hand consistently.
Last
- E2 — Retain Utility
Preserves Anchor Shot for the next turn; strong pre-ME2 setup tool.
- E5 — Crit Chance
Useful only if crit rate is lacking.
- E4 — Damage Amount Boost
- E0 — Default
Power Charge
Priority
- E2 — Weakness Attack
Enables Weakness hits for a major (~75%) damage boost.
- E1 — Upgraded Default
Reliable single-target damage increase.
Secondary
- E5 — 1-AP Variant
Higher damage but cannot benefit from Line of Justice–type sets.
- E0 — Default
Avoid
- E4 — Requires a follow-up attack to gain value.
- E3 — Defeat condition is difficult to time.
Charge Energy
Priority
- E3 — Highest Damage Boost
Scales with hand size and enables large burst turns.
Secondary
- E5 — 0-AP Upgrade
Preserves AP for Anchor Shot and Lift Anchor.
- E4 — Draw 1 for 1 AP
Avoid
- E2 — 1-card boost for 1 AP
- E1 — Lower damage
- E0 — Default
Combos & Replications
ME2 and Above
Critical-Return Combo (Top section of image)
- E5 Anchor Shot
- E3 Anchor Pointer ×3
- E2 Power Charge
- E3 Charge Energy
This is the primary loop. Anchor Shot crits return itself, while Anchor Pointer repeatedly retrieves it to enable consecutive high-damage plays.
Free-Replication Combo (Alternative path)
- E4 Anchor Shot
- E1 Anchor Pointer
- E2 Power Charge
- E3 Charge Energy ×3
Trades retrieval consistency for explosive single-turn burst using replicated Charge Energies. Strong but less reliable.
Below ME2
Turn-Setup Combo (Bottom section of image)
- E1 Anchor Shot
- E2 Anchor Pointer ×3
- E5 Power Charge
- E5 Charge Energy
Uses Retain to keep Anchor Shot for the next turn. Common lines include:
- Anchor Shot → Power Charge
- Lift Anchor → Anchor Shot
Season 1 Card Choices
Recommended
- Forbidden: Eternal Hunger — Provides both draw and AP, solving Haru’s resource hunger.
- Forbidden: Ecstasy of Violence — Cost reduction only triggers when Anchor Pointer draws Anchor Shot from the draw pile.
Team Composition
Haru is extremely AP-hungry, making Mika mandatory.
The final slot should be:
- A shielder (e.g. Khalipe) for survivability, or
- An offensive support (buffer/ debuffer) to push damage ceilings further.