Karna Masta Squad

Discussion in 'Units & Squads' started by Dripped, Jan 11, 2017.

  1. Dripped

    Dripped Juggernaut

    Server:
    Global
    Leader:
    Lauda
    Level:
    175
    Messages:
    7
    Units OE-
    Fire
    Avant
    Shura
    Azurai
    kulyuk
    rengaku
    malef
    ciara
    adriesta

    Water
    Melord
    vern
    azami
    holia
    mariela
    lasswell

    Earth
    Felice
    zelnite
    quaid
    daze
    hisui
    rozalia

    Thunder(Hard af to read as yellow)
    Lid
    fizz
    silas
    rize
    eze
    rayla
    viktor

    Light
    krantz
    atro
    sirius
    lara
    lauda
    zekt
    gabriela
    garrel
    izuna
    gaston

    Dark
    magress
    elza
    mifune
    kalon
    galtier

    Also any tips please!











     
  2. Acyl

    Acyl

    Server:
    Global
    Friend ID:
    Just ask.
    Leader:
    Lukroar, Shion
    Messages:
    9,160
    :light:Zekt, :light:Gaston (Either Lead) + :light:Krantz, :light:Lara, :light:Sirius
    - Zekt for light dmg reduction on LS, BB fill when dmg. Can also consider Gaston lead if you're willing to take a more offensive approach.
    - Zekt for crit buffs, ele dmg reduction.
    - Gaston for BB fill when squad dmg, normal hit increase (though Dark Ark friend does have this on BB), light only stat buffs. SP for light-only atk buff (dmg boost for light types for 20 SP, NOT the elemental dmg option for 40 SP, that's EWD and useless here)
    - Krantz for dark dmg add (Sirius also has this), burst heal, status cleanse, 50% dmg reduction. SP him for two turn duration on dmg reduction.
    - Lara for second burst heal, heal over time (needed to counter DoT), def relative to rec, atk relative to rec. Do not SP Lara for 50% dmg reduction.
    - Sirius for base atk/def/rec for stat stacking, BC/spark.

    You can use a mixed element setup with other units, e.g. Hisui as mitigator and stat stack, Holia as heal over time unit, etc. This will get you better individual buffs. But the reason this is built as mono light is the synergy of Gaston's normal hit increase...plus Gaston's light-only atk, Gaston's self-only atk, plus Lara's atk relative to rec, and Sirius base atk/def/rec. This nets you a very high final atk stat especially if Gaston is lead.

    This matters because in Karna, most people spend a lot of time using normal attacks rather than casting BB/SBB. Karna does a fuck-you BB drain every time you use five BB/SBB (counter runs across turns, later every six BB/SBB), and every time he BB drains, it also advances the timer on his big fuck-you attacks. As such, the conservative way to do the fight is to intentionally ration out your BB/SBB use, casting only to refresh buffs and heal.

    Because Gaston normal hit increase vastly boosts effectiveness of normal, non-BB, non-SBB attacks, and because your atk stat is so high in this config, even your normal attacks will do massive damage, allowing you to maintain high DPS despite the handicap.

    Other tips, in Phase 2 you are cancelling Karna's fuck-you with fixed Dark Ark friend UBB. Make sure you don't have this happen too close to Karna hitting 0% HP and moving from Phase 2 to Phase 3 - in Phase 3 you must cast three UBBs nearly back to back, so ideally you wanna go into Phase 3 with your OD gauge refilled and UBB ready to go. Also, in Phase 3 you get free OD fill on certain turns to help you chain those UBBs, check wiki to find out which turns that'll be on. Consider bringing hero stone and saving a fujin or two to help.
     

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