In Zenless Zone Zero (ZZZ)Harumasa is a 5-star character, an Offense type, and uses the Electro attribute. He can play the role of the main damage dealer in a team. In this guide, you will learn about his best build, amplifiers and drive disks, as well as recommended squads with him and Banbu.
Harumasa's main features
How to get Harumasa
In the first phase of version 1.4, this Section 6 operator appeared in the banner, which increased the chance of his drop. In the future, this character can only be obtained through Signal Search.
Luckily, HoYoverse decided to give it away for free in honor of ZZZ's win in the Best Game contest. There may be more gifts like this in the future, but it's unlikely that you'll be able to get Haruma again, since you'll have to hunt for duplicates yourself.
Harumasa's Key Stats
Rarity | Faction | Attribute | Specialty | Attack Type | Basic parameters (level 60) |
---|---|---|---|---|---|
5 stars | Section 6 | Electro | Attack | Penetrating | HP: 7405 Attack: 840 Defense: 600 Critical Hit Chance: 19.4% |
Harumasa's Abilities and Their Upgrade Priority
You can read the information about the hero's abilities in the game itself, so we decided to add it under the spoiler so as not to increase the size of the article. We also recommend that you read our combat system guide to better understand it.
Basic Attacks
Through the Clouds
Press the Basic Attack button (LMB) to launch. Harumasa performs up to 5 piercing attacks in front of her, dealing physical and electric damage. If the 5th hit hits an enemy, it will grant 2 Electric Quivers. When Harumasa hits an enemy with the 5th hit after launching the chain, it will grant 6 Electric Quivers.
Through the Clouds – Drift
While performing a basic attack, tilt the joystick to the side (hold WASD) and press the basic attack button to initiate the move. The agent performs a long-range piercing attack and moves in the target direction, dealing physical damage to enemies in front.
Falling Feather
To activate, hold the Special Attack button after the 5th hit of a Basic Attack, a Special Attack, a Powered Special Attack, or a Chain Attack. Harumasa immediately performs a Falling Feather attack on enemies in front of her, dealing Electric Damage. Hold the Basic Attack button (LMB) to aim at an enemy, then release it to activate the next action: The agent draws back the bow, aims, and then performs a Falling Feather attack on the target, dealing Electric Damage.
Ha-oto no ya
If the 5th hit, enhanced special attack, or chain attack hits the enemy or the ground, Electric Quivers are created: 2, 6, or 6 respectively. When any party member inflicts an attribute anomaly on an enemy while there are no Electric Quivers on the battlefield, 6 Electric Quivers are created (maximum once every 12 seconds). Up to 6 Electric Quivers can exist at a time. When Harumasa hits an enemy with Falling Feather, all Electric Quivers on the battlefield activate and perform the attack “Ha-oto no Ya” on enemies hit by Falling Feather. The attack “Ha-oto no Ya” deals Electric Damage and places the effect of “Electric Prison” on the enemy. This effect stacks up to level 8 and lasts for 10 seconds, and repeated launches refresh its duration. While the target has at least 2 levels of the “Electric Prison” effect, it is marked as “Target”.
Evasion
Evasion: Flash
Press the dodge button (RMB or L Shift) to quickly dodge while dashing. The hero is invulnerable while using this skill.
Dash Attack: Hiten no Tsuru
Press the basic attack button (LMB) while dodging to activate. Harumasa performs multiple piercing attacks in front of him, dealing physical damage.
Counterattack after Dodge: Unremarkable Talent
To activate, press the basic attack button (LMB) after performing a Perfect Dodge. Harumasa performs piercing attacks in front of him, dealing electric damage. The hero is invulnerable while using this skill.
Dash Attack: Hiten no Tsuru – Slashing
If there are any Target marked enemies on the battlefield, Harumasa will enter Awakening and change his Dash Attack “Hiten no Tsuru” to Dash Attack “Hiten no Tsuru – Slashing”. In Awakening, press the Basic Attack Button (LMB) while dodging to activate the following action: Harumasa will dash towards the nearest Target marked enemy and perform a powerful slash, dealing Electric Damage.
When the slash hits the target, it consumes 2 stacks of Electric Prison. If the enemy has less than 2 stacks of Electric Prison remaining, the Target mark is removed from them. While the Target mark is still present, continuously press the Basic Attack button to repeatedly perform the dash attack Hiten no Tsuru – Slash. When there are no Target marked enemies left on the battlefield, Harumasa exits the Awakening state.
While Harumasa is in the Awakening state, press the Basic Attack button after performing the move Falling Feather to quickly switch to the dash attack Hiten no Tsuru – Slash. While using this skill, Interrupt Defense is increased and Harumasa takes 40% less damage.
Assistance
Quick Assist: Bowstring
To activate, press the Assist button (Space) when the active character is thrown up. Harumasa performs a piercing attack on enemies in front of him, dealing electric damage. The hero is invulnerable while using this skill.
Defensive Assist: Yugamae
To activate, press the Assist button (Space) when the character is about to be attacked. Harumasa parries enemy attacks, accumulating a lot of stun points on them. While using this skill, the hero is invulnerable.
Additional Attack Assist: Yugamae – Slashing
To activate, press the Basic Attack button (LMB) after using Defense Assist. Harumasa performs a series of slashes on enemies in front of him, dealing electric damage. While using this skill, the hero is invulnerable.
Special Attacks
Special Attack: You Can't Hide
Press the Special Attack (E) button to activate. Harumasa fires an arrow forward, dealing electric damage. While using this skill, her Interrupt Defense is increased.
Enhanced Special Attack: You Can't Escape
Press the Special Attack (E) button when Harumasa has enough energy to activate it. Harumasa throws daggers in front of her and fires an enhanced arrow, dealing massive Electric Damage. If the enhanced arrow hits an enemy or the ground, 6 Electric Quivers are created. The hero is invulnerable while using this skill.
Chain Attacks
Chain Attack: Kai-Hanare
Select an agent while the chain attack is active to activate. Harumasa performs a piercing attack on enemies in a large area in front of her, then fires a powerful arrow, dealing massive electrical damage. If the arrow hits the ground, 6 Electrical Quivers are created. The hero is invulnerable while using this skill.
Super Ability: Zanshin
To activate, press the Ultimate (Q) button at maximum decibel level. Harumasa performs a powerful penetrating attack on enemies in front of him, dealing massive electrical damage. The hero is invulnerable while using this skill.
Making
Main Passive Skill: Dawn
The critical hit chance of the dash attack of “Hiten no Tsuru – Slashing” is increased by 10.6-25%, and when the dash attack of “Hiten no Tsuru – Slashing” deals critical damage to the enemy, Harumasa gains 1 level of “At the Edge” (up to 3 levels per use of the skill, stacks up to 6 levels, lasts 5 seconds; repeated uses refresh the duration). Each level of “At the Edge” increases the critical damage of the dash attack of “Hiten no Tsuru – Slashing” by 6-12%.
Additional Ability: Overclock
If there is an agent with the “Intimidation” or “Anomaly” specialty in the team: When Harumasa hits an enemy in a state of stun or attribute anomaly, he deals 40% more damage. When Harumasa hits an enemy in a state of stun or attribute anomaly with the attack “Falling Feather”, he will impose 2 levels of “Electric Prison” on that enemy.
As for leveling up the hero's talents, then the priority should be the inclinations and evasions, since the main source of his damage is precisely the attacks in the dash in the “Awakening” state. Next in importance are the chains of attacks that allow you to increase the damage from the ult, and special attacks, because you will often use them to generate electric quivers.
Once you've maxed out these abilities, you can move on to upgrading basic attacks (you'll only use them to create quivers), increasing Harumasa's overall damage. Upgrade Assist last, as it's noticeably less useful than other abilities.
Harumasa's Mental Picture
To open it, you need to accumulate Agent Profiles, which are given out when hero duplicates drop, which, of course, is random. Considering the small chance of getting 5-star characters, you will need to spend a lot of time and money to unlock all the mental ones. However, even without them, Harumasa can easily play the role of the main damage dealer.
The table below lists all the mental abilities, their descriptions and benefits for the heroine.
Name | Bonus | Utility |
---|---|---|
Heartfelt Rush | The maximum number of levels of the “Electric Prison” effect inflicted by the basic attack “Ha-oto no Ya” is increased to 14. When Harumasa activates the Electric Quiver, 2 “Ha-oto no Ya” attacks are performed on the target one after another. | This mentality will allow you to use your Awakening dash attacks more often and use up your Electric Quivers less often. A very useful bonus that will make Harumasa's gameplay more enjoyable. |
Londoning Look | When Harumasa chains attacks or uses his Super, he gains 7 stacks of Electric Blitz (stacks up to 7 stacks). When Harumasa has Electric Blitz, his Hiten no Tsuru – Slash dash attack deals 50% more damage. Whenever his Hiten no Tsuru – Slash dash attack ends, Harumasa loses 1 stack of Electric Blitz. | The agent gets a new stacking bonus that increases their dash attacks, which are the main source of damage. A useful throwing weapon, but not as much as M1. |
White Lie | Base Attack, Evasion, Assist, Special Attack, Chain Attack +2. | Provides average benefit. |
Short-Term Fusion | The Electric Prison effect now lasts for 20 seconds. When Harumasa hits enemies with the dash attack Hiten no Tsuru – Slash, he gains 30 decibels once for using this skill. When the ultimate is activated, all enemies on the battlefield are afflicted with the maximum number of Electric Prison stacks. | This mentality will allow Harumasa to use the ult more often, apply Electric Prison for a longer time, and hit multiple enemies at once. It brings high benefit. |
Unknown | Base Attack, Evasion, Assist, Special Attack, Chain Attack Level +2. | Provides moderate benefit. |
Insight | When “Ha-oto no Ya” hits an enemy in a stunned or attribute abnormal state, Harumasa ignores 15% of the target's Electric Damage Resistance for 12 seconds. Every 12th hit on an enemy by “Ha-oto no Ya” causes an additional electromagnetic explosion that deals Electric Damage to the enemy equal to 1500% of Harumasa's attack power. | Increases Harumasa's overall damage, reducing enemy resistance, and significantly increases the damage of his electric quivers. Overall, this is a very good mentality, but we can't say for sure that the resources spent on opening it are worth it. |
If you still decide to try your luck, you can stop at M1, thanks to which you will be much more pleased to play as Harumasu, as you will be able to use dash attacks more often, which will also increase the overall damage of the agent. If you have a choice between this mental and a signature weapon, then a lot depends on whether you have an alternative weapon. For example, if you have the same “Sulfur”, it is better to spend resources on opening M1.
How to play as Harumasu
Harumusa seamlessly blends both ranged and melee combat styles, with the ability to snipe from afar or deal high damage up close. He can switch between the two seamlessly, thanks to his lightning-fast dashes or effective dodges. With that said, all of his ideal rotations involve a combination of both styles at once. His kit includes two other important components: the first is the ability to deploy Electric Quivers (see screenshot below), which act as mines of sorts that he can trigger with his attacks to deal explosive damage, and the second is his desire to deal damage during the stun window, gaining additional bonuses for doing so. To understand how this all works, let's take a closer look at his abilities.
Harumasa's skill description is text-heavy, but his gameplay is actually incredibly easy to learn, and many of his abilities aren't really used in standard rotations. His game plan is very simple: deploy his Quivers, activate them by firing a bow to cast “Target” on a target., dash into melee range to benefit from the buffs of said Target, dodge, and then repeat. Let's take a closer look at each of these aspects.
Harumasa's unique resource is his Electric Quivers – they are not tracked by any bars, but they can be clearly seen on the battlefield (we showed what they look like above). There are four ways an agent can deploy the Quivers:
- 2 quivers from performing the 5th hit of his basic attack, and 6 quivers from performing the 5th hit of his basic attack after chaining attacks.
- 6 quivers from performing a chain attack.
- 6 quivers from performing an enhanced special attack.
- 6 quivers when any party member casts Attribute Anomaly and there are no active quivers on the field (12 second cooldown).
Harumasa can only have 6 active quivers on the field at a time, and creating more would be a waste of time. It's no exaggeration to say that his damage and rotation largely depend on how well you manage this resource. So what do you do with quivers?
Harumasa's basic attack is split into 3 parts. The first is a standard 5-hit combo that deals physical and electrical damage. It's useful for deploying extra quivers after a chain of attacks, and you'll only use it for the last part – the 4th and 5th hits that can be done right after some of his combos. The second is his charged basic attack, Falling Feather, which causes the agent to draw his bow, lock on to a target, and shoot it (see gif above) – this also activates all the Electric Quivers on the field, causing them to deal damage to targets hit. This damage is the third part of his basic attack, called “Ha-oto no Ya”. Every time an enemy is hit by “Ha-oto no Ya”, they gain a stack of “Electric Prison” (up to a maximum of 8 stacks). As long as an enemy has at least 2 stacks of “Electric Prison” on them, they will also be marked as “Target” (see screenshot below).
To understand the usefulness of Target and Electric Prison, we first need to look at Harumasa's dodging abilities. The standard dash attack and counter attack after a dodge are useful but not a critical part of his main combos, but an enhanced version of his dash attack called Hiten no Tsuru – Slash is important.. As long as there is an enemy marked with the “Target”, Harumasa will enter an “Awakened” state, giving him access to “Hiten no Tsuru – Slash” against that target. “Hiten no Tsuru – Slash” can be activated by performing a dodge in combination with the basic attack button, and the hero will immediately perform a quick dash attack towards the enemy, consuming 2 charges of “Electric Prison” per hit. “Hiten no Tsuru – Slash” consists of 3 parts of the attack, each of which consumes 2 stacks of “Electric Prison”.
With this information, we can form the basis of Harumasa's rotation:
- Deploy 6 Electric Quivers.
- Perform the basic attack “Falling Feather” (activates all 6 quivers, applies 6 charges of “Electric Prison”, and places a “Target” on the target).
- Perform the first part of the Hiten no Tsuru – Slashing dash attack.
- Perform the second part of the Hiten no Tsuru – Slashing dash attack.
- Perform the third part of the Hiten no Tsuru – Slashing dash attack.
Congratulations, you already know most of how to play Harumasa. Of course, there are many more nuances, but this combo is something you will repeat over and over again with minor adjustments. Another thing to remember is that right after Falling Feather, you can just spam basic attacks to perform Slashes without worrying about comboing your dashes and BA at the same time.
Harumasa's primary passive and secondary abilities double down on what we've already outlined. His primary passive gradually increases the critical chance of his Slashes, and also gives them a stacking buff called “On the Edge”, which is activated by crit attacks and increases crit damage. With a high crit chance, you can expect to easily max out this bonus stacks by the third hit of “Hiten no Tsuru”. An additional passive increases its damage when hitting enemies in a stunned state or an attribute anomaly. If they are hit with “Falling Feather”, Harumasa will also generate 2 additional “Electric Prisons”.
With this information in mind, we can update our combo. It is important to note that if you can use additional Hiten no Tsuru – Slash after the third hit, it will immediately return to its 2nd part after the 3rd. Here is an example of what a combo against a stunned target might look like:
- Perform a chain attack (deploy 6 quivers).
- Perform a basic attack, Falling Feather (activates all 6 quivers, applies 6 charges of Electric Prison, and places a Target on the target).
- Perform the first part of the Hiten no Tsuru – Slashing dash attack.
- Perform the second part of the Hiten no Tsuru – Slashing dash attack.
- Perform the third part of the Hiten no Tsuru – Slashing dash attack.
- Perform the second part of the Hiten no Tsuru – Slashing dash attack.
As mentioned earlier, we can use Harumasa's 4th and 5th basic attacks to gain even more quivers. After performing Hiten no Tsuru, the next basic attack will immediately jump to the 4th, allowing you to quickly access more quivers and even more Slashes.
- Perform a chain attack (deploy 6 quivers).
- Perform the basic attack Falling Feather (activates all 6 quivers, applies 6 charges of Electric Prison, and places Target on the target).
- Perform the first part of the dash attack Hiten no Tsuru – Slash.
- Perform the second part of the dash attack “Hiten no Tsuru – Slashing”.
- Perform the third part of the dash attack “Hiten no Tsuru – Slashing”.
- Perform the second part of the dash attack “Hiten no Tsuru – Slashing”.
- Perform the 4th and 5th basic attacks by placing 6 quivers on the field again (can be replaced with an enhanced special attack).
- Perform the basic attack “Falling Feather” and repeat the previous set of dash attacks.
- At the end, you can activate the super ability when it is ready.
His empowered special and attack chains deal shock damage and serve as additional quiver sources, which is the only reason you'll use these abilities. His ultimate just deals massive shock damage in an area, nothing special. Other than that, his defensive assist, quick assist, and extra attack assist are completely standard and should be used just like any other agent.
So, when playing Harumasa, you need to do the following: deploy your quivers, activate them, perform a combo of “Chop” strikes, and repeat – preferably while the enemy is stunned for maximum damage.
Against enemies that have a shorter stun window or are harder to access, Harumasa will not do well. While he is not a new imba, he is quite strong at release and does his main job well, so he is a solid choice for those who want an Electro main DD.
Advantages and disadvantages of Harumasa
With his unique abilities, the young Section 6 operative can easily deal with both single and multiple targets. His advantages also include:
- At the moment (patch 1.4) he is a free character, which makes it much easier to get him and open the first mentality.
- He fits perfectly into the standard hypercarry teams, which are easy to master and use.
- Its gameplay is relatively easy to learn, making it suitable for beginners. At the same time, it has the potential to increase damage if its rotation is mastered perfectly.
- It has good burst damage.
- It boasts high mobility due to its ability to engage in close combat with dash attacks and the ability to retreat instantly.
However, Harumasa cannot be called an ideal character, since he also has his drawbacks:
- Deals significantly more damage to stunned enemies or with the anomaly attribute, which is why it is highly advisable to keep an “Intimidation” or “Anomaly” character in the squad, which somewhat restricts the choice of suitable allies.
- Requires more effort, planning, and skill to fully utilize his combat potential compared to other characters. The slightest mistake in the rotation can easily result in pointless waste of Electric Quivers, which will significantly reduce the character's damage.
- Enemies with shorter stun duration or stun resistance limit Harumasa's burst potential, as you simply won't have time to generate quivers, apply Electric Prison charges, and enter the Awakened state.
Best Builds for Harumasa
Best Amplifiers
We recommend choosing weapons that increase critical damage, critical hit chance, electrical damage, or attack power. Options that increase dash attacks will also be useful. The table below shows the most interesting options.
Name | Characteristics | Ability |
---|---|---|
Zanshin First Aid Kit | Base Attack: 48-713 Critical Damage: 19-48% | Increases critical hit chance by 10-16%. Dash attack deals 40-64% more electrical damage. When any team member causes an enemy to be stunned or have an attribute anomaly, the wearer's critical strike chance increases by an additional 10-16% for 15 seconds. Harumasa's signature amplifier, which perfectly balances his crits, making it much easier to pick up further drive disks and significantly boosts Hiten no Tsuru – Slashing, which is his main source of damage. |
Sera | Base attack: 46-684 Attack power: 12-30% | When a basic attack, dash attack, or counterattack after dodging hits an enemy, the agent with this item's attack power is increased by 3.5-7% for 8 sec. Stacks up to 8 times, triggers once every 0.5 sec. The duration of each level of the effect is calculated separately. A very good alternative for Harumasa, which can significantly increase his attack power, and therefore his overall damage. He will be able to easily activate the passive, as he will regularly use basic attacks and dash attacks. It lags behind the signature by about 9-10%. |
Marcato Reverb | Base attack: 40-594 Critical hit chance: 8-20% | Increases the owner's attack power by 6-9.6% for 8 seconds when an enhanced special attack or attack chain hits an enemy. Attack power is additionally increased by 6-9.6% if the target is in an attribute anomaly state. So far, the best 4-star option for Harumasa, which increases his critical chance and attack power. But you will have to use enhanced E-s more often (include them in the rotation) and be sure to take the “Anomaly” hero in your team. At the 5th awakening rank, it is inferior to the signature one by about 16-17%. |
Artillery Rotor | Base attack: 40-594 Critical hit chance: 8-20% | Attack power increases by 7.5-12%. When dealing a critical hit to an enemy, additional damage is dealt in the amount of 200% of attack power. Cannot be triggered more often than once every 8-6 seconds. Not much inferior to the previous version, except that it gives less attack power. But it does not require frequent use of the enhanced special attack and allows you to inflict additional damage. At the 5th awakening rank, it is inferior to the signature by about 17-18%. |
Star Engine | Base attack: 40-594 Attack power: 10-25% | When performing a counterattack after dodging or quick assisting, the agent with this item increases the attack power by 12-19.2% for 12 seconds. Significantly increases the attack power, therefore increasing the hero's overall damage. However, you will have to use quick assist or counterattack more often after dodging. At the 5th rank of awakening, it is inferior to the signature item by about 18-20%. |
Drill – Red Axis | Base Attack: 42-624 Energy Recovery: 20-50% | When launching an enhanced special attack or attack chain, basic and dash attacks deal 50-80% more electrical damage for 10 sec. Cannot occur more than once every 15 sec. Harumasa doesn't need much energy recovery, but the passive will be useful, as it will strengthen his “Hiten no Tsuru – Slashing”, but again, you will have to include strengthened special attacks in the rotation. |
Best Drive Discs
The table below shows the best artifact options for this hero.
Name | Bonuses | Advantages |
---|---|---|
Thunderous Heavy Metal (4 parts) | 2 parts: Increases Electricity damage by 10%. 4 parts: If there is an enemy in Shock on the battlefield, the attack power of the agent with this item increases by 28%. | The best set for Harumasa, allowing to significantly increase his overall damage, even if it is not possible to keep the passive activated all the time. However, it will only work in those teams where in addition to Harumasa there is at least 1 electro hero. It is recommended to combine it with Dyatlokor-Electro (2 parts). |
Dyatlokor-Electro | 2 parts: Increases the chance of a critical hit by 8%. 4 pieces: Each time a basic attack, counterattack after dodging, or enhanced special attack deals critical damage, the wearer gains 1 level of buff. For each stack, the wearer's attack power is increased by 9% for 6 seconds. The buff duration varies for different skills. | A good option for Harumasa if he is the only Electro character in the team. With it, you can increase his attack power and critical hit chance, making it easier for yourself to balance stats. It is recommended to combine it with Thunderous Heavy Metal (2 parts). |
As for the main characteristics of the drive disks, your choice should look like this:
- IV-sector: crit. chance/crit. damage in a ratio of 1 to 2.
- V-sector: bonus electric damage or attack power%.
- VI-sector: attack power%.
- Substats: critical damage, critical chance, attack% and penetration.
If we talk about recommended values of Harumasa's parameters, they should look something like this:
- Attack: 2600-3400 units
- Health: 10000+
- Defense: 800+
- Critical hit chance: 75% (no more)
- Critical damage: 150-190%
Best commands for Harumasa
F2P command
Main DD | Sub DD | Support | Banbu |
---|---|---|---|
Harumasa | Enby | Nicole | Electrobu (Packet, Barobu, Sumobu) |
A standard free command where Enbi will stun enemies and allow Haruma's extra ability to be activated, and Nicole will cut down enemy defense. With good pumping, this squad will show itself well even in high-level content.
Stun Commands
Main DD | Sub DD | Support | Banbu | |
---|---|---|---|---|
Harumasa | Qingyi (Enby) | Rina (Caesar) | Plug (Electrobu) | |
Harumasa | Kolyada | Lucy (Ben) | Raketaboo (Plaksaboo, Paketik) | |
Harumasa | Harumasa | Lycaon | Sokaku | Shark (Knight, Pingwibu) |
The best combination for Harumasa is one Intimidation character and one Support character. The optimal team is the former, as Qingyi is one of the best stunners in the game with a stun multiplier, and Rina is able to increase the chance of the entire squad being penetrated (you can take Caesar instead for a shield and an attack power bonus).
You can also try to build other packs on Ice or Fire, taking Lycaon or Kolyada as the main stunner, respectively. However, the overall damage of these units will be less. Plus, don't forget to give Harumasa the Woodpecker Electro set.
Anomaly Commands
Main DD | Sub DD | Support | Banbu |
---|---|---|---|
Harumasa | Grace | Rina (Seth) | Plug (Electrobu) |
Harumasa | Bernice | Caesar (Lucy) | Red Mockus (Rocketaboo, Plaxaboo) |
Harumasa | Piper | Lucy | Red Mokkus (Package) |
Let us remind you that Harumasa's additional ability is also activated with Anomaly characters, so you can easily combine him with Grace, Bernice or Piper. The first option, of course, will be more preferable, since you will be able to constantly apply Shock to enemies and activate the passive set Thunderous Heavy Metal.
Harumasa Leveling Up
The table below shows the materials needed to increase the level, skills and inclinations of the hero, as well as their total amount.
Level Up | Skill Up | Inclination Up |
---|---|---|
Denny x800000 Starter level x4 High-level attack tokens x32 Pioneer Tokens x30 | Denny x500000 Basic Shock Chips x5 Advanced Shock Chips x15 Specialized Chips shock x50 Pass to the “Hamster Cage” x1 | Denny x400000 Fanatism cast x9 High-dimensional data: thunder dragon x60 |
This concludes the guide to the best builds for Harumasa in ZZZ. We hope that this information will help you choose the best amplifiers, drives and commands for the hero.