To learn more about Harumasa check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
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:
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 Passive Day Break
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
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.
Basic Attack: Cloud Piercer
Basic Attack: Cloud Piercer - Drift
Basic Attack: Falling Feather
Basic Attack: Ha-Oto no Ya
Dodge: Quick Flash
Dash Attack: Hiten no Tsuru
Dash Attack: Hiten no Tsuru - Slash
Dodge Counter: Hidden Edge
Special Attack: Nowhere to Hide
EX Special Attack: Nowhere to Run
Chain Attack: Kai - Hanare
Ultimate: Zanshin
Quick Assist: Braced Bow
Defensive Assist: Yugamae
Defensive Assist: Yugamae - Slash
High Spirit
Mindscape 1
Languish
Mindscape 2
White Lies
Mindscape 3
Occasionally Motivated
Mindscape 4
No One Knows
Mindscape 5
Tacit Understanding
Mindscape 6
Harumasa Stats at level 60 (including Core passive bonuses).
Harumasa images aren't available yet. They will be added soon!
Review
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.
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.
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.
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.
Shiyu Defense
Build and teams
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.
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.
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%.
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.
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.
100%
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:
96.94%
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:
Substats: CRIT DMG = CRIT Rate = ATK% > PEN = ATK
ATK: 2600 - 3400+
HP: 10000+
DEF: 800+
CRIT RATE: 75% (Not more)
CRIT DMG: 150-190%
Dodge
Chain Attack
Basic Attack
Special Attack
Assist
Rotation & Teams
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.
Another great Electric option for Harumasa - Rina applies and extends Shocks, assisting with maintaining Thunder Metal and reaching the anomaly bonuses within his kit. Also offers reasonable buffs including Electric DMG% and Pen Ratio%.
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.
Bangboo options:
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables and also the skill of the player is important. As usual, don't compare the numbers between characters.
About Mindscapes:
Rotation time: 12.57s for Burst for M0 and 16.57s for M1+
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.
Substats: ATK (42%), CRIT Rate (26.4%), CRIT DMG (43.2%)
Shiyu Defense
Harumasa Shiyu Defense stats aren't available yet. They will be added soon.
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