HarumasaBuild and Guide

Character
Introduction

Harumasa is an
S Rank
rank character with the Electric attribute who belongs to the
Attack
Attack Specialty and who is part of the
Section 6
Section 6 faction.

To learn more about Harumasa check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Video guide

Harumasa has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:

Update tracker

Last review/pros & cons update

Patch 1.4

Last build/calcs update

Patch 1.4

Last teams/synergies update

Patch 1.4

Last profile update*

December 18th, 2024

*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.

To learn more about Harumasa check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Build

Shiyu Defense

Rotation & Teams

Calculations

Profile

Core skills
Core

Core Passive Day Break

Lv. 1

The CRIT Rate of Dash Attack: Hiten no Tsuru - Slash increases by 10.6%, and when Harumasa's Dash Attack: Hiten no Tsuru - Slash triggers a critical hit against an enemy, he gains 1 stack of Gleaming Edge, for up to a maximum of 3 stacks per use of the skill and stacking up to 6 times, lasting 5s, repeated triggers reset the duration. Each stack of Gleaming Edge increases the CRIT DMG of Dash Attack: Hiten no Tsuru - Slash by 6%.

CRIT Rate: 0

BASE ATK: 0

Core

Additional Ability Overclock

When another character in your squad is a Stun or Anomaly character:

When Harumasa's attacks hit Stunned enemies or enemies under Attribute Anomaly, his DMG increases by 40%. When Harumasa's Falling Feather hits Stunned enemies or enemies under Attribute Anomaly, it will apply 2 stacks of Electro Prison to the target.

Skills
Basic
Basic
Dodge
Dodge
Assist
Assist
Special
Special
qte
Chain
Core

Basic Attack: Cloud Piercer

Press or hold to activate: Launch up to five piercing attacks ahead, dealing Physical DMG and Electric DMG. When the 5th hit of the Basic Attack hits an enemy, it generates 2 Electro Quivers. After activating a Chain Attack, the next time Harumasa activates the 5th hit of Basic Attack: Cloud Piercer and hits an enemy with it, it generates 6 Electro Quivers.

Lv. 1
1st-Hit DMG Multiplier
42.40%
1st-Hit Daze Multiplier
26.50%
2nd-Hit DMG Multiplier
39.80%
2nd-Hit Daze Multiplier
44.30%
3rd-Hit DMG Multiplier
70.90%
3rd-Hit Daze Multiplier
66.10%
4th-Hit DMG Multiplier
90.10%
4th-Hit Daze Multiplier
89.60%
5th-Hit DMG Multiplier
132.90%
5th-Hit Daze Multiplier
115.40%
Core

Basic Attack: Cloud Piercer - Drift

During Basic Attack: Cloud Piercer, drag the stick/joystick and press to activate: Shoot a ranged piercing attack and reposition towards the corresponding drag direction, dealing Physical DMG.

Lv. 1
DMG Multiplier
69.50%
Daze Multiplier
48.70%
Core

Basic Attack: Falling Feather

of Basic Attack: Cloud Piercer, a Special Attack, an EX Special Attack, or a Chain Attack, hold to activate: Immediately shoot Falling Feather at enemies ahead, dealing Electric DMG. Hold to aim at a target and release to activate: After drawing the bowstring and aiming, shoot Falling Feather at the target, dealing Electric DMG.

Lv. 1
DMG Multiplier
105.40%
Daze Multiplier
52.70%
Core

Basic Attack: Ha-Oto no Ya

When the 5th hit of Basic Attack: Cloud Piercer/EX Special Attack/Chain Attack hits an enemy or the ground, it can generate 2/6/6 Electro Quivers. If there are no Electro Quivers on the field when any squad member applies an Attribute Anomaly to an enemy, generate 6 Electro Quivers. This effect can trigger once every 12s. There can be up to 6 Electro Quivers present at a time. If there are any Electro Quivers present when Harumasa fires and hits enemies with Falling Feather, the Electro Quivers will activate and fire Ha-Oto no Ya at the enemies hit by Falling Feather, dealing Electric DMG. Ha-Oto no Ya will apply Electro Prison to enemies hit, stacking up to 8 times and lasting 10s, repeated triggers reset the duration. While a target has at least 2 stacks of Electro Prison, they will be X-Marked.

Lv. 1
DMG Multiplier
15.90%
Daze Multiplier
0.00%
Core

Dodge: Quick Flash

Press to activate. A quick dash dodge. Character is invulnerable while using this skill.
Core

Dash Attack: Hiten no Tsuru

Press during a dodge to activate: Launch multiple piercing attacks ahead, dealing Physical DMG.

Lv. 1
DMG Multiplier
80.70%
Daze Multiplier
40.40%
Core

Dash Attack: Hiten no Tsuru - Slash

While there are X-Marked enemies on the field, Harumasa will enter the Awakened state, switching Dash Attack: Hiten no Tsuru for Dash Attack: Hiten no Tsuru - Slash. While in the Awakened state, press during a dodge to activate: Rush forwards to the closest X-Marked enemy and execute a powerful slash, dealing Electric DMG. When the slash hits the target, it consumes 2 stacks of Electro Prison. With less than 2 stacks of Electro Prison, X-Marked will be removed from the enemy. Before X-Marked is removed, repeatedly press to repeatedly use Dash Attack: Hiten no Tsuru - Slash. While no X-Marked enemies exist on the field, Harumasa leaves the Awakened state. While in the Awakened state, press after Basic Attack: Falling Featherto quickly follow up with Dash Attack: Hiten no Tsuru - Slash. During skill activation, Anti-Interrupt level increases, and DMG taken is reduced by 40%.

Lv. 1
1st-Hit DMG Multiplier
162.30%
1st-Hit Daze Multiplier
66.00%
2nd-Hit DMG Multiplier
166.60%
2nd-Hit Daze Multiplier
45.90%
3rd-Hit DMG Multiplier
189.60%
3rd-Hit Daze Multiplier
49.50%
Core

Dodge Counter: Hidden Edge

Press during a Perfect Dodge to activate. Pierces enemies in front, dealing Electric DMG. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
219.60%
Daze Multiplier
194.30%
Core

Special Attack: Nowhere to Hide

Press to activate. Launch an arrow forward, dealing Electric DMG. Anti-Interrupt level is increased while using this skill.

Lv. 1
DMG Multiplier
52.30%
Daze Multiplier
52.30%
Core

EX Special Attack: Nowhere to Run

With enough energy, press to activate: Launch daggers and an enhanced arrow ahead, dealing massive Electric DMG. When the enhanced arrow hits an enemy or the ground, it generates 6 Electro Quivers. Character is invulnerable while using this skill

Lv. 1
DMG Multiplier
449.30%
Daze Multiplier
449.00%
Energy Cost
60
Core

Chain Attack: Kai - Hanare

When a Chain Attack is triggered, select the character to activate: Unleash a piercing attack on enemies in a large area ahead then fire an enhanced arrow, dealing massive Electric DMG. When the arrow hits the ground, it generates 6 Electro Quivers. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
517.60%
Daze Multiplier
183.40%
Core

Ultimate: Zanshin

When Decibel Rating is at Maximum, press to activate. Unleash a piercing attack on enemies in a large area ahead, dealing massive Electric DMG. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
1953.90%
Daze Multiplier
106.90%
Core

Quick Assist: Braced Bow

When the on-field character is launched, press to activate. Unleash a piercing attack at enemies ahead, dealing Electric DMG. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
84.30%
Daze Multiplier
84.30%
Core

Defensive Assist: Yugamae

When the character on field is about to be attacked, press to activate. Parries the enemy's attack, dealing massive Daze. Character is invulnerable while using this skill.

Lv. 1
Light Defensive Daze Multiplier
247.60%
Heavy Defensive Daze Multiplier
295.20%
Chain Defensive Daze Multiplier
119.20%
Core

Defensive Assist: Yugamae - Slash

Press after a Defensive Assist to activate: Unleash a series of slashes at enemies ahead, dealing Electric DMG. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
307.10%
Daze Multiplier
263.30%
Mindscapes
M1

High Spirit

Mindscape 1

The maximum stack limit of Electro Prison from Basic Attack: Ha-Oto no Ya increases to 14 stacks. When an Electro Quiver is triggered, 2 consecutive Ha-Oto no Ya will be fired at the target.
M2

Languish

Mindscape 2

When using an Chain Attack or Ultimate, Harumasa gains 7 stacks of Electro Blitz, up to a max of 7 stacks. While possessing Electro Blitz, the DMG of Dash Attack: Hiten no Tsuru - Slash increases by 50%. Consume 1 stack of Electro Blitz once Dash Attack: Hiten no Tsuru - Slash ends.
M3

White Lies

Mindscape 3

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
M4

Occasionally Motivated

Mindscape 4

Electro Prison now lasts for 20s. When Dash Attack: Hiten no Tsuru - Slash hits enemies, Harumasa gains 30 Decibels once per use of this skill. Upon activating Ultimate, apply maximum stacks of Electro Prison to all on-field enemies.
M5

No One Knows

Mindscape 5

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
M6

Tacit Understanding

Mindscape 6

After Ha-Oto no Ya hits Stunned enemies or enemies under Attribute Anomalies, Harumasa will ignore 15% of the target's Electric RES for 12s. Every 12 times an enemy is hit by Ha-Oto no Ya, trigger an extra electromagnetic explosion, dealing 1500% of Harumasa's ATK to the target as Electric DMG.
Stats (Level 60)

Harumasa Stats at level 60 (including Core passive bonuses).

Stat
HP
7405
Stat
DEF
600
Stat
ATK
915
Stat
CRIT Rate
19.4%
Stat
CRIT DMG
50%
Stat
PEN Ratio
0%
Stat
Impact
90
Stat
Anomaly Mastery
80
Anomaly Proficiency
95
Stat
Energy Regen
1.2
Voice Actors
ENG
-
JPN
-
CN
-
KR
-
Gallery

Harumasa images aren't available yet. They will be added soon!

Review

Pros & Cons
Pros

  • Is a free character (but you have to grab him during the 1.4 patch),

  • His teams are the standard hypercarry compositions that are easy to learn and use,

  • Has the potential to perform even better as you master his rotation,

  • Has good Burst damage,

  • Excellent mobility via quick Dash Attack engages and the option for swift disengages.

Cons

  • Does significantly more damage against stunned enemies with a noticeable decrease outside of that,

  • Requires more effort, planning, and skill to be played to maximum potential compared to other characters,

  • Enemies that have shorter stun durations or resistance to being stunned limit Harumasa's burst potential.

Review

Harumasa is an S-Rank Melee/Ranged Hybrid Electric attack Agent sporting a Bow - and he isn’t afraid to get up and personal. Harumusa blends the Ranged and Melee play styles seamlessly with options to shoot from afar or deal great close damage. Thanks to his lightning-fast Dashes or effective Disengage, he has no problem swapping back and forth between the two. With that said, his ideal rotations all involve him combining both at the same time. He has two other important components to his kit - the first being the ability to deploy Mobile Quivers which act as a sort of Landmine he can trigger with his attacks to deal a burst of damage and the second is his emphasis on dealing damage during the Stun window, something he gets many rewards for striving towards. To understand how that all plays out let’s dive into his kit.

Harumasa’s kit has a lot of text but his gameplay is actually incredibly simple and a lot of his abilities actually aren’t used in standard rotations. His game plan is very simple: deploy his Quivers, trigger them by firing an arrow to mark the target, Dash into Melee range to reap the benefits of said mark, rinse, repeat. Now that was probably a little too simple, so let's get into the actual specifics of how that works.

Harumasa’s unique resource is his Electro Quivers - this isn’t a resource that is tracked via a resource gauge but can be seen clearly on the field. There are four ways he can deploy Quivers:

  • 2 from Executing the 5th part of his Basic Attack combo Cloud Piercer.

  • 6 from Executing the 5th part of his Basic Attack combo Cloud Piercer after the chain attack

  • 6 from Executing a Chain Attack.

  • 6 from Executing an EX Special.

  • 6 when any squad member applies an Attribute Anomaly & no Quivers are currently active (12 Second Cooldown).

Haramusa can only have 6 Quivers active on the field at once and generating more with 6 active will only waste them. It’s no exaggeration to state that his damage and rotation live and die by 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 the standard 5-part Basic Attack combo - Cloud Piercer, made up of a mix of Physical and Electric hits. This combo is useful to deploy extra Quivers following a chain attack and you’ll be using it but only the latter portion - attacks 4 and 5 which can be executed immediately following some of his combos. The second is his charged Basic Attack Falling Feather which sees Harumasa draw his Bow, lock on, and fire at a target - doing so also activates all the Electro Quivers on the field causing them to deal damage to targets hit. This damage is the third part of his Basic Attack and is referred to as Ha-Oto no Ya. Each time an enemy is hit by Ha-Oto no Ya they’re afflicted with a stack of Electro Prison for up to a maximum of 8 stacks. While an enemy has at least 2 stacks of Electro Prison they are also X-Marked.

To understand X-Marked and Electro Prison we first need to cover Harumasa’s Dodge abilities. Harumasa’s standard Dash Attack and Dodge Counter are useful but not a critical part of his main combos -what is important though is the enhanced version of his Dash Attack called Hiten no Tsuru - Slash. While there is an enemy that is X-Marked, Harumasa enters the Awakened state granting him access to Hiten no Tsuru - Slash against that target. Hiten no Tsuru - Slash can be activated by performing a Dash combined with a Basic Attack and causes him to perform a rapid Dashing Strike toward the mark at the cost of consuming 2 stacks of Electro Prison per strike. Hiten no Tsuru - Slash consists of a 3-part attack combo with each attack consuming 2 stacks of Electro Prison.

With this, we can form the basis of Harumasa’s combos.

  • Deploy 6 Electro Quivers

  • Basic Attack: Falling Feather (Activates all 6 Quivers Applying 6 Electro Prison & X-Marked)

  • Dash Attack: Hiten no Tsuru - Slash P1

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Dash Attack: Hiten no Tsuru - Slash P3

With just this, you already know most of how to play Harumasa - of course, there’s still more to cover but this combo is what you’ll be repeating over and over with just slight alterations. An important tip also is that immediately following Falling Feather you can simply spam Basic Attack to execute the Slashes without needing to worry about combining Dash and Basic at the same time.

Harumasa’s Core Passive and Additional Ability double down on what we’ve already outlined. His Core Passive increases the CRIT RATE of Hiten no Tsuru - Slash by 25% at all times whilst also granting the Slash the ability to grant him a stackable buff called Gleaming Edge. Gleaming Edge grants Hiten no Tsuru - Slash 12% CRIT DMG per stack and can be stacked up to 6 times, lasts 10 seconds and is gained each time Hiten no Tsuru - Slash does a Critical Hit for a maximum of 3 stacks gained per individual strike. With a high CRIT RATE, you can expect to max out the stacks of this Passive easily by the third slash of Hiten no Tsuru. Harumasa’s Additional ability increases his DMG by 40% against enemies afflicted with any Attribute Anomaly or who are Stunned. Also when using Falling Feather against enemies that are Stunned or afflicted by an Attribute Anomaly, Harumasa generates an additional 2 Electro Prison.

With this we can update our combo, it’s also important to note that in the event you can use additional Hiten no Tsuru - Slashes after the third, he will loop back to Part 2 after Part 3. Here is an example of what a combo against a Stunned target might look like:

  • Chain Attack (Deploys 6 Quivers)

  • Basic Attack: Falling Feather (Activates all 6 Quivers Applying 8 Electro Prison & X-Marked)

  • Dash Attack: Hiten no Tsuru - Slash P1

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Dash Attack: Hiten no Tsuru - Slash P3

  • Dash Attack: Hiten no Tsuru - Slash P2

As mentioned earlier we can make use of Harumasa’s Basic Attack 4 and 5 to gain even more Quiver’s. After executing Hiten no Tsuru the following basic attack will skip straight to Basic 4 allowing quick access to more quivers and yet more slashes.

  • Chain Attack (Deploys 6 Quivers)

  • Basic Attack: Falling Feather (Activates all 6 Quivers Applying 8 Electro Prison & X-Marked)

  • Dash Attack: Hiten no Tsuru - Slash P1

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Dash Attack: Hiten no Tsuru - Slash P3

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Basic Attack: Cloud Piercer P4

  • Basic Attack: Cloud Piercer P5 (Deploys 6 Quivers)

  • Basic Attack: Falling Feather

  • Dash Attack: Hiten no Tsuru - Slash P1

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Dash Attack: Hiten no Tsuru - Slash P3

  • Dash Attack: Hiten no Tsuru - Slash P2

Harumasa’s EX Special Attack and Chain Attack do Electric damage and serve as on-demand Quiver dispensers spawning 6 immediately - nice and simple, and that’s all we’ll be using them for. His Ultimate is just a huge Electric damage nuke, nothing fancy here. Also, his Quick Assist, Defensive Assist, and Assist Follow-Up are all stock standard and should be used as you would on any other agent.

Bringing it all together, let's talk combos and most importantly his damage window. Harumasa gains huge benefits when attacking either Stunned or Anomaly afflicted enemies - outside of this, his power is greatly diminished. Because of this, he wants to dump all his resources and attention into a window of time where one or the other is active. There are many preparatory strategies you can execute in order to try and seek out more damage but the premise is always the same, aim to land as many Hiten no Tsuru Slashes during a vulnerable period as possible.

Here is an example of how a rotation against a Stunned enemy can look:

  • Chain Attack (Deploys 6 Quivers)

  • Basic Attack: Falling Feather

  • Dash Attack: Hiten no Tsuru - Slash P1

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Dash Attack: Hiten no Tsuru - Slash P3

  • Dash Attack: Hiten no Tsuru - Slash P2

  • EX Special Attack:  Nowhere to Run  (Deploys 6 Quivers)

  • Basic Attack: Falling Feather

  • Dash Attack: Hiten no Tsuru - Slash P1

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Dash Attack: Hiten no Tsuru - Slash P3

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Ultimate: Zanshin

For those looking to optimize you can pre-mark an enemy with X-Marked prior to them being Stunned to get another round of Dash Attacks in:

  • Pre-mark with 6-8 Electro Prison

  • Chain Attack (Deploys 6 Quivers)

  • Dash Attack: Hiten no Tsuru - Slash P1

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Dash Attack: Hiten no Tsuru - Slash P3

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Basic Attack: Falling Feather

  • Dash Attack: Hiten no Tsuru - Slash P1

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Dash Attack: Hiten no Tsuru - Slash P3

  • Dash Attack: Hiten no Tsuru - Slash P2

  • EX Special Attack:  Nowhere to Run  (Deploys 6 Quivers)

  • Dash Attack: Hiten no Tsuru - Slash P1

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Dash Attack: Hiten no Tsuru - Slash P3

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Ultimate: Zanshin

We can also combine this with the Basic 4 and 5 combo from earlier for the holy grail 16-slash Haramusa combo (very hard to achieve):

  • Pre-mark with 6-8 Electro Prison

  • Chain Attack (Deploys 6 Quivers)

  • Dash Attack: Hiten no Tsuru - Slash P1

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Dash Attack: Hiten no Tsuru - Slash P3

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Basic Attack: Falling Feather

  • Dash Attack: Hiten no Tsuru - Slash P1

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Dash Attack: Hiten no Tsuru - Slash P3

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Basic Attack: Cloud Piercer P4

  • Basic Attack: Cloud Piercer P5 (Deploys 6 Quivers)

  • Basic Attack: Falling Feather

  • Dash Attack: Hiten no Tsuru - Slash P1

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Dash Attack: Hiten no Tsuru - Slash P3

  • Dash Attack: Hiten no Tsuru - Slash P2

  • EX Special Attack:  Nowhere to Run  (Deploys 6 Quivers)

  • Basic Attack: Falling Feather

  • Dash Attack: Hiten no Tsuru - Slash P1

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Dash Attack: Hiten no Tsuru - Slash P3

  • Dash Attack: Hiten no Tsuru - Slash P2

  • Ultimate: Zanshin

This is significantly harder to pull off and takes some serious preparation but can allow for much higher burst damage, leading to overall higher damage for highly skilled Harumasa players. It’s also important not to forget the additional Quivers that can be gained via squadmates applying Anomaly - don’t waste them and try to factor them into your combos as well!

To conclude, Harumasa is a burst damage specialist - deploy, activate, combo, repeat - preferably all being done during the enemy Stun window to gain massively increased damage and with preparation that can be made even more effective. Against enemies where the Stun window is shorter or more challenging to access, Harumasa will suffer. Furthermore, for players who aren’t willing to pursue preparation before his burst windows some of his potential will be lost.  While he isn’t some new level of power, at the time of release he’s free and he gets the job done with a rather unique play style - if his kit appeals to you he’s a solid Electric damage pick.

Ratings

This tier list assesses characters based on their combat potential in Zenless Zone Zero’s current most demanding content, Shiyu Defense (SD). SD is a mode similar to Genshin Impact’s Spiral Abyss or Honkai Star Rail’s Memory of Chaos and requires multiple teams, Disk Drives and good W-Engines. This mode offers a reasonable mix of Boss encounters (single target) and Elite packs (2-3 targets), allowing multiple characters to find a niche but in the end, there is a bias toward single target focused characters at the top-end and tier list ratings will reflect that.

Please keep in mind Zenless Zone Zero is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Zenless Zone Zero is also a team based game and it's only by combining both these factors to the highest level a character can reach optimal performance.

T1

Shiyu Defense

Build and teams

Best W-Engines

The W-Engines are listed in order of priority. Sometimes the percentages appearing near them won't reflect their performance as pure damage or Stun output isn't the only thing we're looking at - the utility of the W-Engine might be more important than the calculations imply.

100%

CRIT Rate increases by 10/11.5/13/14.5/16%. Dash Attack Electric DMG increases by 40/46/52/58/64%. When any squad member applies an Attribute Anomaly or Stuns an enemy, the equipper's CRIT Rate increases by an additional 10/11.5/13/14.5/16% for 15s.

Base ATK (Lv 60): 713
Crit Damage (Lv 60): 48%
Offers fantastic CRIT RATE and CRIT DMG as a permanent bonus but also an additional 40% ELECTRIC DMG% for Dash Attack and another CRIT RATE boost after any squad member applies an Anomaly or triggers a Stun - something that'll be happening often enough for close to permanent uptime. For Harumasa specifically, the grand total of stats is a whopping 20% CRIT RATE, 48% CRIT DMG and 40% DMG on his most potent ability making this engine his clear best in slot.

91.08%

Upon hitting an enemy with a Basic Attack, Dash Attack, or Dodge Counter, the equipper's ATK increases by 3.5/4.4/5.2/6/7% for 8s, stacking up to 8 times. This effect can trigger once every 0.5s. The duration of each stack is calculated separately.

Base ATK (Lv 60): 684
Attack (Lv 60): 30%
Soldier 11's Signature W-Engine and a good choice for any character with a focus on using a lot of Basic Attacks or even just a few long lasting ones. Grants 30% Standard Attack unconditionally but also a stacking Combat Attack% buff lasting 8 seconds every time the wearer hits with a Basic Attack, Dash Attack, or Dodge counter (you can gain multiple stacks per single attack if it's long enough). This buff grants the wearer 3.5% Combat Attack per stack and can stack up to 8 times for a massive total buff of 28%. The catch is each buff stack has its own duration and only 1 buff can be gained every 0.5 seconds, making maintaining max stacks of this buff require constant Basic Attacks. This Engine is a good choice for Agents spamming Basic Attacks but will require you to ensure you get a few stacks before using any big-damaging moves or else you will waste its potential.

84.25%

When an EX Special Attack or Chain Attack hits an enemy, the equipper's ATK increases by 6/6.9/7.8/8.7/9.6% for 8s. While the target is under an Attribute Anomaly, this effect is increased by an additional 6/6.9/7.8/8.7/9.6%.

Base ATK (Lv 60): 594
Crit Rate (Lv 60): 20%
Reasonable option for CRIT scaling agents playing in teams capable of applying Anomaly semi-consistently to trigger and maintain its secondary bonus effect a decent amount of the time.

82.76%

Launching a Dodge Counter or Quick Assist increases the equipper's ATK by 12/13.8/15.6/17.4/19.2% for 12s.

Base ATK (Lv 60): 594
Attack (Lv 60): 25%
A solid all-around Free To Play accessible option for all Attack Agents. Grants 25% unconditional Standard Attack and a further 19.2% (At S5) Combat Attack buff after performing a Dodge Counter or Quick Assist lasting 12 seconds. This buff is reasonably easy for all Attack Agents to achieve in both their standard and burst rotations, assuming a Support character is present on the team. When executing your standard rotation ensure you weave in at least 1 Dodge Counter every 12 seconds and when executing your burst rotation, ensure your Support is the last Chain Attack in the sequence so you can perform a Quick Assist right after and proceed into your burst combo during the enemy stun window.

80.83%

Increases ATK by 7.5/8.6/9.7/10.8/12%. Attacks that land a CRIT on an enemy will inflict an additional 200% of ATK as DMG. This effect can only be triggered once every 8/7.5/7/6.5/6s.

Base ATK (Lv 60): 594
Crit Rate (Lv 60): 20%
The Combat battle pass W-engine - an expensive engine to acquire which while incredibly consistent still only performs similarly to other W-Engine's with similar investment. At S5 grants 20% CRIT Rate and 12% Combat Attack unconditionally with an additional effect that triggers when the wearer lands a CRIT on an enemy. This additional effect will deal damage equal to 200% of the wearers ATK to the target hit with a cooldown of 6 seconds (at S5). The catch with this activated ability is that the damage is Physical and cannot CRIT meaning for non-physical characters you'll be losing all elemental DMG% boosts on this damage and for all characters not CRITing is a big downside making the damage from this unimpactful. Cannon Rotor's abilities will always be active without you having to do anything at all in both standard and burst rotations but it has little to no edge over W-engines outside of that making it a steep investment just for that consistency.
Best Disk Drives Sets

100%

(2)
Electric DMG +10%.
(4)
As long as an enemy in combat is Shocked, the equipper's ATK is increased by 28%.

Best set for Harumasa assuming full (or even just decent) uptime can be maintained on 28% combat ATK buff the 4P bonus grants. This is easier in some teams than others - only really suitable in teams which have 1 or 2 other Electric agents present to help with maintain the Shock.

Best combined with your choice of 2-PC Set:

  • Woodpecker Electro (Recommended)
  • Hormone Punk / Astral Voice
  • Branch & Blade Song
  • Puffer Electro

96.94%

(2)
CRIT Rate +8%.
(4)
Triggering a critical hit with a Basic Attack, Dodge Counter or EX Special Attack increases the equippers ATK by 9% for 6s. The buff duration for different skills are calculated separately.

Consistent alternative to Thunder Metal for those looking to avoid reliance on Shock. Harumasa can maintain 1 stack of 4P bonus of this set consistently but can also achieve 2 often when it counts. The go-to generic option for Harumasa that works in all compositions decently.

Best combined with your choice of 2-PC Set:

  • Thunder Metal (Recommended)
  • Hormone Punk / Astral Voice
  • Branch & Blade Song
  • Puffer Electro
Best Disk Drives Stats
Disk 4
CRIT DMG
CRIT DMG%
>=
CRIT Rate
CRIT Rate%
Disk 5
Electric DMG
Electric DMG%
>=
ATK%
ATK%
Disk 6
ATK%
ATK%

Substats: CRIT DMG = CRIT Rate = ATK% > PEN = ATK

Best Endgame Stats (Level 60)
  • ATK: 2600 - 3400+

  • HP: 10000+

  • DEF: 800+

  • CRIT RATE: 75% (Not more)

  • CRIT DMG: 150-190%

Skill priority
Core

Dodge

Core

Chain Attack

Core

Basic Attack

Core

Special Attack

Core

Assist

Video guides

Rotation & Teams

Synergy

Harumasa's best Stun based teammate - shares his element applying Shock anomaly to assist with his goal of keeping Shock active for Thunder Metal and his passives but also assists Harumasa with quick access to the Quivers granted via Anomaly thanks to both units working toward the same Anomaly gauge goal. Qingyi also provides enormous damage multipliers during the Stun window - something that doubles down on Harumasa's identity as a burst damage dealer with the goal of unloading destruction as soon as Stun lands.

Teams

If a column has multiple characters, the bigger one is the priority choice for the team while the smaller ones are alternatives. If they are the same size, either of them can be used.

BIS Team

Alternative Team

F2P Team

Bangboo options:

  • Plugboo or Electroboo - if 2x Electric.

Calculations

Damage output

About Mindscapes:

  • Harumasa Mindscape 1 - Harumasa's M1 allows him to apply much more stacks of Electro Prison per round of Ha-Oto no Ya sets triggered, leading to much longer chains of Slashes. We've included an updated rotation down below to reflect these changes, the ability execution and how they're calculated.
  • Harumasa Mindscape 4 - The Electro Prison Charges Harumasa gains via M4 from his Ultimate allow him to either extend his rotation significantly on use or alter when he wants to deploy his other prison generating abilities. Due to the flexible nature of this Mindscape we've opted not to include it in calculations as what it provides will depend on how he's played.
Harumasa in 1 Target scenario - Burst

Rotation time: 12.57s for Burst for M0 and 16.57s for M1+

Details about the calculations

Here are the rotations used in the calculations.

Harumasa Baseline Rotation (8 Slash)

For our baseline rotation we've included a mix of standard play and a Stun window with what we reasonably expect all players to be able to easily achieve when playing - currently this is 8 Slashes per Stun. We'll be keeping an eye on how the community receives and plays Harumasa to whether the number of slashes used here should be upped to 12 or more.

  • Basic Attack: Falling Feather (Enemy Marked)
  • Dash Attack: Hiten no Tsuru (Slash) P1
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Chain Attack: Kai - Hanare (Enemy Stunned)
  • Basic Attack: Falling Feather (Enemy Marked)
  • Dash Attack: Hiten no Tsuru (Slash) P1
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • EX Special Attack: Nowhere to Run
  • Basic Attack: Falling Feather (Enemy Marked)
  • Dash Attack: Hiten no Tsuru (Slash) P1
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Ultimate: Zanshin
Harumasa Baseline Rotation (12 Slash)

For those looking to extend his burst rotation but with a higher skill level requirement the below rotation or a variant of it can be worth investigating.

  • Chain Attack: Kai - Hanare (Enemy Stunned)
  • Basic Attack: Falling Feather (Enemy Marked)
  • Dash Attack: Hiten no Tsuru (Slash) P1
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Basic Attack: Cloud Piercer P4
  • Basic Attack: Cloud Piercer P5
  • Basic Attack: Falling Feather (Enemy Marked)
  • Dash Attack: Hiten no Tsuru (Slash) P1
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • EX Special Attack: Nowhere to Run
  • Basic Attack: Falling Feather (Enemy Marked)
  • Dash Attack: Hiten no Tsuru (Slash) P1
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Ultimate: Zanshin
Harumasa Baseline Rotation (16 Slash)

For those chasing perfect and beyond here is an example of a 16 Slash rotation executed during Stun. Note this is very hard to achieve in Stun windows currently available in game. The 16 Slash combo requires you to pre-mark the enemy with stacks of Electro prison prior to stunning them.

  • Pre Mark
  • Chain Attack: Kai - Hanare (Enemy Stunned)
  • Dash Attack: Hiten no Tsuru (Slash) P1
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Basic Attack: Falling Feather (Enemy Marked)
  • Dash Attack: Hiten no Tsuru (Slash) P1
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Basic Attack: Cloud Piercer P4
  • Basic Attack: Cloud Piercer P5
  • Basic Attack: Falling Feather (Enemy Marked)
  • Dash Attack: Hiten no Tsuru (Slash) P1
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • EX Special Attack: Nowhere to Run
  • Basic Attack: Falling Feather (Enemy Marked)
  • Dash Attack: Hiten no Tsuru (Slash) P1
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Ultimate: Zanshin
Harumasa M1+ Rotation

After activating Mindscape 1, each activation of Ha-Oto no Ya applies additional Electro Prison charges allowing for more Slashes. Here is how we've factored those Slashes into his baseline rotation.

  • Basic Attack: Falling Feather
  • Basic Attack: Ha-Oto no Ya
  • Dash Attack: Hiten no Tsuru (Slash) P1
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Chain Attack: Kai - Hanare
  • Basic Attack: Falling Feather
  • Basic Attack: Ha-Oto no Ya
  • Dash Attack: Hiten no Tsuru (Slash) P1
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • EX Special Attack: Nowhere to Run
  • Basic Attack: Falling Feather
  • Basic Attack: Ha-Oto no Ya
  • Dash Attack: Hiten no Tsuru (Slash) P1
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Dash Attack: Hiten no Tsuru (Slash) P2
  • Dash Attack: Hiten no Tsuru (Slash) P3
  • Ultimate: Zanshin

And here are the W-Engines and Disk Drives used in the calculations.

CRIT Rate increases by 10/11.5/13/14.5/16%. Dash Attack Electric DMG increases by 40/46/52/58/64%. When any squad member applies an Attribute Anomaly or Stuns an enemy, the equipper's CRIT Rate increases by an additional 10/11.5/13/14.5/16% for 15s.

Base ATK (Lv 60): 713
Crit Damage (Lv 60): 48%

(2)
Electric DMG +10%.
(4)
As long as an enemy in combat is Shocked, the equipper's ATK is increased by 28%.

(2)
CRIT Rate +8%.
(4)
Triggering a critical hit with a Basic Attack, Dodge Counter or EX Special Attack increases the equippers ATK by 9% for 6s. The buff duration for different skills are calculated separately.
Disk 4
CRIT DMG
CRIT DMG%
Disk 5
Electric DMG
Electric DMG%
Disk 6
ATK%
ATK%

Substats: ATK (42%), CRIT Rate (26.4%), CRIT DMG (43.2%)

Shiyu Defense

Shiyu Defense

Harumasa Shiyu Defense stats aren't available yet. They will be added soon.