[WIP] All Aboard the Krishna Hype Train!! (updated 11/16)

Discussion in 'Under Evaluation' started by foxwaffles, Sep 14, 2016.

  1. foxwaffles

    foxwaffles Weak to pretty boys

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    Author's Note: I was poking around and found that the Krishna guide we currently have is sorely outdated and has not been updated in a long time. I as well as many others are eager to jump aboard the Krishna hype train, THERE ARE NO BRAKES, so here we go!

    Use the following Table of Contents (under Spoiler for space reasons) to jump from post to post!

    :egg5: I. Who is Krishna?
    :egg4: Krishna in Mythology
    :egg4: Krishna in Puzzle & Dragons​

    :egg5: II. Krishna as a Lead
    :egg4: How to Play Krishna
    :egg4: Krishna Pros
    :egg4: Krishna Cons
    :egg4: Rows or TPAs or OE?​

    :egg5: III. Subs (pt. 1) (pt. 2)
    :egg4: Quick Orb Changers
    :egg4: Double Orb Changers
    :egg4: Orb-Heart Makers
    :egg4: Board Changers
    :egg4: Utility​

    :egg5: IV. Building Your Team!
    :egg4: Introduction
    :egg4: Sample Teams
    :egg4: Skill Inheritance​

    :egg5: V. Dungeon Clears and Videos
    :egg4: Descends and Rogues
    :egg4: Challenge Dungeons
    :egg4: Rushes
    :egg4: Arena and Endless Corridors​

    :egg5: VI. Friend List Directory
    :egg5: I. Who is Krishna?
    :egg4: Krishna in Mythology​

    [​IMG]
    Krishna is one of the incarnations of the god Vishnu. In the Bhagavad Gita, part of the Sanskrit, the Hindu scripture, which is part of the Hindu epic Mahabharata, Krishna reveals himself in his universal form (shown here) to the prince Arjuna at the onset of a massive war. He is the subject of many cults within the Hindu religion and Hindu culture, and is also depicted as a mischievous, joyful boy playing the flute. Later on in life he had eight principal wives, and married over 15,000 other women (varies depending on the script). He married them all to save them from destruction or punishment and in his palace gave them shelter and a respectable place in society.​

    :egg4: Krishna in Puzzle & Dragons​

    [​IMG]
    Krishna is part of the Indian 2 pantheon. They were released in 2014 and the pantheon as a whole (aside from Ganesha and Durga), debuted the idea of matching multiple orbs of one color for a multiplier. This at the time had never been seen before! Unfortunately aside from Sarasvati, they had a hard time retaining relevance.

    [​IMG]
    Krishna's ultimate evolution came out and greatly improved upon his leader skill. This and Sarasvati helped to debut the match-5 fireworks leader skill system that we all know and love today. Unfortunately, Krishna received no new awakenings and again became obscure relatively quickly. In addition, between the time of his ultimate evolution and now, higher multipliers with HP or RCV multipliers had become all but standard, the heart cross meta happened, and glass cannon teams with no durability could readily achieve 100x and above.


    [​IMG]
    And Krishna's back, baby! Not only has he gotten an incredibly delicious makeover, his LS received what it needed and he's gotten 5 more awakenings to bump him back to the top. Here we have #1 husbando material (no offense, L.Akechi, I promise).

    :misc15: 1.5x to all stats for Fire-attribute cards. 3x ATK for 2 Fire combos. 4.5x ATK for 3+ Fire combos.
    :misc18:
    Fire orb skyfall buff that lasts 3 turns. 6 turns cooldown at max skill (9 skill ups required)

    Krishna is now a 2.25 / 45.5625 / 2.25 leader. Just...let that sink in.​
     
    Last edited: Oct 14, 2016
    Vaedriel, Apollogee, Sky7 and 2 others like this.
  2. foxwaffles

    foxwaffles Weak to pretty boys

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    :egg5: II. Krishna as a Lead
    :egg4: How to Play Krishna
    Krishna is a tank team capable of spiking to extreme amounts of damage with proper setup. This differentiates him from Sarasvati, his pantheon sister, and especially from You Yu, his blue MP counterpart. They are glass cannons who, with proper setup, can tank/shield/stall whenever necessary. Krishna is not the king of speed farming or damage output contests, he is the king of stability and consistency.

    Compared to both aforementioned blue cards, Krishna is not as orb hungry on a regular basis. Here are the multipliers you can achieve with specific # of fire orbs:
    :fire: 3 - 5 orbs: 2.25x
    :fire: 6 - 10 orbs: 20.25x
    :fire: 9+ orbs: 45.5625x

    As you can see, Krishna needs a minimum of 6 orbs for ~20x damage which is enough for trash mobs and lesser floors in descends, and allows him to achieve a measure of damage control. Nine orbs or more and he achieves his full potential.​

    :egg4: Krishna Pros
    To summarize, here are areas where Krishna excels, and also why you should join our hype train!
    :heart: Hypermaxed teams can achieve almost 60,000 HP. Co-op results in ~100,000 HP fully hypermaxed. This allows for unprecedented survivability.
    :heart: RCV has a 2.25x multiplier in addition to HP. This patches up fire's traditionally low RCV and makes stalling a breeze.
    :heart: ~45x attack is no joke even in today's metagame. Proper setup allows for millions of damage to be unleashed per card!
    :heart: Extremely flexible! Almost every fire sub is worth considering on a Krishna team, making him very easy to build and use. This sets him apart from many other teams that have an extremely narrow sub allowance.
    :heart: Smashes wood dungeons to bits. Of course.​

    :egg4: Krishna Cons
    But of course every leader has its flaws, and Krishna is no exception. Here are some of his biggest weaknesses, or other points you will have to consider and possibly compensate for.
    :skull: I did say he's not as orb hungry as Sarasvati and other similar leads, but that doesn't mean he's not orb hungry either. 6 fire orbs for the minimum multiplier can still sometimes lead to wasting actives to get through smaller floors.
    :skull: Prepare appropriately for water-heavy dungeons, or very bulky water bosses.
    :skull: Very susceptible to bind. Not only is binding of leaders a bad situation for anyone to be in, but with Krishna you lose your HP and RCV multipliers if the leaders get bound, severely damaging your ability to stall. This is only compounded by a lack of good fire element bind clearers (thankfully, one of the best is a silver egg out of the REM).
    :skull: Time extends? What time extends? Players used to teams that are generous with time will be in for a nasty surprise.​

    :egg4: Rows, TPAs, or OE?
    It's time for the great debate of the century! It used to be a rows vs TPA thing, but after OE's buff and its presence on quite a few useful monsters, plus the fact that Krishna himself has five, we will be considering that too.
    But before we start, here's the bottom line: Run whatever you want, that your box is suited for. There, I said it! No more arguing, okay?! And, yes, you can mix them up too.

    Here's the breakdown.
    :tamadra::tamadra::tamadra: Rows increase damage output by 10% per row, and stack. So if one sub has 5 rows, everybody enjoys a 50% increase in damage when rows are created and matched. Rows are weak to combo shields since they take up space, and row burst setups are very orb hungry. However, due to how rows stack, and how many orbs they consume, rows have the numerically highest damage potential. This makes them the prime offensive awakening of choice on countless tank teams. If you've ever heard of Thor x Saria or Awoken Archdemon Lucifer, you can see rows at work, turning mediocre multipliers into a nightmare for the dungeon bosses!
    So is your box ready for a row-based Krishna team? You will need at least four or five row awakenings total to "break even"--a.k.a that many row awakenings will have you do more damage than if you had just matched two sets of three-orb matches per row. There are a multitude of row subs out in the game today, making setups of 10+ rows very easy to achieve! Rows can also be stacked with orb enhances and because dual Krishna already comes with 10 OE and only 2 rows, you can stack on the rows until you're sick and tired of seeing them! (thank you @Bane Shydow for the correction on my math!)

    :tamadra::tamadra::tamadra: TPAs (two-pronged attack) increase damage output by 150% and unleashes the attack on two enemies instead of one if you match exactly four connected orbs. Similar to rows there is an SFX and a visual effect when they are matched, and it sounds equally satisfying. Unlike rows, TPAs are card-specific. Running a TPA-based Krishna team means you will need almost every card to have at least one TPA. Cards with three TPA awakenings, often nicknamed "UUU", are very much a luxury and the damage they crank out is nothing short of insanity. (They have their own damage multiplier of 3.375x on top of Krishna's 45.5625x!!!)
    Compared to rows, TPAs have a lower maximum damage cap with proper setup. However, they are less vulnerable to combo shields due to requiring less orbs, leaving more room for combos, and they are much more consistent in power across the board, unlike rows which are not as consistent due to the orb number they require. Many popular teams and once-popular teams were TPA based, such as Awoken Bastet and Awoken Sakuya to name two.
    Similar to rows, TPAs also benefit from OE. Orb enhance is very flexible and goes along well with everything, in case you haven't noticed. When not matching TPAs, OE will passively boost your damage, and when matching TPAs, OEs are just icing on the cake. You will need a handful of fire cards who have the TPA awakening, or two, or three, or else you should probably forego this team style.

    :tamadra::tamadra::tamadra: Orb Enhance are the most passive, underrated awakening ever. How they work is tricky, too. To save you the numbers, here's how they work. One orb enhance of a specific element gives a 20% chance of the orb dropping in "enhanced". This means it looks extra shiny and has a little + in the bottom right corner and it'll increase your damage by 6% for each one that's matched away (therefore, a 3-orb match where all three orbs are +orbs gives a total damage multiplier of 118%). 5 orb enhance awakenings means that element has a 100% chance of falling from the sky enhanced, and this is good! However, past 5 orb enhance awakenings and instead of being useless, orb enhance awakenings will continue to augment your damage by 5% per OE awakening.
    Unlike rows and TPAs which have straightforward damage calculations, OE is a lot more nebulous so people who cringe at numbers, I will keep it brief. Let's assume all we have for OE is the OE on our two Krishna leads, so ten. And let's assume we have 9 fire orbs on the board, and we make 3 3-orb matches because, you know, leader skill.

    3 orbs x 0.06 = 0.18 +1 = 1.18x
    10 OE awakenings x 0.05 = 0.5 +1 = 1.5x
    1.54 x 1.5 = 1.77x total multiplier augmentation per 3-orb match
    Not only is orb enhance an extremely viable way to increase damage output, but it's very easy to add rows and TPAs in whatever mix you want to further supplement your power (similar to rows, OE stacking does have diminishing returns past a point).

    tl;dr you really can use whatever you want. Row focus allows for achieving maximum damage potential, TPA is the most consistent and less orb hungry, OE works with everything and can be used on its own if you really want to.

    @philsov generated this beautiful graph showing a sample team from their box and maximum damage output based on different matchs. So "3+3+3" means 3 fire combos of 3 orbs each, and "6+6+6" is the maximum damage potential of 3 rows of fire. Click the spoiler for the image.

    [​IMG]
     
    Last edited: Oct 3, 2016
  3. foxwaffles

    foxwaffles Weak to pretty boys

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    :egg5: III. Subs (pt. 1)
    There are a huge multitude of subs ranging from farmable to REM. Farmable subs are going to get their own section in part two (click to jump there). For the purpose of this guide, here's my definitions...
    :fire: Quick Orb Changer: Converts one orb color/heart to fire. Low cooldowns, usually 7 or lower. Sometimes come with other effects such as bind clear or haste.
    :fire: Double Orb Changers: Converts two orb colors or one orb + heart to fire. Higher cooldowns. Sometimes come with other effects.
    :fire: Orb-Heartmakers: Converts one orb color to fire, and another to heart. Or converts orb color(s) to heart. Sometimes comes with other effects.

    :egg4: Quick Orb Changers

    God/Healer
    HP: 2508
    ATK: 1589
    RCV: 656
    :misc18:Change Heart to Fire
    Cooldown: 11 Turns (5 min)
    Awakenings: :awakening4::awakening13::awakening16::awakening4::awakening13:
    Phoenix Goddess, Valkyrie Femme
    Standard heartbreaker, the original mojo (oh wait that goes to Gigas actually). Has paled in comparison to shinier options but she is the prettiest of them all (except maybe Antares) and is always worth considering. She's a classic, tried and true, dusty but trusty. Plus you can overwrite her active for something else if you want! Only fault is lack of SBR.

    Machine/God
    HP: 2788
    ATK: 2173
    RCV: 108
    :misc18:Change Heart, Jammer, and Poison & Mortal Poison to Fire, 1-turn haste.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening15::awakening15::awakening28::awakening28::awakening16::awakening16:
    Scythe Wielding Mechanical Star God, Antares
    This evolution of Antares has arguably worse hair than the R/L but has superior awakenings and is overall better as a sub for Krishna so go with this guy, okay? His scythe makes it worth it. He's a step-up from Valkyrie Femme for several reasons and contributes a lot to the team, his double SBR being particularly awesome. Even though heartbreakers are rather contentious nowadays, haste + jammer/poison conversion is certainly appreciated and can help clean off cluttered boards.

    Balanced/Devil
    HP: 2738
    ATK: 1390
    RCV: 383
    :misc18:Change Light to Fire
    Cooldown: 9 Turns (5 min)
    Awakenings: :awakening4::awakening13::awakening16::awakening22::awakening22::awakening22:
    Blazing Shrine Maiden, Chiyome
    Chiyome may be old but she's still got it where it counts. Recent buffs have given her 60% blind resist which is surprisingly handy what with the amount of enemies tossing dirt at you, and Devil and Balanced killers results in her being able to take down quite a few enemies in the game. Sure, the Kalis are exempted, but a lot of the most troublesome bosses in the game are Devil. Additionally, her conversion is rather uncommon and the skill cooldown is short enough to be overwritten.
    A note on her chibi form: Only good if you want a purely TPA team, but you need to decide if lack of SB and other awakenings are worth it in exchange for just UUU.

    Machine/God
    HP: 2918
    ATK: 1193
    RCV: 508
    :misc18:Spawn 3 Fire & Jammer orbs.
    Cooldown: 8 Turns (3 min)
    Awakenings: :awakening4::awakening4::awakening28:
    Sharp Cane Mechanical Star God, Denebola
    Only has four awakenings which leaves her sorely lacking, but UU + God Killer gives her a surprising punch and she even comes with an SBR. Note that without any ultimate evolution, Denebola still has a lot of room to grow! Her skill cooldown is exceedingly short, making her a great skill carrier, but even if you opt not to, 3 turns for 3 orbs of Fire being spawned (just ignore the Jammers) is still a great deal.

    Dragon/God
    HP: 3513
    ATK: 1658
    RCV: 298
    :misc18:Randomly spawn 3 Fire & Light orbs, 1-turn haste.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening28::awakening10::awakening16::awakening21::awakening15::awakening15::awakening21::awakening15:
    Scarlet Sky Flame Dragon Caller, Tsubaki
    Light orb spawning in might not be very useful unless you're packing a Chiyome but haste is really great for active cycling, her stats are high, and for teams who want some more OE, Tsubaki has you covered. Her active skill is low enough that you can also overwrite it.

    Devil/Attacker
    HP: 4504
    ATK: 2303
    RCV: 266
    :misc18:Spawn 3 Fire & Heart orbs, 1-turn haste.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening16::awakening10::awakening28::awakening15::awakening15::awakening15::awakening15::awakening15:
    Confusing Face Great Duke of Hell, Dantalion
    Dantalion is similar to Tsubaki in terms of active, but heart orb generation is definitely more valuable. His awakenings are rather similar as well, however Dantalion is much more elusive than Tsubaki by virtue of rarity. He is great for OE-based teams and can be generally good for his active, or his active can be overwritten.

    Devil/Physical/Attacker
    HP: 4040
    ATK: 1606
    RCV: 327
    :misc18:Changed Wood to Fire, counter 3x damage taken for 3 turns
    Cooldown: 17 Turns (7 min)
    Awakenings: :awakening16::awakening13::awakening16::awakening13::awakening13::awakening27::awakening27::awakening28::awakening10:
    Explosive Demon Lord, Belial
    Belial is an excellent orb converter who works especially well with best girl Leilan. Unfortunately, Belial still has the same old useless counter which makes his cooldown higher than 5 turns (shucks, really, we all know how useful counter is, said no one ever). He is also still as asinine to skill up as ever, although maybe slightly less now that he actually has fodder to begin with. If you can get him ready to go, however, you have yourself an amazing row sub to work with. Bind immunity only helps and can make him a great bind clearer through skill carry. Belial is also a great stat stick in general as any bankai or reincarnation evolutions are.

    Dragon/Physical/God
    HP: 5550
    ATK: 1960
    RCV: 160
    :misc18:Change Water to Fire and Heart to Dark. Reduces enemy defense by 75% for 2 turns, and carries upon sweep.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening4::awakening4::awakening13::awakening16::awakening25::awakening12::awakening4::awakening15::awakening28:
    Reincarnated Hinokagutsuchi
    How could we mention Krishna's potential to work with TPAs without mentioning the first ever triple TPA card? And now, with a Reincarnation evolution (unreleased in NA right now) Kagutsuchi has become that much better. Monstrous HP and high attack places him back in the race as one of the hardest-hitting TPA cards, and his high native attack means he can still hit hard even if you don't match any TPAs, or only match rows. His biggest issue is still his active, as the dark heartbreak is completely unnecessary and quite detrimental unless you combine it with another active (which is a bit inefficient). Still, his active is juuuuust short enough that it can be overwritten with something else equally short, and given the right situations, heartbreak to Dark isn't so bad after all.

    Dragon/Devil/God
    HP: 4110
    ATK: 2109
    RCV: 503
    :misc18:Change Dark orbs to Fire. Reduces enemy defense by 50% for 2 turns, effects carry on sweep.
    Cooldown: 7 Turns (5 min)
    Awakenings: :awakening27::awakening26::awakening26::awakening27::awakening13::awakening15::awakening16::awakening14::awakening28:
    Reincarnation Minerva
    REVO Minerva has recently been announced, she is not out in NA yet but her weighted stats make her a truly excellent stat stick for Krishna teams. Awakenings aren't good but they certainly aren't bad, and preservation of her active skill still leaves her as a stellar sub for 1) her quick and great active or 2) active skill overwrite. Bind immune only makes her better. Really, her only flaw is her awakenings, and even then it's not so bad.

    Attacker/Healer
    HP: 2025
    ATK: 1436
    RCV: 511
    :misc18:Change bottom row of the board to Fire orbs.
    Cooldown: 9 Turns (5 min)
    Awakenings: :awakening4::awakening13::awakening28::awakening16:
    Inferno Sorcerer, Laila
    Laila, instead of orb conversion, is more or less immune to orb troll by giving you a free row on the bottom regardless. This is really great for Krishna teams! Laila's awakenings might seem sparse, but similar to Chiyome she has it where it counts, and Dragon killer is a very powerful killer to possess. Laila is also great to inherit onto somebody else such as Krishna himself for the quick, free row that is provided to you, and Laila herself can be a skill carrier.

    Machine/God
    HP: 3024
    ATK: 1467
    RCV: 254
    :misc18:Change leftmost column into Fire orbs, 1-turn haste.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening27::awakening27::awakening16::awakening4::awakening4::awakening28:
    Flame-Winged Cyberbeast, Markab
    Basically some sort of fire version of Nut, I guess? Markab is very easy to prepare for a Krishna team, especially for newer players, due to his lack of a need to evolve. Just some TAMADRAs and for the early and midgame he really is good to go. Bind immunity lets him be a pseudo-bind clearer through inheritance for when you need it, and his awakenings and active are generally great for TPA teams, and really any sort of team. You can also overwrite his skill with inheritance.

    Machine/Dragon
    HP: 3096
    ATK: 1491
    RCV: 125
    :misc18:Change topmost row to Fire orbs, 1-turn haste.
    Cooldown: 13 Turns (8 min)
    Awakenings: :awakening27::awakening27::awakening16::awakening13::awakening13::awakening6:
    Blazing Cyberdragon, Thuban
    Thuban can make a row, is bind immune, and has a bind clear awakening. He screams awesome! Thuban is an excellent sub and can easily carry some sort of bind clearing option to help you out in bind riddled dungeons.

    Devil/Attacker
    HP: 3638
    ATK: 2125
    RCV: 63
    :misc18:Change Heart, Jammer, Poison & Mortal Poison to Fire, 1-turn haste
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening13::awakening16::awakening23::awakening13::awakening28::awakening10:
    The Greatest Enemy, Raoh
    So like Raoh was (still is) a great leader but he's a good sub too if you just so happen to have him you lucky person and would like to have a heartbreaker (that is always going to be your decision on whether heartbreakers are worth it these days). Has relevant awakenings plus a random dark row and can act as a pseudo board changer for boards riddled with poison. He literally has the same active as Antares and Antares's active is a good active.

    Dragon
    HP: 2188
    ATK: 1308
    RCV: 281
    :misc18:Change Heart to Fire. 3-turn bind recovery.
    Cooldown: 11 Turns (6 min)
    Awakenings: :awakening4::awakening27::awakening16::awakening27:
    Fire Dragon Knight
    Best used as an inherit. Only four awakenings and low stats means he's not worth the spot unless you have no other options (beginners and midgame players will get mileage out of him for sure). He's easy to skill up through King Fire Dragons, and operates as an amazing skill to inherit.

    God/Dragon/Balanced
    HP: 3945
    ATK: 1537
    RCV: 203
    :misc18:Change Heart and Poison to Fire. Recovers 3,000 HP and 3-turn bind recovery.
    Cooldown: 12 Turns (6 min)
    Awakenings: :awakening13::awakening12::awakening27::awakening16::awakening12::awakening16::awakening27:
    Valiant and Loyal Deity, Guan Yu
    When are the Guan Yus getting ultimate evolutions? Whenever the Zhuge Liangs do. Which is whenever Half Life 3 is released. RGY still maintains a lot of sub value due to being able to clear bind with his active, and being bind immune himself. As with Fire Dragon Knight above, RGY is also good to inherit onto somebody.
    Note: Chibi RGY can be rolled out of the PAL Egg Machine sometimes, and is a very very poor sub for late/endgame/developed teams. Pretty obvious, but if you are a new player and you have gotten a chibi RGY, hold onto it and use it as a sub. Just because the awakenings and stats are worse, you still get RGY's active which can be great if you don't have much yet.

    Balanced
    HP: 2088
    ATK: 1610
    RCV: 368
    :misc18:Change Light & Jammer to Fire. Recovers 30% of HP.
    Cooldown: 11 Turns (6 min)
    Awakenings: :awakening16:
    Oniwabanshu Kunoichi, Makimaschi Misao
    Misao has an active that feels like an upgrade to Chiyome, but her stats and awakenings are a really big let-down. She is still a strong sub for beginner and middle game teams, but in the meantime she is probably better off in the sidelines or as an inherited skill somewhere! Keep in mind that Misao needs Pys.

    Healer
    HP: 2123
    ATK: 1028
    RCV: 425
    :misc18:Change Water & Jammer to Fire. Recover 30% of max HP
    Cooldown: 11 Turns (6 min)
    Awakenings: :awakening24::awakening24::awakening24::awakening24::awakening16::awakening12::awakening28::awakening6::awakening13:
    Unrequited Warrior Woman, Mamiya
    So like Mamiya is good. Really good. Way too good for a silver. Worth rolling just for her. She has become somewhat "outdated" as things have progressed but you can't say no to her horde of dark resists, and her water >>> fire orb change which can be surprisingly difficult to find outside of Cao Cao. Biggest flaws would be her lack of HP and low stats in general, but she remains as amazing as ever.

    Attacker/Devil
    HP: 2560
    ATK: 1700
    RCV: 246
    :misc18:Spawn 2 Fire orbs, enhance all Fire orbs
    Cooldown: 10 Turns (4 min)
    Awakenings: :awakening15::awakening15::awakening3::awakening3::awakening15::awakening15::awakening15::awakening16::awakening28:
    Volleyball Club's Devil, Theurgia
    For those who cried upon seeing a gold egg pop out of the PAD Academy REM only to see THIS...you're in luck! She's actually really great as a skill inheritance base. Has an SBR and an SB and then has plenty of OE for those interested in forming an OE-focused team.

    Attacker
    HP: 2825
    ATK: 1809
    RCV: 166
    :misc18:Change Heart & Jammer to Fire.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening15::awakening4::awakening10::awakening16::awakening15:
    Solitary Lion, Squall
    Another run of the mill heartbreaker but with different awakenings. Squall pales in comparison to Antares unfortunately. Solid but not the best.

    Attacker
    HP: 2013
    ATK: 1793
    RCV: 433
    :misc18:Change leftmost column to Fire, rightmost column to Light, 1-turn haste
    Cooldown: 14 Turns (9 min)
    Awakenings: :awakening15::awakening15::awakening21::awakening21::awakening28::awakening16:
    Trance Terra
    Can be chained with Chiyomi or Misao for two columns of fire! Otherwise, honestly Terra is mediocre at best. Low stats, relevant but still underwhelming awakenings, and generally pales in comparison to other subs mentioned above and below. Good for inheritance if you really want, and can carry a skill herself.


    :egg4: Double Orb Changers

    God/Attacker
    HP: 2912
    ATK: 2244
    RCV: 0
    :misc18:Change Heart & Water to Fire
    Cooldown: 16 Turns (8 min)
    Awakenings: :awakening4::awakening16::awakening22::awakening13::awakening28:
    War Deity of Fury, Ares

    God/Physical
    HP: 3712
    ATK: 1694
    RCV: 80
    :misc18:Change Heart & Water to Fire
    Cooldown: 16 Turns (8 min)
    Awakenings: :awakening4::awakening16::awakening22::awakening13::awakening28::awakening13::awakening13:
    Avenging War Deity, Ares
    God/Attacker
    HP: 3012
    ATK: 2244
    RCV: 200
    :misc18:Change Heart & Water to Fire. Increase skyfall chance of fire by 15% for 2 turns.
    Cooldown: 12 Turns (8 min)
    Awakenings: :awakening4::awakening16::awakening22::awakening13::awakening4::awakening15::awakening15::awakening28:
    Awoken Ares
    So you have three forms of Ares to choose from, but I really don't recommend putting more than one on any give team unless you are doing speedfarming/speedruns. F/L Ares has the most row-ful awakenings by far, but Awoken Ares is superior stat-wise, with the attack of the original Ares, more HP, and +200 more RCV, which is great because 0 RCV can be very crippling. 0 x 2.25 = 0 after all. Ares's active is really great, and obviously Awoken Ares has the superior active. Ares does notably operate as a great skill to inherit, as opposed to slotting him onto the team.

    God/Attacker
    HP: 2625
    ATK: 1705
    RCV: 353
    :misc18:Change Heart & Dark to Fire, recover 30% of max HP
    Cooldown: 15 Turns (10 min)
    Awakenings: :awakening13::awakening15::awakening26::awakening16::awakening4::awakening4::awakening4:
    Lively Banquet Dragon Hero, Liu Bei
    Liu Bei in his wood UUU form might have taken quite the fall, but Christmas themed Liu Bei is pretty great for Krishna...if you have him, anyways. His awokens and stats probably won't contribute much, but his active is really great, giving you an overflow of fire orbs while healing you since you just broke all your hearts. Inheriting him somewhere is likely easier than slotting him in. His biggest drawback is his rarity as a gold egg from the Christmas Trap-REM.


    :egg4: Orb-Heartmakers

    God/Dragon/Attacker
    HP: 3573
    ATK: 1701
    RCV: 428
    :misc18:Change Wood to Fire, Dark to Heart, enhance Heart orbs.
    Cooldown: 13 Turns (8 min)
    Awakenings: :awakening13::awakening6::awakening16::awakening28::awakening16::awakening16::awakening10::awakening13::awakening13:
    Heroic God-Emperor, Yamato Takeru
    God/Dragon
    HP: 3473
    ATK: 1251
    RCV: 428
    :misc18:Change Wood to Fire, Dark to Heart, enhance Heart orbs.
    Cooldown: 13 Turns (8 min)
    Awakenings: :awakening13::awakening6::awakening16::awakening28::awakening16::awakening16::awakening10::awakening13::awakening13:
    Heroic God-Emperor, Yamato Takeru

    One of the best subs that Krishna could ever ask for. Combos well with Awoken Leilan, another top tier sub, makes hearts, and comes with bind clear and a time extend. He has some new competition in the field in the form of Sanada Yukimura, but if you only have one or the other, the choice is pretty obvious. For those who have both, Yamato Takeru is far more defensive than Sanada Yukimura, and it's up to you to decide what you value more--time extends, bind clear, and balanced stats, or a row powerhouse, high attack, and a different orb conversion. I guess it also boils down to who you prefer as a husbando too. Yamato Takeru is cuter by a mile.

    New Year's Yamato Takeru is even better as a husbando material but has worse stats and arguably worse awakenings unless you live in co-op. He is also a very rare roll from the New Year's Trap-REM. But if you find yourself in the exceedingly odd situation of having New Year's Yamato Takeru but not regular Yamato and also no Sanada, you should probably stop rolling in special Trap-REMs and also just go ahead and put him on the team. Powerful active and preserves most of his best awakenings, and he's jaw-droppingly gorgeous!

    God/Attacker
    HP: 2568
    ATK: 2126
    RCV: 203
    :misc18:Change Water to Fire, Light to Heart, enhance Fire orbs.
    Cooldown: 13 Turns (8 min)
    Awakenings: :awakening13::awakening28::awakening16::awakening13::awakening16::awakening13::awakening13:
    Patriot Warrior, Sanada Yukimura
    God/Devil
    HP: 3068
    ATK: 1876
    RCV: 203
    :misc18:Change Water to Fire, Light to Heart, enhance Fire orbs.
    Cooldown: 13 Turns (8 min)
    Awakenings: :awakening13::awakening28::awakening16::awakening13::awakening15::awakening15:
    Dreadful Warrior, Sanada Yukimura


    Sanada Yukimura, the hunk to Yamato Takeru's grace, and the newest competitor for top tier sub. Or, why not just back both? Thanks to recent buffs, both forms of Sanada Yukimura are absolute beasts, and as if a heartmaking active wasn't enough he will also enhance your fire orbs! The sub form of Sanada Yukimura is by far the best for those targeting row teams since he will soon have five rows. Holy carp! The sub form is acceptable if you are using Sanada Yukimura as a leader or you need his R/D for a different team and only have one.

    Note that Sanada Yukimura's stats and actives are far more offensively oriented than Yamato Takeru, plus his weighted stats are all-around lower since Yamato Takeru has a bankai evolution, so choose for yourself if you just so happen to own both.

    God/Dragon/Healer
    HP: 2545
    ATK: 1892
    RCV: 606
    :misc18:Change Light to Fire, Dark to Heart, enhance Heart orbs
    Cooldown: 13 Turns (8 min)
    Awakenings: :awakening28::awakening16::awakening13::awakening12::awakening13::awakening13::awakening12::awakening12::awakening12:
    Scorching Dragon Angel, Uriel
    Of the three fire-heart orb changers we have here (Yamato, Sanada, and Uriel), Uriel is the oldest and the least viable of the three. That's not to say he's bad, as his active is very strong, but against the former two he doesn't quite stack up as well and his age as a sub becomes apparent. His Awoken evolution is on the horizon (hopefully) and so Uriel still has a lot of room to grow and improve. In the meantime, however, he still has monster weighted stats and great RCV, and his autoheal awakenings to add some automatic tankiness/free RCV boost. It's just not as noticed since Krishna is so tanky on his own. If you have neither Yamato nor Sanada, but own Uriel, don't feel bad. He is more than capable of pulling his weight, don't let anyone else tell you otherwise!

    God/Attacker
    HP: 3720
    ATK: 1613
    RCV: 90
    :misc18:Change Light to Heart
    Cooldown: 10 Turns (5 min)
    Awakenings: :awakening16::awakening27::awakening27::awakening6::awakening4::awakening4::awakening4:
    Protective Star Angel, Rozuel
    Triple TPA goodness plus a completely defensive active makes her a pretty situational pick but great for either active skill overwrite, or to bring along in that odd dungeon riddled with binds. She certainly is the best at what she does, however, operating as basically a better version of Red Riding Hood due to her offensively viable stats and more than satisfactory HP.

    Healer/Physical
    HP: 3003
    ATK: 810
    RCV: 511
    :misc18:Change Water to Heart, bind recovery for 3 turns
    Cooldown: 11 Turns (6 min)
    Awakenings: :awakening15::awakening28::awakening13::awakening27::awakening16::awakening27::awakening13::awakening13:
    Happy Forest Maiden, Red Riding Hood
    Healer/Physical
    HP: 3003
    ATK: 810
    RCV: 511
    :misc18:Change Water to Heart, bind recovery for 3 turns
    Cooldown: 11 Turns (6 min)
    Awakenings: :awakening15::awakening27::awakening27::awakening28::awakening16::awakening13:
    Pet Caretaking's Club, Red Riding Hood

    Pretty much the poster child for the funniest buffs ever, Red Riding Hood suddenly became a huge row stick...but maintains her hilariously awful stats (except HP), especially her attack. Her active not only makes hearts but also clears binds, making it an exceptionally great active to inherit (along with any other Fairy Tale girl, really). Her school form is inferior.

    Healer/Attacker
    HP: 2124
    ATK: 1379
    RCV: 592
    :misc18:Change Wood and Light to Heart.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening12::awakening6::awakening13::awakening28::awakening12:
    Bonfire Fox, Mitsuki
    Healer/Attacker
    HP: 2124
    ATK: 1379
    RCV: 592
    :misc18:Change Wood and Dark to Heart, 1-turn haste.
    Cooldown: 13 Turns (8 min)
    Awakenings: :awakening12::awakening6::awakening13::awakening28::awakening12:
    Bonfire Fox, Mitsuki


    Completely defensive heartmaking option and not exactly the best choice for a team due to her poor stats and her non-New Year form's subpar awakenings. New Year Mitsuki isn't too bad, machine killer has become surprisingly useful nowadays with many major bosses being part-machine (Machine Athena, Machine Zeus, etc. etc) but again, her low stats and purely defensive active hold her back. Bind clear awakening is helpful, Mitsuki isn't necessarily bad but I would say if you have other options, especially the above mentioned heartmaking subs (and especially Yamato Takeru, Sanada Yukimura, or Uriel), Mitsuki can take the bench.
     
    Last edited: Nov 16, 2016
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  4. foxwaffles

    foxwaffles Weak to pretty boys

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    :egg5: III. Subs (pt. 2)
    :fire:
    Board Changers: Anything that refreshes all 30 orbs on the board currently with a predefined set of colors. Includes board shufflers. Does not include orb changers that can also convert jammers, poisons, or mortal poisons!
    :fire: Utility: Anything that doesn't make or change orbs. Shields, bind clear, delay, gravity, damage enhance, all falls here. These are great options to inherit rather than carry.
    :fire: Farmable: Anything that can be obtained and evolved from dungeons, instead of the REM. Beware though, some are very difficult to obtain and need fully fleshed out REM teams to acquire, which may or may not make them worth your effort.

    Just a quick dump for now, these will be prettied up soon

    :egg4: Board Changers

    Kiriko Another, Urd, Leilan (3 forms), Rsonia (all forms), RKali, Ace Horus, Gadius

    Kiriko Another
    Poor-ish stats, rather dated, however tricolor board cooperates well with Chiyome and heartbreakers. Not as good as Urd or Leilan.

    Gadius
    Quadcolor isn't all that great, you need extra actives to ensure a good board and Fire/Light/Heart/Dark is tricky to work with.

    Urd
    If you only have Summurd that's fine just inherit her onto someone. Urd is really great, she has lots of OE plus a time extend and great stats overall. Board changer cooperates wonderfully with subs like Sanada and any heartbreaker.

    Leilan
    One of the top tier subs for Krishna, chaining well with many common orb changers and several farmable ones to boot. And more importantly, works beautifully with Yamato Takeru. Choose which orb changers you want based on the board changers you want and also what you have, and vice versa. Awoken Leilan is the best option, with haste on her active, great stats (especially HP), and super helpful awakenings. R/G Leilan has useful killer awakenings too though! New Year's Leilan has the poorest stats of the bunch but her OEs can be very tempting, plus she's cute.

    Red Sonia
    You have to be kind of desperate to put Red Sonia on the team, both her and her Christmas form are best used as inheritance.

    Red Kali
    If you have her, congrats, you have the luck of the devil. She honestly is NOT good for Krishna and will only be there if you somehow have her and NOTHING else, and ABSOLUTELY need one for the dungeon you are going to embark on. She does have very useful utility awakenings though, such as being bind immune and having time extends and bind clear.

    Ace Horus
    Similar to Red Kali, don't use unless you have no other options and need one.​

    :egg4: Utility

    Rozuel, Red Riding Hood, Phoenix Rider Valen, Ame no Uzume, Awoken Freyr, Chester, Shiva (all three forms), Red Baldin, Wedding Ra, Silk, Napoleon, Cao Cao, Set

    Valen
    You really shouldn't need a shield for Krishna.

    Ame no Uzume
    One of the best bind clearers for a Krishna team should you need one, her awoken form has better awakenings and a stronger active for the team.

    Awoken Freyr
    Good damage enhance to carry as an inherited skill if you're doing things like Arena, but otherwise not as necessary.

    Chester
    Very niche, good for pushing bosses over their resolve boundaries thanks to his small gravity.

    Shiva
    Defense void is super niche since status shields are everywhere, Awoken Shiva is the "best" since he at least enhances fire orbs, and skill can be overwritten via inheritance if you have no other options.

    Baldin
    Same deal as Shiva, and his damage enhance is less useful than Freyr since most of Krishna's subs aren't going to be Dragon or Machine, and Krishna himself is neither. Double killer is cool I guess?

    Wedding Ra
    On-color laser and surprisingly useful. Carries relevant awakenings that are good for utility and also time extend. As niche as you would expect. Cute though.

    Silk
    The best damage enhancer due to the upcoming buff allowing the active to last for 2 turns, if you have enough fire OE. She gives 1.15x for every Enhanced Fire, Light, or Heart orb awakening on your team however how the math works is confusing help please someone clear this up for me

    Napoleon

    Again you really shouldn't need a shield, the orb spawn can be handy though. If you were lucky enough to pull Napoleon, I guess it'd be a shame to let a rare card go to waste.

    Cao Cao
    Cao Cao does convert water, and Awoken Cao Cao's active and awakenings are by and large superior especially if you are running a row setup, since Awoken Cao Cao also converts poisons/mortal poisons. If you're not running Awoken Cao Cao for whatever reason, R/G Cao Cao is better than R/D.

    Set
    His active cooldown is too long to operate as an effective orb changer so it's more for his damage enhance and great awakenings that you would bring him. Best for TPA based teams. Hopefully he receives a buff soon!

    :egg4: Farmable

    Scarlet, Gigas, Echidna, Reincarnation Phoenix Knight, Red Ripper Dragon, Tyrannos starter second spit uevo, Theurgia/ult Hera-Ur

    Scarlet
    A top-tier sub for Krishna, present on several Arena 3 clears in Japan, but very difficult to obtain and max skill--but so worth it if you can. Her active is just short enough to overwrite as well.

    Gigas
    The original heartbreaker. Great for beginner players just starting with Krishna on a beginner account, and something you should grow out of soon.

    Echidna
    The farmable original to the many special REM silvers, Echidna is invaluable to any new beginner player beginning to work their way through the game.

    Revo Phoenix Knight
    Great, great farmable who works well with Urd and is good overall especially since he is, well, free. Steep exp curve is his biggest pain.

    Red Ripper Dragon
    A rare Dark >>> Fire converter for some reason. Man I wish these guys could get Revos, the Volcano Dragon is like, the icon of PAD. Annoying as hell to skill up, steep evo materials, and in the end not that good outside of its active. Again, more for beginning players.

    Tyrannos
    Active provides a super subtle but long-lasting enhance, the cooldown takes forever to skill up but on the upside it sports two TPA awakenings! Yay? The evolution materials are incredibly expensive for what you get, so this really is a true last resort option.

    Theurgia
    Enhances Fire Orbs, has okay-ish awakenings for OE teams, good to overwrite active with.

    Ult Hera-Ur
    Mini-gravity + enhances fire orbs and has great stats. Thanks to the PAD Academy we do have a non-Py skill up besides herself. Surprisingly not-bad, has great awakenings. Steep evo materials (sort of) are her only drawback.

    Lifive
    Not worth it for what it costs.​
     
    Last edited: Nov 16, 2016
  5. foxwaffles

    foxwaffles Weak to pretty boys

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    :egg5: IV. Building Your Team!
    :egg4: Introduction
    Approaching team building, depending on the size of your fire box, can be either very straightforward or very, very daunting. When deciding on your subs, make sure you factor in the active skill as one of your top priorities (for example, if you only know of Red Odin's awakenings, he would seem like a good Krishna sub. But when you see his active, you know that's not the case except in very rare situations or you just really love Red Odin).

    After you've considered the active skills you need/want to carry, it's time to look at awakenings.

    :awakening28::awakening28::awakening28::awakening28::awakening28: Skill Bind Resist used to be a niche thing (remember the days when Hera-Beorc involved just killing Leviathan without using skills?). But now it's absolutely mandatory to have and, thankfully, it's never been easier to obtain! Krishna already comes with one SBR apiece so you need three more for complete, 100% resistance. Remember, 80% = 0%. (note that solo players can opt for the SBR badge if they so wish)
    :awakening16::awakening16::awakening16::awakening16::awakening16::awakening16: You really really want at least six skill boosts. I'd say need but it's not technically necessary. Krishna's skyfall buff lasts 3 turns, meaning two Krishna max skilled has 100% skyfall buff uptime. Barring skill delays and skyfall overwrites, you should always make sure you have the skyfall buff up. It helps that his active skill has been buffed to spawn 2 fire orbs as well.
    :awakening13: :awakening15: :awakening4: After that, consider the offensive skills you want to stack. To those seeking maximized damage, rows > OE > TPA.
    :awakening10::awakening10::awakening10::awakening10: Time extends are a rare luxury on many fire cards.The more you have, the better. Krishna works great in solo since he's so tanky, and the time extend badge works wonders.
    :awakening27::awakening27: :awakening6: Situational awakenings you will want if there are unavoidable binds.​

    :egg4: Sample Teams

    A good team usually, as a rule of thumb, should have offensive orb changers, and heartmaking cards (preferably cards like Yamato Takeru that can also generate fire).

    Once that is covered you start designing for the dungeon. Some dungeons have unavoidable binds: Bring bind clear. Others have gimmicks that delay can easily get past. So bring delay, whether that's through inheritance or through Cao Cao/Echidna.

    SAMPLE TEAMS TO GO HERE!​

    :egg4: Skill Inheritance

    Good cards/actives to save for inheritance: Mori, Verdandi and any other fire-board changer whose card is NOT on color, bind clear like Light Metatron or Fire Dragon Knight, DELAY, damage enhance like Silk or Freyr, gravity such as Hades or Hathor, true damage (Ra), any other active whose card you can't fit on, but want to have!

    Good skill carriers: LOW cooldown, good awakenings but weak active. One of the best examples for a Krishna team is Denebola!

    :egg4: Latent Awakenings

    You should make sure you have at least one of each resist to safeguard against 100% gravities. You normally won't need more due to Krishna's tankiness.
    After that, consider putting skill delay resists on cards with haste.
    5 time extend latents = +0.25 seconds. 10 TE latents = 1 TE awakening. Consider if it's worth it for you, or if you can manage on what little extra time you have.
    And after that it is totally up to you.​
     
    Last edited: Sep 15, 2016
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  6. foxwaffles

    foxwaffles Weak to pretty boys

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    :egg5: V. Descend Clears and Videos

    note:
    each descend clear/video that gets posted, rather than putting it here and making it impossible long, i will LINK to the post where it is so it basically becomes a table of contents here!

    note 2: ALL Arena 3 clears will have the Radar Dragon spawn listed here. ALL Arena 2/3 post notes have spawns past the PreDRAs listed. ALL Arena 1 clears will not have spawns listed. I mean seriously Krishna doesn't need to worry about the DQ Hera pre-emptive ok

    :egg4: Descends and Rogues​

    :egg4: Challenge Dungeons​

    :egg4: Rushes and Legendary Technicals​

     
    Last edited: Nov 18, 2016
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  7. foxwaffles

    foxwaffles Weak to pretty boys

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    :egg5: VI. Friend Directory

    Form: Please use this form and give me a ping or PM this to me.
    PF username:
    your pf username. pretty easy
    IGN: your in-game username. so we know who friended us!
    ID: ID #. If you want to publicize it for all, feel free to. if you don't want to b/c privacy or b/c you usually never have spots open, say "Upon request". if you want to publicize your ID but you usually don't have spots open, feel free to append "upon request" to your ID#
    Discord: discord username, if you have one. if no Discord, just leave this empty. MAKE SURE you have the numerical ID (ex. foxwaffles#3743)
    Krishna status/notes: is your Krishna hypermaxed, pentamaxed, have a shiny skill inherit? or are these things not quite there yet? or do you not plan on having a shiny skill inherit? let us all know here!

    NA Krishna Friends IGN ID Discord ID Notes
    :fire: @foxwaffles foxwaffles ID: Upon request foxwaffles#3743 hypermax, SI pending
    :fire: @Thundercud Thundercud ID: Upon request Aragand#5871 hypermaxed, SI pending
    :fire: @axlpowa Axlpowa@PF ID: 399,991,283 (upon request) hypermax, SI pending
    :fire: @jakko jakko@PF ID: 363,794,212 (upon request) jakko#6391 5 TE latent awakenings, no SI
    :fire: @grinder grinder@PF ID: 375,256,244 grinder#2656 hypermax, SI pending
    :fire: @brouxhaha brouxhaha ID: 337,733,340 brouxhaha#0006 Pentamaxed, TE latent awakenings, SI pending
    :fire: @Bane Shydow Bane@PF ID: 390,957,315 BaneShydow#5308 Pentamaxed, full elemental resist latent, SI pending
    :fire: @mtb911 mtb911@PF ID: 325,783,217 mtb911#8691 +296, max skilled
    :fire: @Iluvatar Riven@PF ID: 397,366,212 Iluvatar#4000 Pentamax w/rainbow resists, Awoken Ares SI
    :fire: @Expagel Expagel ID: 397,074,384 Expagel#2174 +296, Latents and SI pending
    :fire: @Seika Seika ID: 334,423,357 +297, will be max skilled soon, SI/latents pending
    :fire: @HeartlessIndigo ID: 305,765,273 hypermaxed
    :fire: @D1m3TR1 Dim@PF/PG ID: 337,136,285 hypermaxed with Verdandi SI
    :fire: @bee bee@PF ID: 305,760,355 hypermaxed, latents pending
    :fire: @keshin Keshin ID: 337, 761, 383 hypermaxing in process
     
    Last edited: Nov 22, 2016
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  8. foxwaffles

    foxwaffles Weak to pretty boys

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    UPDATE DIRECTORY

    9/14/2016: Guide has been made and posted to PF. To do: Subs
    10/3/2016: Just realized the previous 9/14 update had the year 2015 attached to it oops! Polished up the quick orb changers sub section that is more or less done for now and will set the standard for the rest of the subs, thank you!

    THANK YOU CREDITS
    to the awesome people who corrected this guide and made it actually helpful! Whether it's tips, corrections, sub contributions, or BBCode help, you all are awesome!
    @Bane Shydow
    @philsov
    @jakko
    @jboordan
    @Sanspai~ <3
    @MrBoogs
    @*A44
     
    Last edited: Oct 5, 2016
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  9. foxwaffles

    foxwaffles Weak to pretty boys

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    Reserved. Just in case in case
     
    Last edited: Sep 14, 2016
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  10. foxwaffles

    foxwaffles Weak to pretty boys

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    Last reservation. I'm in class as I work on this so day-one progress is going to be scattered/slow. Feel free to contribute ideas and subs and things C:

    ALL ABOARD THE KRISHNA HYPE TRAIN!
     
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  11. bee

    bee Well-Known Member

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    Yay, a Krishna guide! I was hoping that someone would create a new one. Looks good so far! c:

    I have to say I'm quite excited for Krishna! He seems super strong and fun.
    I especially love the extra OEs he got, from my experience with Hamal and Eschamali (teams with sometimes 20+ OEs) it's quite strong and quite fun too, you don't even need rows or TPAs lol. I'll personally go for a OE/row team though as my box is better suited for that (and I didn't work on any of my red TPA subs yet).
     
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  12. HeartlessIndigo

    HeartlessIndigo Inactive Member

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    :v tl;dr slap red subs on krishna and call it a day
     
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  13. philsov

    philsov has sufficient privileges to post here

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    choo choo!

    Subs pending, a hypermaxxed team is looking like about 60k HP with 6k RCV. HP can crest past 100k in co-op. So you can tank and heal through a lot, and the compatibility from silk is AMAZING. Like... cresting to upwards of 5x boost amazing.

    Most people will be pawing for rows, but I think I'll settle into some TPA funsies.



    All mostly low CD cards, lots of TPA and OE. It's a little weak on orb changers but that's what SI is for, because stalling will be easy. Biggest weakness is the lack of time extensions; so I may settle into the likes of gainaut, horus, or tsubaki and see how well that all jives.
     
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  14. foxwaffles

    foxwaffles Weak to pretty boys

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    I'm going to be testing out both row and OE builds myself! I can't imagine just how bonkers Krishna is going to be in co-op, inherit Indra onto him and think about all the rage hits he can stomach so easily :wideyed:
     
  15. Inagaki

    Inagaki What are you, TAMA ?

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    I will def hypermax this beauty !
     
  16. foxwaffles

    foxwaffles Weak to pretty boys

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    I've already begun to consolidate some spare +eggs for him too!!! :happy: Move aside Shiva! hahaha
     
  17. HeartlessIndigo

    HeartlessIndigo Inactive Member

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    Going to slap297 Zeus on him at release :v

    Hypermax Krishna yes pls

    But yeah, Krishna is gonna have shit for time extends, that's why I'm considering takeru over sanada
    (Does red have a NA double time extend card besides rkali?)
     
  18. philsov

    philsov has sufficient privileges to post here

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    Indeed. Most of the options are single finger only, with only Shiva and RKali having two fingers. Then there's horus... only 1 TE but his 4 CD active has gotten me out of several pickles. He's like Venus, only not.
     
  19. foxwaffles

    foxwaffles Weak to pretty boys

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    Totally didn't think about that. But my ADQXQ team only has 3 time extends on it (not including the badge) so I guess I'm pretty used to it :T Same goes for my ALuci team (w/o badge = 3 time extends). I'm used to no/little time in general since LMeta and A.Ama were equally "generous".

    Going to add that bit in so people are aware.
     
  20. foxwaffles

    foxwaffles Weak to pretty boys

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    Finished the first draft of the "pros/cons/how to play/row/tpa/oe/yada yada" section. Phew, that's a lot of typing.

    Next up is the true beast! Subs!
     
    Sky7 likes this.

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