[GUIDE] Karin Kanzuki 2.0 ; color crosses but it kinda™™ looks™™ meta™™ too. Kinda.

Discussion in 'Team Guides' started by YamaKyu, Apr 22, 2021.

  1. YamaKyu

    YamaKyu Karin Kanzuki was a mistake. And I love it ♥

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    This is the 1st part of the guide.

    Part 2 and Part 3 are in the posts right below ! ←


    If you want to learn to play color crosses, here's an attempt at teaching you this peculiar playstyle !


    ↓ - UPDATES AND CHANGELOG, KEEP AN EYE ON IT - ↓


    Next to come / update priority list :
    • Dungeon guides
    • New equips
    • Updates to a few units

    Last update - August 4th 2021
    • Updated names and availability of some cards, as per NA events release :
      • Star-Twined Fairies cards
      • Heroine cards
      • Other Revo
    • July 11th 2021
      • New dungeon guide : Irene Descended
    • July 1st 2021
      • New good sub Base Cecilia #7535
      • New good sub Water (and all evos) Cecilia #7537
    • June 26th 2021
      • Updates in the "How to cover..." section
        • New part : "How to cover Light skyfall"
        • Updated "How to cover..."
          • VDP active
          • Water attribute
          • Shielding
          • Fujin
    • Updates in the equip section :
      • Numerous new equips from June Bride REM
      • Numerous new equips with tape resistance
      • New equips :
        • Light Metatron's Necklace #7247
        • Academy Lotta Lotta equip #7135
        • Rudra equip #7288
        • Lagiacrus equip #7107
        • Summer Planar equip #6390
        • Warding Mask #6570
    • Updates in the sub section :
      • Various reordering of the list
      • GungHo Collab Kaguya #4707 promoted to good sub
      • Updated Wedding Scheat's description as per June Bride REM rerun
      • New good subs :
        • Wedding Bastet #2952
        • Wedding Panera #7388
        • Light Sophie #6585
        • Exodia #7450
      • New options :
        • Option Wedding Ra #2953
        • Option Wedding Yuuri #7382
        • Option Light Bastet #4993
        • Option P'Numas #5987
    • June 23rd 2021
      • Updated names and NA availability of equips as per 5* GFE equips update.
    • June 16th 2021
      • Updated names and NA availability of subs/equips as per Sacred Relic Dragons rerun.
    • June 05th 2021
      • New part in the team building section : Team examples and templates
        • It's still WIP, and will stay WIP for a long while
      • Various small fixes
      • Changes in the sub section :
        • New good sub, Polowne #5991
        • New option, Amelia = Wil = Tesla = Saillune #5661
        • New option, Fagan Rai #5631
        • New option, Jevi #6406
        • Various reordering of the list
    • June 03rd 2021
      • New part in the team building section : How to cover [insert here a key role/feature]
      • Various small fixes
      • Changes in the sub section :
        • Summer Metatron promoted to "good sub"
        • Super Reincarnated Amaterasu promoted to "key sub"
        • Kamen Rider EX-AID promoted to "good sub"
        • Various reordering of the list
    • May 31st 2021
      • Version 1.0 of the guide ! Finally ! I hope you find something interesting in it !
    • May 24th 2021
      • Stuff
      • Separated the guide in a 3rd part
    • May 15th 2021
      • Stuff
    • May 1st 2021
      • Separated the guide in two parts (was starting to get quite big)
    • April 30th 2021
      • Stuff.
    • April 22nd 2021
      • Creation of this post

    * inhales *

    SEND HELP. How do I do this. How do I even start


    [​IMG]
    * Loud OOOOOOOOH HO HO HO HO HO HO in the distance *
    All jokes aside, you might or might not remember the Karin Kanzuki guide I wrote 2 years ago ? Heck, you might have read it thoroughly.
    WELP. IT'S SUPER OBSOLETE and kinda wrong too. But fear not. I'm here to fix that. Buckle up and grab a good snack, we're in for a while. Welcome to the guide for my favorite lead still : Perfect Victor, Karin Kanzuki (2.0)

    Of course she's not. Not even close :angelic: I was referring in the title to how she went from glassest cannonest glass cannon to actually somewhat durable (while still being among the mostest powerful leads in the game), i.e, closer to what we expect from a good modern lead.
    Although it's not the same kind of durable. Karin Kanzuki now has x4 HP when mirrored, while the most modern meta leads often have x10 eHP or more, and up to x17~ eHP for the most durables (looking at you, Gileon ). So in regards to modern leads and content, she remains glass cannon-ish. Yes. Definitely.

    It is important to acknowledge and understand that despite how STELLAR Karin Kanzuki is for a scaling color cross lead, she is not and will never be meta. It's not because she's hard to use, or not practical, or not durable enough, or countered hard by hazards (for the record though : all of these points are super true, so that definitely doesn't help).
    The main reason is the existence of damage cap, and how low it is set. And this is not an issue to Karin Kanzuki alone, but to all color cross leads.

    Simply put, with each new batch of content, more and more teams are able to achieve damage cap on demand. Reason for that is simple : the high end challenges require more and more frequently to hit damage cap on several cards, because HP pools are getting gigantic. Thus, with the continuous powercreep, what makes color crosses special and sets them appart -their outstanding firepower- is gradually disappearing. And if the one thing crosses are good at isn't something they're special for, and other teams can achieve the same feats without the (many) downsides of running crosses, then crosses cannot be meta. If there are more durable and practical leads that can achieve the damage of crosses, without having all the problems and issues inherent to crosses (and holy nova are there a lot), then color crosses cannot be anything beyond "kinda relevant™" (for the record, Karin Kanzuki is kinda relevant). However, crosses would shine if damage cap was removed, as they would become an incredible solution to enemy HP pools becoming beyond massive, giving crosses a purpose and an edge in the current meta. That is simply not the case. And as long as damage cap exist (or as long as it is that low (yes I do including the over-cap latent, it's still hella low)), color crosses cannot be meta. Or maybe they need to consistently cap at 2 crosses max, while having very good defense. Not happening anytime soon :9

    EDIT 30/05/2021 : LMAOOOOOOOOOOOOOO
    (that's different though, this is non scaling color crosses, but still, omegalul)

    If you're fine with that and want to dive (back) into the realm of color crosses, Karin Kanzuki is likely the single best color cross lead in the game (7x6 swap set aside) available to NA to this day, or very close.





    TABLE OF CONTENTS
    → PART 1 (this post)
    • GLOSSARY
    • INTRODUCTION
      • The "color-crosses" playstyle
      • Karin Kanzuki is *special*
    • APPROACHING KARIN KANZUKI
      • Rainbow Karin Kanzuki™
      • General team design
      • Other advices
    → PART 2 (next post)
    • BUILDING THE TEAM (part 1)
      • Leader pairings
      • Subs
      • How to cover... [insert role here]
    → PART 3 (last post)
    • BUILDING THE TEAM (part 2)
      • Equips
      • Team examples
    • DUNGEON GUIDES
      • The "win condition"
      • How to run [insert dungeon here]


    From here, please keep in mind that unless I specifically precise it, everytime I mention "Karin Kanzuki" or just "Karin", I'll refer to her ultimate form (Perfect Victor, Karin Kanzuki #5100). I'll be more specific when it is not the case.
    Similarly, every time I mention anything related to running a dungeon (be it damage, general strategy, hp management, whatever, etc....) I'll refer to ult Karin Kanzuki (#5100) paired with herself (ult Karin Kanzuki (#5100)), unless I specifically mention another pairing.


    Unless specifically specified, all that follows is my opinion. I'll do my best make this information as accurate as possible, but I haven't read Karin Kanzuki guides myself, so I had to build this from my own knowledge and experience (no idea what JP thinks of Karin Kanzuki). And while I will do my best to back all of this up with facts and achievements, these are still my words. As invested in crosses as I am, I'm still just a random vocal guy on the internet who dedicated his last 3 years to color-crosses, abandonning almost completely all other playstyles.


    You're free to disagree with me, and I invite everyone to engage in the discussion about this leader.
    (also english isn't my native language, wording and general spelling accuracy could be off, thanks for bearing with me)



    [​IMG]
    TsubakiBot doesn't display stats with +297. Remember, it's +1000 HP, +500 ATK and + 300 RCV (actually +990/+495/+297 but oh well e_ê)




    - GLOSSARY -


    Just to make sure we're talking about the same stuff, here are some ambiguous terms I'm likely to use in this guide. If I'm using a confusing word in this guide, feel free to ask me to put in the glossary !

    • Best Girl Planar
      • Card #4196 Stasis Norn, Planar
    • eHP (= effective HP)
      • Effective HP is the combination of HP and shielding.
        • A x2 HP leader gives x2 effective HP.
        • A 50% shield leader doubles the damage you can take, and thus gives x2 effective HP
        • A x2 HP leader with 50% shield gives x4 eHP
      • We also use eHP for enemy spawns to take into account their shields. For example, a spawn with a 99% shield only takes 1% damage, and has therefore x100 eHP.
    • Glass cannon lead
      • Any lead without HP multiplier nor shield.
        • Some people consider a lead a glass cannon only if they only also lack a RCV mult, which is fair, but I don't.
        • Some people consider a lead a glass cannon only if the team has low HP (so team HP+ awakes can make a lead not glass cannon), which is fair, but I don't.
    • Color cross lead
      • A lead which playstyle and damage revolves around matching 5 orbs of color in a "+" shape. Heart cross, poison cross or whatnot-cross are not color-crosses.
    • Monocolor, bicolor, tricolor cross leads
      • Leads that can activate with crosses of respectively 1, 2 or 3 different colors.
    • Rainbow cross lead
      • A cross lead which can match crosses of all colors.
      • As of today, only the new Toragon , Sousuke Sagara and Amakozumi can do that in the NA server.
    • Bicolor+ cross lead
      • A generic term I use in this guide to refer to any cross lead that is not monocolor, and can therefore match crosses of at least 2 colors. It prevents me from typing "bicolor, tricolor or rainbow" all the time :9
    • Off cross lead (™) / Non-scaling cross lead
      • This is a pretty new term, not a lot of people use it yet.
      • Since their release, color cross leads have always functioned in pretty much the same way : match multiple crosses of X color to activate multiple times your leader skill, and get exponentially higher damage out of your LS. This is because matching a cross multiplies your LS ATK multiplier.
      • This is not an absolute truth anymore, as we've recently witnessed the arrival of cross leads which do not get LS damage for matching crosses. In other words, these cross leads's LS is a set amount of damage and cannot be increased further, unlike vanilla cross leads as we used to know them.
      • We can call these color cross leads which the crosses are not tied to damage off non-scaling cross leads, since LS multiplier does not scales with the amount of crosses.
        • As opposed to scaling cross leads, which are the vanilla color crosses with exponential damage we're used to.
        • I feel the need to differentiate scaling color cross leads (the vanilla ones) from non scaling cross leads because they build, play and perform differently. Same way heart cross leads and color cross leads build, play and perform very differently.
      • We have only 2 so far but it's unlikely that they'll remain the only 2 in the game, and we can expect more to come in the (near) future, maybe with something else than "combo+ per cross".
      • Learn more about the introduction of non scaling cross leads here.
    • The "scaling"
      • The part of a color-cross leader skill which relies on matching crosses.
      • For example, when I talk about "x3.5 scaling", that just means I'm referring to the fact a color cross lead gets x3.5 ATK per cross.
      • Most of the times, when I talk about scaling I imply a self pairing (ex : Karin Kanzuki X Karin Kanzuki), or a pairing with the same scaling (ex : Wedding Rushana X Reincarnated Rushana).
    • VDP power
      • The ability of card with (a) VDP awakening(s) to deal damage. High VDP power is particularly desirable for teams which only has 1 VDP sub.
      • Of course, this also apply to a rainbow team with the rainbow VDP latent awakening.
    • Board fix
      • A board fixing active skill is an AS which spawns a set pattern/shape of orbs in a set location.
        It allows to adjust an orb starved board in a 100% predictable way.
        • Classic orb changers and board changers AS aren't board fixer imo because you can never guarantee the outcome :
          → an orb change will do nothing if there are no orbs of the right color
          → a board change is susceptible to poor RNG.
          A board fixer suffers none of these issues as it spawns an amount of orbs that you can predict.
    • A "DKali board"
      • A board change active skill that spawns all 5 colors and hearts.
      • It's often called Dkali board because Dark Kali was the first ever monster to have an active skill that can do that.
      • Similarly, we sometimes use "LKali boards" to refer to active skills that spawn all 5 colors (without hearts).
    • A "Fujin"
      • We say "a Fujin" to refer to a card which active skills can remove damage absorbtion, because Fujin was the first card to have ever had the "void damage absorbtion" active skill.
    • An "Odindra"
      • Similarly, we say "an Odindra" to a card which active skill can clear all binds and awoken binds. Odin Dragon (Odindra) was the first card to be able to do that.
      • Modern cleric-types active skills usually include stuff like a RCV buff or erasure of the "unmatchable color" debuff.
    • Odindra check
      • A combination of hazard that Odindra by itself solves with its active skill : awoken bind followed by normal bind (often pretty long, or on the leader/helper). Odindra clears both. An Odindra check is just a way for the game to punish you if you don't have an Odindra AS.
    • A "gravity"
      • A skill that deals exactly X% of damage. Both players and enemies can use a gravity.
      • Enemy gravities come in a lot of flavors, but are usually 50%, 75%, 99%, 100%, 150%, 180%, or any multiple of 100. Any gravity can be shielded to reduce the % of damage received. No matter your HP :
        • No gravity weaker than 100% can kill you.
        • No gravity of 100% or more can be survived without some damage mitigation (attribute resistance or shielding)
      • Gravities usable by players deal exactly X% of the enemy's remaining health. This cannot be mitigated with high defense or shields, but it can be absorbed or voided with damage void/absorb.
      • A "true gravity" is an active skill that deals exactly X% of the enemy's base health. These are rarer, as they're more powerful.
      • The name "gravity" comes from Hera's active skill name : "Ultra Gravity".
    • Team HP+ awakening
      • This beautiful thing [​IMG]
        It increases the team's base HP by 5% per each.
    • Tape resistance awakening
      • Officially named "Resistance-immobility", the tape resist awakening is this thingy [​IMG]
        Also named sometimes "scroll".
    • Cross awakening
      • This absolut unit [​IMG]
      • x2.5 base damage per cross matched and per awake
      • removes 3 turns of hard sticky blind skyfall per cross matched and per awake
      • It's the most recent awakening to this day, and for that reason it remains very rare.
    • Dango/takoyaki awakening
      • Officially named Enhanced [color] combo, dangos/takoyaki are these [​IMG] [​IMG] .... [​IMG]
      • They're a great way to "passively" increase the damage of a color for the whole team, as they make each additional on-color combo matched stronger (and the more of these you have, the stronger each additional match becomes). The exact maths is beyond me, you'll have to research it, but having several of these can be very beneficial.
      • They look like dangos or takoyaki, hence the name.
        Sometimes also called grape
    • Heart-TPA awakening
      • A Heart-TPA is a match of 4 hearts (like a Two-Pronged Attack) done when one or more "Enhanced Heart Orbs" awakening [​IMG] are in the team.
      • For each heart-TPA matched, the base RCV is increased by 1.5^(amount of heart-TPA awakes) x the card's RCV. This awoken skill scales rather fast, and can make a card with high RCV and several of these a RCV stick able to heal to full even the tankiest teams.
    • High challenges
      • Annihilation level dungeons such as One Shot Challenges, monthly C9 and C10, Arenas, Alternative Arenas, modern descended, Colosseums, Illusory World of Carnage (= Shura Realms), etc... Essentially "endgame" stuff.
    • Stall and kill playstyle
      • As the name suggest, it's a general strategy that involves a lot of waiting for opportunites, and then killing when a kill window is open.
      • Kinda like "hit and run and stall".
    • Kill window
      • A moment in the enemy hazard rotation in which it is vulnerable to your attacks, and you can actually attack the enemy.
      • What makes the enemy vulnerable can either be because there is no damage mitigation up (absorb, reduction, void), because you have a way to negate a hazard (board change to remove poison/bombs, orb unlock, Fujin), because you stored enough orbs, because you deactivated resolve, because it has been delayed, etc...
      • Using an active skill such as a Fujin against a damage absorb can create a kill window.
      • A kill windows can last more than 1 turn.
      • A lot of monsters have a permanent kill window open, as they are always vulnerable.
    • Kill solve
      • Solving the board in a way that will have your team kill the enemy.
        Depending on the enemy and your team, a kill solve can be just matching combos, and sometimes it's super fancy stuff such as triple cross VDP FUA 7c and whatnot.
    • Natural board
      • A given board is "natural" when it was purely provided by random skyfall, and was not modified by an active skill. A board ceases to be natural if it has hazards like poison, jammers, roulettes, tape, unmatchable orbs, or anything of the sort.
    • Auto-FUA
      • Officially named "Bonus Attack", FUA (for Follow-Up Attack) is an (usually small) attack inflicted to the enemy after dealing your team damage. FUA is true damage, and as such it ignores enemy defense.
      • It normally requires you to have a specific awakening and match a specific shape of hearts to activate :
        • A column of hearts for standard FUA [​IMG] (1 follow-up true damage)
        • A box of 3x3 hearts for super FUA [​IMG] (99 follow-up true damage)
      • FUA is used to kill enemies which have a "resolve", i.e, a HP threshold above which they cannot be killed in 1turn. FUA deals 1 damage after the team damage so enemies with resolve still die even if they were above the resolve threshold.
        • Standard FUA cannot kill enemies with a super resolve.
      • Auto-FUA is when FUA is baked into a leader skill : activating the leader skill will activate the auto-FUA (even if the team doesn't have a FUA/SFUA awakening) and deal true damage after the team damage, just like FUA.
      • Auto-FUA comes in a lot of flavors, and can start at 1 damage all the way up to several millions.
      • There is 1 color cross lead with auto-FUA : Dracoblade, Light Fog (base Kyori). We don't talk about base Kyori here =_=
    • Orb starvation
      • You experience orb starvation when you're lacking sufficient amount of useful orbs. For Karin Kanzuki, experiencing orb starvation means your board has less than 5 of either/both fire and/or light, preventing you from matching enough crosses.
    • Skill starvation
      • You experience skill starvation when you're lacking active skills that could get you out of an undesirable situation.
      • Good skill rotation prevents you from experiencing skill starvation.
    • Cascade (or cascading)
      • Cascading consists in solving the board in a way that will make combos match themselves one after the other, when part of the board is cleared : gravity makes orb fall to bottom, allowing you to predict what orbs will be where if you remove stuff below them, making it possible to match them after other stuff has been matched. Think of it as indirect match.
      • Advanced cascading comes in many flavors, and can look like this.
      • Cascades and skyfall are different. Unlike cascades, skyfalls are unpredictable. A cascade is set in stone and will be matched if setup properly. A skyfall you can never know (although you can increase your chances of having skyfall combos).
    • Triple cross VDP FUA
      • It's this.
      • One of the hardest kind of solves. Avoid if possible as it is a ressource sink and very easy to mess-up. Triple cross VDP FUA is, in general, very specific : it requires quite specific boards (it's very easy to have too much of a color), specific orb managing (so very specific trajectories) while matching at all times in a space almost never wider than 3 orbs.
      • If you have the means to reasonnably deactivate an enemy resolve so that you don't have to FUA, or use an AS to not have to manually VDP, or lower the enemy health so that 2 crosses are enough, pick either one of these options, as the combination of FUA + VPD + 3 crosses is what makes triple cross VDP FUA so hard.
      • Triple cross VDP is "easy" in comparison (still hard, but also far more forgiving). So is triple cross FUA or double cross VDP FUA.
    [​IMG] [​IMG]
    • Win condition
      • A combination of contextual elements which, when met, guarantees that the player cannot lose anymore and will clear the dungeon, granted they always perform their solves properly and experience average RNG. After the win condition is met, only by messing up badly or suffering extremely unusually terrible RNG can the player lose.
        Win conditions depend on the team design and dungeon design.
      • Sometimes, there are no win condition, or the win condition is "reach the py floor in arena 1". Harder dungeons have stricter win conditions, if at all. Easier dungeons can have a win condition be "enter the dungeon" as it is not losable (granted good execution and average RNG) to begin with.
    • SDR buffer
      • SDR stands for "Skill-Delay Resist" ; a way to not be punished by enemies trying to delay your active skills.
      • This is usually achieved in 2 different ways (which can work together)
        • using skill delay resist latents (commonly refered as SDR)
        • using a skill assist with a long cooldown. This is what we sometimes call a SDR buffer : a skill assist which purpose is to absorb skill delay instead of the base unit.
    • Shura Realm (SR) / Alt Shura Realm (ASR)
      • Officially named "Illusionary World of Carnage", (alt) Shura Realm is a series of technical dungeons unlocked after clearing some of the Arena dungeons. They're currently the hardest dungeons in PAD to date.
      • As far as I know, the name "Shura Realm" is a translation of the japanese name, and since the community saw it first in JP PAD, Shura Realm remains more used.




    - INTRODUCTION -


    Perfect Victor, Karin Kanzuki
    is the ultimate evolution of Karin Kanzuki, a card brought to the game when Street Fighter Collab hit Puzzle & Dragons for the first time, early in winter 2019 (JP and NA).

    This guide will cover all I know about Karin Kanzuki as a lead : her strengths, her weaknesses, what makes her special, and try to help you to approach building a team for higher challenges such as monthly C10, Ultimate Arenas, Alternative Ultimate Arenas, modern descended and some of the early Illusory World of Carnage (Shura Realm) dungeons.
    She also is a decent sub for many teams, but this guide will make no mention of it.

    In a nuthsell : Karin Kanzuki used to be a 7x6 glass cannon light/fire cross lead, with tremendous fire power, comparable only to how fragile she inherently was, with only a RCV bonus as a supportive/defensive feature built-in her leader skill. She however received a massive buff in the latest iteration of Street Fighter V Collab, giving her a free x2 HP mult to light cards, and thus, addressing (no) her former main weakness : her frailness. This change (and another one) opens up a lot of stuff to her, be it content or subs, as well a new "playstyle".
    She remains however relatively fragile in regards to the newest content (in which dungeons hit you with 200k+ damage per turn), and still suffers from the natural issues that comes with playing crosses ; the inherent need for ressources : orbs, space and matching time. This guide will attempt at teaching you how to approach addressing that.



    - The "scaling color crosses" playstyle -

    Read this part if you don't know what scaling color cross leads are about or why they're special leads. Skip it otherwise. It's already a pretty darn long post ha ha.
    (I won't make any mention to heart-crosses in this guide as these have nothing in common except the shape : a "+" of 5 orbs (cross))

    Quick TL;DR :
    • Pros of playing scaling color crosses :
      • Fun shape
      • Exponential damage scaling (easiest playstyle to reach damage cap with)
    • Cons of playing scaling color crosses :
      • Annoying shape (according to some players)
      • Crosses create a lot of "dead space".
      • challenging, with a not-so-smooth learning curve
      • "orb hungry™"
      • requires a lot of matching time
      • team building is a bit harder
      • Although less of an issue lately (which is great), good color cross leads are usually still quite outdated for a good part, and not ready for the latest challenges.
      • Big reliance on 7x6 boards for consistency, alleviating hazards (void damage, resolve, spinners and high combo shields are a massive hassle in 6x5) and for harder content in general
    Introduced in the game with Himura Kenshin's first appearance in July 2016 (Rurouni Kenshin collab, card #3019 ), color-crosses is a very special playstyle because it doesn't comply to one of the fundamental design rules of Puzzle & Dragons : you can only activate a given leader skill once per turn.

    In Puzzle & Dragons, the vast majority of cards have a leader skill that define what the player must achieve to either deal damage or receive protection (all modern leaders do both). Sometimes it's a passive HP and/or ATK and/or RCV boost to cards of a certain type or color, and pretty often it's a specific condition to meet when matching orbs : matching a certain amount of combos, or a certain amount of linked orbs, sometimes even in a specific shape such as a L.
    All these leader skills work the same way, be it passive or active ; when the condition is met the leader is activated and multiplies whatever stat it's supposed to by a certain amount. For example, without a helper :
    • Transformed Seina gets flat x7 ATK and x1.5 HP to all fire and/or water cards.
    • She also gets x3 ATK, 50% shield and +2 combos for matching fire and water.
    The 1st part is flat and immuable. If a card has the appropriate colors, it gets the bonuses. The 2nd part only activates once. You won't get 3 x 3 ATK and 75% shield for matching 2 fire and 2 water. Every leader skill can only be activated once.

    Except color-crosses.
    Color-cross leader skills work as follows : you get a certain amount of something for each and every set of 5 orbs matched in a "+" formation, a.k.a a cross, of a given color or combination of colors.
    • The vast majority of color cross leads are scaling color cross leads ; their LS damage scales higher with the amount of crosses matched.
    • Very recently we have witnessed the introduction a new type of color cross lead : non scaling color cross leads. Their LS damage is a set amount, but matching crosses provide other bonuses (so far only additional combos).

    (If you want to learn to play color crosses, here's an attempt at teaching you this peculiar playstyle !)

    For a scaling cross lead, each additional cross multiplies your LS multiplier, so it's a power scaling. Which means that if you somehow manage to match 10 crosses, you get your LS multiplier to the power of 10. However fear not, it is so unlikely it might as well considered completely impossible in any circumstances (getting 6 is already an edge case). A realistic example would rather be to get 2 crosses in 6x5 board (up to 3), or 3-4 in a 7x6 board (up to 6), so in a 6x5 board you can activate your leader skill up to 3 times (ATK multiplier to the power of 3) or 6 times in a 7x6 board (ATK multiplier to the power of 6), which results in what color-crosses are known for : their rapidly growing exponential damage scaling.

    All relevant scaling cross leads have a 2-parts (or more) leader skill :
    • The part which increases damage with the amount of crosses, which I usually call "cross power", or just "scaling".
    • The part that doesn't, which works like any other leader skill (activable only once). The "base multiplier" if you prefer. It doesn't have to be flat and passive.

    There are 4 types of scaling cross leads :
    • monocolor cross leads, which can only match crosses of a single color (max 2 in 6x5, and 3 in 7x6). They usually have low-ish cross scaling, but high base mult.
    • bicolor cross leads, which can match crosses of 2 colors (max 3 in 6x5, and 6 in 7x6). By far, bicolor cross leads are the most numerous.
    • tricolor cross leads, which can match crosses of 3 colors.
    • Rainbow cross lead, which can match crosses of all colors (not hearts). In NA PAD, there are only 3 leads that can do that : Toragon , Sousuke Sagara and Amakozumi .

    IN GENERAL (there are exceptions), monocolor cross leads usually have a pretty "high" non-cross base mult (usually at least x4, rarely above x7, up to x10), while bicolor cross leads have a lower non-cross base mult (lowest is x1.5, usually around x3, up to x (Wallace has x5, but isn't a color cross lead)). For example :
    • Reincarnated Rushana gets x3 ATK per wood or light cross, so if you pair with another Rushana friend you get x9 per wood/light cross matched.
      • 1 cross is ATK x9
      • 2 crosses is ATK x81
      • 3 crosses is ATK x729
      • 4 crosses (skyfall only if in a 6x5 board) is ATK x6561
    This is what I call "x3 scaling". Alongside the cross scaling, she also has a passive x2.1 HP and x2.1 ATK, flat. Other examples :
    • Best Girl Planar gets +1 combo and x3.5 ATK per fire/dark cross, so that's x12.25 per fire/dark cross when paired with herself (← x3.5 scaling). Alongside this, she also has x4 ATK and RCV when matching 6+ combos.
    • Diara gets x2.5 ATK per fire cross, so that's x6.25 per fire cross when paired with herself (← x2.5 scaling). Alongside this she also gets x4 ATK and 50% shielding for reaching 7+ combos.
    • Cherun gets x3 ATK per light cross, so that's x9 per fire cross paired with herself. Alongside this she also gets x10 ATK for leaving less than 11 orbs on the board.

    The exponential damage scaling is what sets color-cross leaders appart from other leads, as they don't have any fixed limit on how high their multiplier can reach (obviously damage cap exist, and obviously the board doesn't have an infinite amount of space).

    However. Despite their firepower, scaling crosses remains a very niche playstyle, for a bunch of very good reasons.
    First and foremost, matching a cross is a ressource sink. You need 5 orbs to match a cross, it takes a massive amount of space and a significant amount of move time to do it.
    Then there's the learning curve, which is certainly not nice and smooth ; playing color-crosses is inherently challenging as it is easy to mess-up a cross (be careful of the infamous jesus-cross (a "t" of 6 orbs instead of a "+" of 5 orbs)), and crosses might screw up your comboing if you're not careful.
    Crosses also create what I call "dead space" in the board, space which is hard to match anything in ; you have to set up a combo or a cascade beforehand : once it's matched it's hard to make more combos in the near vicinity of a cross, yet you have to learn to do it.
    Team building is not super easy either, because of the need for matching time and active skills to fix boards.
    Color cross leads have very bad time against hazards found very commonly in higher level dungeons, especially in 6x5 :

    • any combo shield that needs 8 combos or more require high execution skill and very specific boards to be hit through without skyfall, while also preventing triple-cross in 6x5 entirely (of course you can try your luck with 7c triple-cross and hope for skyfall, but the loss of ressources in case you don't get these is pretty daunting).
    • FUA places an almost absolute limit on how many crosses you can match in 6x5 to 2. It is virtually possible to triple cross FUA in 6x5. You'll just never succeed as it is extremely specific and immensely hard to perform, because you need to cascade not only 1, but 2 crosses to succeed at this. It also significantly reduces your combo count.
    • VDP box is virtually impossible in 6x5 as only tri-color leads can double-cross VDP in 6x5, and it requires extremely specific boards and extreme care in execution as it's extremely hard to perform. The damage output is also extremely ass because tricolor leads are usually designed to unleash their power at 3 crosses, not 2. So you might as well not do it entirely.
      • Aoi Shikigami (as well as Paimon and Best Girl Planar in a lesser extent) is the only scaling bicolor cross lead able to achieve non potato damage while doing VDP + 1 cross. It's still super low. But it can kill very weak stuff.
    • Spinners exist. Fuck spinners.
    • Tape on either side of the board can make matching crosses a nightmare.
      Hard blind will make matching crosses very annoying.
      Clouds suck too.

    7x6 boards helps with addressing most of the inherent issues with color-crosses, but it's still not a magic fix that solves everything. It just helps.

    Lastly, and this bit is very important : it is important to acknowledge that the color-cross playstyle still lacks good leads in general. We are getting more and more lately, which is excellent, but so far they remain exceptions rather than the norm, and at vastly lesser levels of durability than other usual modern leads. The most durable one so far are :
    1. Sandalphon with x7.12 eHP, including a 25% shield ! But he's monocolor.
    2. Verdandi at x6.25 eHP, but team building is a tad complicated. No shield.
    3. Reincarnated Rushana at x4.41 eHP. Easy team building. No shield either.
    4. A few leads with x4 eHP thanks to their conditional 50% shield like or
    5. Karin Kanzuki !
    Let's hope that the trend of good cross leads being released lately don't loose its momentum !
    It also looks like non scaling cross leads are being released, and so far they've produced excellent results to say the least (Phyllis freakin beats Shura 3).



    - Karin Kanzuki is "special" -


    Karin Kanzuki used to be special for being the first cross lead (and probably (?) the first lead ever, but don't quote me on that) to be both a 7x6 lead and having the leader skill of a 6x5 leader : Best Girl Planar . With the latest iteration of Street Fighter Collab this statement is not true anymore : Karin Kanzuki is special for being way better than that now, while still keeping her natural 7x6 board.
    She remains however "relatively" fragile, compared to meta leads ; her flat x2 HP mult makes her an immensely more potent leader, but for the high end challenges her tiny personal HP and -most importantly- lack of a natural shield will hurt her, and will need to be addressed in team building. In that aspect, Karin Kanzuki is very similar to her past self, but finally "up-to-date".

    Color-crosses is a special playstyle in itself. Among this playstyle there are some "special" leads that stand out (or don't). Calling them special feel kinda wrong in 2021, as lately it feels like the good cross leads are all "special" cross leads in some sorts. And vice versa (kinda). Here a few examples.
    • Most emblematic color-cross lead was Aizen, with a *flat* very high x6 ATK multiplier and a very low scaling at only x2 per cross. RCV mults among cross leads are quite rare in general, so having it being so high was certainly something, especially back then.
    • Cherun is somewhat special in the fact that her cross power (x3 per cross) is at all times weaker to her base mult (x10). She's still a very powerful glass canon though, don't get me wrong. Just an odd one.
    • Mega Paimon is special for having very high scaling (x3.5 and +1 combo per cross), alongside a very nice x4 ATK base mult above 50% HP (a mult more commonly found among mono-color cross leads), and most importantly a 50% passive shield above said threshold that makes him very durable and potent, even in high-ish challenges. This combination of features is impressive, and makes him one of the best 6x5 scaling cross leads still.
    • You could say any of the tri-color and rainbow cross leads are special, since there are so few.
      Especially Nemain, who has a combination of a pretty high x5 base mult (combo-based) AND good scaling at x3 per cross. Also a 25% shield (or a HP mult if you're a madman and build pixels lul)
      That would have been normal if Nemain was mono-color as it is a pretty standard mono-color cross LS (Fujin has combo based x6 and x2.5 per cross), but she is tri-color which means her cross power is far above mono-color cross leads, because she can match 3 crosses in 6x5 board. Making her a very potent 6x5 cross lead.
    • Similarly, Aoi Shikigami is special for being bicolor and having a very high (and flat) x5 base mult, alongside a very high x3.5 scaling, alongside a x2 HP mult. These combinations of features makes him a fantastic 6x5 cross, worthy of being called the best (he might not be it, but he deserves to compete for this title).
    • And then there are the brand new non scaling color cross leads !
    Karin Kanzuki is one of these special scaling cross lead too. Karin Kanzuki is special because she has an extremey unusual combination of LS features : 7x6 + x2 all stats + x3.5 scaling + bicolor.

    I'm probably not teaching you anything when I tell you that since 7x6 leads exist in this game they've always been made weaker than 6x5 leads.
    Reason for this is simple : a 7x6 board is in itself a tremendous buff to any team (except maybe rows and "X orbs or less remaining on board"). So to achieve some kind of """balance""", so far GungHo's designers have been carefully making 7x6 leads with less potent leader skills, compared to their 6x5 counterpart, which is why we usually pair 7x6 leads with strongers 6x5 helpers. Hence why 7x6 leader swap can be so good, and why 7x6 leads are almost never paired with themselves : you only need one to get the benefit of a 7x6 board, having a 7x6 lead also as a helper means you're just ditching power and durability. So 7x6 leads are paired with 6x5 leads.
    Thats's how the game handles 7x6 leads, and it has always been quite fair.

    That was until Karin from Street Fighter collab was revealed :9

    Her leader skill features are :
    → 7x6 Board
    → 2x HP/ATK/RCV for light attribute
    → 3.5x ATK for each light or fire cross

    That, ladies and gentleman, is better than even Planar's LS, despite her being an authentic 6x5 cross lead. But Karin Kanzuki is a 7x6 lead. She used to be a light 7x6 Planar, but with her recent buff she derived from her, as Karin Kanzuki is a glass cannon no more.

    x3.5 ATK scaling is huge. That's x12.25 per cross when mirrored. So in 7x6 ? Oh boy.
    The highest scaling you can get on a color cross lead so far is x4 per cross (Wallace isn't a color-cross lead), and these are found on 6x5 mono color leads (2 crosses max). Karin Kanzuki is freakin bi-color 7x6 lead with the 2nd highest possible scaling so far, at x3.5 per cross. That is nuts.
    The two other 7x6 leads are June Bride Rushana and Allatu (which are tricolor), and they both have a x3 scaling, with vastly less durable LS : Wedding Rushana only has a weak x1.5 HP mult, and Allatu only has x3 RCV, and none of them have a base mult. Karin has a flat x2 to ATK, RCV and HP. In a vacuum, from a design perspective (and compared to LS design in general), Karin Kanzuki's leader skill remains broken (Karin Kanzuki is not broken, but her LS design is). That was the case back then at her release 2 years ago, and that is still true today.

    Your damage scales really high, really fast. To give you an idea, here's what x3.5 scaling means with a helper :
    • 1 cross is x12.25 ATK. Very easy to perform, almost all natural 7x6 boards have 1 cross.
    • 2 crosses is x150. Very easy to perform, and the average natural 7x6 board does have 2 crosses.
    • 3 crosses is x1838. Still quite easy to perform, and you can get a lot of natural triple cross boards, even in short dungeons.
    • 4 crosses is x22518. A bit trickier to pull off (still not a big deal), and still achievable in a lucky natural board. 4 crosses is virtually guaranted to make you hit damage cap.
    And that's just the scaling. Alongside that, Karin Kanzuki has a flat x4 ATK mult (when paired with herself), which means your LS mult is actually x600 at only 2 crosses. And there are still massive space to combo the rest of the board. And you basically add more than one digit to your damage output with each cross. And in 7x6 you can match up to 6 (you need only 4 to cap non 7c subs though). I don't know if you realize how the scaling work but I can tell by experience that it is nuts. There is a balance reason why Allatu and Wedding Rushana only have x3 scaling and no base ATK mult.

    Karin Kanzuki used to be a -very glass and very cannon- glass cannon. Her flat RCV boost enabled a stall-and-kill playstyle ; she relied a ton on team HP+ awakes [​IMG] to meet HP thresholds so that she can stall on non immediately lethal enemies, and kill them once skill rotation was correct and kill windows were open(able).

    While some of this is still true to some extent, the fact that her LS isn't glass cannon anymore makes her vastly less reliant on team HP+ awakes, which opens up her sub-pool a ton. She still need them, a lot actually, but she used to not be allowed to exist in tons of dungeons without loads of team HP+ awakes, but now only highest end dungeons will block her.
    The game -however- has vastly more hazards (and more frequently) than back when Karin was released, and as a color cross lead Karin Kanzuki still needs a crapload of resources to work. Thus, addressing hazard resistance is going to be high priority in team building, alongside compensating for her relatively low HP (Karin herself has 3.8k HP after LB +297) and orb generation.

    NOW THAT WAS ABOUT HER GETTING THE x2 HP TREATMENT (which -while I'm at it I might as well repeat it- was incredibly unexpected, considering how color cross leads have been treated lately).
    I didn't make any mention of the cross awakening [​IMG] and yet you'll see in a bit that this could be a pretty darn big deal too.



    - APPROACHING KARIN KANZUKI -



    Aight. This is the moment where we need to start thinking about Karin Kanzuki a bit differently. This is the moment where I stop copying/pasting stuff from the previous guide (spoiler : I didn't lul).
    I'll try my best to explain how this new Karin Kanzuki 2.0 is different from her past self, what her buff implies in team building, and how to -hopefully- make her function as a relevant (albeit, not meta) lead in 2021 PAD.
    Fear not, she's by essence quite the same as her former self, but her buffs give her some much needed flexibility, and opens up a very interesting new perspective.

    I think the 2 biggest changes brought by her buffs are :
    1. She's now allowed to exist even without a shit ton of team HP+ awakes [​IMG]
    2. This is linked to point 1/ : her sub-pool is now vastly more massive.
    Kinda hard to sum things up in 2 words, so we'll discuss all that later. It is absolutely fantastatic and there are a lot to talk about regarding these 2 small points. But first, I would like to tell you about something that's been on my mind since about 1.67 seconds after seeing her buffs : building Karin Kanzuki's team as rainbow.




    - Rainbow Karin Kanzuki™ -

    It's very unintuitive so I would rather tell you about that now instead of when you're tired of reading :9
    Will address non rainbow teams too, don't worry.

    Actually I've been running rainbow Karin Kanzuki for a long while even pre-buff, to benefit from the features of having a rainbow team : rainbow skill haste, rainbow guard break, and the rainbow VDP latent. But if I'm perfectly honest with, you my experience with it was that the pros of running rainbow aren't enough to justify going out of your way to do that (and especially considering how hard it was to cover some colors water) : rainbow skill haste is nice, and guard break is occasionally useful, but the latents work very poorly unless used on a very high damage dealing card (which pre-buff Karin Kanzuki doesn't want). And then you have to adjust your team to playing rainbow, drastically reducing the available sub-pool (which is already not big for pre-buff Karin). Also covering water used to be pain (a lot less now that we have a great farmable and a great widely available pantheon (after buff)). A lot of downsides for ok-ish results.

    But her 2 buffs kinda enable that now. As a reminder, she got 2 big changes with the latest rerun of SFV collab :
    • x2 HP to light
    • 1 base cross awakening and 1 cross super awakening
    • (also x1.5 RCV for 1 turn on her AS, but this is irrelevant to our current matter (although very welcome to erase RCV debuffs))
    The combination of newly acquired durability and double cross awake [​IMG] is what enables her to play rainbow much better. Reason for this is a bit unintuitive but stay with me for a bit.

    Rainbow didn't work with pre-buff Karin Kanzuki because she had very specific subs and awakes requirements : exclusively very high HP subs, hazards suck and need to be resisted, massive amounts of team HP+ are mandatory, as well as several shields, awoken bind is a lethal threat that you need to be able to deal with the turn it is applied, hazards still suck, you want tons of TE awakes too, all that while covering all colors (and water is annoying) and maintaining appropriate orb generation (7x6 helps a ton with that). It also didn't help that besides skill haste, all the benefits of rainbow revolve around one card dealing very high damage, because that card has to deal damage that the rest of the team won't be able to deal (i.e. VDP damage, color absorb void or guard break). But this contradict with one of the implied "rule" of pre-buff Karin Kanzuki team building : you want so much stuff in your Karin team that don't want to add damage dealing cards (except VDP) to the mix, especially those which require a specific orb shape (like TPA or L-Unlock, although we'll come back to these 2 awakes shortly). Damage was the 1 thing Karin Kanzuki had going for her and that didn't need to be addressed with subs. She already needed too much stuff to exist, so adding damage on top of it just makes her team building unnecessarily hard

    Well, her buffs make most of these issues non-issues. Water is still a tad annoying to cover (although there are finally a few great options, and even a farmable one), but other than that :
    • she can work with average/high-ish HP subs (she still want high HP subs though)
    • she doesn't beg for team HP+ awakes nearly as much (she still want these though)
    • she doesn't need shields nearly as much (she still need some though)
    • the cross awake is a reliable, consistent and powerful source of damage that synergize perfectly
    Also, unrelated to her buff ; hazard resistance is vastly easier nowadays, and water is easier to cover with actual optimal and accessible subs. All in all, what you need to see here is 1/ her team building is more flexible 2/ she is herself a high damage dealing card thanks to the cross awake.
    Simply put, you no longer need to go super ouf of your way to build rainbow, you're less "punished" for doing so since water can be covered with actually very good subs, and you actually benefit from rainbow privileges : the cross awake will allow Karin Kanzuki herself to be a high damage dealing card, while not requiring to change anything in your play as it only requires to match rainbow (= clear the board, which you always want to do) and match crosses (= activate her leader skill).

    Ok. So it's not detrimental anymore to build rainbow. Cool. But why build rainbow in the first place. That is a legitimate question you might have been asking for a while now.
    Among the rainbow privileges there are 2 that are very desirable for Karin Kanzuki : rainbow skill charge and rainbow vdp latent.

    Rainbow skill haste is pretty straightforward, it helps a ton with skill rotation, and will make some long actives (like Zinogre's Fujin) come up much faster. Some cards with long-ish AS can also become decent inheritance bases if you can make good use of their skill haste, which is nice too. Heck Reeta is a great sub able to virtually divide by almost 2 the CD of whatever you inherit onto her, and she's unique for that.

    Rainbow VDP latent however might just be a godsend to post-buff Karin. Essentially, it vastly lowers the need for a strong VDP sub and most importantly it vastly reduces the need for this abomination of nature that is triple crosses VDP FUA. How to put it in simple words.... matching rainbow + 2 or 3 crosses + FUA is not super simple, but incomparably easier than matching 3 crosses + a 3x3 box + FUA. Yet both return about the same damage (heck, rainbow VDP deals more as it can ping with both main and sub attribute). Most importantly, one is achievable on a natural board, and is easy and consistent, while for the other a board change/fix is mandatory (and RNG can make it not possible), and it remains challenging to pull off (there are so many ways to mess up triple cross VDP FUA), while also working very poorly with combo shields. Heck, triple crosses rainbow FUA is doable on a board with not too many roulettes on it, while these can practically prevent you from doing triple crosses VDP FUA entirely.
    Rainbow VDP is also practical to slowly lower the HP of a vdp spawn with over 4 billion HP, so that it can be VDP'd with only 1 card dealing damage cap. Triple/Double Cross VDP FUA simply cannot do that, because each execution will require an active skill. Triple Cross VDP FUA also can't deal VDP damage for both the main and sub attribute of a card if these are different colors (unless you're a madman trying double cross double VDP FUA, which is arguably harder than triple cross VDP FUA, while also dealing less damage lul), while rainbow VDP can.

    So yeah, rainbow VDP can be pretty neato. It requires however that the rainbow VDPing card deals a lot of damage, which is not an issue thanks to Karin's double cross awake. That's x6.25 base damage per cross, which is decent at best. The trick however is to slap a 3rd cross awake equip onto her to boost to x15.6 base damage per cross, which is much better. That's enough base damage to damage consistently cap at 3 crosses. And if you plan on using someone else than Karin Kanzuki as your rainbow VDP sub, 4 cross awakes is x40 personal base damage per cross, and 5 cross awakes is x100 personal base damage per cross. Yep. Hitting damage cap will be possible with only 2 crosses with such a card, which is going to be invaluable if you rainbow VDP (light cross awake cards are sadly super not numerous as of May 31st, but things will get better with time !).
    However, as of now, cross awake equips are still fairly rare, but more are being added quite fast, and some of them -while still very rare- are decently accessible (like green Zhuge equip , or PAD Academy Kio equip , which can be traded for (we'll come back to these in the sub and equip section of the guide)).

    Ok all of that sounds pretty cool, but then how about just using a VDP active skill ? Well that is very valid too, and actually for the super high end stuff like the late Shuras and Alt Shura, you hardly can do without these (I typically doubt Gilles Legato will let you rainbow VDP him to death (granted you can reach Gilles Legato in the first place ha ha)). But for most of the non-alt-super-high-end-latest-extreme-whatnot-challenge, a single VDP card with high VDP power can still do the trick, and thus rainbow VDP (as well as vanilla VDP) still work wonders, and frees up a slot for an active skill/sub. And that's kinda a luxury when you still have so much to consider when building the team.
    But then again, VDP AS are still an absolutely valid approach ! Especially when we have fast VDP AS subs that are actual good subs for Karin like absolut unit Dyer or -in a lesser extent- Aljae . And even without the fast ones, it's absolutely valid to build rainbow with rainbow VDP and use an AS VDP to deal with the super tanky stuff we find in higher challenges. There's no right or wrong way to approach this. Only options. Rainbow VDP is just an option among the VDP options we have in 2021 PAD ~
    And of course, guard break will be useful here and there too, especially if the card having it has high personal damage (this is often the case).

    On that matter, I would like to highlight the existence of the Wicked Key of Sloth . It will significantly lower your card's HP (and this bad as -2.5k base HP is -10k HP after mult) and RCV (not so bad) in exchange for providing a guard break awakening, and a very desirable DKali board + awoken bind clear + unmatchable clear active skill.
    Look, I don't know how frequently damage void spawns also have high defense, but if that's not a thing yet, it will eventually be, there's no doubt about this. Might as well be prepared.
    I personally wouldn't do that, but be aware that this option exist :9

    A "downside" however of building rainbow will be addressing orb-generation. With a light/fire focused team in you don't bother with all attributes and matching rainbow, so you can have focused skills dedicated to helping you maintain high light/fire supply. There are a lot of light/fire orb changers and board fixers, alongside a lot of really good board changes to create large amounts of light and fire orbs. Skyfall buffs are very good too.
    But for rainbow, it's more complicated. Of course, a natural 7x6 board usually have 2 crosses + all the colors and hearts, but 2 crosses will eventually start to be not enough to deal with enemy HP pools (unless you're running harbingers of supernova Narcis and most importantly Phyllis ), and active's such as Karin Kanzuki's will target non light/fire/hearts, and thus, dramatically reduce the amount of water/wood/dark orbs when used. We have a problem here. High light/fire supply kinda fights against matching rainbow.
    There are ways around this however :
    1. Board fix actives skills (such as Rathios equip (which remains to this day mind boggingly good for Karin Kanzuki holy nova)) can be excellent assets, as they produce a predictable amount and shape of orbs. This will allow you to decide exactly when they should be used so that they do not remove colored orbs that you need to achieve rainbow.
    2. Increased light/fire skyfall active skills (such as Ryumei , Ferule or Dahlia Herbarium ) will greatly help maintain light/fire supply while not erasing other orbs. Your odds of having rainbow on the board will be slightly worse, but not by a large margin (assuming proper cleaning of the board), which make these very desirable, albeit still a tad rare for the reliable ones (Bradamante's AS remains unparalleled still (sadly) finally has worthy successors ).
    3. DKali board changes are still usable and desirable. But maybe consider using another active skill on top of them to add some light/fire, because they will consistently not make triple cross boards. Having 2 crosses out of a DKali board is extremely common and quite reliable, but 3 cross is much rarer. I have never had a 4 crosses DKali board.
      • This is much less an issue if your rainbow VDP card has a lot of cross awake (4+) as it will drastically reduce the amount of crosses required to deal big damage. It is possible to hit damage cap with rainbow VDP, 2 crosses and 4-5 cross awakes, making DKali boards a lot more desirable !
    Addressing orb generation is going to be a rather important matter for rainbow Karin Kanzuki (not every single spawn has damage void however).

    And because it's likely that you will want to stall more often for good natural boards, you'll want to build your rainbow Karin Kanzuki to be tanky, with higher HP and better shielding.

    Lastly, I almost forgot to mention it despite how critical it can be in some situations : unmatchable orbs are going to prevent you entirely from using rainbow VDP, and for that reason you need a reliable way to clear unmatchable orbs status. Lately a lot of cards with Odindra type active skills are also receiving the unmatchable clear treatement, hopefully that'll make things easier for you.
    Another way however to deal with that is via the unmatchable clear latent awakening : using it on a card makes it so that for every TPA awakening and TPA matched, 1 turn of unmatchable orbs is removed. However using light or fire orbs to remove unmatchable status is out of the question, as these orbs are precious to help activate your LS. You'll absolutely want to rely on off-color TPAs for this purpose. Funnily, for some reason, the vast majority of decent TPA subs with an off-color attribute.... are water. Typically Wedding Scheat is great for that purpose.

    ALRIGHT. Enough with rainbow Karin Kanzuki. Back to vanilla good old bicolor Karin Kanzuki.

    EDIT June 04th 2021 :
    A few notes and observations after running rainbow Karin Kanzuki for a short while in actual challenging content (i.e. extreme annihilation descends).
    • While it works just fine as is in annihilation content, to really perform appropriately in extreme annihilation content we'll need cross awake equips to make Karin Kanzuki strong enough for rainbow VDP. She does well as of now (hits damage cap at 2 light + 1 fire cross), but my "results" so far are suggesting that getting this 3rd cross awake will really enable her a rainbow VDP card.
      • For that reason, when we'll get the luxury multiple cross awakes subs (and especially Narcis and Phyllis ) you should favor them for rainbow VDP instead of Karin Kanzuki.
    • Triple crosses rainbow remains fairly hard. Double cross rainbow vdp is very easy, but that 3rd cross makes things surprisingly more difficult, and it's very easy to forgot that one color. I recommend setting up your crosses in one of these two ways. "Horizontal" crosses makes it vastly easier to match additional stuff in general, as well as heart TPA, which is very desiable.



    - General team design -


    TL;DR : To build her team (this also applies to rainbow), here is a non exhaustive list of things you'll want, depending on what dungeon you're running

    • Time extend subs. Bare minimum would be 10secs unless you're a matching god. 13secs starts to feel ok. Aim for 15+secs for consistency in matching (ofc, adjust it to your level of play), and add more if you're still not comfortable. No shame in having 22secs of move time if that allows you to be consistent. Consistency is more important than speed. If your team design allows you to have 20 secs of move time, go for it.
    • SHIELDS. For high challenges aim for :
      • At least 1 reliable and fast 50%+ shield active skill that you can spam use as a panic button, or just use frequently.
      • At least 1 75% shield active skill. Doesn't have to be fast, but you don't want your only 75% shield to be 15+ CD.
      • 35% is very usable too, but a lot of stuff will require at least 50% (← protects from gravity 200%).
    • A couple time extend active skills
      • Karin Kanzuki herself addresses that, having 1 more remains desirable
    • Awoken bind clear is still extremely important
    • At least 1 sub with a L-unlock [​IMG] with either of their main/sub color not light or fire.
    • A RCV stick (unless you run a lof of team RCV+ subs or lots of healers).
    • Inheritance bases are still desirable for important actives tied to cards not eligible to be Karin subs !
    • The cross awakening is good. If you can have useful subs with it, sub them ! Good availability of cross awakes in your team will reduce the amount of crosses needed to deal damage, which is very good !
    • Subs with :
      • hazard clear (AS or latents awakenings) or resistance (awakenings)
        • Priority for hazard orbs is jammer, then poison, then blind.
        • Tape and cloud are equally important to address
      • utility (think Fujin for example)
    • If you're doing high challenges :
      • High HP subs
      • Subs with team HP+ awakes
    • If you're building rainbow :
      • subs with rainbow privilege (guard break or rainbow skill charge)
      • at least 1 high damage card, preferably using cross awakes (other offensive awakes -besides maybe 7c- are undesirable), or maybe 7c/10.Killers is also free damage.
        • Karin Kanzuki herself addresses that, having 1 more remains desirable (albeit not mandatory) for the super latest challenges like Shura or some of the super hard descends, or any dungeon with a VDP spawn with more than 4 billion eHP which needs to be one shot.
      • For orb generation : favor skyfall buffs and board fix AS over orb/board change AS.
        • DKali boards are still very important. Having at least 1 will make things easier for you. If your rainbow VDP card has 4+ cross awake, you can rely on DKali board for rainbow VDP and thus have more DKali boards in your team.
      • high durability (high HP/reliable shields)
      • reliable unmatchable orbs clear (active skill or sub with lots of TPA)
    • If you're not building rainbow :
      • a reliable (preferably fast) VDP active sub, or 2 subs with high VDP power (think 2-3+ VDP awakes).
      • good lightf/fire orb generation OR high durability (high HP/reliable shields)
    • L-Shields exist and can come in clutch in extremely specific scenarios (5% shield with 200k HP is already 10k HP worth of shielding).
    Regarding damage awakenings, of course off-color L-unlock is kinda mandatory, and you want a high VDP power card to deal with VDP in the smoothest possible way. Cross awakes are very good (and desirable for building rainbow) since they'll activate while you activate your LS, especially if you can have the super luxury subs with several of them , to help reduce the required amount of crosses. Similarly, 7c/10c, killers and dangos [​IMG] [​IMG] are ok since they passively activate, but don't try to actively sneak these in. You'll be busy enough getting the appropriate features in your team, if you try to add "high damage subs" to the list you're just adding a layer of difficulty to this already hard to build team. Ban any light/fire L-Unlock and TPA. Forget about big damage enhance AS, only use them for damage debuffs.

    It used to be that Karin Kanzuki's favored playstyle was essentially :
    1. stalling on a safe floor
    2. monitoring skill rotation and waiting for a kill window
    3. kill
    4. one-shot every following non-safe floors until reaching a safe floor
    5. rinse and repeat from step 1
    So hit-and-run-and-stall, kinda.
    This was due to her glass cannon nature, not allowing her to withstand big damage, forcing her to carefully pick her fights so that she can actually handle some non-lethal damage ; thanks to her RCV mult, anything that didn't one shot her was usually simply unable to kill her period, granted average RNG and appropriate board cleaning (heart starvation on hazard-less 7x6 boards isn't really a thing if you properly clean board each turn). Thus, it was mandatory to :
    • research the dungeon to know what floors are potentially safe to stall on, figure out at what HP threshold you have enough floors to stall so that your skill rotation works
    • build your team to meet the HP threshold.
    All that while addressing dungeon mechanics and hazard resistance, of course.
    This.... is still true to some extent of course (new challenges keep dealing more and more damage), but vastly less of an issue thanks to her newly HP obtained mult.
    Simply put, Karin Kanzuki used to beg for team HP+ to simply exist in anything past, say, Arena 3 (?) and a crapload of not-super-hard descends. Else, with her low personal HP and lack of shield/HP mult LS, she just didn't have the defense to run challenging stuff.

    That is still true to some extent. Just vastly less.

    Her glass cannon usual self forced her to build with a very restricted sub-pool (for high end challenges, that is), but now, her sub-pool and team design is much more flexible (and especially if you're not doing the highest finest latest challenges).

    It is important however to acknowledge :
    • You still want to be able to stall.
    • You still want to contest hazards.
    • You still want to be consistent.
    These are still the 3 pillars of building Karin Kanzuki's team. But
    • her HP mult now allows her to exist and stall more easily on more floors, without requiring a million team HP+ subs and exclusively very high HP subs.
    • her not being stuck with team HP+ subs all the time allows her to cover hazard resistance more easily, and not immediately be threatened to death when hazards aren't immediately cleared.
    • her not being stuck with team HP+ subs all the time allows her to have more TE sticks subs.
    What I'm trying to convey here is the nuance, the difference between "mandatory" and "very desirable".

    So how do you build Karin Kanzuki ?

    Well here's the thing. Karin Kanzuki's team building is now much closer to "general team building" (minus the high damage subs), even for non cross leads. But not because Karin's team building has changed, but because general team building """""is changing""""".
    It's funny because in a sense, general team building looks a bit more like Karin's team building : for high challenges all teams want very high bulk anyways, resist appropriate hazards, and be able to be consistent with LS and dungeon mechanics. She need however to cover defense a tad better, since she's not as durable as other modern leads. Point is : you may have noticed the upsurge of subs with several team HP+ awakes these past few months/years ; well it's because modern duneon encourages you to have these with you since incoming damage is getting higher and higher. These are not for glass cannons only anymore.
    For lower challenges, all teams can allow themselves to be flexible, since there are less damage to handle (and to deal), and less hazards. Same for Karin Kanzuki.

    So building your team will essentially be very similar to build most other teams, but with less focus on damage, and more focus on durability. Kinda like her past self, but with less extreme need for team HP+.


    Ok, but in practice ?

    Alright, I believe time extend remains your #1 priority, or almost. There are more hazards and mechanics than ever, and we're only going uphill on that regard ; move time is going to be vital. Heck, in general, matching crosses takes time, and navigating a 7x6 board takes time. You're not getting away without a comfortable amount of move time ("comfortable" depends on how good you're at this, for me comfort starts at 15secs). Whether or not you build rainbow, you will want to be consistent with everything. Resolve are everywhere, so assume you'll need to FUA every other spawn (crosses don't have access to auto-FUA just yet (no, we still don't talk about base Kyori here è_é)), and with increasing enemy HP pools you'll need more crosses in average to make progress in recent dungeons. Karin Kanzuki used to get away pretty nicely with 2 crosses on average and 3 for tankier stuff (even in AA2 back then), but that just won't do nearly as well today, and you'll 3+ crosses a lot more frequently. Comfortable move time will help you achieve that, as well as time extend active skills. Thanksfully Karin Kanzuki herself has an AS that achieve just that, which helps a ton to secure these complex solves (if you have 15secs of matching time, Karin's AS boost that to 22.5 secs), or just get rid of annoying -80% matching time and whatnot (as well as RCV debuffs).

    Of course, you'll need to be mindful of your HP. I might sound like a broken record, but while she has very precious HP mult baked in her LS now, she's still kinda on the lower end of the bulk spectrum ; without a shield LS, and with tiny personal HP, Karin Kanzuki remains a relatively not tanky lead, and addressing that is still to this day a high priority too if you plan on doing high challenges.
    There are 2 main ways to go about this.

    Team HP+ [​IMG] was a godsend for her pre-buff self. Each team HP+ increases by 5% your team's base HP (not including HP+ badge), and even if they scale additively their impact escalate quite quickly. Let's look at an example. Let's say the average card in PAD has 7k HP. With 6 in your team that's 42k base HP. Now Karin Kanzuki has 2 team HP+, and if each sub in your team has 1, that's 8 of these, which is +40% base HP, boosting your HP to approx 59k. A boost of 17k HP, simply by having 8 team HP+. With Karin's LS that going from 164k HP to 236k. A significant boost in bulk. This difference might not matter a whole lot for some old-ish challenges, but for modern stuff that's the kind of boost that make or break a team. HP thresholds for high challenges content are still a thing. So yes, team HP+ is still highly desirable to her. Especially considering how Karin Kanzuki absolutely doesn't have 7k personal HP lmao.

    And then, there's shielding. To some extent, any lead without a built-in shield needs some active shielding eventually. Karin Kanzuki is no exception. Quite the opposite atually, since it also helps with her HP issues. Lethal gravities being a thing (any gravity beyond 99% is lethal without damage mitigation) makes it mandatory to have at the very least 1 reliable shield in your team. Really, nothing beats the joy of watching an ennemy deal exactly your amount of HP in damage, and then realizing it was a gravity. Shielding address that. If you have only one the amount you want is debatable, but I believe for modern recent content you likely want 75% (for the latest dungeons you simply cannot do with only 1 however). That doesn't mean 35% shields are bad. In fact they even protect you from a 150% gravity, but they doesn't work well for enemies that do gravity + attack in a single skill set (typically, Reincarnated Rushana's 99% gravity + 81k damage can be survived with a 50% shield and 81k HP, but with a 35% shield you need about 151k HP). Point is, bigger shields are better. But you can do with lesser shields if you researched the dungeon. Lesser shields are also usually quite faster which is good for rotating them regularly.

    On that matter I would like to rise awareness on the fact that 2 Enochs subs (which is farmable) can permanently cycle their AS, giving permanent 35% shield and x1.5 move time, which elegantly address both shielding for a lot of dungeons (you're also immune to 150% gravity) and move time. On the same vein, Reeta (which is far harder to get) can singlehandedly do that (no move time buff though), so that's pretty neato.

    Finally, high HP subs remain very desirable too. If you have 2 subs achieving essentially the same things, picking the tankiest one is rarely a bad idea.

    Ok. Moving on.
    Let's take a moment to acknowledge her need for a RCV stick. This might sound weird to veteran Karin Kanzuki players, as she used to be able to out-heal pretty much any amounts of poison with 3 hearts and appropriate comboing. But she has a HP mult baked in her LS now, making her RCV "normal" in regards to her HP. Even poison asides, you should expect to get the average Karin team to get at least 140-160k HP (and that's like super low, teams for high challenges should aim for at the very least 240k+ I suppose), which can barely be healed with 3 hearts anymore. But it can be healed with a RCV stick and heart-enhance awakes [​IMG]. So as weird as it can feel, these are now desirable for Karin Kanzuki. You don't need a lot, you just need some. A sub with decent RCV and 2-3 of these is enough. Note that the RBGD valkyrie earrings equips ( etc) have 2 of these and can make any high-RCV sub a RCV stick.

    Ok, then there's the utility.
    Well, surprise, hazards still suck for Karin Kanzuki !
    Thanksfully hazard resistance has become increasingly easier to address (which makes sense considering there are more hazards to resist) with some cards having a precious 100% hazard resist awake [​IMG] [​IMG] [​IMG] ; get these if you can. If you can't address everything priority should be :

    1. Jammer, simply because bombs still exist and are designed to take priority in gameplay : they will punish you hard if they don't take priority in your mind and you don't immediately clear them. Remember : they cannot be cascaded, deal big damage and completely erase part of the board. Bomb skyfall doesn't exist (thanks the stars) so if you have 100% jammer resistance, bombs will never be a problem.
    2. Poison resist, because Karin's RCV isn't gigantic anymore in regard to her HP (since you have a lot now), so mortal poison can therefore kill you easily :> Use of a RCV stick can help with that too.
    3. And finally, hard blind is definitely annoying but can be played around, and most importantly it's not a direct threat (unless there's a mechanic involving solving the board with blinds). The cross awakening also removes blind skyfall, which is very helpul in some of the highest challenges.
    Regarding tape and cloud, you want to resist both, period. Tape will prevent you from performing kill solves, and some spawns just are so freakin savage with clouds lul.
    I would like to emphasize that for L-Unlock (which you want in your team) you do not want under any circumstances to match a light or fire L while playing. Never. Light/Fire L-Unlock use the exact same ressources as crosses for Karin's LS, and should therefore be prohibited. If you have the orbs to match a fire/light L, match crosses with these, or store them for later. What you should do however is have at least 1 sub which has at least one of their color as not fire or light to be your L-unlocker. Typically, Shamash is an excellent Karin Kanzuki sub, but she mustn't be your only L-unlocker. Remember that equips with L-unlock awakes exist ; slap one of these on a not light-fire / fire-light card to address L-Unlock. Never L-unlock with fire or light orbs è_é
    Similarly, and for the exact same reasons, TPA awakes can be desirable to remove unmatchable orbs status, but mustn't be used with light or fire orbs. The reasoning is the same. If you want to use TPA to clear unmatchables, make
    them be wood/dark/blue. Not light, not fire.

    Veteran Karin Kanzuki might wonder how much of a threat awoken bind is to Karin Kanzuki with her newly acquired HP mult. Well it's still lethal simply because team HP+ is still highly desirable (albeit, not mandatory this time around). It might not be immediately lethal though, and what kills you could simply be the lack of matching time to heal, remove hazards or deal damage. But it can also be that loosing your team HP+ awakes puts you below a safe HP threshold (it's very easy to go below since Karin doesn't have a shield).
    So you still actively want reliable awoken bind removers. At least 2 of them.

    Lastly, there are stuff like Fujin, color absorb void (thanksfully there are a lot now) and VDP.

    Alright. Look. I know I sound like a broken record again, but awakenings that bring only damage aren't inherently desirable for Karin Kanzuki, even post buff. It's not bad per se, but there are so much stuff you want to have in your team, if you also add "damage" to the list you're building your team with a handicap. It's not super useful to specifically go for damage dealers when Karin Kanzuki can just multiply your damage output by 12 simply by matching an additional cross. Especially those who need to be manually activated : TPA, rows and L-Unlock.
    However, the offensive awakes which passively activate (7c, 10c, killers and dangos) can be useful still : reducing the amount of crosses required for killing stuff is good, period. If you have subs that bring lots of value to the team while also having these awakes, don't ditch them because they have offensive awakes ! These are good, especially the dangos (these scale crazy fast). But don't actively try to slot in offensive awakes. Damage is the 1 thing Karin Kanzuki can address without the intervention of subs dedicated to that ; it's nice if offensive awakes are a byproduct of a sub being actually good for other reasons, but do not specifically try to get awakenings that only add damage in your team.

    There are exceptions to this statement though.

    First exception is -of course- Void Damage Pierce. Damage Void is everywhere in modern PAD, and you might not want to damage control your way through them. Reliable access to high VDP power is critical to any team nowadays (which is why I think rainbow VDP can be very good), and since it messes up so much with matching crosses (* loud triple cross VDP FUA noises in the distance *) it is important that your VDP card carries the kill. Thus, high VDP power is very desirable. Back before Karin's buff, I used to kill stuff with triple-cross tier HP pools (so several hundreds millions HP) with only double crosses VDP because my Xmas Ilmina has 3 VDP awakes. That's the kind of VDP power you want. It reduces the amount of crosses you have to match while matching VDP (which is good because the VDP box and crosses kinda dislike each other).

    For the same reason, if you're building rainbow the cross awakening is also very desirable to have a card with lots of them to rainbow VDP stuff easily.
    But there's a twist. It's not only for rainbow. And that's the second exception. If you can build around it, the cross awakening is going to be extremely useful, as it'll reduce the amount of crosses needed to achieve big damage. I mean, that's what a damage awakening does. Duh. But since the cross awake activation is directly -and only- tied to your LS activation, the damage is consistent and will help a ton when multiple crosses are matched (which you always want). Simply put, building around the cross awake could allow to consistently achieve 3 crosses worth of damage while matching only 2, or 2 crosses worth of damage by matching 1, as well as consistently hitting cap at 3 crosses (or less if you have a lot of cross awakes on a sub). Which is 100% a very good and desirable thing.
    → How is it different from 7c and 10c you ask ? Well 7c is rather consistent that's for sure, but it scales slower since it's x2 per. It also doesn't always activate if you match 3 or 4 crosses as sometimes the board disposition is just bad and your skill level won't allow 7c before skyfall. 10c is straight up inconsistent without skyfall, even with only 2 crosses as sometimes you just don't have the time for that. Cross awakening on the other hand will activate alongside your LS, making you not rely on comboing. Which is good. That doesn't mean 7c and 10c are bad (especially considering there are so many choices). It's just that if you have the luxury to be able to choose between cross awake or 7c/10c, you should pick cross awake.

    But besides the cross awake and VDP, offensive awakenings shouldn't be something you build for. That's a struggle for non color cross teams :9
    If you need more power, match an additional cross. If you can't, stall one turn. If you can't, use a shield. If you can't, reconsider your dungeon strategy. If you're stuck, reconsider your team. Karin Kanzuki cannot beat everything that is for sure, but if the thing that's causing you trouble is damage, the odds that you're approaching something wrong are way above 0%.

    Protection (HP, shield, hazard resistance), fingers and utility are what you look for in a Karin sub.

    As for the matter of orb generation, it is easier to address for a non-rainbow build of Karin's team, but the way you want to approach it depends.
    If you can build a very durable team (think good 300k+ HP or something along these lines maybe, with a reliable RCV stick) you can allow yourself to stall more for good natural boards. That's a strat that's been very successful for pre-buff Karin. You'll need to be careful and have good dungeon knowledge so that you don't
    greed too much, but having less subs dedicated to orb-generation will free room for some other utility.
    If not, you might still to want to favorise skyfall buffs still. For rainbow Karin it's kinda a blessing, but even for non rainbow it can be very good as a single active skill can address light/fire supply for several turns (unless RNG decides to match them lul), which will be very helpful with both consistency and skill rotation (it also decrease the need for multiple orb generation AS, which is good because there are a lot of stuff that you want in your team). Board fix will also obviously be very good, as well as board changes (although these are less consistent), especially for moments when you need to manually VDP (1 VDP + 1 cross of the same color is already 14 orbs, i.e. more than 1/3 of the board). However, Karin Kanzuki already being an excellent orb changer herself will vastly diminish the need for additional orb changers. You do need some more, don't get me wrong, but maybe favorise skyfall buffs or board changes, since Karin already orb changes.

    You can also do both, because why not.

    In any case, it is important to remember that the average 7x6 board does have 2 crosses, and often more. You can even be lucky and get a quad cross natural board. And if you're experiencing unlucky RNG, a single turn of stalling is usually enough to address that. Thus, while still important, the matter of orb generation is less of a problem than it can look.




    - Other advices -


    These are still important. It just didn't feel right to include these in the other sections ~

    • If you have this luxury option reasonnably available to you, you should self lead. It is quite likely that your team design relies a crap ton on equips and super awakenings. You do want total control over these. Equips and super awakes are the kind of things that make or break a team, so if you have the luxury to be able to self lead, do it.
    • Karin Kanzuki has access to Super Awakening. I'll try to help you choose which one you want. Remember that your helper likely has super awakening too !
      • Pick Cross Awakening if you build rainbow and wish to use Karin Kanzuki herself as your rainbow VDP card.
      • Pick the skill boost if you have a transforming sub for which it is critical that they transofrm early (Dyer, Irene, Pattie, Narcis or Phyllis for example), or a critical AS needed very early in a run. If you can avoid picking skill boost, avoid it.
      • You simply cannot go wrong with Super Time Extend. If you don't need the cross awake for rainbow VDP and you don't critically need the skill boost, Super Time Extend is extremely valuable.
    • Regarding badge, any of HP+ and TE+ badges bring equal value to Karin in any dungeon that is not super-duper-high-end-latest-content-alternative-I'll-throw-the-sun-at-you. If you're not running these you can probably pick whichever helps you to run Karin more consistently. TE+ if you're low on fingers, or HP+ if you're low on HP (HP+ badge counts as 3 team HP+ awakes).
      • If you're running the super high end stuff, HP+ badge is kinda mandatory though. The damage in these dungeons is just getting mind boggingly high.
    • We'll dig into subs later a bit later, but since since addressing HP is still so important to her, HP+ and HP++ latents awakenings remain invaluable to have on your big HP subs. Anything that has 7-8k HP or more are excellent candidates to receive HP++/HP+ latents !
    • There are a lot of desirable latent awakes you want in your team. If you can have subs with 8 slots that should come very handy. Here's a (non exhaustive ?) list of useful latents :
      • Leader swap resist ! It used to be that Karin's LS has no defense, which made it ok-ish for her to get leader swapped since the team would likely gain some bulk (a HP mult and/or a shield) out of it, but not anymore ! She's the key to her own survival, and unless you use subs who exclusively have x2+ eHP LS, you do not want to get leader swapped this time around !
      • Rainbow resistance latents. You don't need those that give 2.5% (resistance + latents), you can do with the 1% latents just fine. The point is to protect you from a 100% gravity. That way you won't need an AS shield to survive these.
        • If you cannot have 1 resist of each color resisting dark and water sounds kinda high priority, as you can run into Zaerog or Alt dark Agni relatively "early" in the high challenges (Zaerog in the early Arenas, Alt dark Agni in AA2 if I recall correctly), and they both have a 100% gravity.
        • You still need a shield AS to survive any 101%+ gravity though. Ena will kill you without a shield. You have been warned.
      • As I mentionned earlier, if you build rainbow, Karin Kanzuki can be the rainbow VDP card, and you can slap the VDP latent onto her. It can be someone else.
      • Poison surge and jammer surge resist. You'll have to run some hard dungeons to get these (or they can be traded for), and I believe they'll be very good. I recall that 2~ years ago one of the biggest barrier to running AA3 with Karin Kanzuki was -ironically- Hinomitsuha's savage poison skyfall OTL.
      • RCV latents are very good for your RCV stick ; 3 of these will essentially double the card's base RCV. Kinda nuts.
      • Removing roulettes (spinning orbs) can now be done with an active skill or via use of the recover bind awakening [​IMG]. If you have one such card, it can be very good to use the roulette clear latent awakening (which you still get in a hard challenge, but oh well). This will free a precious sub/AS slot in your team ~
      • I mentionned it specifically for rainbow builds, but it still applies to non rainbow (bicolor focused) builds : we can clear unmatchable orbs status with the unmatchable clear latent awakening, by matching TPA, which makes this latent potentially desirable too. Of course it has to be off-color TPA so that you don't waste your precious fire/light orbs.
      • If you play with a self helper, color absorb void latent can also be very good, especially considering it will work just fine in bicolor builds too (you're very unlikely to not have at least 3 attributes in your team, even if you don't play rainbow). Think of it like a rainbow vdp but vastly easier to activate, and restricted to be slapped onto your Karin Kanzuki helper (else you would take the risk of having your damage absorbed back). Thanksfully, here again the cross awakening will greatly help with carrying the kill with that 1 ping of damage.
      • And of course, you can hardly go wrong with some Skill Delay Resist. The late Arenas and Shuras are filled to the brim with Skill Delay.
      • Except maybe for a couple very extremely specific case, killers and Attack+ latents are wasted slots in Karin Kanzuki teams, as your main source of damage should always be crosses.
    • Karin Kanzuki, when paired with herself, damage caps all light/fire main attributes in the team at 4 crosses. You won't cap fire subs if you do 3 light cross and 1 fire cross, and vice versa, but 2 lights + 2 fire is damage cap for all subs, even non-7c subs. With some additional comboing you'll hit cap with all fire/light main and sub attributes too.
      • Subs with x4+ personal damage subs (think subs with double 7c, double cross awake, double VDP (if activated), or 1 10c) will start capping at 3 on-color crosses.
    • When paired with herself or another "x3 per cross" pairings such as Kenshin or Nemain, Karin Kanzuki adds more than 1 digit of damage per cross matched. It is definitely an unreliable way to control your damage, as 7x6 skyfall are very much a thing and will ruin your day, but it gives you a vague idea of how much crosses you can match to not pass a Damage Void/absorb threshold. Like, a damage void at 10M can't be dealt with at 2 crosses.
    • This might sound silly but it's important still so I would rather remind you : Karin Kanzuki's AS adds exactly 2 crosses to the board, as well as 5 hearts. The reason it's important is because sometimes using this AS when the board already has a few light and fire will give you the impression that there are suddenly lots of light/fire orbs, and that you can match lots of crosses. The thing is this is not how it works. If your board has 0 crosses pre-AS, it will have 2 after using it. If it has 2 pre AS, it'll have 4 after using it. Simple. Just don't get fooled by the impression that the board has lots of orbs. Count them.
      • Similarly, you won't get FUA out of Karin's AS if your board doesn't have at least 1 heart (thanksfully it's extremely rare that hazardless natural 7x6 boards lack any heart). Using it after a LKali board change for that purpose is therefore pointless.
    • This is going to sound dumb, and very not specific to Karin Kanzuki, but when running high challenges, dungeon knowledge is going to be key. Running harder stuff will require that you know what you're doing and when. I shall add some dungeon guides when I'm done running them myself. But yeah, researching dungeons will help tremendously. To give you an idea of how tight the skill rotation and strategy can get, take a look at the part about AA2 on my previous guide on Karin Kanzuki 1.0 (remember, that was 2 years ago, we didn't have a lot of practical stuff we have now).
    • L-Shield isn't an inherently desirable awakening for Karin Kanzuki, but it can however get you out of a bad spot. It'll protect you from 100% gravity, which is cool, but most importantly it can allow you to meet an HP threshold. I mean, eventually you'll run into a spawn that deals just a bit too much damage, and your skill rotation is 1 turn away from being good ; and then you remember that 5% of 200k HP is 10k HP, and it might be what you're missing to tank a hit on a spawn which you initially deemed not safe.
      • I don't know, it's an extremely specific scenario, but point is, L-shield (while still bad awakes) is still shielding. Extremely niche shielding, but shielding still.
    • You might be wondering how to approach super limit break and if you should go through the pain of dumping ressources to level your cards to lvl 120. I believe SO FAR the answer is "if you need to ask, then probably no".
      It's not that it's bad. It's rather that leveling a card to lvl 111+ is extremely expensive, and we don't get that much out of it yet. Of course additional stats are welcome, especially additional HP (and in fact, high HP cards are probably worth it for Karin Kanzuki), and it'll enable the new powerful stat latents for even more stats, or the damage cap break latent. But here's the thing.
      • The resource/reward ratio of leveling a card to lvl120 for bonus stats just isn't good enough yet in most cases. Additional stats are welcome, but going through lvl 111 → 120 is extremely expensive. The added value just might not be worth it just yet.
        • For massive HP sticks like Light Ilmina or Amatsu, ok, that works, especially considering how the HP++ latents provide +10% HP per each. So yes, in that case, yep. Else, not really.
      • The damage cap break latent.... do you need it ? I know there are more and more spawns with beyond 2.14b effective HP, but they can be dealt with by attacking with several pings of damage cap (which cost a total of 1 (one) active skill to Karin Kanzuki most of the times). There might be some that will require a lot of pings of damage cap, and maybe some that can't even be one shotted without over-cap latent..... and I also suspect these are found in dungeons simply too difficult for Karin Kanzuki. I might be wrong on that matter. I don't know very well the super high challenges and all... but I typically don't believe Karin Kanzuki can handle Shura 2 and 3, and these are where I would expect spawns that requires over-cap latent. For the other stuff I don't believe the damage cap break latent will make any relevant enough difference to justifiy spending 1b coins to reach lvl 111+
        • I believe it can make a good difference if you run Alt Shura 1, in which case, ok, why not.
      • Feel free to do it still if you have the ressources.
     
    Last edited: Aug 4, 2021 at 10:25 AM
    Reni likes this.
  2. YamaKyu

    YamaKyu Karin Kanzuki was a mistake. And I love it ♥

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    - BUILDING THE TEAM - (part 1)


    Aight, it's time for the fun part. Or the part which will give you a headache. Depends.
    Thanks to Karin Kanzuki's recent buffs, and all the very interesting options that have been added these past years, building her team has never been as easy as it is now. It remains however pretty darn hard. I'll do my best to help you with that.

    Just before we start, a quick disclaimer as I cannot see all the good cards (leads, subs, equips, you name it). There are simply too many. I'll try to do my best, but I will miss some. I welcome anyone to help me be as exhaustive as possible, and tell me about potential cards I could have forgotten !

    (with that said, bless PADx, Ilmina.com, TsuBotKi and PAD index for being incredibly helpful)

    Quick reminder of Karin Kanzuki's leader skill :
    • x2 HP, ATK and RCV to light cards
    • x3.5 ATK for each light or fire cross.
    • 7x6 board


    - Leader pairings -

    We'll start with leader pairings, as a few of these will change drastically depending on whether or not you build rainbow. Let me know if you think a given lead flew below my radar !

    I'll distinguish color cross pairings from non color cross pairings so that it's easier for you to find the type of helper you want. As the naming suggest, a color cross pairing is a helper that is a color cross lead ; non color cross pairing is any other helper.
    Colored cross helpers will be in a semi-ordered list : I can't tell with accuracy which helper is better than which, but in general good helpers will be above bad helpers. Non-color cross helpers I'm kinda clueless so assume it will be completely un-ordered. It is not. But assume it :>

    There are SO MANY possible helpers for Karin (especially among the non color cross leads), I can't possibly put them all so I'll focus on those that I think are capable for high-ish end content.
    To help you recognize a possible pairing to Karin Kanzuki (even if it's not mentionned here), look for :
    • Helpers with at least x2+ eHP. 50% shield counts as x2 eHP. So does 35% shield + x1.5 HP/RCV.
    • High damage output
    • A LS that doesn't require you to use 5 light or fire for anything but a cross (light/fire L-unlock leads are BAD, period). Leads that need exactly 4 light or fire for anything are bad too.

    Quick important note before starting : most leads listed below aren't as good pairing for Karin Kanzuki as Karin Kanzuki herself, and thus you usually "lose" something by pairing with them. Some are kinda on par with her, or better under a few conditions maybe, but I believe she remains her best pairing. However, if you do not have Karin Kanzuki herself and are willing to play her still, most cross leads listed below benefit (a lot) from running with Karin Kanzuki.


    → Color cross helpers

    Perfect Victor, Karin Kanzuki - #5100
    [​IMG]
    Leader skill :
    • x2 HP, ATK and RCV to light subs
    • x3.5 ATK for each light or fire cross.
    Pros :
    • Excellent synergy with herself, duh.
    • One of the strongest pairing in the game, probably.
    • x4 HP mult
    Cons :
    • Still a tad fragile
    • No shield
    • Best pairing imo

    With her newly acquired x2 HP buff, Karin Kanzuki is even more so her best pairing than before. She is one of the extremely rare scaling cross leads with x2 all stats or equivalent, making her quite durable for a scaling cross leads. She's not the tankiest, but with a RCV stick she'll be able to recover from virtually anything that doesn't one shot her. And there are some very nice candidates for that role.
    You'll never have to worry about dealing enough damage, as even the damage cap break latent awakening thingy cannot handle the sheer fire power she packs.

    This is my pairing of choice.



    Dazzling Dahlia Starfairy, Phyllis - #7331 (transformed twice from )
    [​IMG]
    Leader skill :
    • x1.8 HP to light cards
    • 50% shield and x18 ATK when matching 8+ combos
    • +3 combos per light cross
    Pros :
    • Very high durability : x3.6 eHP, including 50% shield
    • Active skill will handle light generation no prob
    • Active skill will greatly contribute to damage
    • High combo count does contribute to damage
    • Damage is actually very high with proper building.
    • Phyllis is practically Karin's Kanzuki best sub, making it extremely desirable to have her (see sub section)
    Cons :
    • Active skill will remove fire
    • She's a non scaling cross lead, i.e. her ATK mult is low, i.e. low damage subs will deal low damage.
    • EXCELLENT pairing with proper team building.
      • Else, fine.

    Phyllis..... shouldn't be here :>
    She's what we could call a "non scaling" cross lead : a color cross lead which doesn't get damage mult LS out of crosses. As such, she should be in the "other helpers" category. BUT. With +3 combos per cross and big damage with cross awakes, she's definitely a lead of the color cross playstyle and absolutely justify running her like a vanilla scaling cross lead (which she's not). Doing so will give Karin Kanzuki a huge boost in durability, as this pairing has x7.2 eHP, including a very nice 50% shield.
    For the damage.... you would expect a non scaling cross lead to not deal a ton... and yet Phyllis just delivers. It's part thanks to her AS which increases damage by 10% per cross awake (so with just Karin and Phyllis, you have up to +80% damage every other turn (with cross awakes equips)), as well as her very high combo count, and most importantly her cross awakes give her outstanding base damage. Of course, this is her personal damage. But just see it as an incentive to build with cross awakes subs.

    As for how good she's for Karin, well mirrored Phyllis beats Shura 3. So without necessarily enabling such high challenges, Karin Kanzuki should still benefit a ton from pairing with her.

    A few things to note if you pair with her.
    → You'll have to adjust team building to generate more light. Phyllis's AS can handle that just fine, but it removes fire. Not too bad though, since you likely won't need to match tons of crosses all the times.
    → You actually want to address damage with subs. Phyllis damage is very good, but low damage subs will deal low damage, because her multiplier is low. Favor cross awakes subs over anything, since her AS will benefit from it, but Phyllis's LS will make 10c activate extremely consistently to say the least, so 7c and 10c subs are also super welcome.



    Kirei Kotomine - #5018
    [​IMG]
    Leader skill :
    • 50% shield and x3 ATK when matching 2 dark combos
    • x3 ATK per light, fire or dark cross
    Pros :
    • 50% shield protects you from 200% gravities, while actively contributing to durability and RCV
    • Very high firepower
      • Tricolor cross lead
      • Nice x3 scaling
    • Good damage control with dark crosses
    Cons :
    • Shield needs 6 dark orbs
    • NOT FULLY AFFECTED BY KARIN'S LEADER SKILL.
      • Will not contribute to the team HP/RCV
    • GREAT pairing

    Kirei is a rare "on color" helper with a great 50% shield. It does require 6 dark (which the average natural 7x6 board does have), but it's reliable and will come in extremely handy. While Kirei himself isn't affected by Karin's x2 all stats, the shield will lower the need for a RCV stick : you have less HP to replenish and you also take less damage. I would kinda advise against using his dark crosses, just so that you can manage the amount of dark on your board at all times to ensure shield activation. If you run Firo , Kirei's dark crosses will come in very handy however.
    If you dislike the idea of playing modern PAD without a shield (very understandable), you can hardly go wrong with Kirei Kotomine. He may not look like it but as a helper it's an absolute unit.



    Archangel of Music, Sandalphon - #7307
    [​IMG]
    Leader skill :
    • x2 ATK and HP to light attribute subs
    • x3.5 ATK and +1 combo per light cross
    • 25% shield when matching 8+ combos
    Pros :
    • Bulky ~x2.67 eHP mult, including shield
    Cons :
    • Low damage : can't take full advantage of fire crosses
    • No RCV mult
    • No SBR. Not super good awakes in general (besides cross awakes).
    • GREAT pairing with proper team building.
      • Else, eh.

    Yeeeeep, you read that right, we did it boys, first cross lead with HP mult AND shield. Aight, the shield is tiny at only 25%, but it exists, and that is beautiful.

    Now the real question is : do this 25% shield justify using a monocolor cross lead (with the exact same base mult and scaling as Karin that is) ? I don't think so, but it might be too early to judge him, or maybe that's just me. Monocolor crosses have a ressources and damage issue, and Sandalphon is going to suffer from it. However, using only light crosses will still provide good damage, and you will be able to damage control (or get a bit more punch) with fire crosses, so that's positive.

    For teambuilding Sandalphon will want high damage subs. Not necessarily a lot, but some. As a monocolor cross lead his mult is going to be low-ish, so you want to address damage with subs. Mostly subs with either multiple 7c (at least 3), some 10c, or most importantly cross awakes. The low-ish damage output of Sandalphon can and should be compensated in team building, and as Sandalphon's awakes suggest, the cross awakes are the way to go about this. Thanksfully GH devs are adding a lot of cross awakes subs to the game very fast, but light is still very lacking on that matter.

    Sandalphon is so high on this list because if you can address damage (which requires the super luxury Narcis and Phyllis) then he might just be the best pairing or close. Else he's not super good.
    For the record, though, Sandalphon will very consistently hit damage cap at 3 light crosses, thanks to his 2 cross awakes.



    Sousuke Sagara & Laevatein - #5655
    [​IMG]
    Leader skill :
    • x2 HP to attacker cards
    • x8 ATK when matching 4 colors
    • x2.5 ATK per cross of any color
    Pros :
    • Excellent firepower
      • High damage output thanks to his exceptional x8 base mult
      • Rainbow crosses = high potential damage
    • x2 HP mult
    • Nice damage control thanks to a 2-parts LS which can be half or fully activated (though 7x6 skyfall are still a thing)
    • Active skill guarantees 5 crosses + hearts
    • Benefits a ton from playing rainbow
    Cons :
    • No contribution to team RCV
    • Restricted team building
      • Also makes it harder to hit rainbow
    • Fine pairing for playing rainbow
      • Else, bad

    This is one of these pairings that look awful at first glance and are actually quite nice.
    Put it simply, if you can go out of your way to build attackers only (which is going to prove difficult, if anything, because you also have to build rainbow) you would get a pairing of great fire power. The scaling wouldn't be super high so you might need a high-ish amount of crosses on average, but you can use orbs of any color (besides hearts) to complete your need for damage, which should help with the matter of orb generation. Of course, you want to rely on light/fire crosses first and foremost, but when you'll be running low on light/fire supply, you can still do with any other color.
    Damage control is going to be very interesting as well.
    If you're playing rainbow, Sousuke Sagara should prove to be a somewhat solid helper, who will also facilitate building rainbow as he covers dark.



    Mega awoken Sacred King of Hell, Paimon - #5138
    [​IMG]
    Leader skill :
    • 50% shield and x4 ATK when HP is 50% or more
    • x3.5 ATK and +1 combo per light or dark cross
    Pros :
    • 50% shield protects you from 200% gravities, while actively contributing to durability and RCV
    • Excellent firepower
      • High damage output thanks to his high x4 base mult
      • High x3.5 scaling
    • Good damage control with dark crosses
    Cons :
    • Poor synergy : can't take full advantage of fire/darkcrosses
    • Shield is HP dependent
    • Fine pairing

    We're already going off-color.
    But probably the best off-color pairing, mostly thanks to his great x3.5 scaling and most importantly the 50% shield. It truly is a shame that it depends on HP, because that makes it vastly less reliable. But still, if you can maintain high HP (which should be possible in a lot of decently challenging content) his shield will prove very useful, and vastly lower the need for a RCV stick (you have less HP to replenish and you also take less damage).
    Sadly, off-color helpers will always feel a tad weird to play, as you'll need to focus on light crosses to dish out good damage, which will require appropriate team building to address orb generation. Dark/fire crosses can be used for damage control, and the +1 combo per cross will be welcome for combo shields (and also increasing damage).
    All in all it's fine. Among the "not super good and off-color" pairings, hat boy is likely the best. Decent for playing rainbow too.



    Reincarnated Rushana - #7003
    [​IMG]
    Leader skill :
    • No skyfall.
    • x2.1 HP and ATK to healers and gods
    • x3 ATK and +1 combo per light or wood cross
    Pros :
    • Contributes to HP with a x2.1 mult
    • Strong damage output
    • Good damage control with wood crosses and no skyfall
    • Revo Rushana is a very desirable card to have in the team overall.
    Cons :
    • Poor synergy : can't take full advantage of fire/wood crosses
    • No skyfall
    • Restricted team building
    • Fine pairing

    Like with all off-color pairings, you'll need to rely a whole lot on light crosses to make it work, as fire and wood crosses will be respectively off-color to each other. And like with most off-color pairings, it's more that Karin is a good pairing for Revo Rushana, and not the other way around (Revo Rushana has a vastly better pairing though , but oh well I guess it's an option too e_ê).
    As a healer, Karin herself is affected by Rushana's LS, so that's neato. Decent for playing rainbow. Overall she's fine too.



    Karin Kanzuki - #5099
    [​IMG]
    Leader skill :
    • x4 ATK and x2.5 HP to light attribute subs
    • +2 secs of move time
    • x3 ATK and +1 combo per light cross
    Pros :
    • Bulky x2.5 HP mult
    • Strong damage output
    • Good damage control with fire crosses
    Cons :
    • Can't take full advantage of fire crosses
    • Doesn't contribute to the team RCV
    • No SBR. Not super good awakes in general.
    • Decent pairing at best

    Here's a weird one.
    This x2.5 HP and x4 ATK base mult make her a decent pairing for her ult evo form, she also has nice scaling at x3 per light cross, and for higher end challenge the +1 combo per cross can be very practical as combo shields are growing out of control bigger. She's definitely a good candidate.
    But she's outclassed by Reincarnated Rushana (which is farmable), GH Sandalphon and most importantly her ult evo. For whatever added value base Karin brings, you lose a whole lot too because she's monocolor. If you have a Karin Kanzuki, and you want to use her as a lead, you want to use the ult form, not this one.



    Abyssal Cursed Sword Goddess, Nemain - #5063
    [​IMG]
    Leader skill :
    • x5 ATK and 25% shielding at 5 combos
    • x3 ATK per fire/wood/light cross
    Pros :
    • Excellent firepower
      • High damage output thanks to her very high x5 base mult
      • Can match wood crosses for some additional sauce (or damage control)
    • 25% shield, making you immune to gravities up to 130%
    • Facilitate immensely building rainbow
    Cons :
    • NOT FULLY AFFECTED BY KARIN'S LEADER SKILL.
      • Will not contribute to the team HP
    • Doesn't contribute a whole lot to address Karin's inherent issues (frailness, need for ressources)
    • Doesn't contribute to the team damage in any way
    • 25% shield isn't a whole lot
    • No limit break = low stats
    • Fine pairing for playing rainbow
      • Else, bad

    You might have a raised eyebrow right now e_ê If so you might be wondering "why" pick Nemain as a helper since you lose so much durability in the process (although firepower should be fine). That is a legitimate question, and you'll understand better when we'll get to the subs part. But essentially, it is hard to build for rainbow Karin Kanzuki. There are 2 main reasons to this issue :
    1. Water is a hard attribute to cover. Very good water subs are not numerous (thanksfully they exist now, some are widely available and there's even a farmable one), and most of the best ones are gated behind seasonal REMs and not tradable, making them luxury.
    2. The sheer amount of stuff Karin Kanzuki needs to function fights against building rainbow as building rainbow adds a layer of difficulty in team building.
    Nemain addresses both, by covering water and dark, and thus, freeing 2 slots for subs as only wood remains to be covered (and it's by far the easiest). Pairing with Nemain makes it so you can focus on putting the required stuff in your team. So yeah, she's a good candidate if you wish to build rainbow.
    Sadly she's likely not good enough for the super high end stuff (especially considering how her shield is so bad) but she remains capable for a lot of content like all the Arenas up to at least A5 and AA2. Interestingly you can use her wood crosses for some additional punch, or for damage control purposes : Karin Kanzuki isn't affected by the wood cross clause, which means each cross count as only x3 ATK, which is good for damage control.
    It is important to acknowledge that her stats are low, and so is her shield, so you'll have to build accordingly. And since she's not affected by the x2HP/RCV clause of Karin's LS, she cannot be your only RCV stick (but she can contribute to it, no prob).

    She used to be a far better helper before Karin Kanzuki got her buff, but now there aren't a lot of good reasons to using her.



    Pixel Nemain - #6125
    [​IMG]
    Leader skill :
    • x2 HP and x3 ATK if all subs are pixels cards.
    • x3 ATK and +1 combo per fire/light cross
    Pros :
    • x2 HP mult.
    • Virtually erases combo shields from existence
    • Excellent awakenings
    • Facilitate immensely building rainbow
    • Excellent firepower : can match wood crosses for some additional sauce (or damage control)
    Cons :
    • NOT FULLY AFFECTED BY KARIN'S LEADER SKILL.
      • Will not personally contribute to the team HP nor RCV
    • Extremely restricted team building : requires exclusively pixel cards.
    • GREAT pairing for playing rainbow and with proper team building
      • Else, bad
      • You don't want to go out your way to build this team if you don't play rainbow e_e

    ...
    Don't give me that look, I promise I'm taking this job very seriously.

    If you're crazy enough to go super out of your way to build with pixels only, she will be solid for playing rainbow (she covers the almighty water attribute), and probably even better than Sousuke Sagara. But you have to be ready to give up your sanity because building this team is going to be incredibly difficult. Damage will be a non-issue as the vast majority of Pixels are high damage dealers (by design ?). The thing that will be difficult is utility and hazard resistance.
    I'm not exactly sure this is worth the hassle of making such a weird team, but oh well if you want to flex and show you dedication to PAD, that's a great challenge for you. You'll be rewarded with a powerful (and decently durable) pairing. You'll need a RCV stick on top of it, as Karin's RCV boost won't affect Nemain though. But other than that it should be a good team to play. Truly this is where all the Nemain sauce went :9
    Someone please do it, I want to witness this <3

    Technically she should be a bit higher up in the list, but the requirement to running her is also off the charts so, eh. The good thing is playing Karin X Pixel Nemains requires you to cover only the wood attribute, and you'll soon see that among pixels it's by far the easiest attribute. Imagine if you needed to cover water with a pixel lmao



    Heaven Scribe, Enoch - #3600
    [​IMG]
    Leader skill :
    • x2 HP and RCV to light cards
    • x3.5 ATK per dark/light cross
    Pros :
    • Very desirable durability with x2 HP and RCV.
    • High x3.5 scaling
    • Facilitate running double Enoch for permanent 35% shield and x1.5 move time.
    Cons :
    • Low stats
    • Poor synergy : can't take full advantage of fire/dark crosses
    • Decent pairing at best

    Ok helper at best if we only look at her LS, since it's lacking a base mult and doesn't do anything that Karin Kanzuki herself doesn't already do. That's the thing with Enoch, really, she's strictly inferior to Karin Kanzuki as a lead, in all possible ways (which makes sense, considering she's farmable ~).
    However, having 1 Enoch helper means you only need another one to do the strat I mentionned earlier in the post where you cycle 2 Enoch AS to have permanent 35% shielding (immune to 150% gravity) and x1.5 move time. Other than that she's not super good, although she remains absolutely usable.



    Ultra New Dragon, Toragon - #5316
    [​IMG]
    Leader skill :
    • x4 ATK and +2 combos when matching 4 colors
    • x3 ATK per cross of any color
    Pros :
    • It's quite litteraly the most powerful actually playable lead in the game (no, shenanigans like Wallace aren't playable, prove me wrong)
    • Actually a very desirable card to have in the team
    Cons :
    • Glass cannon
    • Decent at best (?????) if you're a madman
      • Else, bad
      • Straight up doesn't work in a whole lot of challenging dungeons, period. Not paired with Karin Kanzuki.

    DAMAGE GOES CRROOOSSSSSSS

    I don't even know what to tell you. You know why you want to pair with Toragon. He has 1 thing going for him and it's the sheer amount of consistent damage this fluffy boy can unleash. His firepower is simply unparalleled.

    I would like to ask why you want his power, but I can also understand the bliss of seeing high numbers all the time so who am I to judge you. If you know how the dungeon you're entering works, and you know you're already at a safe HP threshold, yeah why not, go ahead and smash everything to pieces.
    Also nice for playing rainbow, although he won't make it any easier for you to build raibow.

    (he also brings 3 team HP+, making him actually contribute to the team HP, neato !)



    Rurouni, Himura Kenshin - #3019
    [​IMG]
    Leader skill :
    • x2.5 ATK and 25% shield when matching fire and light
    • x3 ATK per fire/light cross
    Pros :
    • 25% shield, making you immune to gravities up to 130%
    • Possible damage control thanks to a 2-parts LS which can be half or fully activated (though 7x6 skyfall are still a thing)
    Cons :
    • Not a good pairing, actually.
    • 25% shield isn't a whole lot
    • He needs buffs, really
    • Bad pairing.

    This is not a good helper. He used to be one of the best, but nothing really justify anymore to pair with him. I'm mentionning him here because Karin Kanzuki is a fantastic pairing for him, not the other way around.

    It's weird to put him at the bottom when he used to be so good for Karin Kanzuki, but truth is all the aftermentionned pairings contribute much better to either durability or damage, and a lot of them do both. With his "only good" x3 scaling and weak 25% shield, Kenshin just doesn't bring enough to Karin Kanzuki. It's like Nemain, but without the conveninent color coverage.
    I can picture him getting a 50% shield when the collab will come back, which will make him an excellent helper, but until then, if you're so desperate for a helper that you have to resort to Kenshin, just add me, I have tons of room for additional friends in PAD and will use Karin Kanzuki for the next decade or so !

    TL;DR : Pair Karin Kanzuki with herself. Kirei Kotomine is also way better than he looks, and Sousuke Sagara is nice for playing rainbow, as well as Pixel Nemain if you're crazy enough to build the team. Phyllis works with high damage subs, despite being a non scaling cross lead. Everything else is kinda bad in some extent. Kenshin in particular is bad, until he gets buffed.
    Also in fact, add me if you wish to play (with) Karin Kanzuki.



    → Other helpers


    A lot more options are available if you decide to pair with a non color cross lead !

    Alright. Look.
    I personally dislike pairing a cross lead with a non cross lead. However a lot of player like it a lot, so ultimately the final decision will be yours.
    The reason why I dislike non color cross pairings is pretty simple, it's a scaling and ressources issue. Let's look at an example

    (I'll simplify numbers for the sake of making it easier to follow).

    Karin Kanzuki has a passive x2 ATK mult, and x3.5 ATK per cross. At 2 crosses your LS is x24.5 ATK, which is x600 when mirrored. Alright. When paired with another Karin Kanzuki, this LS is multiplied by 12.25 for each additional cross. So x7200 at 3 crosses and x86 400 at 4. That's how the x3.5 scaling works.
    Now let's pair Karin Kanzuki with a non cross lead with a x24 LS (for the record, as I'm writing this x24 ATK is a bit above average LS damage, even for meta leads). Karin Kanzuki reaches x24.5 ATK LS mult at 2 crosses, which means that at 2 crosses the scaling works just fine and you still get a total of x600 ATK mult. But it ceases to work beyond that. Your helper has already reached max damage, so if you want to go beyond, you need more crosses. Double Karin reaches x7200 ATK at 3 crosses, but to reach that with only one Karin Kanzuki and no cross lead helper, you need 2 additional crosses (each cross is x3.5, so to get x12 you need 2) instead of 1. Which means that at 4 crosses you get the damage output you would have had with only 3 if you were playing double Karin. And following this reasoning, to reach damage cap -which is normally 4 crosses with double karin- you will need 6 instead. Which means that essentially you need to match more crosses for the same-ish reward. Which is bad in my book because even if I love matching crosses, the game doesn't want you to match them and will actively throw lots of hazards in your face, preventing you from getting these crosses going. Heck, 4 crosses + FUA is very difficult even on a board free of hazards, but the damage you get out of 4 crosses (i.e. 3 crosses with mirrored Karins) is becoming increasingly necessary in higher end challenges.
    A while ago that would have been less of an issue because damage cap used to be always overkill, but nowadays for the higher challenges it's not only required, but you also sometimes need to go beyond damage cap. And I think non-cross pairings are a bad use of ressources for that purpose, as more crosses = more dead space. Of course they bring other things to the table (durability with shields and HP mults, and utility with combos+ and auto-FUA), but with the increasing enemy HP pools these non color cross parings are going to make poorer use of the ressources required to match crosses. Here's a visual illustration of that matter.

    Which is why I advise against them. But then again, a lot of players like this kind of pairing, and that's great. If they work with you that's great, more power to you because there are a whole lot of great options.

    Don't take my opinion for a universal truth because it is not :9

    Alright, with that said, onwards to the list ! Remember, this list is un-ordered ! Or well, it is not, but assume it is, because I would lie if I told you I know how any of these leads actually perform in game :9
    All these helpers have at least a x15 ATK mult (which is kinda low) and more than x2 eHP, and they should all be functionnal without getting in the way of matching crosses (except for pre-transform Ryumei, which requires light/fire L). For a Karin Kanzuki helper helper, leads with big shields should be favored instead of leads with big HP mult, because shields protect you from gravities and indirectly contribute to RCV. Any helper which only has a HP mult (and no shield or RCV mult) will require a potent RCV stick.



    Invincible Hot-Blooded Man, Haomaru- #7216
    [​IMG]
    Leader skill :
    • x3 RCV to fire and light cards
    • 50% shield when matching 9 combos
    • 25% shield, +2 combos and x18 ATK when matching 1 fire and light combo
    Quick notes :
    • Good durability : x2.67 eHP


    Flaming Magic Key Hero, Gileon - #6395 (Transformed from )
    [​IMG]
    Leader skill :
    • x2 HP and ATK for fire cards
    • 35% shield when above 50% HP
    • 25% shield when matching 3 fire combos
    • ATK increases with combos, from x8 at 5 combos, up to x11 at 8 combos
    Quick notes :
    • Tankiest pairing : the guy essentially has x4 eHP by himself xD
      • 25% shield will be hard to activate alongside with fire crosses, which will make you rely more on light crosses, and thus, generate more light. Ironically
    • Good damage
    • Nice for playing rainbow
    • Shield and HP are not tied to transform, making him durable even in early floors of a dungeon.
    Thanks /u/the_jeff_2/ for suggesting it !



    Strolling Moonlight Princess, Tsukuyomi - #6863
    [​IMG]
    Leader skill :
    • x2 ATK and 1 true damage auto-FUA for matching a set of 5 light or dark orbs.
    • 60% shield and x10 ATK for matching 1 light and dark combo
    Quick notes :
    • x2.5 eHP
    • Good damage
    • A light cross automatically triggers Auto-FUA, which virtually addresses FUA altogether
    • NY Yomi is actually an extremely desirable card to have in your team, so that's neato.


    White Feathered Knight, Bradamante (chibi) - #6595
    [​IMG]
    Leader skill :
    • x2 all stats for light cards
    • x9 ATK when matching 2 light combos
    • 25% shield when matching any set of 6+ orbs
    Quick notes :
    • Good durability : x2.67 eHP
    • Her AS can be used for almost permanent +15% light skyfall boost, and that is a huge amount of skyfall, trust me.


    The Girl Bewitched by a Cat, Tsubasa Hanekawa - #6784 (Transformed from )
    [​IMG]
    Leader skill :
    • x1.5 all stats for light cards
    • x12 ATK and 5m auto-FUA when matching 2 sets of light orbs
    • 50% when matching 7+ combos
    Quick notes :
    • Very durable : x3 eHP !
    • Powerful auto-FUA (can be useful for super resolve 1%)
    • A tad orb-hungry (8 light for full activation of both her and Karin's LS)


    Sixth Successor of the Tohsaka Family, Rin Tohsaka - #6132
    [​IMG]
    Leader skill :
    • x2.5 HP and ATK for light cards
    • x9 ATK and +2 combos when matching 1 fire and light combo
    Quick notes :
    • Big HP mult
    • Good damage
    • Extremely desirable card to have in the team


    Omega - #5510
    [​IMG]
    Leader skill :
    • x2 all stats to fire cards
    • x10 ATK on the turn an active skill is used
    • 25% shield and 1 auto-FUA when matching 2 fire combos
    Quick notes :
    • Good durability : x2.67 eHP
    • Need to build full fire/light for full activation of Karin's and Omega's LSs
      • Incompatible with rainbow build
    • Good damage
    Thanks /u/aadhus/ for suggesting it !



    Great Witch of the Lower Castle, Madoo - #5621
    [​IMG]
    Leader skill :
    • x2.2 HP and x4 ATK to fire and dark
    • 25% and x5 ATK for matching any set of 5+ orbs
    Quick notes :
    • Very durable : x2.93 eHP
    • Good damage
    • Need to build full light/fire/dark for full activation Karin's and Madoo's LSs
      • Incompatible with rainbow build
    Thanks /u/damonmcfadden9/ for suggesting it !



    Writing Spirit Dragonbound, Lajoa - #6865
    [​IMG]
    Leader skill :
    • x2.5 HP to light and dark cards
    • x20 ATK when matching 8+ combos
    • +2 combos when matching 2+ light combos
    • 1 auto-FUA when matching 2+ dark combos
    Quick notes :
    • Big HP mult
    • Good damage
    • Virtually addresses FUA altogether


    Curse Inclined Dragon Caller, Ideal - #3931
    [​IMG]
    Leader skill :
    • x2.5 HP to all cards
    • Attack increases with combo, from x7 at 2 combos, to x22 at 12 combos
    • +3 secs of move time
    Quick notes :
    • Big HP mult
    • Good damage
    • Decent for playing rainbow
    • 12 combos is quite a bit, even in 7x6, because of crosses


    Thunderlord Zinogre - #4135
    [​IMG]
    Leader skill :
    • 30% shield, x8 ATK and 1 auto-FUA when matching 4+ colors
    • 50% shield and x3 ATK when matching 4+ combos
    Quick notes :
    • Very durable : x2.86 eHP
    • High damage : x24 ATK
    • Virtually addresses FUA altogether
    • Extremely desirable card to have in your team
    • Really good pairing, especially for playing rainbow


    Ambuhs Master Dragon Caller, Valeria - #4801
    [​IMG]
    Leader skill :
    • 60% shield and x7.5 ATK when matching 4+ colors
    • x3 ATK and RCV when matching 7+ combos
    • +2 secs of move time
    Quick notes :
    • x2.5 eHP
    • Good damage
    • Very desirable 4 team HP+ awakes


    Mage, Rin Tohsaka - #5008
    [​IMG]
    Leader skill :
    • 35% shield, x4 ATK and RCV when matching 1 fire and light combo
    • 35% shield and x5 ATK when matching any non-light/fire set of 5+ orbs
    Quick notes :
    • x2.36 eHP
    • Good damage


    Tuala - #7030
    [​IMG]
    Leader skill :
    • x2.1 HP to light cards
    • 25% shield and x17 ATK when matching a set of 5+ light orbs
    • +2 combos when matching 2 or more colors
    Quick notes :
    • Very durable : x2.8 eHP
    Thanks /u/Biku-Richie for suggesting it !



    Priscilla - #7026
    [​IMG]
    Leader skill :
    • x2.1 HP to fire cards
    • 25% shield and x17 ATK when matching a set of 5+ fire orbs
    • +2 combos when matching 2 or more colors
    Quick notes :
    • Very durable : x2.8 eHP
    • Need to build full light/fire for full activation of Karin's and Priscilla's LSs
      • Incompatible with rainbow build
    Thanks /u/Biku-Richie for suggesting it !



    Adept Swordsman, Goury = Gabriev - #5526
    [​IMG]
    Leader skill :
    • x2 HP and RCV for attacker cards
    • x4 ATK when matching 4+ colors
    • 25% shield and x6 ATK when matching 6+ combos
    Quick notes :
    • Good durability : x2.67 eHP
    • High damage
    • Need to build full attacker for full activation of Karin's and Goury's LSs.
    Thanks /u/3825377 for suggesting it !



    Selfless Exorcist, Ryumei - #6663 (Transformed from )
    [​IMG]
    Leader skill :
    • x3 ATK and RCV, and x1.6 HP to Dragon and God cards
    • 50% shield and x8 ATK when matching any set of 5 orbs in a L shape
    Quick notes :
    • Very durable : x3.2 eHP
    • High damage : x24 ATK
    • Need to build full dragon/god to activate both Karin's and Ryumei's LSs
    • /!\ Pre-transform Ryumei's LS requires a fire or light L to activate /!\
    Thanks /u/damonmcfadden9/ for suggesting it !


    Alatreon - #5526
    [​IMG]
    Leader skill :
    • x2.2 all stats to fire and water cards
    • +5 secs of move time
    • 25% shield and x9 ATK when matching a set of 4+ fire or water orbs
    Quick notes :
    • Good damage
    • Very durable : x2.93 eHP
    • Need to build almost full light/fire/water for full activation of Karin's and Alatreon's LSs.
      • Incompatible with rainbow (which is ironic, considering he covers water :9)
    • Very desirable +5 secs TE
    Thanks /u/3825377 for suggesting it !



    Bandit Slayer, Lina = Inverse - #5641
    [​IMG]
    Leader skill :
    • x2 all stats to fire cards
    • 25% shield and 5m auto-FUA when matching a set of 4+ fire orbs
    • x10 ATK for matching 2 fire combos
    Quick notes :
    • x2.67 eHP
    • Good damage
    • Need to build almost full light/fire for full activation of Karin's and Lina's LSs.
      • Incompatible with rainbow build
    • Virtually addresses FUA altogether


    [JP ONLY SO FAR] Hulkbuster Armor, Iron Man - #6910 [JP ONLY SO FAR]
    [​IMG]
    Leader skill :
    • x2.3 HP to fire and light cards
    • 25% shield when matching 6+ combos
    • x20 ATK, +2 combos and 1 auto-FUA when matching 1 fire and light combo
    Quick notes :
    • Very durable : x3.07 eHP !
    • Virtually addresses FUA altogether
    • Good damage
    • AVAILABLE IN JAP PAD ONLY
    Thanks /u/Iruflip for suggesting it !



    - Non-exhaustive list of subs -

    This is the part where I start crying because there are just so, sooooooooo many cards to review :') Then again, your input is welcome if you think I missed or overlooked some subs. If you need a reminder of what makes a good Karin Kanzuki sub, head over to the General team design part, up there in the previou post !

    Similarly to the previous version of the guide, I'll split this in 3 parts : key subs, good subs, and options. I will not go into tons of details for all cards this time around (will do for key subs), but will still highlight the important stuff.

    To the surprise of nobody, a lot of former excellent Karin subs are still excellent. Some are lacking appropriate buffs to be relevant in 2021 PAD, but are likely to be good again when their respective collab/REM comes back around.
    While I'm at it, let's address the elephant in the room : Karin Kanzuki is NOT a good sub for Karin Kanzuki. If you have a duplicate of her you're better off pairing with yourself or making the equip. Do not sub Karin in Karin's team, she's not good :>

    Keep in mind the distinction between building rainbow and building bicolor. A "bicolor" build is not necessarily exclusively fire and light, but focuses on taking advantage of these 2 colors first and foremost. Some subs can be key if you build rainbow, and good if you build fire/light : in general, I'll put them according to what they do the best (so a good fire/light sub which is excellent for rainbow will likely be in "key subs").
    If I do not specifically make a mention about whether they're good for rainbow or not, it means they're good overall, and can work equally well for both rainbow and "bicolor" teams.

    If that can be helpful to you, try to search for some key words like certain colors (*cough*water*cought*), roles ("RCV stick" for example), awakes ("team HP" for example), active skills ("VDP active" for example), types of build ("rainbow build" vs "bicolor build") etc. Heck, if you're into the Pixel Nemain build, try typing "pixel".

    Because HP is still super relevant for Karin Kanzuki, this list will assume all subs are +297 and at their max level : 120 if possible, else 110 (and of course 99 for transforming cards).

    Important note : if a card has received a buff @JP it'll be listed here with the buff. I'm putting cards in this list at their highest potential, so that you can plan what you want to try to acquire.

    Lastly, to preserve my sanity, most (but not all) subs that exist in the other old Karin Kanzuki guide, but haven't recieved a buff since are likely to be removed from the list (or demoted to "options"). Assume that those which are still in the list are therefore still good at what they achieve. Others might come back after receiving appropriate treatment. That doesn't mean they're bad per se, but we can't reasonably have a list of 100 subs, so I had to remove some ; modern cards usually do more things than older cards, so the choice is easy. You can still check on them in the old guide !

    → KEY subs

    Key subs are excellent subs for Karin Kanzuki, that address or accomplish many things that Karin Kanzuki actively wants for running high-end challenges. You likely want several key subs in your Karin Kanzuki team, as they're just very good in several fields, or excellent in specific scenarios/niches/fields.
    A bunch of these key subs are worthy of competing for the title of "best Karin Kanzuki sub". And for that reason this list is mostly un-ordered. Most of these are luxury and hard to get, and all of these are at the very least very good, if not excellent.

    Eccentric Daffodil Darkfairy, Narcis - #7352 (transformed from )
    [​IMG]
    Added value and possibles uses :
    • Arguably Karin's best sub.
    • Rainbow build sub. Kinda
    • Time Extend stick : +3 secs of move time
    • 100% jammer resistance
    • Excellent personal damage thanks to cross awakes (x15 base ATK per cross)
      • One of the best candidates to be a rainbow VDP card
    • Guard break
    • Very fast 2cd active skill with +50% move time
      • Also unlocks orb
      • Also erases RCV debuff
    • 2 CD inheritance base
    • Cute
    • Covers water attribute
    Recommended super awakening :
    • No super awakening
    I'M FLOORED. I AM. ON THE GROUND.
    Holy supernova Narcis is nothing but absolutely STELLAR for Karin Kanzuki. Let me catch my breath.

    Aight.

    So ! What does Narcis do ? It would be easier to ask what he doesn't do because he does so much. He doesn't address shielding, he doesn't address Fujin, he doesn't address awoken bind clear as well as unmatchable orb clear, he doesn't address ATK debuff and lastly he doesn't address orb generation.
    And AFAIK that's it.
    Narcis contributes to everything else.

    Move time ? He has +3 secs worth of awakes, and further boosted with his super spammable 2CD +50% move time active skill for matching them crosses. Orb unlock ? He has a super spammable 2CD active skill which will forever remove orb lock. RCV ? Super spammable 2CD active skill with +50% RCV to erase RCV debuffs from existence. Damage ? With 3 cross awakenings and almost 4k base ATK before latents he'll greatly help reducing the amount of crosses you need to match, as well as being an excellent candidate to be a rainbow VDP card. Hazard resistance ? Yep, 100% jammer resistance here. HP ? It's fine, at 6k6 before latents. Rainbow privilege ? Narcis has guard break, making him even better for rainbow VDP holy nova wtf. Oh and did I mention how his super spammable 2CD active skill™ makes him a great inheritance base for more important skills ? Oh and did I mention he freakin covers the water attribute ?

    Seriously what is up with him being so damn good, this is hilarious xD

    I would like to highlight once again his firepower. If you slap a cross awake equip onto him, and with his guard break to ignore defense, he'll make a fantastic rainbow VDP card. 4 cross awakes (3 + 1 equip) is x40 base personal damage per cross, which will make him hit damage cap very easily at 3 crosses if 1 is light. Heck, you'll still get very high amounts of damage with 1 light and 1 fire crosses, meaning that DKali boards are going to be very usable with him (they usually provide orbs for 2 crosses, rarerly 3). A shame he cannot get the over cap latent, since guard break would have worked very well with it I think. But still. Narcis already accomplishes so much.
    Additionally, I would like to highlight how his super spammable AS™ completely removes the need to ever use Karin's AS for RCV debuff clear (which is great, since it'll also generate light/fire and change the amount of other colors available), as well as vastly lowering the need for a RCV stick. Or, well, you still want one, but you can do with a vastly less potent one. Which is -again- great.

    However all that goodness is when you transform him ! But the twist is it's going to be very easy to do ! Transform is only on a 14 CD ; you'll likely have no trouble making Narcis transform turn 1, or maybe 2 or 3 if your team is reaaaally lacking super skill boosts.

    Best part of all this is that while he def shines brighter in a rainbow team, he remains awesome as well in a biocolor team build.

    Bonus : he cute.

    It's funny because while writing this guide I have been wondering if Xmas Ilmina was still Karin Kanzuki best sub, and it felt like she wasn't, but at the same time I couldn't tell who would earn this title. Just when I was ready to give up on this matter and giving her back the "best sub" medal (she totally still deserves), GH pulled Narcis out of their magic news hat, and 3 frames later it became crystal clear that Karin's best sub is Narcis.

    The only thing is you need to give him a super bind resist equip. And so far we only have 3 equips which provide both a cross awake and a super bind resistance awake .



    Dazzling Dahlia Starfairy, Phyllis - #7331 (transformed twice from )
    [​IMG]
    Added value and possibles uses :
    • Time Extend stick
    • 100% blind resistance
    • 100% poison resistance
    • Excellent personal damage thanks to cross awakes (x40 base ATK per cross)
      • One of the best candidates to be a rainbow VDP card
    • Very fast 2cd active skill with cross awake ATK boost (very rare)
      • Also generates light (erases fire) and hearts
    • 2 CD inheritance base
    • 2nd form has a 3-turns VDP active
    • 8k HP before latents !
    • Cute
    • Covers wood attribute
    Recommended super awakening :
    • No super awakening
    I'M FLOORED. I AM. ON THE GR-...
    Ok just kidding but actually no she's mind boggingly good too.

    I don't even how to start about her. Her 8k HP ? Her 2 fingers ? Nah, you know what makes her such an exceptional light sub (and not only for Karin !) : her freakin double 100% hazard resist. Let's just take a moment to appreciate how these 2 awakes are equivalent of having 10 hazard resist awakenings. Let's just take a moment to appreciate just how easier teambuilding becomes if you have Phyllis in the team. With her and a 100% jammer resist sub (*cough* like Narcis *cough*) in the team you're already immune to all hazards orbs, which is incredible. Let that sink in.

    But that's not all. Karin Kanzuki also has a great use of her 4 natural cross awakes (x40 base personal damage per cross) for rainbow VDP. Heck, with a 5th cross awake equip Phyllis has x100 base personal damage per cross, which might allow her to hit damage cap.... at only 2 crosses. Well it's probably 2 light (that remains to be tested) but point remains. It might even be 1 light and 1 fire, since she also has almost 4k ATK before latents. In other words, Phyllis might be able to achieve rainbow VDP damage cap out of just a DKali board. Let that sink in as well.

    But we're not done yet. Phyllis has another great asset up her sleeve (besides being hella cute) : her ATK spike AS. AFAIK she's the first ever ATK boost tied to the cross awakening, which is very interesting considering she naturally has 4 and Karin 2. It's 10% per cross awake, which scales surprisingly fast ! The nice thing is just how fast it is, as it'll erase from existence ATK debuffs, which is very good. Not because Karin has trouble dealing damage with an ATK debuff, as you can just match more crosses to increase your ouptut.... but because you then need to match more crosses to increase your input, indeed. We're trying to lower the amount of crosses needed at any given time, and an ATK debuff goes against that. Hence why it's very important to clear that, and since this AS also scales with cross awakes you'll even get good damage out of it, making it even easier to cap at 2 crosses, even if it's 1 light and 1 fire (instead of 2 light). Let that sink in too.

    Lastly, Phyllis singlehandledly enables GH Sandalphon as a helper, thanks to both her cross awakes and AS for damage (which Sandalphon lacks as lead), and her AS still for light generation (which Sandalphon wants).

    However since this AS isn't useful all the time (and removes fire, which is one of the reasons she loses to Narcis for the title of "Karin's best sub") if you don't pair with GH Sandalphon, it can also be inherited onto, no prob. So on top of being a unique sub for many reasons, she can also be a 2 CD inheritance base, which is very cool.

    The twist ? There are 2. The first and most important one is that all that goodness requires you to transform her twice. At 12 CD her first transform can be achieved turn 1 no prob, but the 2nd transform is on a 14 CD. However you will get a 3-turns VDP active out of it, which can be pretty neato.
    Second twist is just like Narcis she's vulnerable to binds, and thus need a super bind resistance equip, and as I said, we only have 3 so far which also provide a cross awake .



    Holy Thought Ash Phantom Demon, Ilmina - #4945
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Bicolor build sub
    • HP stick
      • +15% team
      • almost 7k HP before latents
    • Very good VDP power
    • Board change enables triple cross VDP FUA
    Recommended super awakening :
    • Super bind resistance
    • VDP if you can inherit a super bind resistance equip onto her
    • Super skill boost if you're running transforming cards or critically need urgent AS
    The queen is dead, long live the queen !
    Just kidding. While Xmas Ilmina did get demoted from her best Karin sub throne, Xmas floof remains to this day an absolute unit. Her good HP, 3 team HP+, triple VDP and tricolor board change are extremely desirable assets ; having all of that on a single cards is invaluable, and if Xmas floof is not the best Karin sub anymore she is still an excellent contender (for bicolor builds only), and one of the most desirable sub you can possibly get.
    I would like to highlight her strength as a VDP sub ; I've used her as my VDP card for a very long time with pre-buff Karin Kanzuki, and Xmas Ilmina has consistently been able to kill enemies with triple cross tier HP pool at only 2 crosses and 1 VDP box. And in the rare cases when it was necessary, she easily hits damage cap when performing triple cross VDP (FUA). This is thanks to her 3 VDP awakenings, giving her x15.6 base damage for each VDP box. And this is extremely practical.

    However, if the combination of your other subs accomplish what she does but better (because they're dedicated to that), Xmas Ilmina is replacable. What makes her so good is the sheer amount of nice stuff she brings to the team, with little to no downsides. But if the rest of your team bring the same stuff but better, you can remove her.
    Else, yeah, she's still the real deal.

    Do not use her for a rainbow build, she's not good for that.



    Faithful Maid, Pattie - #7176 (transformed from )
    [​IMG]
    Added value and possibles uses :
    • Time Extend stick
    • Off-color L-unlock
    • HP stick
      • 10k HP before latents
      • +25% team HP
    • Fast Fujin AS
      • Also makes a usable board change to deal damage and FUA
      • Also removes color absorb
      • Also delays (1 turn)
    • Covers wood attribute
    • Super cute
    Recommended super awakening :
    • No super awakening
    Pattie is easy. She has all the most desirable awakes (that are not hazard resist) for Karin Kanzuki. Off-color L-Unlock so that you never waste 5 light for a L, +2 secs worth of fingers, 5 team HP+ ?!? OK ???. On top of that she has very high personal HP (which should be boosted further with HP+ latents) and a fast Fujin AS (after transform) tied to a board change with which you can make crosses and FUA. It's a shame that it's not light/fire/hearts but it should be good enough most of the times for you to get 3 crosses out of it.
    Lastly, this AS will also bypass color absorb, which is extremely handy, as well as delaying the enemy for 1 turn (which is rare for a karin sub !).
    Pattie is one of these cards you can't go wrong with.

    I would also like to note that her inexistant personal damage makes her the perfect candidate to receive one of the strong equips that come with minus ATK awakes [​IMG] (like , which would make her a +45% team HP stick) : 1 ATK minus 1000 ATK is still 1 ATK in PAD. So she'll be stuck to being a cheerleader, but a very supportive one at that (or if you're a madman like Tokoyami you can also just say fuck it and still dish out massive damage with her)



    Strolling Moonlight Princess, Tsukuyomi - #6863
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • HP stick : 8k HP before latents
    • Time Extend stick
    • Excellent active skill
      • Awoken bind removal
      • Time extend
    • Off-color L-unlock
    • 100% poison resistance
    • Covers dark attribute
    Recommended super awakening :
    • Super bind resistance
    • Super poison resistance if you can inherit a super bind resistance equip onto her and you don't already resist this hazard
    • Super skill boost if you can inherit a super bind resistance equip onto her and don't need the poison resist
    NY Yomi is the one card which has never ever left my Karin Kanzuki team, from the moment I put her in (she might now, though, but we'll see in due time). She remains unquestionnably one of the best Karin Kanzuki subs, bringing good HP, passive damage with dangos and move time for passive support, alongside awoken bind clear and more time extend in her active skill. All that while also covering the requirement for an off-color L-unlock, and being a high damage dealer card that can damage cap at 3 crosses + a few light (sometimes it's practical).
    NY Yomi's kit is absolutely stacked with good stuff for Karin. The super poison resist awake is just the cherry on top. Like most cards she's replacable, but she's one of these subs which you deeply feel the absence when you remove her from the team. Which is why she never left it.



    Super Reincarnated Tsukuyomi - #6233
    [​IMG]
    Added value and possibles uses :
    • Time Extend stick
    • Excellent active skill
      • Awoken bind removal
      • Time extend
    • Flexible supportive super awakening
    • Covers dark attribute
    Recommended super awakening :
    • Depends on what you're not already covering.
      • Jammer resistance is very important for resisting bombs, but not mandatory outside of these
      • Tape resistance is mandatory but a lot of other cards have easy access to it
      • L-unlock is mandatory and dark is off-color, so it works
    • Super Time Extend if you're already covering everything else
    NY Yomi but with less HP and more fingers. Which tells a lot about how good SRevo Yomi is for Karin Kanzuki.
    There's no telling which is better, both are about equally good in slightly different ways. SRevo Yomi has noticeably less HP, but can have double the move time of her NY version. She's naturally bind immune, which allows her to take any useful equip without having to worry about bind resistance, and she's also able to dish out good damage with her double 7c (probably won't cap at 3 crosses though). Lastly, jammer is the hazard orb Karin kinda wants to resist the most, and she can do that (tape sucks too, for the record), or she can be your off-color L-unlocker. Very flexible, that's pretty neato.

    Just like her NY counterpart, SRevo Yomi is absolutely stacked with good features for Karin Kanzuki and you can't go wrong with her. You might not need both though (although it's doable and it works very well), so pick whichever helps you the most !



    Thunderlord Zinogre - #4135
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Rainbow build sub. Kinda.
    • Fujin
    • HP Stick : 9k+ HP before latents
    • Time Extend stick
    • 4 effective SB or 100% blind resistance
    • Covers wood attribute
    Recommended super awakening :
    • Super blind resistance
    • Super Skill Boost if you already cover blind resistance
    A DAMN FINE DOGGO. Especially if you build rainbow, as his AS will come up really fast, with virtually -3 turns worth of CD everytime you match rainbow. This bad boy also packs a punch with double 7c to hit cap at 3 crosses and some light, very desirable fingers, very nice HP and a lot of skill boosts. Put it simply, it's an absolute unit.

    Although he works far better in rainbow (as hinted per the double skill haste), Zinogre can still function in a bicolor team. You might have better options for that though (including equips).



    Seraphic Dragon Hero, Dyer - #5973 (Transformed from )
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • +10% team HP
    • Fast VDP active skill
      • also comes with a (fast) 50% shield
    • Very high personal damage
    • Guard break
    Recommended super awakening :
    • No super awakening
    Extremely solid sub all around with high personnal damage (will very easily hit damage cap at 3 crosses, maybe even earlier ??), 2 team HP awakes and guard break. But we're not here for that. We're here for his active skill.
    Simply put, with a 5 CD VDP active skill you'll never have to worry about VDP again. Unless they're on consecutive lethal spawns. But besides this quite extreme case, 5 CD is fast enough to not have to worry about damage void entirely. It also comes with a good 50% shield that you should be able to use as a panic button, since it will be back so fast.
    Such an absolute unit.

    Also works well as a rainbow sub, although he doesn't cover anything.



    Sixth Successor of the Tohsaka Family, Rin Tohsaka - #6132
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Bicolor build sub. Kinda.
    • RCV stick
    • Jammer resistance
    • L-Shield
    • 4 CD inheritance base
    • Good active skill :
      • Orb unlock
      • Makes a FUA + 3 light & fire
    Recommended super awakening :
    • Super jammer resistance
    The RCV stick Karin Kanzuki wants ; with 4 heart enhance awakes Rin Tohsaka gets x5 RCV per heart-TPA. With a double heart enhance equip you can push it to x11 for greatly facilitating staying at max HP. Her L-shield will situationaly be useful but don't count too much on it, as matching a L-shield fights with matching a heart TPA.
    She can also act as a nice inheritance base with her fast 4 CD active skill. The said AS is very usable though so if you wish so you can also just use it as is.

    While she functions very well as a rainbow sub, she truly shines in a bicolor team where her spammable AS will help a ton with consistancy. To use her in a rainbow team you might want to use her as an inheritance base instead, although her ability to create FUA is super desirable still, and 6 orbs isn't so much that you're at a super high risk of erasing wood/dark/water orbs.



    Super Reincarnated Amaterasu, Ohkami - #5938
    [​IMG]
    Added value and possibles uses :
    • RCV stick
    • Tape/cloud resistance
    • Recover bind awakening enables roulette clear
    • Decent cleric active skill
    • Good HP : 7k+ before latents
    Recommended super awakening :
    • Super time extend
    • Cloud or Tape resistance if you don't cover that already.
    Good subs for Karin usually have high HP, and good RCV sticks usually have exactly not that ; Amaterasu and her 7k+ HP definitely shine on that regard, and make her super not detrimental to the team durability. And it's not like she has no RCV to compensate ; she beats Rin at the RCV game thanks to her high base RCV. But that's not all, her healer role is further enhanced by :
    • her cleric AS... not as potent as an Odindra active, and won't get rid of unmatchables sadly, but it's quite fast and also heals a good bunch.
    • her soft bind clear (row of hearts), which you can also use to remove roulettes orbs on your board if you slap the appropriate latent onto her. That is quite rare.
    That, and she can also cover either of tape or cloud resistance, as well as being a card you use for her super finger awakes if you already cover tape and cloud resistance.

    Amaterasu is a support and exclusively that. She does nothing else than supporting, and she does it GREAT.



    Bright Dracoblade of Thunderstrikes, Kio - #5128
    [​IMG]
    Added value and possibles uses :
    • Bicolor build sub. Kinda.
    • Massive VDP power : x15.6 per VDP box
      • Further enhanced with dragon killer
    • 2 CD inheritance base
    • Addresses orb unlock entirely
      • Active skill unlocks orbs (and also remove time debuffs)
      • Off-color L-Unlock
    • Covers wood attribute
    Recommended super awakening :
    • Anything you need the most, besides dragon killer.
    Kio will singlehandedly address VDP, active orb unlock, passive orb unlock, time extend debuffs, jammer/poison resistance (if you don't cover that already), while also being an inheritance base with decent HP before latents.
    I don't know how to put it another way, this dude is just so busy.

    However, while you can use him just fine for rainbow, Kio's true value lies in a bicolor team, as in a rainbow team his high personal VDP damage is kinda wasted.



    Sacred Demon Summoner, Irene - #7122 (Transformed from )
    [​IMG]
    Added value and possibles uses :
    • Farmable
    • Rainbow build sub
    • Time extend stick
    • Guard Break
    • Off-color L-Unlock
    • High personal damage
    • Extremely fast 2-CD DKali board
      • also delays your other AS by 2 turns
      • can also be used as an inheritance base
    • Covers water attribute
    Recommended super awakening :
    • No super awakening
    THE SAVIOR OF RAINBOW KARIN KANZUKI. ALSO FARMABLE.
    This is a very interesting one. Irene is a farmable sub with a 2-CD DKali board that covers the legendary water attribute.
    But there are twists. Kinda.
    The twists are that you have to go through the 50 skill-up process, and her active delays your team's active skills. Yes, you read that right, you can skill delay yourself now (her equip (which has a cross awakening) is 1 CD AS which only does a 99-turns skill delays). And it's both a curse and blessing, truly.
    It's a curse obviously because it can make some active skills unavailable while you might need them. And it's a blessing because it can greatly help with skill rotation (especially if you stall a lot for whatever dungeon you're running) to prevent undesirable assisted skills to come up (which is especially good considering how much Karin Kanzuki can rely on equips with undesirable skills). It's also mostly a non issue considering how the very existance of skill assist makes skill delay much less of a threat in general. Of course, if you actually need the skills assisted onto your cards you're a sitting duck. But overall I think the pros outweight the cons, and this can be a very desirable farmable water inheritance base, considering how you have no obligation to ever use her active skill.

    If you need a DKali board active skill (which doesn't skill delays you, that is), I would advise putting it onto her, so that at any moment in a run you always have a DKali board available : worst case scenario you also get skill delayed, best case scenario you don't. Point is, 2CD is so fast that with a DKali board inherited onto Irene, rainbow supply is fully addressed, which means you get rainbow VDP for days and you'll never ever not have 4 hearts for a heart TPA.

    Lastly I would like to highlight her double SBR ; some of the most interesing subs (like Pattie, Firo, Phyllis or Reeta) cruelly lack a SBR, and Irene can help addressing that. Which is good.

    Such a unique card. Essentially a double edged sword, but still a lot sharper on one side :9 And farmable. I would advise against using her for a bicolor build, although she can function as a nice inheritance base.



    Super Reincarnated Sakuya - #5393
    [​IMG]
    Added value and possibles uses :
    • Bicolor build sub
    • Blind resistance
    • All purpopses cleric active skill :
      • Odindra
      • Time buff
      • RCV buff
      • Gravity (and that's very rare)
    • Cloud/tape resistance
    • Covers water attribute (after buff)
    Recommended super awakening :
    • Tape or cloud resistance (pick whichever you're lacking)
    THE SAVIOR OF RAINBOW KARIN KANZUKI, but widely available. I think.
    My girl Sakuya makes it to the cool key subs club thanks to being probably the easiest way to cover the water attribute (she loses to Navi, which we (will) all have 25 of, but Sakuya is an actually excellent sub, unlike Navi). Of course, she's from the REM, so there's no guarantee that you have her, but she's practically as old as PAD itself and if you haven't pulled her numerous times in a SGF free roll already, you will eventually.
    There are other options for water coverage, of course. I mean. Narcis freakin exist xD But he's at the same time super luxury to say the least. Irene is farmable, which makes her accessible, but her dungeon is also very hard and there're a million skill-ups to go through. NY Khepri and Summer DQXQ are very good, but locked behind temporary REMs and not tradable. Tradable options (like NY Scheat, Amatsu or Wedding Raijin) exist, but definitely less good (albeit still at least decent !).
    Sakuya is both very good and very likely in everyone's box. And if she's not right now, she'll be eventually.

    Back to her features. Sakuya's lack of focus on one thing is both a blessing and a curse. It's a curse because she's excellent at practically nothing, and a blessing because she does a lot of things, still, and she do these very well.
    I would like to highlight her gravity AS (very rare among Karin subs), which can occasionally be useful to bypass super resolves. This is niche, but she's one of the rare cards in this list to be able to achieve that.
    Other than that she remains a stellar flexible support with both her awakes and active skill.



    → GOOD subs

    Good subs are subs that do good things for Karin Kanzuki, and they do it well, and often much less luxury than key subs. There are likely key subs that also do things they do but better, but these are still good and desirable. Unlike options (below), good subs are mostly not detrimental to the team (or only a tiny bit) ; they just happen to be usually not nearly as good as the luxury key subs.

    This list is semi-ordered : in general good subs are above less good subs, but one sub being above another doesn't mean it's better. 7+ consecutive cards can have equivalent value.


    Great Witch of the Radiant Wings, Fasca - #5842 (Transformed from )
    [​IMG]
    Added value and possibles uses :
    • Full course cleric (super fast 5CD)
      • Odindra
      • Unmatchable orbs full clear
      • Time debuff removal
    • Time Extend stick
    • High VDP power
    • 7500 HP before latents
    • Covers wood attribute
    • Cute
    Recommended super awakening :
    • No super awakening
    I think Fasca overall is amazing.
    She misses the cut for key sub because while she might have high VDP power, it just so happens that VDP and crosses don't work super well together, and activating 10c before skyfall could prove very difficult (that should do for double cross VDP, maybe with FUA, but a 3rd cross will make it very hard to say the least). For that reason I'm not exactly sure Fasca can be your only VDP card (unless maybe you pair with a combo+ lead (like Phyllis or Sandalphon)), which is why I think she's just a bit not enough for a key sub.
    The main reason why she's so high in the list is her insanely good and fast cleric AS. It's on 5 CD, and clears all awoken bind, bind, unmatchable orbs, and time debuff, which is nuts for such CD. Of course this is because she's a transform card (18CD isn't gigantic, but still not exactly super fast though), and it definitely makes her super desirable for Karin Kanzuki (especially rainbow, but not only). At such a short CD she can probably be your only awoken bind remover just fine. You usually want 2 for high end dungeons, but 5 CD is likely fast enough that you can do with just her, making team building that much easier in the process !
    Oh, and, +3 secs of move time and great HP. Fasca is the real deal.



    [NOT YET IN NA] Exodia - #7450
    [​IMG]
    Added value and possibles uses :
    • Very high personal damage !
    • Tape Resistance
      • Also cloud or jammer resistance
    • VDP AS
      • Also Fujin
      • Also removes ATK debuff (and increases it a lot)
    • Covers dark attribute
    Recommended super awakening :
    • Any of Cloud or Jammer resistance
    He misses the key sub cut mostly because the x10 ATK boost on him unnecessarily inflates his CD. A card with such incredible damage output (with a cross awake equip Exodia has x250 personal damage per cross and I find it nothing but hilarious), versatile hazard resistance and a an AS which does both of VDP active and Fujin is certainly very precious to Karin Kanzuki. But the said AS is on 15CD which is way too high for Exodia to handle both VDP active and Fujin by himself. It's likely that his CD would have been a tad lower if the ATK boost wasn't x10 (which is super overkill for a scaling cross lead but oh well it's damage), but alas. 15 turns remains fine for such a busy AS, for sure, let's not overlook that. I also want to highlight his lack of SBR, so there's that to worry about too.
    Other than that Exodia screams obliterate, but will also greatly contribute to hazard resistance.

    He protecc, he attacc.



    Survivor of the Cetra, Aerith - #5395
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • HP stick : potentially +20% team HP
    • 1CD inheritance base
    • Covers wood attribute
    Recommended super awakening :
    • Team HP+
    She'll 100% go back to being a key sub when she'll be buffed (hopefully with the release of FFXIV Online : Endwalker). But in the meantime I believe a 1CD inheritance base carrying 4 teamp HP+ (+20% team HP) is still invaluable.
    Inheritance bases are still very desirable to use critical active skills tied to "bad" cards (or equips), and Aerith absolutely stands her ground on that matter, even 2 years after her last buff. Slapping SDRs onto her is kinda mandatory.



    Ceramic Dancing Dragon Minstrel, Firo - #7115 (transformed from )
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • Time Extend stick
    • 100% poison resistance
    • Extremely fast 4cd active skill with 50% shield
      • Also x1.5 move time
    • Excellent personal damage thanks to cross awakes
      • One of the best candidates to be a rainbow VDP card
    • Covers dark attribute
    Recommended super awakening :
    • No super awakening
    Not light, and thus, not fully affected by Karin's LS !
    Oh boy.

    Here's a funny story. I initially put Firo in the Key subs category because you'll see in a bit she's a fantastic card, despite not being light. And then came Narcis and Phyllis. I had to demote Firo from her key sub status because while she's absolutely excellent for Karin, there is a huge gap in terms of potency between her and Narcis/Phyllis. So I demoted her... before the guide was even done. Poor Firo. But don't be fooled. Firo is still an outstanding sub for Karin.

    100% poison resistance is good, period. It's not critical, but why wouldn't you want it. 3 seconds of move time on 1 card isn't exactly common before super awakening and equips, and Karin Kanzuki very much desires these. Her active skill will practically erase time debuff from existence, as it is very spammable (and very good, with x1.5 move time !), and most importantly it will help a ton with addressing shielding : 50% shield is enough for a lot of things, and if you're unsure about incoming attacks you will be able to use it as a panic button no prob, because it'll be up again in a blink. And I would like to highlight this : after transform, Firo is the single 50% shield in the game, at only 4 CD. She only looses at this game to P'Numas (see options below) as P'Numas is 4 CD period, and doesn't require a 10+ turns transform beforehand.

    So yes. This is a fantastic active skill for Karin Kanzuki.

    Then there's her personal damage. Remember, we're talking about rainbow Karin Kanzuki here. If you have her in the team, even if she's not light she deserves to be your rainbow VDP card. Or make her contribute to it. You cannot possibly waste these cross awakes by not using them for rainbow VDP. 4 cross awakes is x40 base damage per cross, and cross awake equips are being released very fast ; with 5 cross awakes you're looking at x100 base personal damage per cross. She might not get the x4 boost from Karin's LS, which reduces this mult to "only" x24 in regards to the team, but that's still huge. She's practically guaranteed to damage cap at only 3 crosses if at least one of these is fire. So yes, that's something.

    Using her properly is going to be tricky, that's for sure, as you'll want to focus on generating fire (instead of light, which would have been a tad easier for Karin Kanzuki's subs), while keeping the rainbow aspect. For stronger VDP spawns you might also want to use dark crosses, and that will definitely feel weird, especially while also matching FUA. She'll work a tad better if you pair with Kirei Kotomine, so there's that too ~

    Ultimately she's more a Aoi Shikigami sub than a Karin Kanzuki sub, but she does bring excellent assets to the team.
    She looks usable for bicolor type build, but I wouldn't advise doing it.



    Brillant Goddess of Justice, Shamash - #6355
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • All purpose active skill
      • Odindra
      • Unmatchable orbs full clear
      • Gravity (and that's very rare)
    • Good rainbow privilege
      • Guard break
      • Skill charge
    • Jammer resistance
    • Cloud/tape resistance or 4 effective SB
    • Cute
    Recommended super awakening :
    • Whichever you're lacking
    Sakuya but not water, also with rainbow privilege, and she does a tad less things (still a lot). Essentially.
    Ok, not exactly but still, they share a lot, and most importantly their AS : Odindra + gravity. Sakuya also removes RCV and time debuff, while Shamash removes unmatchable status. Both are equally important, but for building rainbow, unmatchable removal is critical, making her a great asset for rainbow builds, further enhanced by her rainbow privileges. Thanks to the skill charge, her precious active skill is virtually on 10 CD instead of 20, which is very fast considering all it does. Similarly to Sakuya's, her gravity will be useful in extremely niche situations to deactivate a resolve or super resolve, which is neato.
    Ah, and she also does good support thanks to her hazard resist awakenings.

    She shines the brightest in a rainbow team (and it's a shame she doesn't cover any color), but remains a solid asset in a bicolor build still.



    Swee Dianthus, Kushinadahime - #4206
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • RCV stick
    • 2 team HP+
    • Time Extend Stick
    • 75% shield
    • Off-color L-unlock
    • Recover bind awakening enables roulette clear
    • Covers wood attribute
    Recommended super awakening :
    • Team HP+
    Valentine Kushinada loses at the RCV game, but is likely the best "general Karin sub also able to heal". The entirety of her kit (besides the +2c on her AS (which is usable still though, albeit more niche)) supports Karin Kanzuki very well. A tad more HP and RCV would have been welcome, but she remains very solid to say the least.
    No point in picking the guard break super awakening since she's a low damage sub to begin with.



    Reincarnated Hestia - #7277
    [​IMG]
    Added value and possibles uses :
    • Bicolor build sub. Kinda.
    • RCV stick
      • also clears rcv debuff
    • 100% jammer resistance
    • L-Shield
    • Almost 7k HP before latents
    • Usable Fire / Wood / Light / Heal board change
    • Cute
    Recommended super awakening :
    • Enhanced hearts
    The less luxury version of Tohsaka Rin. They're not carbon copies of each other per se, but they do share a lot : 4 heart enhanced, a L-shield, full jammer resistance, as well as very similar RCV and HP. Rin also has FUA (which Karin doesn't need, as she has one already), which Hestia trades for a much more useful super finger. Rin still wins at the RCV game, but only by an insignificant tiny amount. On the other hand, Hestia can remove RCV debuff, which is very nice.
    Don't let that comparison make you think Hestia is not good, because she's fantastic. The point is that Rin Tohsaka is amazing, and Hestia is an accessible version of her, thus making her fantastic too by definition.



    Watchful Grove Dragon Healer, Alynna - #5971 (Transformed from )
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Rainbow build sub
    • RCV stick
    • 2 SBR
    • All purpose cleric
      • Odindra
      • Unmatchable orbs full clear
    • Cloud resistance (even before transform)
      • Easy to transform turn 1 anyways
    • 4-CD Inheritance base
    • Covers wood attribute
    Recommended super awakening :
    • No super awakening
    Alynna's very high RCV (2k+ before latents !) makes her an excellent RCV stick (on par with Tohsaka Rin, if not better), despite her only 2 heart-TPA awakes. She's also likely the fastest odindra + unmatchable clear (or almost), making her a premiere choice for rainbow teams, who can also serve as a nice inheritance base. She misses the key sub cut because of her low HP and lack of finger. Other than that she's definitely a precious asset to rainbow teams first and foremost. Bicolor teams will likely prefer a sub that achieve similar things but with more HP or a few more "good sub" features.



    Mayoi Hachikuji - #6774
    [​IMG]
    Added value and possibles uses :
    • Time Extend stick
    • Jammer/poison resistance
    • Tape resistance
    • High personal damage
    • Very rare AS :
      • Delay
      • Roulette remover !
    • 7k+ HP before latent
    Recommended super awakening :
    • Jammer or poison resistance (pick whichever you're lacking)
    It's annoying because her evo form covers wood, loses her fingers but has dangos. And like, she would have been a key sub if she was a mix of this form's fingers, and her evo's wood attribute and dangos. But oh well.
    Hachikuji is a very desirable sub mostly for her ability to remove roulettes (also the delay is quite rare), which are an extremely annoying hazard for color cross leads. That, and her other passive hazard resistance make her a nice supportive sub to have, which also happens to dish out big x25 personal damage : she'll have no trouble hitting damage cap at 3 crosses (you could argue she's a candidate for rainbow VDP and... there's some truth in it).



    Blue Sky Goddess of Daybreak, Khepri - #4130
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • Color absorb clear
    • Time extend stick
    • 4 effective SB !
    • +15% team HP
    • Covers water attribute
    Recommended super awakening :
    • Team HP+
    • Tape resistance if you don't already cover it
    ANOTHER SAVIOR OF RAINBOW KARIN KANZUKI.
    NY Khepri was kicked out of the key subs (before the guide was even done) because her HP is just too low. She has delicious awakes, and the ability to negate color absorb, but her HP is a tad low for a key sub, when on the other hand Irene is farmable, Sakuya is widely available (?) and Narcis just... exist.

    Water remains very hard to get in the team and she has such great awakenings. Likely the best general non-key water sub for Karin Kanzuki, or almost. However she's sadly hard to acquire, as she's sadly not tradable, and can absolutely be replaced.

    I would advise against using her in a bicolor team.



    Cool Summer Flowers, Da Qiao & Xiao Qiao - #6391
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub.
    • Usable board change
    • Time extend stick
    • HP stick : +20% team HP !
    • Covers water attribute
    Recommended super awakening :
    • Team HP+ or Super time extend by default
    • Tape resistance if you don't already cover it
    YET ANOTHER THE SAVIOR OF RAINBOW KARIN KANZUKI, from back when NY Khepri didn't receive her 2021 buff. Essentially. They also have a bit more HP, and will bring even more to the team thanks to these team HP+. Their active skill isn't super good but you can likely get up to 3 crosses out of it, which is decent. But you mostly want to inherit something better onto them ~
    Be on the lookout for a potential buff when Summer REM comes back again, they still have some potential. Actually the potency difference between them and NY Khepri is super thin. NY Khepri wins over them by a hair thanks to her color absorb void AS, which implies 2 things :
    • if you cover that with the latent awakening, Summer DQXQ are straight up better (better awakes, better stats, very usable AS)
    • if they receive a buff when Summer REM comes back, Summer DQXQ will likely be promoted to key sub.
    I would advise against using them in a bicolor build, although they should be very functionnal still.



    Flaming Magic Key Hero, Gileon - #6395 (Transformed from )
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub. Kinda
    • High personal damage
    • 3 CD inheritance base
      • His AS is still good though
    • Almost 9k HP before latents !
    • Time Extend stick
    • Guard break
    Recommended super awakening :
    • No super awakening
    The guy has very good personal HP and personal damage, brings good move time and also guard break, and is able to entirely erase RCV debuffs and time debuffs from existance thanks to his very fast 3-CD active skill (which also makes hearts and fire). OR, you can use him as a very good inheritance base. His 7c are ok, since he also has guard break, and you do want high damage out of your guard break subs.
    Would have been a key sub if these 7c were something else, but he remains however very good for Karin.



    Gilgamesh - #5009
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub.
    • High personal damage
      • Cross awakening !
    • 7k+ HP before latents
    • Time Extend stick
    • Rare AS
      • ATK boost (quite rare for Karin subs)
      • 5-hits lazer (very rare, period)
    • Guard break
    • Covers dark attribute
    Recommended super awakening :
    • Cross awakening
    I'm actually quite upset his active skill is so.... niche. Gilgamesh has nice stats and great awakes, including a desirable -and still rare- cross awakening, as well as guard break with high personal damage, and thanks to rainbow skill charge his AS is virtually on 6 CD. Too bad it's so niche. Of course it's great to be able to erase ATK debuff, but
    1. these are still rare to begin with, and it wouldn't have hurt Karin at all if it was only x1.5 ATK if that could allow it to be faster (so that he can be a dark Reeta).
    2. it bugs me that Gilgamesh has a lazer AS when he also has guard break. This is kinda redundant
    You're probably better of just using him as a inheritance base (CD is virtually 6, it's still fine) because this AS is like super niche. Not bad. But super not useful in a gazillion dungeons.
    Other than that yeah he has nice stats and great awakes.



    Kouryu Emperor of the Holy Feast, Fagan - #4065
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Time Extend stick : +3 secs
    • Good AS
      • Odindra
      • 20% true gravity (extremely rare)
      • Usable quad colors + hearts board change
    • Blind resistance
    • Tape resistance
    • Covers wood attribute
    Recommended super awakening :
    • Super blind Resistance if you don't already have it
    • L-Shield or Skill boost
    With a tad more HP and an actual DKali board, Xmas Fagan would have made it no prob to the key subs. His kit remains very good, and he brings a situationally useful very rare true gravity to Karin Kanzuki ; a unique AS among Karin subs, usable on a virtually 8 CD thanks to the skill charge awakening.
    A very solid card, with good support and hazard resistance.



    Star-Blessed Bride, Scheat - #6246
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Rainbow build sub. Kinda
    • AS can cycle itself for permanent +15% skyfall buff
      • AS is also a great board fix
        • Makes FUA
        • Makes a column of light
    • 8k+ HP before latents !
    • 5 TPA enables unmatchable status clear
    • Covers water attribute
    Recommended super awakening :
    • Super Time Extend
    • Cloud resistance if you don't cover it already
    Wedding Scheat got boosted up a huge notch in the list thanks to the buff she received upon June Bride REM latest rerun : she can now cycle her own skyfall AS (reminder : +15% is a lot) for permanent skyfall buff. This makes her very desirable to address the issue of heavy light supply, either for light focused teams (pairing with Sandalphon, Phyllis, etc...) or for rainbow builds. The said AS remains great for fixing boards and making FUA (this is super valuable).
    That, AND she still is a card with big HP, water attribute coverage and a great ability to remove unmatchable clear status with water TPA. My girl became an absolute unit.



    Reincarnated Rushana - #7003
    [​IMG]
    Added value and possibles uses :
    • Farmable
    • 3 CD Inheritance base
    • Time Extend Stick
      • +3 secs of move time
      • AS removes time debuff !
      • orb unlock
    • Blind resistance
    • L-Shield
    • Off-color L-unlock
    • Covers wood attribute
    • Cute
    Recommended super awakening :
    • Super Bind resistance
    • Tape resistance if you don't cover it already and you can use a super bind resistance equip onto her
    • Super Skill Boost if you're running transforming cards or critically need urgent AS
    If you can beat the dungeon and get the gem, REvo Rushana is a very solid inheritance base with a very usable and spammable active skill. Her L-shield will be very situationally useful, but it's a rare asset and we cannot ignore the fact that she has one. Her HP is kinda on the lower end of the spectrum but she contributes to the team in a lot of other ways, so we can let it slide.



    Mega Awoken God Binding Wolf, Fenrir Viz - #5141
    [​IMG]
    Added value and possibles uses :
    • 1 CD Inheritance base
    • Time Extend Stick
      • Also removes time debuff !
    • Jammer skyfall remover
    • 8k HP before latents !
    • Covers dark attribute
    • Cloud resistance
    Recommended super awakening :
    • Team HP+
    • Cloud resistance if you don't cover it already
    The only single reason Fenrir Viz was demoted from being a key sub is because jammer/poison surge resistance latents exist, making this damn fine doggo loose what he was so rare and unique for. STILL. Having Fenrir Viz will make it so that you don't need poison/jammer surge resist, and that is a good thing. He remains an excellent inheritance base, able to address entirely time debuffs and bringing 2 seconds of move time.
    Other than that, the 3 god killers are also not super desirable (free damage is still free damage though) and won't do much most of the times.



    Iron-Clad Dragon Merchant, Polowne - #5991 (transformed from )
    [​IMG]
    Added value and possibles uses :
    • +15% team HP
    • Recover bind enables roulette clear
    • Off-color L-unlock
    • 4 effective SB
      • 2 SB + 2-turns haste upon transform
    • Very fast 8cd active Fujin
      • Also bypass color absorb
    • Covers dark attribute
    Recommended super awakening :
    • No super awakening
    Not light, and thus, not fully affected by Karin's LS !
    Despite not being affected by the x2 all stats close of Karin's LS, Polowne remains a sub worth having thanks to her many supportive features. Despite her low-HP she'll contribute a lot to the team durability thanks to her team HP+ awakes, while also helping a ton if you run transforming cards as her transform AS is a 2-turn haste (CD is 12, so it is likely that you can use it on turn 1). She can also be your off-color L-unlock, as well as your roulette clearer, and last but not least importantly one of the fastest Fujins out there at only 8CD.

    Polowne is a support, and her stats are a bit low, which makes it very fine for her to not be affected by Karin's LS (i.e. you loose stats, ofc, but not a ton). I was actually very tempted to label her as an option, but at the same time she does contribute a lot !



    Magical Machinist of the Guiding Star, Menoa - #6079
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub. Kinda
    • Crazy fast 4-CD Dkali board
      • Or 4-CD inheritance base
    • Time Extend Stick
    • Jammer skyfall remover
    • High personal damage
    • Guard break
    • Off-color L-unlock
    • Covers wood attribute
    Recommended super awakening :
    • L-Unlock
    LMenoa is notable for her crazy fast 4-CD Dkali board, the twist is it comes with jammer skyfall... which is a rather good thing, as it'll entirely remove the need for jammer and poison surge resist latents, while also enabling matching rainbow. Doing that also triggers her guard break, and it just so happens that she has decent personal damage, so that's nice.

    She should work fine in a bicolor build too.



    Domain-Protecting Dragon Centurion, Reeta - #5979 (Transformed from )
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • Time Extend stick
    • High personal damage
    • Jammer resistance
    • Unique active skill :
      • virtually 3-CD 3-turns 35% shield
      • or virtually 3-CD inheritance base
    • Covers wood attribute
    Recommended super awakening :
    • No super awakening
    Reeta is absolutely unique for being the only card in the entire game with a skill charge awakening AND an active skill with less than 10 turns of CD, making her a very special inheritance base which can virtually divide by almost 2 the CD of whatever AS is inherited onto her. Of course her own 6 CD AS is still in the way, but it's reduced to 3 when matching rainbow everytime, which makes her a unique inheritance base. That, OR, you could actually use her active skill for virtually permanent 35% shielding (approx x1.54 permanent eHP and resistance to 150% gravities), that sounds very valid too.
    Besides these very interesting facts, she holds her own ground as a Karin sub very nicely, with decent HP, fingers and jammer resistance. She would have made it to key subs, if not for her killers/7c/10c (which are free damage (which is good)) not being something more useful.



    Lone Seeker, Ryu - #7053
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • HP stick :
      • +10% team HP
      • 7k+ HP before latents
    • VDP active (only 9 CD !)
      • AS also unlock orbs
    • Tape resistance
    • Covers dark attribute
    Recommended super awakening :
    • Team HP+
    Is it me or is Ryu's AS pretty darn fast for a non-transform card ? I didn't expect a VDP active which also spawns orbs AND unlock the board to be only at 9 CD ?!



    Distant Twin-Relic Dragon, Jurond - #6719 (Transformed from )
    [​IMG]
    Added value and possibles uses :
    • Farmable
    • HP stick : 10k+ HP before latents !
    • Time Extend stick
    • Usable tricolor board change (+ unlock)
    • Jammer resistance.
    • Covers wood attribute
    Recommended super awakening :
    • No super awakening
    If you can beat the dang dungeon and skill up the dang monster, Jurond is an absolute unit of a HP stick which will greatly help with Karin's HP issues.
    But most importantly I wanted to highlight the need for making him bind immune.



    Holy Night Gift, TAMADRA - #6820 (Transformed from )
    [​IMG]
    Added value and possibles uses :
    • Good cleric AS
    • L-Shield
    • Super blind resistance
    • Time Extend stick
    • Cute
    Recommended super awakening :
    • Super skill boost
    • 10/7c is decent too. It's free damage.
    While Santama isn't an Odindra active skill, I would like to highlight that for the vast majority of binds/awoken binds, 8 turns of clear is enough. Of course there are spawns who do more. But most of the times you'll get away with8 turns worth of clear. Unmatchable can sometimes be longer so maybe that won't be enough, but it should still help a lot.
    That is all. It's just a very well rounded card overall.



    Mage, Rin Tohsaka - #5008
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • 2-CD inheritance base
    • Orb unlock AS
    Recommended super awakening :
    • Tape resistance
    • Super skill boost if you're running transforming cards or critically need urgent AS


    Ultra New Dragon, Toragon - #5316
    [​IMG]
    Added value and possibles uses :
    • Farmable
    • Bicolor build sub. Kinda
    • HP stick :
      • 7k+ HP before latents
      • +15% team HP
    • Nice desirable AS
      • Orb unlock
      • LKali board
      • 50% shield
    • Time Extend Stick
    Recommended super awakening :
    • Tape resistance
    If you asked me what a template for a general Karin Kanzuki sub could be, Toragon would be very close to perfect. Just for the template. Good HP, team HP+ awakes, fingers, a hazard resist awake, aaaaand a shield.
    This is a good template.
    Is he a good sub then ? Well yeah sure, certainly not excellent, but very good nonetheless.

    Ironically (considering he's a rainbow cross lead) he'll work better in a bicolor build. He'll still function just fine in a rainbow team. He just won't bring much to the team, besides his double super fingers and triple team HP+.



    Lovely Bride, Bastet - #2952
    [​IMG]
    Added value and possibles uses :
    • 100% poison resistance
    • Also potentially cloud resistance
      • TPA enables unmatchable status clear (with latent)
    • 2-CD inheritance base
      • AS also removes move time debuffs
    • Time extend stick
    • Covers wood attribute
    Recommended super awakening :
    • Super Bind Resistance
    • Cloud resistance if you can use a super bind resist equip
    Wedding Bastet is notable for her hazard resistance and ability to be an inheritance base, making her great to have in the team even if you don't use her AS, which, well... It's not very useful, but with only 2-CD you can say goodbye to move time debuffs, so there is that. She will definitely shine brighter if you equip her with a more useful AS, or a strong hazard resist equip (which you don't want the AS to come up) and take advantage of her naturally spammable AS for free move time boost.
    Lastly, it should be noted that her 3 TPA enables removing unmatchable status with the appropriate latent. This could be desirable.



    Water Dominion Oracle, Cecilia - #753 (for the record all Cecilias are approx equally good)
    [​IMG]
    Added value and possibles uses :
    • AS removes ATK and time debuff (x1.5)
      • AS also removes roulette
    • Very high personal damage
    • 100% resistance of one hazard orb
    • Covers water attribute
      • Other evos can cover all other attributes (← flexible)
    Recommended super awakening :
    • Cross awakening by default
    • L-Unlock if your super desperate for an off-color L-unlock.
    Just so we're clear, all Cecilias evos are about equally as good. I picked the water one because if you build rainbow water is the hardest attribute to cover. But if you already have it, dark Cecilia or wood Cecilia are both just as good (water has the most HP tho) ! With that out of the way...

    Cecilia is notable for her ability to remove debuffs (ATK and move time (x1.5 is very usable as an actual time boost)) and roulettes. ATK debuff and roulette in particular are annoying and naturally not easy for Karin to deal with, as excellent cards with ATK boost or roulette removal aren't numerous. Cecilia does both, and with her AS at only 5CD she should be able to handle these with ease (unless they're re-applied each turn lul).
    She also has very high personal damage (although 10c with crosses even in 7x6 is inconsistent) with her cross awakes and killers (all evo'd Cecilias have 2 of the 4 most important killers), which makes her a valid rainbow VDP card if you wish so.

    Lastly, and this will probably a big factor for you to choose which Cecilia you want, each evo'd Cecilia have 100% resistance to one hazard orb. This, and her ability to cover any color (by changing her evo) makes her very flexible for team building, even if you don't build rainbow (though sadly both light and fire Cecilia cover blind resistance specificically lul).



    Black Sorcerer, Orphen - #5648
    [​IMG]
    Added value and possibles uses :
    • +20% team HP
    • High personal damage
    • Time Extend stick (or off-color L-unlock)
    • Nice desirable AS
      • Light / dark / heal board
      • 3-turns 30% shield
    • Covers dark attribute
    Recommended super awakening :
    • Super Time Extend
    • L-unlock if you can't get your off-color L-unlock on another card
    Toragon, but dark, with a longer and weaker shield, and vastly more light generation.



    Great Witch of the Forest Cloak, Aljae - #6159 (Transformed from )
    [​IMG]
    Added value and possibles uses :
    • Fast VDP active skill !
    • Rainbow build sub
    • Tape resistance
    • Usable board change
    • Covers wood attribute
    Recommended super awakening :
    • No super awakening


    Kamen Rider EX-AID - #4918
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • RCV stick
    • AS generates a lot of light (board fix)
      • Also 4-turns of 15% light skyfall !
    • Off-color L-unlock
    • Covers dark attribute
    Recommended super awakening :
    • Tape or blind resistance, depending on what you don't cover already
    • Else, skill boost by default
    EX-AID is a very supportive RCV stick, actually able to beat Rin at the RCV game. Her HP is on the lower end sadly, but you can definitely use her as a sub still. She also covers the off-color L-unlock, as well as either of blind or tape resistance. But most importantly her active skill generates tons of light upon use (2 columns is 12 orbs !), AND for the several turns, thanks to a 4-turns 15% light skyfall buff. It is a quite significant amount of skyfall. Her ability to generate so much light makes her a great addition to teams with lots of cross awakenings.




    Diamond REMdra - #6582
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • 7k+ HP before latents
    • Guard break
    • High personal damage
    • Extremely flexible super awakening
    • Good cleric active skill
      • 2-turns haste
      • Odindra
      • Unmatchable orbs full clear
    • Covers dark attribute
    Recommended super awakening :
    • L-unlock, cloud or tape resistance, whichever you couldn't manage to cover.
    I genuinely wonder if I'll eventually not find REMdras actually very good subs super funny. But I'm not there yet, that's for sure.
    Whatever way you approach her, Diamon REMdra is a very good sub overall, and Karin Kanzuki very much has uses for their features. These great stats are very welcome, alongside the excellent cleric AS (albeit a tad slow to be your only one, at 13 CD) which also clears unmatchables, as well as high guard break damage ??? Well yeah we take those. Super awakening is extremely flexible as well, making Diamond REMdra the kind of card you can use as a way to complete your teambuilding.
    I'm still baffled of just how good this fine dragon is.



    REMdra - #6581
    [​IMG]
    Added value and possibles uses :
    • High personal damage
    • Time extend stick
    • Very flexible super awakening
    • 2-turns 75% shield (+2-turns haste !)
    Recommended super awakening :
    • Super Time Extend
    • cloud or tape resistance, if you couldn't cover it elsewhere.
    While overall vastly less busy than the diamond counterpart, this REMdra remains very good for Karin for mostly 2 reasons : 1/ the 2-turns 75% shield 2/ the super awakening. Similarly to Diamon REMdra, this REMdra can be quite flexible and cover cloud or tape if you didn't find another solution for these, or just be a time extend stick which is actually a very nice Karin sub. All in all, nothing spectacular, just yet another damn fine dragon.



    Pixel Haomaru - #7219
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • HP stick : +15% team HP
    • Rare very desirable active skill
      • Removes roulette (spinning orbs)
      • 100% shield
      • Time buff
    • Cloud resistance
    • Pixel
    Recommended super awakening :
    • Cloud resistance
    The guy has 3 team HP+ awakes, a way to remove these annoying roulettes that cross leads hate so much, and also bring a rare 100% shield which will make Karin unkillable for a turn. It's litteraly written on his face.
    Super awakes are not incredible, but he can free the cloud resistance slot as really it's the only useful thing to pick. Maybe VDP if you don't have a VDP sub somehow ?

    Excellent sub if you try to do the thing with Pixel Nemain xD



    Ash Phantom Demon of Deliverance, Ilmina - #3513
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Massive HP stick : 14k+ HP before latents !!
    • Bicolor build sub
    • Multi purpose AS :
      • Full heal
      • Color absorb void
      • Orb unlock
      • Usable bicolor board change
    • 15% dark resist (very situational)
    Recommended super awakening :
    • Super Bind resistance
    Look. You might or might not want to use Ilmina as a sub because she has such a precious and desirable equip evo. Your choice. Be aware however of the sheer amount of HP this fluffy loli can bring to your team. At absolute max level, +297, with HP+ latents and an on color equip/assist she might just be able to reach 20k HP. By herslef. That's 80k with the LS mult :')

    Let that sink in.
    Or maybe my math is wrong.



    Amatsu - #3657
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Massive HP stick : 15k+ HP before latents !!
    • Rainbow build sub
    • 5 CD inheritance base
    • Recover bind awakening enables roulette clear
    • Covers water attribute
    Recommended super awakening :
    • Team HP+
    Ilmina. But covers water. And is also an inheritance base. That should be all I need to tell you about Amatsu.
    This guy is just a super tanky HP stick, and his presence will be very beneficial to the team, especially since it covers water. His AS is not super desirable, but won't touch light nor fire (which is neato) and it's short enough that it can be inherited onto (which is neato).
    So yeah. Ilmina, but water and inheritance base.
    Similarly to Wedding Schat, it's one of the easiest water Karin sub to acquire because it can be traded for.

    I would kinda advise against using him in a bicolor build.



    Flashing Lightning Demon Caller, Sophie - #6585
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • AS removes all debuffs (ATK, time, RCV)
    • 7k+ HP before latents
    • Very high personal damage
    • Guard Break
      • Or off-color L-unlock
    • Covers water attribute
    Recommended super awakening :
    • Guard break if you can build rainbow
    • L-unlock if you don't cover it already
    • 7c by default
    Light Sophie is one of the rare cards able to remove all three debuffs at once : ATK, RCV and move time (she actually does x2 move time so that's pretty neato in fact). With just that, even if she has 1 in all stats, she would have been at least an option. But that's not all she brings to the table ; she also has high HP and very high personal damage thanks to 7c/10c and killers. That last bit is particularly good considering she can also have guard break, and high damage is very desirable on cards with this awakening. Or she can be your off-color L-unlocker. That works too.
    Lastly, she covers water attribute, and being a GFE she's more widely available than a lot of other good water subs.
    In some ways she reminds of Narcis. Both remove a lot of debuffs (Sophie does all three), both are high damage guard breadk subs (Narcis deals more), and both cover water attribute. For that reason, I kinda see Sophie as a replacement of Narcis. I would kinda advise against using both if you're running rainbow (it's definitely functional though), as you would "waste" a slot mostly for Sophie's ATK debuff erasure (since Narcis has RCV and time buffs already). My 2 cents.



    Kaguya, Princess of Tsukuyomi - #4707
    [​IMG]
    Added value and possibles uses :
    • AS remove all debuffs (ATK, move time, RCV)
    • Bicolor build sub.
    • SBR stick
    • HP Stick :
      • +15% team HP
      • 6k5+ HP before latents
    Recommended super awakening :
    • Team HP+
    Similarly to Sophie, Kaguya's main added value is her ability to remove all three debuffs (move time, RCV and ATK (not a lot of Karin subs can do ATK debuff), so that's good !). The CD is a bit longer, and overall her AS is straight up worse, but it remains very usable and desirable. You can also sub her for her contribution to HP and skill bind resist ! It's a shame she doesn't contribute to any color for rainbow teams.



    Heaven's Oracle, Cecilia - #7535
    [​IMG]
    Added value and possibles uses :
    • Fujin AS
      • AS is also x2 move time
      • AS also removes roulette
    • High personal damage
    • Time extend stick
    • Cute
    Recommended super awakening :
    • Cross awakening by default
    • VDP if your super desperate for manual VDP.


    Ancient Castle Apparition, Dragon Caller Sonia Gran - #6617
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Rainbow build sub
    • High personal damage
    • Guard break
    • Almost 8k HP before latents !
    • 1 TPA enables unmatchable orbs clear with latent
    • Fast DKali board (virtually 6 CD)
      • AS also removes ATK debuff
      • as well as move time debuff (x2)
    • Covers dark attribute
    Recommended super awakening :
    • Guard break
    Her offensive awakes are kinda all over the place, but very usable still. The god killer is sadly a wasted slot for Karin (although free damage is still free damage), but the double 7c remains very desirable for a guard break sub, and the TPA enables clearing short unmatchable orbs. Of course, you want to do that using dark orbs, and not light orbs.
    With that out of the way, Halloween Sonia Gran is notable for her very fast DKali boad, at virtually 6 CD thanks to the skill charge awakening. It also comes bundled with a very nice 2-turns x2 move time buff, as well as a ATK buff to remove the debuffs.

    Halloween Sonia Gran truly shines in a rainbow team, and shouldn't really be used in a bicolor build.



    Stylish Newlywed, Moon Dragon Caller Satsuki - #6248
    [​IMG]
    Added value and possibles uses :
    • HP stick :
      • +15% team HP
      • also almost 7k HP before latents
    • Active skill removes all hazards
    • TPA awakes enable unmatchable orbs clear with latent
    • Covers dark attribute
    Recommended super awakening :
    • Team HP+
    I just want to highlight that her AS removes water, making it not usable when you want to rainbow VDP. Other than that I believe she's pretty straightforward.



    Dress of Heaven, Illyasviel - #7080
    [​IMG]
    Added value and possibles uses :
    • 7k HP before latents
    • Extremely fast/spammable unmatchable clear AS
    • 2 CD inheritance base
    • 2 dango awakes is good additional team damage
    • Time Extend stick
    Recommended super awakening :
    • Super Bind resistance
    • Tape resistance if you can use a super bind resistanceequip onto her


    Hidden Gamer Goddess, Amaterasu Ohkami - #5217
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Full course cleric :
      • Odindra
      • Unmatchable orb full clear
      • Also unlock orbs
    • Usable board change
    • Time Extend Stick
    • 4 effective SB or tape resistance
    • Covers wood attribute
    Recommended super awakening :
    • Tape resistance if you don't cover it already
    • Super Skill Boost
    WHY DOES SHE HAVE SO LITTLE PERSONAL HP.
    She misses the "key sub" cut because of that, and that is a big shame. Other than that her kit is super solid overall, with a very desirable active skill to remove binds and unmatchable orbs, as well as unlocking board and generating lots of light. Oh and did I mention her passive +3 secs of move time and potentially 4 effective SB ?
    It truly is a shame she has so little personal HP.



    Curse Inclined Dragon Caller, Ideal - #3931
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Rainbow build sub
    • HP stick
      • 7k+ HP before latents
      • +15% team HP
    • Guard break
    • Good active skill
      • DKali board
      • 2-turns delay (rare)
      • Color absorb void
    • Covers dark attribute
    Recommended super awakening :
    • Team HP+
    • Tape resistance if you can't cover this with another card


    Watcher of Paradise, Metatron - #6385
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Rainbow build sub
    • RCV stick
    • Off-color L-unlock
    • Recover bind awakening enables roulette clear
    • 4-CD inheritance base
      • Active skill also clears 5 turns of (awoken) bind
      • clear 5 turns of unmatchable orbs
    • Covers water attribute (tradable)
    Recommended super awakening :
    • Enhanced hearts
    Bikinitron lacks the HP to be really great, but remains quite notable for the amount of ways she contribute to supporting Karin. She's first and foremost a potent RCV stick, with only a bit less RCV than Rin Tohsaka, while also contributing to the team in many other ways. Obviously she loses to Amatarasu too, but wins over he on the hazard clear departement, as she can clear 5 turns of (awoken) bind and unmatchable, on a blazing fast 4 CD which you can easily inherit onto. She can also be your off-color L-unlock, since she covers -wait for it- the water attribute. Oh and she brings +5% team HP. Tbh that bit kinda comes out of nowhere, but it's here and Karin definitely has a use for it so that's neato.



    Pixel Sweet Dianthus, Kushinadahime - #6994
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Rainbow build sub. kinda
    • Time Extend stick
    • Off-color L-Unlock
    • 75% shield
    • High VDP power
    • Pixel
    • Covers wood attribute
    Recommended super awakening :
    • Team HP+
    • Guard Break if you don't already have one
    • Super Skill Boost if you're running transforming cards or critically need urgent AS


    Tuala - #7030
    [​IMG]
    Added value and possibles uses :
    • 3 CD Inheritance base
      • AS remains usable
    • High personal damage
    • 3 dangos is very good additional team damage
    • 8k+ HP before latents !
    • Poison/blind resistance (or 5 effective SB)
    • Cute
    Recommended super awakening :
    • Super poison resistance or Super Blind resistance
    • Super Skill Boost if you're running transforming cards or critically need urgent AS
    Part of me wants to label her as an option rather than a good sub, but truly, she's both.
    Tuala is a very nice inheritance base which will greatly increase the team damage. Her 5 SB can also be very useful in a pinch, and with her 10c / 7c she'll have no issues hitting damage cap at 3 crosses.
    The question is do you need any of that ? Because shes clearly not the best inheritance base, the team damage is welcome but also very not necessary, and also do you really need these SB ? Idk.
    What she needs however is a super bind immune equip.



    Super Reincarnated Raphael - #5934
    [​IMG]
    Added value and possibles uses :
    • Rare 100% shield
    • 7k+ HP before latents
    • Tape/cloud resistance
      • Or Time extend stick
    Recommended super awakening :
    • Super Time Extend
    • Cloud or Tape resistance if you don't cover these already


    Banquet Newlywed, Panera - #7388
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub. Kinda
    • Almost 7k HP before latents
    • Very fast virtually 6 CD 2-turns Fujin
      • AS also removes move time debuffs
      • AS also removes color absorb for 2-turns
    • Guard break
    • 4 SB
    Recommended super awakening :
    • Rainbow skill charge IF you build rainbow
    • VDP if you really don't have a better VDP sub
    • 7c by default (10c is too inconsistent with 3+ crosses)


    Evil-Warding Dragon Wizard, Hermei - #5975 (transformed from )
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Bicolor build sub. Kinda.
    • Time extend stick
    • Good VDP power
    • Off-color L-unlock
    • Tape resistance
    • 3-CD inheritance base
      • AS also removes ATK and RCV debuff !
    • Covers dark attribute
    Recommended super awakening :
    • No super awakening


    Thoughtful Pansy Starfairy, Joachim - #7349 (Transformed from )
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • Time extend stick
    • High personal damage
    • Almost 7k HP before latents
    • Guard break
    • Very strong all purpose cleric AS on virtually 6-CD
      • Odindra
      • Unmatchable orbs full clear
      • RCV debuff clear (actually RCV boost x6)
      • ATK debuff clear
    • Covers wood attribute
    Recommended super awakening :
    • No super awakening
    First things first : DO NOT -under ANY circumstances- USE JOACHIM IN A BICOLOR TEAM. NEVER.
    You do not want
    a sub with 5 dead awakes and a 30 CD AS.

    With that out of the way, oh boy was I tempted to put him in options. Essentially Joachim is your healer, and also high damage guard break sub. He does only that, but goes all out at these jobs. His healer role is written on its forehead, his AS can remove a lot of detrimental debuffs at once, while also enabling you to recover from 1 HP to full with probably 1 set of hearts. His other role is also rather self explanatory, as his 7c and 10c awakes give him x10 personal damage alongside his high base ATK and most importantly guard break. This is yet again further enhanced by the his AS, providing a x6 ATK boost (it also boost Karin herself so that's neato).
    While it might look very long you have to remember his 4 rainbow skill charge make his AS on virtually 6 CD, which is NUTS considering all it does.



    Pixel 2nd Player Color, Leona Heidern - #6500
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Time extend stick
    • Good VDP power
      • Also with a VDP AS
    • Pixel
      • actually a decent sub for non pixels too
    • Covers dark attribute
    Recommended super awakening :
    • Super Bind resistance
    • 7c if you can use a super bind resistance equip onto her
    One of the few pixels which are also decent subs for non pixel teams. Her HP is definitely a tad low, but her double SBR can be useful considering a few very good subs are lacking one, and these 3 secs of move time are very desirable, that's for sure.
    The VDP AS confuses me a bit, considering Leona herself has very nice VDP power, but oh well. It also comes with a tricolor + hearts board change which will likely enable triple crosses FUA (no need to VDP since it's built in the AS).



    Kotone Shiomi & Orpheus - #6377
    [​IMG]
    Added value and possibles uses :
    • Bicolor build sub
    • RCV stick
    • Board changes enables triple cross VDP FUA
      • Also 20% HP heal
      • Also 5-turns (awoken) bind clear
    • Good VDP power
    Recommended super awakening :
    • No super awakening


    Reincarnated Tachibana Ginchiyo - #6360
    [​IMG]
    Added value and possibles uses :
    • 75% shield with usable board change
    • Guard break
    • Poison resistance
    Recommended super awakening :
    • Super Bind resistance
    • Super Time Extend if you can use a super bind resisitance equip onto her
    • Super Skill boost if you're running transforming cards or critically need urgent AS
    Tachibana is the kind of card I just wish she was better. She's essentially a very good card overall, don't get me wrong, and still a nice sub for Karin but I'm a bit disappointed in 2 things : she lost her water attribute (which she could get back with the SRevo) and her board change doesn't include dark, and thus, isn't too great for enabling rainbow VDP. I so wanted her to be more of a staple for some reason, but oh well.
    We'll see how her Super REvo turns out ~



    Bridal Chief of the White Heron, Raijin - #4588
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Rainbow build sub
    • 7k+ HP before latents
    • Fast DKali board
    • Up to 3 TPA for clearing unmatchable orbs
      • Or guard break
    • Covers water attribute (tradable)
    Recommended super awakening :
    • TPA
    • Guard Break if you don't already have one


    Super Reincarnated Isis - #6354
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • 3-CD Inheritance base
    • Guard break
    • Cloud resistance
    • Time extend stick
      • or off-color L-unlock
    • Covers water attribute
    Recommended super awakening :
    • Super time extend
    • Super skill boost for critically urgent AS or transform
    • L-unlock if you cannot get it elsewhere


    Mega Awoken Sunset God, Aten - #5931
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • 7k+ HP before latents
    • High personal damage
    • Cute (with a stylish animation)
    Recommended super awakening :
    • Super Bind resistance
    • Super Skill Boost if you can use a Super Bind resistance equip
    Only ever use Aten in a rainbow team, and only for rainbow VDP. It should be x45/x135 personal damage on the vast majority of enemy spawns for very easy damage cap VDP.
    Don't use Aten if you don't do rainbow VDP.



    Encouraging Draconic Songstress on Cymbals, Lotta Lotta - #7128 (Transformed from )
    [​IMG]
    Added value and possibles uses :
    • Bicolor build sub. Kinda.
    • +15% team HP
    • Very good VDP power
    • L-Shield
    • Fast-ish 6CD 75% shield
      • Board change is also likely to enable double cross vdp fua
    Recommended super awakening :
    • No super awakening
    I think she's pretty straightforward, I just want to address the necessity to make her bind immune with an appropriate equip, because you do not want to loose these 15% team HP.

    She will also work far better in a light/fire focused team, as in a rainbow team her VDP awakes will be kinda wasted. Really good sub overall



    Pixel Kouryu Emperor of the Holy Feast, Fagan - #6818
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Rainbow build sub
    • Pixel
    • Blind resistance (or 5 effective SB)
    • Big rainbow privilege
    • Covers wood attribute
    Recommended super awakening :
    • Super blind resistance if you don't address it already
    • Skill Boost if you're running transforming cards or critically need urgent AS
    • L-shield


    Holy War Chronicler, Mito - #3521
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • 4 CD Inheritance base
      • also good full course cleric
    • 3 cross awakenings
    • Guard break
    • Recover bind awakening enables roulette clear with latent
    • Covers wood attribute
    Recommended super awakening :
    • Cross awakening
    Mito is notable for being a very easy to acquire full course cleric, able to remove 5 turns of binds, awoken binds and unmatchable status. It's not enough for a lot of stuff but it's fast and spammable at only 4CD, and can easily be inherited onto for something stronger. Her recover bind awakening also enables removing roulettes, which is very desirable and a tad rare. Her 2 killers are sad "wasted" awakenings, but oh well, free damage remains free damage.

    I would advise against using her in a bicolor build, period.



    Nostalgic Draconic Songstress on Guitar, Cruz - #5347
    [​IMG]
    Added value and possibles uses :
    • Bicolor build sub
    • RCV stick
    • Cloud resistance
    • AS removes all the hazard orbs (and unlock)
    Recommended super awakening :
    • Cloud resistance


    Rival Dragonbound, Rikuu & Distel - #6111
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Cloud resistance
    • Blind resistance (or 4 effective SB)
    • Time Extend stick
    • AS removes RCV and ATK debuffs
      • also usable quad color + heal board change
    • Guard break
    Recommended super awakening :
    • Super blind resistance if you don't address it already
    • Super Skill Boost




    → OPTIONS

    Options are... options. They're not good subs per se, but they can get you out of a complicated team building situation by fulfilling this last niche thing that you needed for your team to function. In general you don't want to keep options in your team for too long, as they're not inhrently good subs and could be detrimental to your team (aside from the 1 thing they do well, of couse :9). Although some definitely work better than other as Karin subs.
    Ultimately you do you :>

    This list is completely un-ordered.

    Spiral-Piercing Dragon Archer, P'numas - #5987
    [​IMG]
    Added value and possibles uses :
    • SBR Stick
    • Cloud resistance
    • Tape resistance
    • High personal damage
    • "4-CD" 50% shield (fastest in the game)
      • AS "also" removes ATK debuff
    • Covers wood attribute
    Recommended super awakening :
    • No Super Awakening
    An extremely interesting card I wish they would make more of.
    There are 2 mains reasons why you want P'Numas in your team. His double hazard resistance for (much) easier team building, and his shield. P'Numas is the single fastest 50% shield in the game, at only "4 CD" (faster than Dyer's 5CD AS (which also does a ton other things lul)). But the twist is every use of the said AS will transform back P'Numas into base form, in which :
    • he has less stats (only 3k HP before latents)
    • he looses his light attribute
    • his AS becomes an ATK boost
    That last bit is very interesting as well, as you can use P'Numas for removing ATK debuff as well, and at "4 CD" it's fast too. The thing is you can't have both at the same time, as using the ATK boost AS will transform P'Numas into his Wd/L form, which has the shield. I think you picture the thing. Both his active skills are on 2 CD, if you use it you loose it as it also transforms P'Numas, and to get it back you need to transform again. So the CD is actually virtually 4.
    Sadly P'Numas HP is way too low to have him as a regular subs, but the fast shield and hazard resistance is very real desirable added value, making him a very valid option still.



    Aubade Breeze Feline Deity, Bastet - #4993
    [​IMG]
    Added value and possibles uses :
    • Farmable
    • 1-CD inheritance base
    • HP stick
      • +10% team HP
      • almost 7k HP before latents
    • Covers wood attribute
    Recommended super awakening :
    • Guard break if you can build rainbow
    • 7c


    Heaven Scribe, Enoch - #3600
    [​IMG]
    Added value and possibles uses :
    • Farmable
    • +10% team HP
    • +40% team RCV
    • ASthat can be cycled through 2 of her for permanent activation (should be inherited instead thouh)
      • 4-turns 35% shield
      • 4-turns x1.5 time extend
    • Off-color L-unlock
    • Covers dark attribute
    Recommended super awakening :
    • Super Bind resistance
    • Team HP+ if you can use a super bind resistance equip
    As much as I love her, Enoch shouldn't really used as a sub if you only have 1 of her : the idea is you want 2 of her so that you can cycle her AS for permanent +50% move time and 35% shield (granting immunity gravities up to 150%). Her awakes are not too bad, and she can cover off-color L-unlock so that's good too. It's just that she has low-ish stats.
    Since her AS now lasts 4 turns you can actually inherit it onto a 1-CD inheritance base (like light Bastet (which is farmable)) to benefit from it, whithout the drawback of her low HP.



    Karin Shindou (dark color) - #5209
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • high personal damage
    • AS is 3-turns 50% shield
      • also removes ATK debuff
    • Covers dark attribute
    Recommended super awakening :
    • Any
    Pick Karin Shindou if you run Sandalphon or Phyllis and need subs with cross awakes. Her HP is too low and her awakes are too "bad" to justify using her as Karin Kanzuki sub on a regular basis. The shield is nice though.



    Pixel Horus - #6862
    [​IMG]
    Added value and possibles uses :
    • Time Extend stick
    • Jammer resistance
    • 2-CD inhertance base
      • AS removes locks and RCV debuffs
    • Jammer resistance
    • 2 dango awakes adds good team damage
    • Pixel
    Recommended super awakening :
    • Super Jammer resistance


    Supreme Kouryu Emperor, Fagan Rai - #5631 (transformed from )
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Almost 9k HP before latents !
    • Time extend stick
    • High personal damage
    • 10-CD VDP active
      • Lasts 4 turns !
      • (transform is 20 CD)
    Recommended super awakening :
    • No super awakening


    Blue-Winged Ray Dragon Caller, Navi - #3278
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • SBR stick
    • HP stick
      • almost 7k HP before latetnts
      • +20% team HP
    • Usable LKali board change
    • Cute
    • Covers water attribute
    Recommended super awakening :
    • Team HP+
    It's kinda written "I'm an option" on her face. She fullfils 3 niches at same time ; SBR, team HP+ awakes and water attribute, and she does very well at these 3.
    A few very interesting subs in this list don't have a SBR awakening, making Navi potentially useful. Her AS is usable, but something can be inherited onto it no prob.
    She also so happens to be hands down the easiest water sub to acquire, thanks to Heroine REM being full of her.

    Don't forget to slap a super bind resistance equip onto her.



    Tyrant Empress Belial - #7289
    [​IMG]
    Added value and possibles uses :
    • 100% poison resistance
    • Cloud resistance
    • Very fast 5-CD cleric active skill
      • Odindra
      • Unmatchable orbs full clear
    • Covers dark attribute
    Recommended super awakening :
    • Cloud resistance
    • Else, Super Skill boost
    NOT LIGHT, AND THEREFORE NOT AFFECTED BY KARIN'S LS
    Let me get this straight. She cannot be your only RCV stick. Maybe with 2 additional heart TPA awakes (don't do that, their AS mostly suck and are blazing fast), she will work (badly) for this role, but as is these 5 awakes give her virtually 12k RCV, and I can tell by experience that you'll need multiple heart TPAs to heal from 1 HP to full. Because yes, her AS puts your HP at 1. You HAVE to heal a ton after using it, and since she's not light she won't get Karin's RCV boost, making her unsuitable to be your only RCV stick.

    Other than that, yeah, 5CD for odindra + full unmatchable clear is pretty neato to say the least.



    Amelia = Wil = Tesla = Saillune - #5661
    [​IMG]
    Added value and possibles uses :
    • RCV STICK.
    • 4 SB
    • AS can remove ATK debuff
      • Also 5% true gravity
    Recommended super awakening :
    • Enhanced hearts
    * Genji voice *
    I NEED HEALING™

    No seriously, Amelia is all about healing. If by some shenanigans you manage to reach hilariously high HP and all your subs have little to no RCV, Amelia will have your back no prob. She has NO competition on the matter of healing, besides Valkyrie Rose (which you do not want in your team in the first place) and will outheal anything with a heart TPA if you give her RCV+(+) latents (as well as a heart TPA equip if you want maximum memes).

    Outside of this she can also remove ATK debuffs with her AS, which is also bundled with a rare (but very weak) 5% true gravity.



    [NOT YET IN NA] Frozen Blade Bride, Yuri - #7382
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • RCV stick
    • 100% Jammer resistance
    • Covers water attribute (tradable)
    Recommended super awakening :
    • Enhanced hearts
    Wedding Yuuri should be used for healing first and foremost. She also has good HP, but her awakes are fine at best (jammer resistance is good, heart TPA is good) and her AS does *nothing* for Karin Kanzuki (while still being 6 CD).
    If you don't need Yuuri's healing, I would advise against using Yuuri altogether.



    Archangel of Knowledge, Raziel - #5962
    [​IMG]
    Added value and possibles uses :
    • Farmable
    • Off-color L-unlock
    • Cloud resistance
      • or +2 secs of move time
    • Odindra AS
      • also locks the board (very rare !)
    • Cute
    • Covers dark attribute
    Recommended super awakening :
    • Super time extend
    • Cloud resistance if you're still lacking it


    Great Witch of Fresh Snow, Reeche - #5849
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Rainbow build sub
    • Virtually 10 CD yet powerful AS
      • Fujin
      • Color absorb void
      • DKali board
      • Orb unlock
    • 8k+ HP before latents !
    • High personal damage
    • Covers water attribute (tradable)
    Recommended super awakening :
    • Any of the non killer latents


    Augite Dragon Emperor, Sherias Roots - #3895
    [​IMG]
    Added value and possibles uses :
    • Time Extend stick
    • Rainbow build sub
    • Tape resistance
    Recommended super awakening :
    • Tape resistance
    A frustrating card, really :')
    Why is his sub-attribute fire ? Why is his HP not a bit higher ? Why the TPA ? Why the god killer ? He could have been so much better for rainbow Karin Kanzuki. A decent card, for sure, but still a bit frustrating ~



    Ambuhs Master Dragon Caller, Valeria - #4801
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Big HP stick :
      • 9k+ HP before latents !
      • +20% team HP
    • Orb refresh active skill
    Recommended super awakening :
    • Guard Break if you can build rainbow
    • Skill Boost


    Pixel Wandering Wizard, Wee Jas - #6814
    [​IMG]
    Added value and possibles uses :
    • Bicolor build sub. Kinda
    • Time Extend stick : up to +4 secs !
    • Good all purposes AS
      • Delay (pretty rare)
      • Awoken bind clear (very desirable)
      • Creates light and hearts
    • Tape resistance
    • 2 dango awakes adds good team damage
    Recommended super awakening :
    • Super time Extend
    WHY DOES HE HAVE SO LITTLE PERSONAL HP ;_;
    He has the potential to be an absolut unit but Karin Kanzuki openly doesn't want cards with even less HP than her, my gosh.
    Don't use him if you don't need his fingers, he's not a good enough sub to justify putting him in the team for any other reasons than the fingers.



    White Feathered Knight, Bradamante (chibi) - #6595
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Bicolor build sub. Kinda.
    • 8k+ HP before latents !
    • Time Extend Stick
    • Good VDP power
    Recommended super awakening :
    • VDP
    • Cloud Resistance if you don't already cover it
    2 things to note about Chibi Bradamante :
    1. Only use her for dealing VDP damage, there are way more accessible subs with good HP and other good features out there. Chibi Bradamante is the Edward/Bride Zela of Karin Kanzuki 2.0 : if you don't bring her for VDP, don't bring her period.
    2. DO NOT -under ANY circumstances- USE HER ACTIVE SKILL. Slap something onto it, but absolutely do not use it. She'll replace Karin Kanzuki (lead swap resist don't work when you use your own lead swap). You don't want that.
    A possible strat would be to lead swap Karin Kanzuki in using Bradamante's AS inherited onto her but :
    1. You'll have to stall for that
    2. That eats a skill assist slot
    Maybe if you're a madman you could sub a Karin sub while leading with Karin, and use Bradamante's AS to switch between your original lead Karin and the sub swap Karin. Weird but should be functional e_ê
    Bradamante's skyfall buff is a blessing, that's for sure, but I'm not sure it's worth the hassle of trying to make use of it. That is all :>



    Phantom Demon of the Grimoire, Ilmina - #3274
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Bicolor build sub
    • A rare laser AS
    • 4 effective SB
    • Very good VDP damage
    Recommended super awakening :
    • Super Bind resistance
    • VDP if you can use a Super Bind resistance equip onto her


    Mega Awoken Dragon Emperor, Sherias Roots - #4746
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • DKali board
    • Board lock
    • Covers water attribute
    Recommended super awakening :
    • Guard break
    Roots's main added value is the Dkali board and water attribute. Locking the board is rare, but also less necessary as we have increasingly more ways to deal with roulettes orbs.



    Deadly Sin Dragon King of Envy, Jevi - #6406
    [​IMG]
    Added value and possibles uses :
    • SB stick : 6 skill boosts !
    • VDP Active
      • lasts 2 turns
      • also usable tricolor+hearts board change
    • Blind resistance
    • High personal damage
    Recommended super awakening :
    • Super Bind resistance
    • Super Blind resistance if you can use a super bind resistance equip


    Armor Bound Brother, Alphonse Elrick - #4022
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Rainbow build sub
    • 7k+ HP before latents
    • Very desirable active skill
      • DKali board
      • 50% shield
    • Covers wood attribute
    Recommended super awakening :
    • Guard break if you don't have one already
    • L-shield


    Unwavering Summoner, Yuna - #2766
    [​IMG]
    Added value and possibles uses :
    • Tradable
    • Rainbow build sub
    • 2-turns 50% shield
    • Time Extend stick : +3 secs !
    • Covers water attribute (tradable)
    Recommended super awakening :
    • Super Bind resistance


    Super Reincarnated Indra - #5940
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • 2-turns 75% shield
    • Poison resistance
    • Covers water attribute
    Recommended super awakening :
    • Super Bind resistance
    His shield and poison resist are desirable and that's about it. It's like Wedding Scheat but with less HP, a less unique active skill and less personal damage. He can still be used for removing unmatchables, but then again, Wedding Scheat does it better.



    Indigo Shadow Shark, Kunashi - #6684
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • Cloud resistance
    • Time extend stick
    • Almost 7k HP before latents
    • Devent personal VDP damage
    • Covers water attribute
    Recommended super awakening :
    • Super bind resistance


    Passionate Sun Deity, Ra - #2953
    [​IMG]
    Added value and possibles uses :
    • 100% blind resistance
    • Great personal damage
    • 4 SB
    • Rare lazer AS
      • AS also removes move time debuffs
    Recommended super awakening :
    • Cross awakening
    Ra's blind resistance and double cross awakening are the main reason you want to sub him. He also has good stats and a lot of skill boosts, which can come in clutch in team building. His AS is kinda bad however, and at 7 CD it's kinda long for a inheritance base, which is why I label him as an option.



    2nd Player Color, Cham Cham - #7239
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • 3 CD Inheritance base
      • also erases RCV debuff
    • Time Extend Stick
    • 3 cross awakenings : decent rainbow vdp damage
    • Covers wood attribute
    Recommended super awakening :
    • Cross awakening
    Truly it's a shame she's not light main attribute, as her main purpose would be to rainbow vdp stuff with light crosses. Yes, she does have 3 cross awakes and can get a 4th, but light is her sub-attribute, which means its damage is naturally divided by 3, making it like she only has 3 cross awakes, and we already have another accessible triple cross awake cards available : Karin Kanzuki herself (with equip cross awake equip, of course). She just doesn't have enough HP and light damage to justify picking her on a regular basis.

    I would advise against using her in a bicolor build, although she can function.



    Pixel Sunset God of Shimmering Wind, Aten - #6335
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • Very high personal damage
    • Pixel
    • Cute
    • Covers wood attribute
    Recommended super awakening :
    • Cross awakening
    Same as Mega Aten but with less HP, and most importantly : pixel. So if you do the Nemain thingy, that should work.
    Don't use Aten if you don't do rainbow VDP with Pixel Nemain.



    Radiant Ring Queen, Kanan - #3885
    [​IMG]
    Added value and possibles uses :
    • RCV stick
    • Fast cleric active skill
    • +10% team HP
    Recommended super awakening :
    • Whichever you need the most


    Super Machine Golem - #6744
    [​IMG]
    Added value and possibles uses :
    • Farmable
    • Good HP stick
      • 8k+ HP before latents
      • +15% team HP
    Recommended super awakening :
    • Team HP+


    Freezeblade Ice Sprite King, Hoppo - #6886 (transformed from - #6885)
    [​IMG]
    Added value and possibles uses :
    • Farmable
    • Rainbow build sub
    • Double L-shield (10%)
    • 5 CD inheritance base
    • Covers water attribute
    Recommended super awakening :
    • No super awakening



    - How to cover...... -

    The list of subs can be a good start for designing your team, but it's also possible that you're lacking that one little thing to make your team work, and are overwhelmed with the amount of choices. Or maybe it's the opposite, and you actually have trouble finding any because it's so rare (I mean, the sub list could use some improvements, for sure). Either way, this part is meant to help you find essential roles to add to your teams ! There are too many roles, so I won't list them all, and will focus on the most important roles for challenging content ! And for more details on a card, feel free to look them up in Ilmina.com, PAD Index, Tsubaki bot, or the sub list above !

    → ... healing ?

    Karin's HP boost makes her have "normal" RCV in regard to her HP, meaning that she lost her ability to heal through anything (and especially poison) with a single set of 3 hearts. So you do want a RCV stick sub with high RCV and heart-enhanced awakes, so that you can heal to full with a heart TPA and some proper comboing.

    Best RCV sticks you can use :
    • Best candidate overall imo remains Rin Tohsaka , good RCV while also being a great sub overall, with good HP, awakes, and a very fast and balanced AS generating both light/fire and FUA (hearts)?
    • For pure healing, SRevo Amaterasu wins, with even better stats (including RCV), excellent awakes (for a RCV stick), as well as a rare healing AS to get you out of a pinch.
    • Kamen Rider EX-AID beats Rin at both the RCV game and orb generation game, but her HP is vastly lower. Awakes remain excellent however.
    Which one these 3 is the best for you depends on your team design and how you address orb generation. Rin is the most balanced of these with high RCV, good HP and a fast desirable AS for orb generation (which also makes FUA).
    Kamen Rider EX AID has less HP, higher RCV and will generate vastly more light (and for longer, thanks to skyfall buff), which is excellent if you build rainbow (skyfall buff) and/or with lots of cross awakes subs (focus on light).
    Amaterasu on the other hand wins at both the HP and RCV game, and goes all out with her healer role thanks to her AS which also heals, and clears short (awoken) binds.

    Here are some very honorable mentions.
    • Gotta give credit where its due. Shoutout to Amelia and Valkyrie rose for being the highest light RCV cards (beating even SRevo Ama). The rest of their awakes are eh, as well as their AS, and we cannot ignore their low HP. But if you need healing and only that, they have it. Only that hough.
    • Other very honorable mentions still :
      • Reicarnated Hestia (JP only as of today) is similar to Rin in her stats and awakes, as well as her fast good board change for orb generation ; she's a great options if you want Rin specifically but don't have her.
      • Valentine Kushinada loses at the RCV game, but she makes up for it by having better awakes overall, as well as a more desirable 2-turns 75% shield AS, making her a very balanced good karin sub who can heal.
      • Alynna remains overall one of the absolute best healers in the game, with good RCV (less than Rin/Ama though) and most importantly a fantastic and fast cleric AS.
      • Cruz is actually very solid for healing (she could use a buff though) and her AS also completely removes all hazard orbs.
      • Wetatron Summer Metatron can compete with Rin's healing, with a similar AS to Ama's, but way faster and overall more useful (clears more stuff, for more turns, but heals a lot less), AND she covers water attribute which is excellent news for rainbow teams.
    • Lastly, GH Belial (JP only as of today) is technically an option and will do wonders if you provide her with a heart enhance equip. Whithout that she has less RCV than all of the honorable mentions, and should therefore probably not be your only RCV stick.
    You might not want to rely on that, but be aware that you can also turn practically any card with high RCV into a RCV stick by using RCV+(+) latents on them, and using either of the RGBD valkyrie equip or Lutina's Harp . Even if they don't have heart enhanced awakes to begin with. This only works for really high RCV cards, like Pattie or Academy Amaterasu . Keep in mind these equip both have a very low C, and very undesirable AS.




    → ... (awoken) bind and unmatchable status clear ? (i.e. cleric active)

    This is more important to rainbow builds than bicolor builds, but in general awoken bind remains a high priority threat to deal with, and unmatchable status can make things very complicated (especially for rainbow builds). Keep in mind that for unmatchable there's a difference between active and passive clear. Active clear means you use an active skill to clear stuff. Passive clear implies using the appropriate awakes, i.e. bind recover (heart row) or TPA. For TPA you do not want to use light or fire TPA. Never. We'll mostly look at active clear here though !

    Best clerics you can use :
    • Fasca has no competition in the field of being a good Karin sub with blazing fast all purposes cleric AS. It removes all (awoken) bind and unmatchable, as well as time debuff, all that on 5 CD, while Fasca herself has very good HP and 3 super fingers.
    • You cannot go wrong with Alynna either. She can removes every bind and unmatchable status (also makes wood) even faster than Fasca at only a 4 CD after transform, and be your heal stick as well.
    Picking between Alynna and Fasca is essentially deciding whether you want an excellent sub overall, or a less optimal sub but which will also fulfill the RCV stick role. Alynna also transforms 6 turns earlier than Fasca, which is kinda a big deal, as transforming Fasca on turn 1 (it's 18 CD) will be fairly difficult.

    Here are some honorable mentions :
    • While her CD is vastly longer, Academy Amaterasu is still a very good option for a cleric AS. It will also generates lots of light and enable FUA. Her awakes overall are excellent. It really is a shame that her HP is so low.
    • Shamash . Her AS is on the longer side, but it also comes with rainbow skill charge, making it actually pretty darn fast (virtually 10 CD), considering it clears all (awoken) binds/unmatchable, while also being a powerful 30% gravity. Her 2 hazard resist awakes makes her a very supportive cleric.
    • Other very honorable mentions still :
      • Santama is a very solid pick for that role. 8 turns worth of clear is actually often enough for (awoken) bind. Maybe not for the unmatchable status, but it might also not be urgent to clear them in one go.
      • Diamond Remdra will actually clear all, while contributing to the team HP, as well as hazard resistance and covering dark. It's also a high damage guard break card, which is great if you play rainbow.
      • Similarly to Alynna (but in a lesser extent), Summer Metatron can be both your cleric and RCV stick. Her AS is on the same CD, but only clears 5 turns (which remains enough for a lot of spawns). She also covers water.
      • Mito shares the same AS with Wetatron, but trades her healing role for a damage role, with her triple cross awakes.
      • If you only want full clear, GH Belial (JP only as of today) works, with a blazing fast 5 CD AS which clears everything (including your HP lmao). She'll also contribute to RCV and hazard resistance. Remember that you need to heal after using her AS !
    • Lastly, you can also "passively" clear unmatchable status with non light/fire TPA, in which case Wedding Scheat is a prime choice, mostly thanks to her very nice awakes still, great HP and AS for orb generation.




    → ... Void Damage Pierce (VDP) active ?

    VDP is everywhere in challenging content, be it high level descends or late technicals. You need a reliable solution for dealing with damage void, as you might not be able to damage control them to death. Of course you can manually use the VDP box, or rainbow VDP to deal damage. But spawns with way beyond cap HP pools and VDP are now a thing, making VDP active potentially very desiable, if not mandatory (actually no, but maybe for Karin).


    VDP actives you can use :
    • For VDP active Dyer is the best, hands down. There's no competition. With excellent awakes, and a fast very useful 50% shield, Dyer plays his role as a VDP active sub perfectly.
    • Aljae is not even close to him, but remains extremely solid to say the least. Her awakes are less desirable (but desirable awakes are still there in the mix), but her AS comes bundled with a usable all colors (no hearts) board change, in which you'll likely get 2 or 3 crosses, as well as 50% healing (which is good considering it's so fast).
    A few honorable mentions :
    • I'm still shook looking at Ryu , for being an actually super solid sub while also having a surprisingly fast 9 CD VDP active which also unlocks the board and generates orbs.
    • Other honorable mentions :
      • Shelling Ford isn't a super great sub for Karin (awakes are fine at best, at least it has cloud resistance) but if you can build rainbow (and only if you can build rainbow) you can use him, as it lowers his CD to virtually 10, which is very nice for a 2 turns VDP active.
      • Similarly, Geese Howard will do fine but only if you can build rainbow. He's not a super great sub otherwise.
      • Jevi 6406 can do just fine, and especially if you run transforming cards (6 SB is significant). The board changes is likely to also have at least 2 crosses and enable FUA, which is good. It will cover water as well ; a welcome addition if you ask me.
    As for the "non reliable" ones, with way too high CD :
    • Pixel Leona is definitely here for a reason, however she makes up for it by being able to handle VDP manually, as well having 3 fingers, so she kinda works well as a general nice sub for Karin.
    • Fagan RAI . With so much HP, damage and these 2 fingers, he does work as a Karin sub. The cooldown for transform is very long at 20 CD, but after transform it's 10CD and it even lasts 4 turns !
    • Super Light Mystic Knight exist. Although you probably want to inherit it.
    • Exodia exists exists and will obliterate. Only for 1 turn.
    • Lastly, Phyllis (JP only as of now) also has a 3 turns VDP active when transforming from 2nd form to final form. It's by no means reliable, but Phyllis IS an absolutely stellar sub to Karin, so remembering that she can also use VDP active could be interesting in some dungeons.
    Speaking of inherits, here are some additional options you can try to use as skill assist.
    • Yama Tsukami as well as his equip (brings 1 SB) have 11 CD thanks to inducing no skyfall, and it also makes lots of light (no hearts/fire)
    • Cody as well as his equip (brings 80% poison resistance) is -to my great surprise- only at 12 CD and while provide x3 move time for 1 turn, and remove ATK debuffs.
    • Suruga Kanbaru equip (brings 1 SB, 20% jammer resistance, L-unlock) is a double edged sword. CD is 8, so very fast for a non transform, but it also greatly reduce your RCV and skill binds your team.




    → ... water attribute ? (for rainbow teams)

    Honestly half of my gripes with water is just me memeing about it because I've wanted to try rainbow for so long, and only very recently have I succeeded at actually building that way (thanks to NY Khepri (also Summer DQXQ)). The other half is, well, covering water actually sucks. It remains a true truth that -unlike wood and dark- the best water options are locked behind seaonal REM/collabs, and often not tradable. This is less true lately. But it is still a hard color to cover.

    Water subs you can use :
    • I would like to highlight once again how Narcis genuinely has no competition. He his Karin's best sub, by a landslide, and covers water. Refer to the sub section and take a look at the sheer amount of stuff he does because there's too much.
    • SRevo Sakuya (after JP buff) has a water sub attribute and is extremeley solid as a Karin sub to say the least. She's also probably in a lot of people's boxes, since she's so old. Her AS is essentially Narcis + Odindra + 20% gravity, which is amazing at only 10 CD, and her stats and awakes support Karin very well too.
    • If you can beat the dungeon, Irene is incredible for being a great rainbow Karin sub which covers, AND being farmable. Her AS (after transform) is a blazing fast 2 CD Dkali board.... which delays your team's AS by 2 turns. A double edged sword to use with caution, which can also be of great use for skill rotation.
    • Light Sophie has great HP and most importatly the ability to remove all three debuffs (ATK, RCV, move time), on a very fast 5 CD. Heck, her time boost is actually good since it's x2. She doesn't have the best awakes, but we don't spit on free damage here. Her being a GFE makes her probably easier to get than a lot of water subs (even if she's 7* e_e).
    Since this is not an essential role (unless you build rainbow ofc) I won't add them all, but here are some VERY HONORABLE mentions :
    • Summer DQXQ have amazing awakes first and foremost, as well as good stats and a usable board change to get 2+ crosses and enable FUA.
    • NY Khepri loses to Summer DQXQ in all fields, except having a kinda niche AS which might actually carry you a ton in very specific situations, as it removes color absorb, move time debuff and adds combo. It's niche, but again, sometimes it's exactly what you need. She remains a fantastic water option (which I personally use as I'm writting these lines), don't get me wrong.
    • Amatsu is an incredible HP stick (might reach 20k HP at lvl 120 with HP++ latents ??) covering water, on which you can inherit stuff.
    • Summer Metatron is solid if you're not short on HP, with her supportive awakes, cleric AS and ability to be your heal stick. You can also use her as an inheritance base.



    → ... Damage Absorb void ? (Fujin)

    Simple. You see a spawn with damage absorb ? → Fujin. Most of the times trying to damage control your way to victory against damage absorb spawns will end in failures. 7x6 skyfall is very much a thing, and if you try to match crosses to control your damage a bit below the absorb threshold (to deal relevant damage), you can be sure skyfall will have a word TED Talk with you.

    Fujin subs you can use :
    • Pattie is nothing short of a stellar sub in general, with fantastic awakenings for Karin, very high HP and most importantly a fast 8 CD Fujin AS tied to a board change which will enable FUA and very likely provide 2-3 crosses.
    • Zinogre is nothing short of a stellar sub in general, with great awakenings for Karin, very high HP and most importantly a virtually 7 CD Fujin AS (need to match rainbow for skill charge) tied to a Lkali board change, which will likely provide 2-3 crosses (and maybe 4).
    Choosing between Zinorge and Pattie is essentially choosing between Zinogre's personal damage (great ATK stat + 2 7c awakes) and Pattie 's incredible contribution to team HP. But also the duration : Zinogre's Fujin last 2 turns, instead of 1 for Pattie, so that could be useful if you need to stall for hearts for FUA, or -more importantly- for Fujin spawns with Super Resolve. Lastly, Pattie's CD is actually 8, so on average she'll be more consistantly up than Zinogre's, as Zinogre's virtually 7 CD implies matching rainbow all the times (which also means Zinogre's CD is 21 if you can't build rainbow). Zinogre is also a damn fine doggo, and Pattie is hella cute.
    • Honorable mention goes to NY Reeche , with a virtually 8 CD Fujin AS lasting *4 turns*, tied to a Dkali board (→ very likely 2 crosses, maybe 3, very likely FUA), which will also bypass color absorb while she's at it. Oh, and she also covers water and has very high HP.
    • Despite not being light, Polowne holds her ground very well with a short 8 CD Fujin/color absorb clear, bundled with nice supportive awakes like team HP+ and L-unlcok. Her transformation AS is a 2-turns haste, which helps a lot for transforming other cards.
    • Exodia exists and will obliterate. Only for 1 turn sadly.
    Aside from these 3 you'll just want to use a Fujin inherit instead of as a sub (i.e. SDR will be mandatory).
    • Fastest is Uesugi Kenshin and his equip at 8 CD.
    • Jewel key of tempest is 13 CD, *farmable* and is bundled with a 50% shield. Neato.
    • You can find the complete list on ilmina.com !




    → ... Shielding ?

    Because Karin Kanzuki doesn't have a shield in LS, you want AS good shield rotation in your subs. You can use 50% shields as panic buttons if they're fast enough or if they last long, but you likely want at least a reliable 75% shield in there if you try very challenging high end stuff, unless you can build super tanky. The goal is to not die.

    For 50% shields :
    • As I said earlier, Rathios Equip remains to this day one of the best equips for Karin Kanzuki. It has a very desirable super finger, a 3-turns 50% shield and a great ability to fix boards by spawning 6 fire and 6 light at predictable places on the board. Stellar equip.
    • Ultra Toragon is actually a great sub and has one, bundled with a Lkali board change.
    • Karin Shindou is kinda eh, but her shield last 3 turns, and will also removes ATK debuff in the process, and she has cross awakes (which is pretty rare).
    • Yuna is kinda nice actually, besides her tiny HP, and her shield last 2 turns. She also covers water and brings 3 secs worth of move time.
    • Honorable mention to P'Numas for being technically the single fastest 50% shield, at "virtually 4-CD". He has low HP, and using his AS transforms him back to his non-light form, but he does bring great hazard resistance alongside this very fast shield.
    As for equips :
    • Yuna equip has a kinda long CD AS but comes with tape resistance, removal of move time debuff, and most importantly it lasts 5 turns, which is significant.
    • Lagiacrus equip has a very desirable AS with 3 tuns of 50% shield as well as 3 turns of +15% light skyfall (i.e. a lot of skyfall). It also brings 40% blind resistance, as well as super bind resistance.
    • Akaza equip is kinda incredible for rainbow tbh with +10% teamp HP, a DKali board (with orb unlock) and 4 turns of 50% shield.
    • Nezuko equip is very good too with a 2-turns shield and full cleric AS including unmatchable status.
    • Suffices to say there are many more !
    You can find 75% shields among Karin subs (like valentine Kushinada as well as pixel , Remdra , Tachibana , Indra and Academy Lotta Lotta ), but that might not do to have them as subs, and I encourage you to investigate that matter so that this shield (which can be crucial in some dungeons) matches the skill rotation of *your* team. In other words, it's very possible that you want to inherit one instead of subbing it. But it obviously depends on your skill rotation.
    You can get a complete list of inheritable 75% shields on Ilmina.com !



    → ... Light skyfall buff ?

    Skyfall buffs is the best way to address orb generation if you play rainbow, as it'll allow you to have high light supply without removing other colors. Of course, more light skyfall means less of other stuff, but it's not a lot less. You'll still absolutely get your other colors in skyfall. Skyfall buffs AS are also very good for being able to handle light generation for several turns with a single AS, which is great for skill rotation and team building in general.
    Bicolor teams also benefit a ton from light skyfall buff AS of course, but it's less added value as they can use powerful board changes with only a few colors, while rainbow teams cannot (Xmas Ilmina's AS typically enables VDP for bicolor teams, but not rainbow teams).
    It's important to note that some Karin helpers will also focus a lot more on light than others (like Phyllis, Sandalphon, Bradamante, etc).

    As of now addressing light skyfall properly is genuinely difficult. Technically there are a lot of cards able to do that, but we're looking here at cards with a boost lasting multiple turns (4+) and/or cyclable (for reliable skyfall), and of at least 15%.

    Light skyfall subs you can use
    • Wedding Scheat has no competition on that regard. Not only her AS is cyclable, it also make a light column upon use, as well as a FUA column, AND she's has very solid HP. Heck, she covers water attribute, and her multiple TPA can be used very effectively to remove unmatchable status.
    • Kamen Rider EX-AID is the only honorable mention so far, notable for being a very solid sub and RCV stick. The AS only last 4 turns (non-cyclable) but will generate 2 columns a lot of light upon use.
    As for equips :
    • Wedding Scheat Ring's don't have the most desirable awakes (2 TPA is wasted unless used on a card dedicated to remove unmatchable status, i.e., a card which already has TPA) but it does have Wedding Scheat fantastic AS. It's almost cyclable if you use it on a 1-CD inheritance base.
    • While she's just not good sub period, Wedding Eschamali does have a very desirable 8-turns 15% light skyfall boost with big light generation upon use (it removes heal/wood), which her equip form carries , making it very desirable. It's almost cyclable if you use it on a 1-CD inheritance base as well. Awakes are essentially free damage and 40% poison resistance.
    • Similarly, Kamen Rider EX-AID equip carries the desirable AS of its base form, alongside very desirable awakes for an equip : tape resistance and 1 L-unlock (to put on a card with a non light attribute). Also 20% poison resistance because why not ~
    Why is 7-years anniversary tamadra not inheritable e_e

    You can get a less restrictive list of light skyfall buffs (1+ turn and 7%+) on Ilmina.com !

    In the next part right below we'll look at equips !
     
    Last edited: Aug 4, 2021 at 10:24 AM
  3. YamaKyu

    YamaKyu Karin Kanzuki was a mistake. And I love it ♥

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    User ID:
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    - BUILDING THE TEAM - (part 2)


    - Equips -


    With the increasing amount of mechanics and hazards to deal with in PAD, good equips have become kinda mandatory to run high end content. The game asks you to be prepared for more and more stuff, but at the same time you still only have 6 cards in a team, and up to 12 different active skills. Thanksfully, equips can provide precious additional awakes alongside a wide variety of active skills. Choose wisely and feel free to swap these in and out to match your needs !

    Here again it's practically impossible to be absolutely exhaustive, so your input is welcome if you think I forgot important equips !

    Since there are so many good equips in modern PAD, try to use key words to find what you need ! I won't go into much detail like for the subs section, but will try to highlight as much stuff as I can so that it's easier to navigate.

    Remember that you only have 6 slots for inheriting something onto a card, and for that reason, equips should be favored over vanilla skill assist when reasonably possible.

    A lot of equips can be good for Karin Kanzuki and for various reasons, but most of the time they bring a way to improve the team's durability : team HP+ awakes, HP awakes or shields are common among these equips. Desirable equips also bring hazard resistance, or specific active skills to deal with mechanics. And finally there are the "enablers" which will either add a function/role to a card (like L-unlock), or greatly enhance it (like cross awake or heart-TPA).

    For the record, this is a list of equips which are desirable for Karin Kanzuki specifically ; I do not plan on listing all the L-unlock or Super bind immunity equips out there for example, as there are simply too many (and some are very not super useful to Karin). If you're interested in that, you can get an exhaustive list on Ilmina.com (@NA only : L-Unlock / Super Bind Immunity) or PAD Index (including PAD JP L-Unlock / Super Bind Immunity), as well as any other awakening.

    This list is mostly un-ordered. Excellent equips remain at the top however.



    Sword Barrier Dragon Caller, Rathios - #3939
    [​IMG]
    Notable awakes :
    • +1 sec of move time
    • +500 base HP (+2000 HP with LS)
    Actvie Skill (11 CD)
    • 3-turns 50% shield
    • Board fix :
      • Left column → light
      • Right column → fire
    Equip of



    Akantor Exterminator - #6472
    [​IMG]
    Notable awakes :
    • -2000 RCV
    • Super Bind Immunity
    • Skill boost
    • +1 sec of move time
    • +5% team HP
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Actvie Skill (9 CD)
    • 2-turns 75% shield
    • Orb refresh
    Equip of
    → Tradable in Monster Hunter collab



    Tifa's Crystal - #5414
    [​IMG]
    Notable awakes :
    • +10% team HP
    Active skill (14 CD)
    • x2 move time
    • Board fix : 2 top lines → light
    Equip of
    → Tradable in Final Fantasy collab



    Wicked Key of Gluttony - #6448
    [​IMG]
    Notable awakes :
    • +20% team HP
    • -1000 base ATK
    • -2000 base RCV
    Active skill (17 CD)
    • Cuts your own HP by 50%
    • Board change → water / dark
    Important notes :
    • You do NOT want this active skill to ever come up.
    • You preferably want to inherit this equip on a low damage card (Pattie is by far the best candidate)
    Equip of
    → Farmable



    Daffodil Herbarium - #7379
    [​IMG]
    Notable awakes :
    • +1000 base RCV (+4000 RCV with LS)
    • -1000 base ATK
    • -2500 base HP (-10000 HP with LS)
    Active skill (4 CD)
    • Orb unlock
    • Spawns 3 of all colors (no hearts)
    Important notes :
    • This spammable active skill potentially makes any board rainbow.
      • It doesn't make hearts, and can in fact target hearts (as well as light/fire), so you'll want to have a backup solution for generating hearts (preferably board fix so that you can predict the outcome).
      • A possible strat would be to use this alongside a light/fire/hearts board change ; since this board change will generate lots of these colors, you're unlikely to experience orb starvation after using Wicked Key of Gluttonny.
    • The -10000 HP is a tad rough. Use this this equip if you can address the heart issue, else it might not be worth to get such a HP malus.
    Equip of
    → Farmable



    White Radiance Goddess of Secrets, Kali's Brooch - #7249
    [​IMG]
    Notable awakes :
    • +500 base HP (+2000 HP with LS)
    • +3 secs of move time
    Active skill (12-7 CD)
    • LKali board
    Equip of



    [JP ONLY] Captain Marvel (classic cover) - #6916
    [​IMG]
    Notable awakes :
    • Super bind immunity
    • +500 base HP (+2000 with LS)
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Active skill (18 CD)
    • 2-turns VDP active
    • 2-turns 50% shield
    Equip of
    → Tradable in Marvel Collab



    Magic Sword Slake Thirst - #5652
    [​IMG]
    Notable awakes :
    • 20% blind resistance
    • Heart-TPA (for your RCV stick)
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Active skill (15 CD)
    • 2-turns x2.5 ATK enhance for light
    • Board fix : top and bottom rows → light
    Equip of



    Valkyrie Femme's Earring - #6764
    [​IMG]
    Notable awakes :
    • Super Bind Immunity
    • +500 base HP (+2000 HP with LS)
    • 2 Heart-TPA (for your RCV stick)
    Active skill (4 CD)
    • 1-turn 30% healing
    • 1-turn x3 ATK enhance for fire
    • Orb change : heal / jammer / (mortal) poison → fire
    Recommanded use :
    • Put it on a RCV stick with a very fast and spammable AS, so that the quip never comes up.
    • Having Irene in the team is very practical as it can help with never letting the AS come up
    Equip of



    Spirit beast Puu - #4324
    [​IMG]
    Notable awakes :
    • +500 base HP (+2000 HP with LS)
    • Heart-TPA (for your RCV stick)
    Active skill (17-12 CD)
    • 75% shield
    • x2 move time
    Equip of
    → Farmable



    Lutina's Harp - #5675
    [​IMG]
    Notable awakes :
    • 20% poison resistance
    • +500 base HP (+2000 HP with LS)
    • 2 Heart-TPA (for your RCV stick)
    Active skill (6 CD)
    • 10% water skyfall buff
    Equip of
    → Tradable in Draconic Orchestra REM



    Holy War Mediator, Metatron's Necklace - #7247
    [​IMG]
    Notable awakes :
    • Heart-TPA
    • +40% team RCV
    • Recover bind awakening enables roulette clear (with latent)
    Active skill (11 - 4 CD)
    • Heal x8 recover
    • 5-turns (awoken) bind clear
    • 5-turns unmatchable status clear
    Equip of



    Seraphic Dragon, Arwill - #7116
    [​IMG]
    Notable awakes :
    • Guard break awake
    Active skill (6 CD)
    • x1.5 move time
    • x1.5 ATK for dragons
    • Orb unlock
    • Dkali board
    Equip of (who happens to be an excellent sub so.... eh)
    → Tradable in Sacred Relic Dragon Saga REM



    Electrolagia Gunlance - #6462
    [​IMG]
    Notable awakes :
    • 40% jammer resistance
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Active skill (14-9 CD)
    • Odindra
    • Unmatchable orbs full clear
    • Spawns 5 water / light orbs
    Equip of



    Wicked Key of Pride - #6447
    [​IMG]
    Notable awakes :
    • 100% poison resistance
    • -1000 base ATK
    • -2000 base RCV
    Active skill (22-15 CD)
    • Orb unlock
    • Spawns 15 light and 15 hearts orbs
    Important notes :
    • You preferably want to inherit this equip on a low damage/low RCV card.
    Equip of
    → Farmable



    Kukan's Binding Seal - #6693
    [​IMG]
    Notable awakes :
    • 100% blind resistance
    • -1000 base ATK
    • -2000 base RCV
    Active skill (13-7 CD)
    • 1-turn 75% shield
    • 1-turn 75% enemy defense break
    Important notes :
    • You preferably want to inherit this equip on a low damage/low RCV card.
    Equip of
    → Farmable



    Ouki's Binding Seal - #6694
    [​IMG]
    Notable awakes :
    • 100% jammer resistance
    • -1000 base ATK
    • -2000 base RCV
    Active skill (7-1 CD)
    • Orb unlock
    • Spawns 1 fire orb
    Important notes :
    • You preferably want to inherit this equip on a low damage/low RCV card.
    Equip of
    → Farmable



    Pattie's Necklace - #7177
    [​IMG]
    Notable awakes :
    • +10% team HP
    • 20% poison resistance
    • +500 base HP (+2000 HP with LS)
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Active skill (8 CD)
    • 1-turn delay
    • Fujin
    • Color absorb void
    Equip of (who happens to be an excellent sub so.... eh)



    [​IMG]
    [NOT YET IN NA] Banquet Newlywed, Panera's Ring - #7392
    Notable awakes :
    • 20 % poison resistance
    • 20% jammer resistance
    • 20% blind resistance
    • +10% team HP
    Actvie Skill (27-18 CD)
    • 2-turns move time +1 sec
    • 2-turns Fujin
    • 2-turns color absorb void
    Equip of



    Devil Breaker Overture - #6217
    [​IMG]
    Notable awakes :
    • +0.5 sec of move time
    • 5% water and dark resistance (the 2 most important color resist)
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Active skill (15-10 CD)
    • 1-turn 75% shield
    • Odindra
    • Unmatchable orbs full clear
    Equip of



    [NOT YET IN NA] Susano no Mikoto's Student ID - #7141
    [​IMG]
    Notable awakes :
    • +15% team HP
    Active skill (20-15 CD)
    • 5-turns 50% shield
    Equip of



    Planar's Yukata - #6390
    [​IMG]
    Notable awakes :
    • Super Bind Resistance
    • Heart-TPA
    • 20% poison resistance
    • +500 base HP (+2000 with LS)
    Active skill (13 CD)
    • Odindra
    • Unmatchable orb full clear
    • 1-turn +3 combos
    Equip of
    → Tradable in Summer PAD Island REM



    Watchful Grove Dragon Sacred Relic, Muy - #7111
    [​IMG]
    Notable awakes :
    • +40% team RCV
    Active skill (14 CD)
    • Odindra
    • Unmatchable orb full clear
    • 4-turns 50% shield
    Equip of
    → Tradable in Sacred Relic Dragon Saga REM



    Heaven Render - #4144
    [​IMG]
    Notable awakes :
    • +10% team HP
    • Recover bind clear awake enables/enhances roulette clear latent
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Active skill (13-5 CD)
    • Orb unlock
    • Orb change
      • dark / jammer → water
      • Wood / (mortal) poison → heal
    Equip of (who happens to be a great sub, so, eh)
    → Tradable in Monster Hunter collab



    [NOT YET IN NA] Amlynea equip - #7236
    [​IMG]
    Notable awakes :
    • +1 Skill boost
    • +2secs of move time
    Active skill (5 CD)
    • x2 move time
    • orb unlock
    • roulette clear (spawns 1 roulette for 1 turn)
    Equip of



    Imperial Blade, Kouryu Polaris - #5632
    [​IMG]
    Notable awakes :
    • Cloud Resistance
    • Skill boost
    • +10% team HP
    Active skill (20 CD)
    • 4-turns bonus +2combos
    Equip of



    Amakozumi - #5875
    [​IMG]
    Notable awakes :
    • Super Bind immunity
    • +15% team HP
    Active skill (35-5 CD)
    • 1-turn no skyfall
    • Orb change
      • hearts → dark
      • wood → light
    → Farmable (Monster Exchange)



    [NOT YET IN NA] Gileon equip - #7234
    [​IMG]
    Notable awakes :
    • +1 Skill boost
    • +10% team HP
    Active skill (12 CD)
    • orb unlock
    • Odindra
    • Unmatchable orbs full clear
    • Full HP heal
    • Board change : light / fire / jammer
    Equip of (who happens to be an excellent sub so.... eh)



    [NOT YET IN NA] Hibiscus Specimen - #7324
    [​IMG]
    Notable awakes :
    • +10% team HP
    • Cloud resistance
    • Super bind immunity
    • +200 base RCV (+800 RCV with LS)
    Active skill (12 CD)
    • Board fix : bottom left corner → fire 3x4 box
    • 2-turns 4x RCV
    • 2-turns 4x fire ATK enhance
    Equip of



    Boar Helmet - #6547
    [​IMG]
    Notable awakes :
    • +1 Skill boost
    • +10% team HP
    • +1000 base HP (+4000 HP with LS)
    Active skill (20 CD)
    • 2-turns Fujin
    • 2-turns color absorb void
    • 2-turns x2 ATK physical / attacker enhance
    Equip of



    Demonlord Cruncher - #7106
    [​IMG]
    Notable awakes :
    • Recover bind awakening enables/enhances roulette clear latent
    • +15% team HP
    Active skill (12 CD)
    • 1-turn 100% shield
    • 1-turn x3 ATK enhance for wood / light attributes
    Equip of



    Technique Development Magic Circle - #6556
    [​IMG]
    Notable awakes :
    • +10% team HP
    • +500 base HP (+2000 HP with LS)
    Active skill (20 CD)
    • Orb unlock
    • DKali board
    • 4-turns 50% shield
    Equip of



    Uruka's Treasured Swords - #6049
    [​IMG]
    Notable awakes :
    • Super Bind Immunity
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Active skill (29-19 CD)
    • Dkali board
    • 2-turns VDP active
    • 2-turns Fujin
    Equip of
    → Tradable in Heroine REM



    Warding Mask - #6570
    [​IMG]
    Notable awakes :
    • 60% jammer resistance
    • 40% SBR
    • +500 base HP (+2000 with LS)
    Active skill (16 - 11 CD)
    • 75% shield
    • DKali board
    → Farmable in Demon Slayers collab



    Aerith's Crystal - #5417
    [​IMG]
    Notable awakes :
    • 40% blind resistance
    • 40% poison resistance
    • +0.5 secs of move time
    Active skill (12 CD)
    • Odindra
    • DKali board
    Equip of (who happens to be an excellent sub so.... eh)
    → Tradable in Final Fantasy collab



    [​IMG]
    [NOT YET IN NA] Star-Blessed Bride, Scheat's Ring - #7402
    Notable awakes :
    • 2 TPA enables unmatchable status clear (with latent)
    Actvie Skill (15-7 CD)
    • 7-turns +15% light skyfall
    • Board fix :
      • right column → hearts
      • left column → light
    Equip of
    → Tradable in June Bride REM



    [​IMG]
    [NOT YET IN NA] Glowing Rainbow Bride, Eschamali's Ring - #7393
    Notable awakes :
    • 40 % poison resistance
    Actvie Skill (15-8 CD)
    • 8-turns +15% light skyfall
    • orb change : wood / heal / jammer / (mortal) poison → light
    Equip of
    → Tradable in June Bride REM



    [NOT YET IN NA] Dahlia Herbarium - #7372
    [​IMG]
    Notable awakes :
    • None
    Active skill (12 CD)
    • 3-turns +25% light skyfall (HUGE)
    Equip of
    → Farmable



    Evil Ryu's Headband - #5080
    [​IMG]
    Notable awakes :
    • 40% SBR
    • +1000 base HP (+4000 HP with LS)
    • +10% team HP
    Active skill (13-8 CD)
    • Creates a 3x3 box of dark orbs
    Equip of
    → Tradable in Street Fighter collab



    [NOT YET IN NA] Scampering Newlywed, Red Dragonbound Gadius's Ring - #7416
    [​IMG]
    Notable awakes :
    • +10% team HP
    • Recover bind awakenings enable roulette clear (with latent)
    Active skill (16 - 9 CD)
    • 1-turn skill haste
    • Board change : fire / light / dark / heart
    Equip of



    [NOT YET IN NA] Bridal Chief of the White Heron, Raijin's Ring - #7404
    [​IMG]
    Notable awakes :
    • +10% team HP
    • +20% team RCV
    • 40% blind resistance
    Active skill (12 - 5 CD)
    • 1-turn no skyfall
    • DKali board
    Equip of
    → Tradable in June Bride REM



    [NOT YET IN NA] Solitary Peak Bride, Zela's Ring - #7407
    [​IMG]
    Notable awakes :
    • +10% team HP
    • Light Dango awakening
    • Recover bind awakening enables roulette clear (with latent)
    Active skill (21 - 13 CD)
    • 1-turn +2 combos
    • 2-turns delay
    • Board change : light / hearts
    Equip of
    → Tradable in June Bride REM



    [NOT YET IN NA] Bride of Demon Conquest, Trailokyavijaya's Ring - #7391
    [​IMG]
    Notable awakes :
    • +15% team HP
    Active skill (10 CD)
    • Orb unlock
    • 1-turn +3 combos
    • Board fix : right and left columns → fire
    Equip of



    [​IMG]
    [NOT YET IN NA] Dawn Bride, Izanami's Ring - #7400
    Notable awakes :
    • +2000 base HP (+8000 with LS)
    • +5% team HP
    Actvie Skill (13-4 CD)
    • 3-turns 35% shield
    Equip of



    Suruga's Devil's Hand - #6779
    [​IMG]
    Notable awakes :
    • Skill boost
    • 20% jammer resistance
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Active skill (8 CD)
    • 1-turn x0.25 RCV
    • 1-turn self skill bind
    • 1-turn VDP active
    Equip of



    Machigan's Binding Seal - #6697
    [​IMG]
    Notable awakes :
    • 20% jammer resistance
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Active skill (20-12 CD)
    • Spawns 15 light / fire orbs
    Equip of
    → Farmable



    Firebird's Seal - #6682
    [​IMG]
    Notable awakes :
    • 60% jammer resistance
    • +500 base HP (+2000 HP with LS)
    • +5% team HP
    • +20% team RCV
    Active skill (15 CD)
    • 1-turn x3 move time
    • 1-turn x3 fire ATK enhance
    • Spawns 15 light / fire orbs
    Equip of



    Judging Rabbit Dragonbound, Saria's Earring - #7257
    [​IMG]
    Notable awakes :
    • +10% team HP
    • +500 base HP (+2000 HP with LS)
    Active skill (15-10 CD)
    • 1-turn skill haste
    • Board change : light / fire / hearts (enables triple crosses VDP FUA)
    Equip of



    Ghost Goldfish's Seal - #6676
    [​IMG]
    Notable awakes :
    • +15% team HP
    • 40% poison resistance
    Active skill (16 CD)
    • Odindra
    • Unmatchable orbs full clear
    • 99-turns 7% water skyfall enhance
    Equip of



    Yushiro & Tamayo - #6560
    [​IMG]
    Notable awakes :
    • +5% team HP
    • +500 base HP (+2000 with LS)
    • 3 recover bind awakenings greatly enhances orb roulette clear
    Active skill (15-10 CD)
    • 2-turns 100% defense break
    • Board change : wood / light / heal
    Equip of



    Kuriboh Card - #5813
    [​IMG]
    Notable awakes :
    • 40% SBR
    • +500 base HP (+2000 with LS)
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Active skill (18-13 CD)
    • 5-turns 30% shield (doesn't protect against 150% gravtity)
    • 5-turns +1 combo bonus
    Equip of
    → Tradable in Yu-Gi-Oh collab



    [NOT YET IN NA] Dalhia Specimen - #7332
    [​IMG]
    Notable awakes :
    • +40% team RCV
    • +200 base RCV (+800 RCV with LS)
    • Cross awake
    • Super Bind immunity
    • SBR
    Active skill (12CD)
    • 5-turns x2.5 move time
    • 5-turns x2.5 RCV
    • Orb refresh
    Equip of , which is almost Karin's best sub so.... eh.



    [NOT YET IN NA] Daffodil Specimen - #7353
    [​IMG]
    Notable awakes :
    • 2 SBR
    • +200 base RCV (+800 RCV with LS)
    • Cross awake
    • +0.5 secs of move time
    Active skill (15CD)
    • 2-turns x3 RCV
    • 2-turns x3 ATK
    • 2-turns 75% shield
    • 2-turns +2 combos
    Equip of , which is litteraly Karin's best sub sooooo.... eh.



    [NOT YET IN NA] Ilmina's Grimoire - #7178
    [​IMG]
    Notable awakes :
    • +60% team RCV
    • Cross awake
    • +500 base HP (+2000 HP with LS)
    Active skill (13 CD)
    • Full HP heal
    • Orb unlock
    • Color absorb void
    • Board change → light / fire
    Equip of
    → Tradable in Heroine REM



    [NOT YET IN NA] Rudra the Destroyer's Card - #7288
    [​IMG]
    Notable awakes :
    • +10% team HP
    • Cross awake
    • +500 base HP (+2000 HP with LS)
    • +0.5 sec move time
    Active skill (17 - 12 CD)
    • 2-turns VDP active
    • 2-turns x0.5 move time (this is a debuff !)
    Equip of
    → Tradable in GH collab



    [JP ONLY] Doctor Strange (Classic Cover) - #6932
    [​IMG]
    Notable awakes :
    • Cross awake
    • 40% poison resistance
    • +500 base HP (+2000 with LS)
    Active skill (13 CD)
    • Odindra
    • Unmatchable orbs full clear
    • 2-turns skill haste
    Equip of



    Kirei's Rosary - #7087
    [​IMG]
    Notable awakes :
    • Cross awake
    • 20% poison resistance
    • 20% jammer resistance
    Active skill (14 CD)
    • Odindra
    • Unmatchable orb full clear
    • Full HP heal
    • Orb unlock
    • Orb change : light → dark
    Equip of
    → Tradable in Fate collab



    [​IMG]
    [NOT YET IN NA] Devoted Bride, Rushana's Ring - #7405
    Notable awakes :
    • Cross Awakening
    • +5% team HP
    Actvie Skill (12-7 CD)
    • 50% HP heal
    • Board fix : top row → wood
    • Orb unlock
    Equip of
    → Tradable in June Bride REM



    [​IMG]
    [NOT YET IN NA] Lovely Bride, Bastet's Ring - #7395
    Notable awakes :
    • Cross Awakening
    • Cloud resistance
    • +1 sec of move time
    Actvie Skill (9-2 CD)
    • 3-turns all attacks are mass attack
    • 1-turns x2 move time
    Equip of



    [JP ONLY] Wolwerine (Classic Cover) - #6935
    [​IMG]
    Notable awakes :
    • Cross awake
    • 40% blind resistance
    • +500 base HP (+2000 with LS)
    Active skill (13 CD)
    • Board fix :
      • Outer left column → light
      • Outer right column → hearts
    • 2-turns skill haste
    Equip of



    Seraphic Dragon Sacred Relic, Arwill - #7112
    [​IMG]
    Notable awakes :
    • Super Bind Immunity
    • +5% team HP
    • +20% team RCV
    Active skill (12 CD)
    • 75% shield
    • VDP
    • x2.5 ATK for gods and dragons
    Equip of (who happens to be an excellent sub so.... eh)
    → Tradable in Sacred Relic Dragons Saga REM



    [NOT YET IN NA] Uruka's Student ID - #7144
    [​IMG]
    Notable awakes :
    • Cloud resistance
    • 40% jammer resistance
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Active skill (20-11 CD)
    • Orb unlock
    • DKali board
    • 1-turns color absorb void
    Equip of
    → Tradable in PAD Academy REM



    Genius Sleeping Dragon, Zhuge Liang's Earrings - #7269
    [​IMG]
    Notable awakes :
    • Cross awake
    • 40% poison resistance
    • 40% blind resistance
    • +500 base HP (+2000 HP with LS)
    Active skill (12-8 CD)
    • x2 ATK for attackers
    • Reduce enemy defense by 75%
    Equip of



    [NOT YET IN NA] Kio's Student ID - #7134
    [​IMG]
    Notable awakes :
    • Cross awake
    • Super Bind Immunity
    Active skill (8-3 CD)
    • Orb unlock
    • Randomly spawns 3 water / light / heal orbs
    Equip of
    → Tradable in PAD Academy REM



    [NOT YET IN NA] Isis's Student ID - #7133
    [​IMG]
    Notable awakes :
    • Cross awake
    • Super Bind Immunity
    Active skill (8-3 CD)
    • Heals x5 RCV as HP
    • 3-turns bind clear
    • 3-turns awoken bind clear
    • 3-turns unmatchable orbs clear
    Equip of



    [JP ONLY] Peni Parker (Cover 1) - #6943
    [​IMG]
    Notable awakes :
    • Cross awake
    • 40% jammer resistance
    • +500 base HP (+2000 with LS)
    Active skill (12 CD)
    • Board fix : bottom row → fire
    • 2-turns skill haste
    Equip of



    Soul Binding Rune - #4841
    [​IMG]
    Notable awakes :
    • 60% blind resistance
    • +500 base HP (+2000 HP with LS)
    • +10% team RCV
    Active skill (15-10 CD)
    • 50% shield
    • DKali board
    Equip of
    → Tradable in FullMetal Alchemist collab



    [NOT YET IN NA] Famiel's Student ID - #7136
    [​IMG]
    Notable awakes :
    • Cross awake
    • +20% SBR
    Active skill (13-8 CD)
    • Orb unlock
    • Randomly spawns 5 water / wood / heal orbs
    • 8-turns bind clear
    • 8-turns awoken bind clear
    • 8-turns unmatchable orbs clear
    Equip of



    Thundercrash Blaster - #7107
    [​IMG]
    Notable awakes :
    • Super Bind Resistance
    • 40% poison resistance
    Active skill (15-10 CD)
    • 3-turns 15% light skyfall
    • 3-turns 50% shield
    Equip of



    Tempestuous Princess of Hell, Sitri's Necklace - #7262
    [​IMG]
    Notable awakes :
    • Super Bind Immunity
    • +10% team HP
    • +20% team RCV
    • +500 base HP (+2000 HP with LS)
    Active skill (13-8 CD)
    • x1.5 move time
    • Orb change : fire / wood → water
    Equip of



    Game Driver & Mighty Action X Gashat - #4920
    [​IMG]
    Notable awakes :
    • Tape resistance
    • 20% poison resistance
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Active skill (15-10 CD)
    • 4-turns 15% light skyfall
    • Board fix : outer columns → light
    Equip of
    → Tradable in Kamen Rider collab



    [NOT YET IN NA] Trailokyavijaya's Headdress - #7387
    [​IMG]
    Notable awakes :
    • Super Bind Resistance
    • Tape resistance
    • +200 base RCV (+800 with LS)
    Active skill (8 - 3 CD)
    • 1-turn x1.5 move time
    • 1-turn x1.5 RCV
    • Unmatchable status full clear
    Equip of



    Achille's Shield - #5753
    [​IMG]
    Notable awakes :
    • Tape resistance
    • +500 base HP (+2000 with LS)
    Active skill (12 CD)
    • 2-turns 75% shield
    • 1-turn x4 ATK attacker enhance
    Equip of
    → Farmable



    Yuna's Crystal - #5410
    [​IMG]
    Notable awakes :
    • Tape resistance
    • +200base HP (+800 with LS)
    Active skill (12 CD)
    • 5-turns 50% shield
    • 5-turn +1 sec move time
    Equip of
    → Tradable in Final Fantasy Collab



    Egg of Lust - #6416
    [​IMG]
    Notable awakes :
    • Tape resistance
    • +200 base RCV (+800 with LS)
    • +1 sec of move time
    Active skill (19 - 12 CD)
    • 2-turns skill haste
    • 1-turn x4 ATK fire enhance
    • 1-turn x4 move time


    Lajoa's Calligraphy Brush - #6866
    [​IMG]
    Notable awakes :
    • Tape resistance
    • +10% team HP
    • +1 SB
    Active skill (14 CD)
    • Orb unlock
    • 2-turns 75% shield
    • Board change : light / dark / hearts
    Equip of
    → Tradable in NY REM



    Spirit Ally, Dainichi - #6866
    [​IMG]
    Notable awakes :
    • Tape resistance
    • Super bind resistance
    • +500 base HP (+2000 with LS)
    Active skill (14 CD)
    • 1-turn +2 combos
    • Board fix : bottom left corner → light 3x3 box
    Equip of
    → Tradable in Shaman King Collab



    Nezuko's box - #6541
    [​IMG]
    Notable awakes :
    • Tape resistance
    • +500 base HP (+2000 with LS)
    Active skill (12 CD)
    • 2-turns 50% shield
    • Odindra
    • Unmatchable status full clear
    Equip of



    Jeweled Sword Zlretch - #6133
    [​IMG]
    Notable awakes :
    • Tape resistance
    • 60% blind resistance
    Active skill (7 - 4 CD)
    • Orb unlock
    • Board fix : right column → heal
    • Create 3 fire / light randomly
    Equip of
    → Tradable in Fate Collab



    Rider Belt: Typhoon - #4909
    [​IMG]
    Notable awakes :
    • Tape resistance
    • Super bind resistance
    • +20% team RCV
    • +5% team HP
    Active skill (19 - 14 CD)
    • 2-turns delay
    • Orb refresh
    Equip of



    [NOT YET IN NA] Saxifrage Specimen - #7335
    [​IMG]
    Notable awakes :
    • SBR
    • 20% poison resistance
    • +200 base RCV (+800 with LS)
    • Super Bind Immunity
    Active skill (14 CD)
    • 3-turns 75% shield
    • 1-turn x3 move time
    • 1-turn x3 RCV
    Equip of



    Paladin Cecil's Crystal - #5412
    [​IMG]
    Notable awakes :
    • 40% jammer resistance
    • Super Bind immunity
    Active skill (25 CD)
    • Fujin
    • Board change → light / dark / heal
    Equip of
    → Tradable in Final Fantasy collab



    [NOT YET IN NA] Menuit equip - #7235
    [​IMG]
    Notable awakes :
    • +1 skill boost
    • +5% team HP
    • +40% team RCV
    Active skill (23 CD)
    • 2-turns Fujin
    • 2-turns VDP
    • 2-turn color absorb void
    Equip of



    [NOT YET IN NA] Planar's Brooch - #7181
    [​IMG]
    Notable awakes :
    • Cross awakening
    • +1 SB
    • +500 base HP (+2000 HP with LS)
    Active skill (9 CD)
    • 75% shield
    • x2 move time
    • x2 RCV
    • Board change → fire / dark / heal
    Equip of
    → Tradable in Heroine REM



    Abyssal Cursed Sword Goddess, Nemain's Earring - #7266
    [​IMG]
    Notable awakes :
    • 80% jammer resistance
    • +500 base HP (+2000 HP with LS)
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Active skill (17-12 CD)
    • 2-turns 100% enemy defense break
    • 2-turns skill haste
    Equip of



    [NOT YET IN NA] Encouraging Draconic Songstress on Cymbals, Lotta Lotta's Student ID - #7135
    [​IMG]
    Notable awakes :
    • 80% jammer resistance
    Active skill (9 CD)
    • 2-turns 75% shield
    • Board change → fire / water / light / hearts
    Equip of



    Nameless - #5579
    [​IMG]
    Notable awakes :
    • Skill boost
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Active skill (10 CD)
    • Orb unlock
    • Spawns 5 of each orbs (besides hearts) over any orb (not a board change)
    • 1-turn x2 ATK enhance for dark attribute
    Equip of
    → Tradable in Samurai Spirits Collab



    [NOT YET IN NA] Dorna's Brooch - #7186
    [​IMG]
    Notable awakes :
    • +10% team HP
    • +40% team RCV
    • +500 base HP (+2000 HP with LS)
    Active skill (12 CD)
    • 1-turn delay
    • 2-turns x5 ATK enhance for light attribute
    Equip of
    → Tradable in Heroine REM



    [NOT YET IN NA] Irene's brooch - #7167
    [​IMG]
    Notable awakes :
    • Cross awake
    • +500 base HP (+2000 HP with LS)
    Active skill (1 CD) 99-turns skill delay (yes : this is a sharp double-edged sword)
    Equip of
    → Farmable



    Flamel's Cross - #4840
    [​IMG]
    Notable awakes :
    • +5% team HP
    • +500 base HP (+2000 HP with LS)
    Active skill (25 CD)
    • Full HP heal
    • 1 turn x3 ATK for light
    • Orb change : heal / all hazards → light
    Equip of
    → Tradable in FullMetal Alchemist Collab



    [NOT YET IN NA] Apollo's Student ID - #7157
    [​IMG]
    Notable awakes :
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    Active skill (17-12 CD)
    • Orb unlock
    • Board change : water / wood / light
    • 1-turn Fujin
    • 1-turn color absorb void
    Equip of




    - Team examples and templates (WIP) -

    This part is kinda WIP, and will stay WIP for a long while. I shall add more templates with time ! If you would like to submit a template for a team you used to clear a given challengin dungeon, feel free to get in touch with me (either here, or on reddit /u/Yamakyu or discord Yamakyu#0295).

    As of now, the only "teamplates" I can show you are fictional teams not built around a specific dungeon. See these more as examples rather than templates. Chances are you shouldn't use these as is ; skill rotation in particular will likely be all over the place to say the least. I invite you to adjust them to your liking and playstyle !
    Because coming up with teams out of thin air is kinda difficult, I don't have a lot of examples for the moment. I'll also focus on rainbow builds, since this is super new for Karin Kanzuki. Bicolor builds are more straightforward, and you should be able to adjust any of these templates to work as a bicolor build.

    (quick hint : If you have them, to me any bicolor build for Karin Kanzuki always start with Xmas Ilmina and NY Yomi , and I build from there)


    → The team I'm currently using, as I write these lines. (it's not great but it is functionnal)

    [​IMG]

    Team I used to farm QilinDra and Scheradra. It's not ready to handle most hazard orbs (except blind), but can resist a bit of poison and jammers. The key features of this team are :
    • It can handle Sopdet on F1. Zinogre isn't up on turn 1, but since the team is rainbow, I can use the rainbow skill charge to get him ready by turn 3.
    • It can remove spinners (ScheraDra), with Amaterasu's recover bind awakening and roulette clear latent.
    • Orb generation is handled by Tifa equip and Rathios equip, as they both make more orbs with their AS than Karin Kanzuki. That way I can output the appropriate damage to kill both QilinDra and ScheraDrai in the same run, whithou having to stall for too long.
    • Khepri actually doesn't have a latent awakening yet. I'm low on latent supply, and she might not stay in this team for a very long time so for the moment I'm holding on these latents.
    • Yes, none of the cards are lvl 111+ yet. Wille probably do it for Zinogre, NY Yomi and maybe Amaterasu eventually, but then again, I'm low on ressources and this isn't an urgent matter anyways.
    • HP is pretty high at 320k+ !
    I still run this team on a daily basis. It's not designed around anything in particular, but is well rounded for anything that is not brimming with poison or jammers (be it spawn or skyfall). It has a lot of room for improvement, and at some point I'll come back to it (when I'm done editing everything in this guide typically :9) for a thorough update.


    → The team I kinda wish I could make

    [​IMG]

    See this as a template for a dream team of sorts. It is not. But it's a draft. Not the best team, and it's designed around practically nothing. It's more ackin to something I really wish I could make for the sake of being able to run such a luxury and fancy team. It technically covers all hazards, besides roulettes and poison/jammer surge. In general the skill rotation is all over the place too.
    • Yes, Pattie is my RCV stick here. I use Red Valk equip to give Pattie 2 heart TPA, which will make her a decent RCV stick.
      • Because the AS sucks, I don't want it to come up, and thus I'll extensively use Pattie's AS to generate light and hearts and store them.
      • The idea is Narcis's AS can be spammed for helping with RCV.
    • This team only has 2 shields, but both are 75%. The "reliable" one is Dyer equip inherited onto Phyllis (total CD is 14). Lajoa equip can also be used as well, but it's on 21 CD, which makes it unlikely to ever be used.
    • If we're perfectly honest for a second, this team has a lot of VDP. Narcis is rainbow VDP with guard break, and Phyllis also has Dyer equip with VDP active. It'll be very occasionally useful for that purpose, but most of the times it won't be needed.
    • Thanks to Narcis and Phyllis dealing huge damage, orb generation is kinda a non issue. Most things will die at 2 crosses.
    • This team hates skill delay. However none of the AS (besides Planar's Yukata ) on Yomi are critical to the point of breaking the team when not available.
    • Speaking of which, one of the weaknesses of this team is poor coverage of (awoken) bind and unmatchable clear, as only Planar's Yukata on NY Yomi can remove it.
    • Another notable "weakness" is the lack of SBR. Of course it does have 100% SBR, but it was a tad hard to get right, as both Phyllis and Pattie don't have one. Thanksfully Phyllis equip has one. It's also a direct upgrade of Narcis AS, so inheriting it onto him is perfect.
    • HP is very high at 360k+ ! 50% shield should be able to handle pretty much anything at this point (besides a gravity of 200% or more).
    I think this can be good overall. It's far from having no weakness, but for running stuff blind it should be very solid to say the least ! But yeah, it's extremely luxury as well lul.

    Realistically, if I have the luxury of building something ackin to this, I would remove Phyllis. She's kinda redundant with Narcis as a damage dealer (free damage is good though), but Narcis rainbow guard break will likely prove to be invaluable. On the other hand, Phyllis IS an incredible asset to the team, but her lack of SBR and bind resistance add a layer of difficulty to team building. Loosing these 2 precious 100% hazard resist awakes is very hard, but at the same time this sub slot can be used for a RCV stick (with a SBR). Having an actual RCV stick with SBR in there means
    • Pattie's equip slot is now free
    • We don't need an equip with a SBR (although Phyllis equip remains excellent)
    Food for thought.


    → A fully farmable build

    [​IMG]

    This is not a good team. Alright. It cruely lacks (awoken) bind clear, as only Raziel can do it, and that doesn't include unmatchable status. It also has much lower HP with so few team HP+, and lacks a RCV stick. It covers however all hazards besides roulette clear, so that's neato.
    • The one thing this team has going for it is the decent shield rotation. Puu equip onto Rushana is a 75% shield on 14 CD, and Warding Mask onto Irene is another 75% shield on 13 CD. Of course this is not the greatest shield rotation, but with good knowledge it's functional.
    • Warding Mask on Irene is a prime example of what I was talking about earlier, when I said that if you want to inherit something onto Irene it should be a Dkali board. In this configuration you always have a Dkali board available. Worst case scenario you get skill delayed for using it, but if you can wait for the equip to be ready you get a shield out of it.
      • Speaking of which ! Both Amakozumi and the key are undesirable AS we don't ever want to be up, and Irene's AS can help with that.
      • In a similari vain, Irene equip onto Karin Kanzuki is pure madness, and only here for the example (we need a cross awake for rainbow vdp, and we want it farmable). HOWEVER, the presence of Irene in the team makes it manageable, as you can use the skill delay to rollback its ready status, and wait a turn to use Karin's AS.
    • HP is on the lower end (albeit still very decent) at about 250k ! The 75% shields will come in very handy, but additional shielding (faster/longer 50% shield) would be welcome.
    Of course, the many shortcomings of this team are due to its no-REM nature. With REM cards there are a lot of room for improvement !


    → A build with only old-ish cards (and their evos)

    [​IMG]
    The idea was to pick cards that were released a while ago, including their evolution tree. Of course the definition of "old-ish" was left to my discretion here, and I stopped at about late 2019 so that makes a bit less than 3 years. This team covers all hazard, and by slapping a roulette clear latent on Amaterasu we can also remove these.
    • Because this team has 3 cards able to remove awoken bind, only Amaterasu also has SDR. She's the most critical of the bunch, as Yashamaru equip clears all binds and unmatchable. Sakuya and Tsukuyomi can be used for weaker binds.
      • The LKali equip onto Tsukuyomi is an undesirable AS, generous use of Tsukuyomi's AS should prevent it to ever come up. Same for Zhuge liang equip .
    • This team has one MAJOR FLAW that you probably noticed by now : it has no shield. This is due to the "resist everything" and "old cards only" restrictions. Of course for a real build you might not want to resist everything, which should free a few equips here and there. Rathios equip can replace Saria equip for example.
    • Team HP is decent, at 284k.
    Then again, this is a build which exclusively uses old-ish cards. If it just so happens that you went in hiatus in late 2019 and just came back, it's very likely that in a few weaks you'll have a lot more options to improve the team.



    → Lastly, if you asked me to run ASR1 right now, this is what I would come up with.


    [​IMG]

    This team build is similar to the Yamakyu 0.1 ; the subs are the same, but most assists have changed. This team was built following Mantastic post about what mechanics should be covered to run the dungeon (which is why this team lacks cloud and tape resistance). In reality I would probably be way too nervous to not cover these but oh well. Ironically the only hazard orb I don't cover here are jammers, even though I said they have the highest priority in the guide. But you know what they say, do what I say, not what I do.
    • Rathios Equip can be replaced with any other shield. It's just a very convenient one. Warding Mask would make a great candidate.
    • For (awoken) bind clear, whenever a clear is needed, Amaterasu/Planar Yukata should be used first. It's a skill rotation situation ; let's say you get (awoken) bound. You clear it. If you run into another (awoken) bind shortly after using, clear it, then run into yet another you want a 3rd AS available to clear it. Both Amaterasu and Tsukuyomi have the same CD. But if you used Tsukuyomi/Fasca equip first, it will come back first, but might not clear normal binds. Whereas if you used Amaterasu first, she'll be ready again first, and she can remove normal binds.
      • Of course if you know the dungeon you can adjust this decision. But in general, Amaterasu's AS do more than Tsukuyomi's, so you want it back ASAP, which is why you should use it first.
    • I cheated with Academy Kio equip . It's true that I said "if you asked me to run Shura now", but honestly PAD Academy should be right around the corner, and I ain't not grabbing academy Kio so it's as if.
    • Not all cards are lvl 120. This is to stay "realistic", since as I said I'm rather low on ressources.
    • Team HP is very high at almost 360k.
    For the record, except Academy Kio equip I already have all these cards.


    More templates will come later I guess :9




    - DUNGEON GUIDES -


    Aight, most of this part will come much later. I'll need to actually run and clear stuff if I want to make these, so that'll have to wait.
    HOWEVER.
    With her newly acquired buff, Karin Kanzuki 2.0 should be able to beat easily litteraly everything she used to have trouble beating (but could still beat). In other words, all the dungeon guides from the old Karin Kanzuki guide are still valid, and in fact, everything will be much easier, skill rotation will be much less clutch, and team requirement will be vastly lowered. Another big difference will be the requirement for shielding, VDP and color absorb, as these are addressed by respectively the HP buff and the rainbow VDP/color absorb void latents, so the only thing you'll need to adapt to is lower the requirements for these, meaning team building and strategy are going to be vastly more flexible.

    With that said... if you're willing to start working on beating the main high end challenges, Mantastic has made a fantastic short list of team requirements for everything from Arena 2 to Alt Shura Realm 2 (Alt Illusory World of Carnage 2). These are not guides per se, but a great starting point to tackle these dungeons. I think it's complete enough that you can work with that while I work on the actual guides tailored for Karin Kanzuki. But, again, these will come much later ~

    - The "win condition" -

    I still don't know how relevant this is in modern PAD, but it's something that has helped me a lot in the past so I feel like bringing this back.
    What I call a "win condition" is a combination of contextual requirements which, when met, guarantees me to clear a dungeon, unless I mess-up with the execution.

    A "win condition" is a point in a run from which if I reach it in the right conditions I can only lose by being bad at matching my stuff. In other words, granted I don't become suddenly super ass at the game or experience unusual extremely poor RNG, when my win condition is met, I can't lose.
    It's a point from which there is no uncertainty/doubt on the fact that
    1. I can clear the dungeon
    2. I will clear the dungeon.
    The only uncertainty allowed past a win condition is the player's ability to solve boards and perform the said solves.
    Win conditions depends on the team design and on the dungeon.
    For easier dungeons, the win condition is just entering the dungeon, as nothing in the dungeon is a threat. But the hardest dungeons have often no win condition for a lot of teams teams. Heck, (alt) Shura 2 and Shura 3 might just not have a win condition for any team :9

    A win condition is often "reaching a given floor, maybe while meeting a contextual element". It can be having a given AS ready, it can be meeting a HP threshold to enable stalling (or not die to a preemptive), it can be having a given buff or debuff active, it can be not running into a given spawn, it can be something else. It can also be "don't die to [a given specific enemy skill happening once]" or something similar that is a momentary threat.
    If you run a dungeon and suddenly tell yourself "Ok there's no way I can lose now", then you likely met the win condition. You can still die if you keep 1c-ing or some shenanigans like this. But that's it.

    A nice example would be NA's 2019 march's C10, the one with a no-awakening close and Sol & Mani at the end. For this dungeon after struggling with all my other cross leads, I decided to take a look at it in the perspective of Karin Kanzuki. I quickly figured that with a pre-buff Karin Kanzuki team, the win condition was to reach F2, survive to the preempt and have at least 44 200 max HP, because it enabled stalling which completely invalidated the no-awakening close : I don't need SB if I can stall for skills. So I won on F2. My only way of dying would have been to fail to kill when my kill windows were open, or trigger an execution skill (also poison myself to death, as it was almost the case).

    Another simple example would be a dungeon in which A1 Sopdet is the boss : a win condition would then be to reach Sopdet with a Fujin active skill either up, or up before she finishes her countdown. If you have that, you know you won't take damage before being able to damage (and kill, since she has so little hp) her, and therefore you win if you manage to reach A1 Sopdet (as the boss) with a Fujin available in time.

    For pre-buff Karin Kanzuki, it used to be that win conditions were very easy to identify because she either one shotted stuff with her explosive damage, or got one shot because she was fragile. This somewhat still the case nowadays, as dungeon damage has vastly increased (her HP buff just makes her """""up to date""""" on that regard). So if you can look at a dungeon info, and identify a specific point from which everything between you and the finish line are just a succession of stalling floors (which cannot one shot you) + the boss, and if the boss can't kill you before a kill window opens up to you, then reaching this point is your win condition.

    Reason why I'm talking about all this is because Karin Kanzuki's team building isn't easy, and when building your team you should focus not on trying to clear the dungeon, but to meet a win condition, if it exists (sadly, for harder dungeons, win conditions don't exist, but for annihilation+ descended, there are still some). Because once you meet a win condition, you can't lose. It's as if you cleared it already.
    The challenge becomes meeting a win condition, which might just be "reach F2 with enough max HP to not be one shot afterwards". Even if the said dungeon is 20 spawns long. If nothing can kill you between F2 and F20, you "win" the moment you enter F2. So you need to build to reach F2 (← extreme example to give you the idea).
    For 2019 March's C10 I adjusted my team so that I don't die on F2's preempt and have enough HP to enable stalling (44 200), the rest of the dungeon presented no other threat.

    So while studying harder dungeons, one should try to identify what a win condition could be, and build the team to meet this. It's like reducing the dungeon size to only floors that are a threat. Past a win condition there should be no more threats, so the dungeon might as well be cleared. That's the idea.

    As I said, some dungeons (especially higher challenges) have no win condition. There are also a lot of dungeons which win conditions are along the lines of "reach the boss (maybe with some active skills)", or "put the boss below resolve threshold", or some other stuff very close to the actual clear. That is fine too. What's important is being aware of it so that you plan and build accordingly. Basically you shouldn't have to worry with what comes after a win condition is met. That's how you recognize a win condition.

    This might or might be relevant in 2021, but oh well, I think it's interesting.



    - How to run.... -


    → ... IRENE DESCENDED - Extreme Annihilation

    DUNGEON INFO ON SKYOZORA

    Irene Descended is a rather not extremely hard extreme annihilation dungeon, if you have a few very important assets in your team. It remains very difficult in general, and will require careful play. But in general the dunegon does not hit extremely hard (preemp up to 200k damage, and most normal/non-punish hits are below 180k damage), and provides numerous stalling opportunities, so it feels fair-ish. Which is very nice, considering Irene is an excellent sub for rainbow Karin Kanzuki. Her equip evo is also the first farmable cross awake equip, so if you don't have a cross awake equip yet (and are crazy enough to run such a dangerous AS) you can use that. Note that having Irene in the team makes the equip much easier to manipulate, as you can skill delay it if it comes up. Point is : as a Karin Kanzuki player, you'll want to secure 2 Irenes in your monster box.

    Back to the dungeon ! HP threshold for stalling is fine, and most floors aren't immediately lethaly dangerous. A couple floors are very annoying to stall on however, and should be cleared as soon as reallistically possible. But in general as long as you meet eHP thresholds nothing should be a big threat.
    Speaking of eHP, I recommend running it with 280k+ eHP. That way you can be hit by Astaroth twice in a row without dying (heart starvation is a thing against her). If you don't have a way to remove roulettes, 291k+ eHP is kinda mandatory, as pre-transform Irene will hit you for 290k after her roulettes wear off. A very safe amount would be 340k eHP as it allows you to get hit by final boss Irene twice without heal, but 340k can be hard to reach, since we don't have Pattie just yet (and even then she would be a not super desirable sub in this dungeon anyways).

    As for useful assets :
    • For VDP, unless you run a pairing with a good shield (think at the very least 35% or more) you do want a VDP AS. At least one. Final boss puts up damage void below 50%, and starts doing gravity + hits repeatedly, which will kill any Karin team without a reliable shield. So when you put her at 50% you want to end her immediately, before she ends you, i.e, deal a final lethal blow, which will require a VDP AS.
      • VDP box and rainbow VDP are still very valid and can be used on F2. Just keep in mind that you need to hit 8+ combos, and that above 50% you'll also need FUA.
    • You do *not* need Fujin. It remains very useful however to easily put Irene at 50% HP. But it is by no means required, and you can clear without Fujin just fine. I typically don't use Fujin.
      • With that said... cards such as Menuit Equip which disable damage absorb and damage void for 2+ turns are a desirable luxury to beat Irene boss in only 2 turns. Again, this is not necessary. But it'll make your life easier.
    • Color absorb is very practical against Alrescha, but you can do without.
    • L-unlock is practical on F1 if you need urgently to generate hearts, but you can very well do without if you clean the board properly.
    • 1 awoken bind clear AS is enough. I run 2 by default, but as long as it doesn't have like 20CD or something you can run only 1 just fine. Awoken binds are essentially on F1 (when hitting super resolve) and F4 preemp, so you have plenty of time to stall.
    • A way to remove roulettes is desirable (albeit not mandatory). F2 have some, as well pre-transform Irene and you'll want to either stall them out (need 291k eHP) or remove them. Passive clear with latent works very well, this is what I run.
    • Shielding : 1 readily available as a panic button (heart starvation is a thing in a couple floors), and 1 ready by when you decide to kill Astaroth F2, in case you resist Alrescha's jammers. If it's fast enough, you can have only one for that role. I use Dyer.
    • Poison resistance is very good/kinda mandatory in this dungeon. Poison surge resistance is also quite desirable. You can do without, but keep in mind F2 is significantly harder if you regularly have poison/jammer on the board (190k damage per turn).
    • Blind resistance is straight up useless.
    • Jammer resistance is practical at best, but can backfire against Alrescha. If you run jammer resistance, an appropriate shield for Alrescha is mandatory.
    • Lots of SDR on appropriate subs. F1 et F2 will try to skill delay you to oblivion. Irene also skill delays a ton.

    Here's my team, as well as a couple notes about it :
    [​IMG]
    • I run Dyer both as my shield and VDP AS. He comes in extremely handy for F2 as I can kill Astaroth very easily with VDP AS, and it shields me for Alrescha preemp.
      Dyer is also very practical as a panic button since it allows me to stall 1 additional turn in case of heart starvation.
      I put full SDR latents on him, because of F1/F2 skill delay.
    • NY Khepri comes in clutch as usual, as her combo+ AS is helpful to kill Astaroth, and the absorb last for an additional turn, making it useful for Alrescha as well. I also use her against Irene's high combo shields. She remains very replaceable however.
    • NONE of the inherited AS are relevant. All the equips are used for resisting appropriate hazards, and meeting HP threshold. You'll notice I don't fully resist jammer and poison. That's because I'm lazy :D
    • NY Yomi is very replaceable (for once).
    The empty latent slots indicate that the latents on my subs are irrelevant to the dungeon (for example : helper Karin Kanzuki has rainbow VDP, but this team isn't rainbow and doesn't use it).


    ↓ Dungeon breakdown and strategy ↓

    FLOOR 1
    • Lilith x2 - 225M HP each :
    - PREEMPTIVE board lock
    - PREEMPTIVE poison surge
    - each turn : 99.5k damage per turn + (mortal) poison generation
    • Eiby 500M HP :
    - PREEMPTIVE skill delay
    - Super Resolve 1%
    - If HP is :
    → 75% or more, 3 turns CD
    → less than 75%, CD changes to 1 + 50% move time debuff
    → 1% (Super resolve) → 188k + 2-turns awoken bind​

    • Proposed strategies :
      • Stall 2 turns for Dyer, by not matching crosses to not deal damage. Don't forget to heal.
      • On 3rd turn, kill everything with double crosses + combos (+ some light). Don't gorget to heal (need 190k HP).
      • Clear the bind (I use Amaterasu) and kill with 1 cross + combos.


    FLOOR 2
    • Astaroth 528M HP :
    - PREEMPTIVE skill delay
    - PREEMPTIVE 7 combo shield (need 8c+)
    - 50% RESOLVE
    - 10% KILL RANGE → 1.322B damage
    - General behavior :
    - 1st turn, she puts up 6 roulettes (1sec) for 10-turns at a middle top and bottom + fire unmatchable for 3 turns
    - If jammers/poison are on the board → 198k damage
    - If no jammers → 132-138k per turn with jammer/poison creation every now and then
    - She does nothing special below 50%​

    • Proposed strategies :
      • This is a stalling floor. Make sure your skill rotation is correct before moving on. You want to be prepared for Alrescha : a shield ready if you resist jammers, color absorb if you rely on one, etc.... you want an awoken bind clear for F4 as well, so if you don't stall on Alrescha, stall here.
      • If you can reasonnably remove roulettes, do it. I have roulette clear latent on Amaterasu. You can do without.
      • Get your VDP ready, and ping her down to 50% HP if reasonnably possible (you can also do without, but that makes things harder for you :9).
      • Remember : if you have jammer resistance you want to shield before killing !
      • For killing, with a VDP active you'll need 2crosses + 8c. If you have 1 VDP sub (box or rainbow) you might want 3 crosses, depending on your VDP power.
      • Here by precaution I use NY Khepri for additional combo (before using Karin), since the color absorb void will carry on to next floor
      • Don't forget to heal ! Next floor has a 203k preemptive !


    FLOOR 3

    • Alrescha 604M HP :
    - PREEMPTIVE 203k damage + create some jammers
    - PREEMPTIVE lock jammers → will hit for 135k if no jammers (338k PREEMP total)
    - PREEMPTIVE wood/fire absorb
    - 10% KILL RANGE → 1.630B damage
    - General behavior :
    - she will remove your hearts every now and then + 122k damage
    - she has tape (top) for 5 turns
    - on 3rd turn (after fire/wood absorb wears off) she puts up wood/random absorb for 3 turns, creates jammers + 203k damage
    - on 6th turn (after 2nd absorb wears off) she puts up fire/random absorb for 3 turns, creates jammers + 203k damage
    - on 9th turn (after 3rd absorb wears off) she puts up 30M damage void + 50% damage enhance​

    • Proposed strategies :
      • In my case, NY Khepri AS is still active here so I just one shot. Dyer shield protects me against double preemp.
      • If you couldn't one shot her, stall for your color absorb void while being mindful of your hearts (she can remove them), then don't wait too much to kill.
      • If you don't have a color absorb void but you have a reliable source of VDP damage (box, AS or rainbow) you can wait for damage void, and kill her with VDP damage. This strat requires either of : 1/ good heart generation 2/at least 265k eHP (so that you can eat 2 consecutive attacks and not die)
      • If you have neither of color absorb and a reliable way to deal VDP damage just yet, the wood/random absorb phase is a potential kill window if the random color isn't one of your last team sub-attribute.


    FLOOR 4
    • Nephtys 679M HP :
    - PREEMPTIVE 1 turn awoken bind
    - PREEMPTIVE 1 turn sticky blinds (about half of the board)
    - PREEMPTIVE 15 turns of sticky blind skyfall
    - 50% RESOLVE
    - 10% KILL RANGE → 2.040B damage
    - 1% KILL RNAGE (resolve) → Gravity 500%
    → If your pairing has a shiel LS, a 75% shield AS can let you survive​
    - General behavior :
    - On turn 1 :
    - If she's at 50+% HP → full poison board + 136k damage.
    - If she's at less than 50% HP, +50% damage enhance + 75% shield​
    - 129-142k each turn, with poison generation and locks sometimes.​

    • Proposed strategies :
      • Clear the awoken bind (Amaterasu for me) and make a cross to remove blind skyfall.
      • If you feel adventurous, 1 fire cross + 1 light cross + very few combo can damage control her below 50% on 1st turn (don't forget you have blinds on while doing that, and skyfall very much exist), allowing you to bypass both her full board poison and resolve.
      • Poison resistance is very useful here, as full board poison can be dangerous. I suspect you can survive it if you can generate at least 2 heart TPA (Karin's AS will be useful here, as it will generate 5 hearts, 2 crosses and increase RCV).
      • After that, this is a stalling floor, with some poison generation. Kill when your skill rotation is appropriate. Don't forget to FUA.


    FLOOR 5
    • Rozuel 434M HP (4.34B eHP) and 402M defense :
    - PREEMPTIVE 3 turns void RCV debuff
    - PREEMPTIVE 3 turns 90% shield (x10 eHP)
    - 10% KILL RANGE → 1.404B damage
    - General behavior :
    - On 3rd turn (after shield wears off) :
    - If she's at 50+% HP → execute 1.4B damage
    - If she's at less than 50% HP → 99-turns 20% jammer surge (this is huge for the record)​
    - 133-147k each turn, with orb generation, bomb generation, sticky blind​

    • Proposed strategy :
      • I didn't even try to learn her mechanics ; Rozuel has always been bad news in older dungeons in her other form : as I feared she's bad news in this form too. Pop an AS, 3-4 crosses to OS her. 4 billion damage is very easy with Karin Kanzuki, even with her armor. Just go ham. Next floor can be stalled on fine.
      • I recommend using Karin Kanzuki's AS on this floor, as it'll generate cross as well as removing your RCV debuff.


    FLOOR 6
    • Pre-transform Irene 5B HP :
    - PREEMP 10 turns roulettes (1sec)
    - PREEMP big skill delay
    - 50% RESOLVE
    - General behavior :
    - On turn 1 (after preemptive) she'll put roulettes back up again. She'll only do this once.
    - Each turn she chooses 1 color to be unmatchable for 1 turn + 140~ish damage.
    - She inflict 138-145k each turn
    - I don't know which one, but one of her skills deal 218k, probably under specific conditions.
    - It seems on turn 10 she'll do 290k, after roulettes wear off.​

    • Proposed strategy :
      • If you can remove the roulettes wait until she puts them back (on 1st turn, after preemptive) before doing so.
      • Wait for good skill rotation (don't forget you ate a big skill delay) and kill. 2 crosses is irrelevant damage against her, you'll want 3.


    FLOOR 7
    • Irene 10B HP :
    - PREEMPTIVE 170k
    - PREEMPTIVE 10 turns no skyfall
    - 50% SUPER RESOLVE
    - 10% KILL RANGE → 2.42B (2 turns ?)
    - General behavor :
    - Above 50% HP she alternates between essentially 2 skillsets :
    - Every other turn she'll put a 500M damage absorb for 1 turn.
    - Every other turn she'll put up a 7-9 combos shield with random generation of everything (except bombs).
    - Damage is 162-170k per turn.​
    - At 50% HP (super resolve) she puts up a 50% shield.
    - I have no experience of Irene below 50% HP, but Skyozora says she does gravity + hit (153-169k) every turn, and Karin Kanzuki is deleted by this.
    - Her execution range is 10%. I'm unsure whether this 1 or 2 turns.​
    • Proposed strategy :
      • Essentially ping her down to 50% HP, then kill with triple/quad crosses (need 10B damage, very easy for Karin).
      • You DO WANT to heal every turn, as you might not have the eHP to get hit twice without dying.
        • If you run dyer or another very fast shield, it's absolutely fine to pop a shield as a panic button if you lack other alternatives. You can't beat a dungeon if you're dead (unless you use magic stones). Heart starvation on this floor is a thing.
      • You can double cross through the damage absorb just fine (unless you run very high damage cross awake subs like Narcis or Phyllis), and I encourage you to do so.
      • The reason why I advise against rainbow VDP for this dungeon is Irene is dangerous below 50% because of the gravity + hits skills. At 50% HP she puts up a 50% shield, doubling her eHP, meaning she's virtually at full health : 10B HP is 4 pings of damage cap, which you can hardly do with rainbow VDP unless you run 2 L/L very high damage rainbow VDP subs.
        • For that reason, use of a VDP AS is strongly recommended once she hits 50% HP. You can proceed to go ham with 4 crosses just in case, and claim your prize !

    That's it !
    GOOD LUCK !



    Aaaaaaand with that I'm going to call it a day and end this massive Karin Kanzuki 2.0 guide.


    I think.

    I hope it was helpful to you, and I hope you'll be interested in engaging in the discussion. Feel free to disagree with me on anything and tell me how I can improve it !

    If you read everything, thank you infinitely, this took way more time than even the previous one (which took ages lul). If you didn't read everything, no worries, I still love you :> I just hope you found something interesting in there ! Don't forget that if you want to learn to play crosses, I've made a small guide dedicated to that → right here

    Always keep an eye on the changelog to see if I've added anything, I'll keep adding to this guide as the game receives updates, so that it's as exhaustive as it can be ! And big thanks to everyone who contributed to the discussion and suggested ways to improve it, be it with subs/leads/teams/assists ideas/strats, or formatting or whatever :>

    Thank you very much Yousoro!#6620, for your help with proofreading, suggestions and feedback !

    Last very special thanks to the teams maintaining the very useful tools and ressources I've extensively used to write and format this guide. Without these precious resources this would have involved liters of tears of pain and suffering lul :heart::heart:
    • Thank you for pad.protic.site
      • Reni
      • As well as Cate, Erika, Girthzilla, Chu2, Kennori, tb_ax, fether, tactical_retreat, Onion and Lumon
    • Thank you for PADx.com and the PADx discord server
      • BetaTester
      • As well as Upc, Karyu, fether, Reni, Cate
    • Thank you for Ilmina.com
      • Allieta
      • As well as Cody Watts and Kiootic
    • Thank you for PAD Index
      • I genuinel do not know who is operating this wonderful database, please let me know ! Chester Ip ?
    • Thank you for Tsubaki bot
      • River, Maximumjank and Aradia Megido
      • As well as Digity, Fether, Lumon, Unmoogical, PadSiuBao, 2pa, fluff and everyone else contributing to and that I'm not listing here because I'm not familiar with the big team working on such a useful tool.
    I know some names are missing, I hope not too much, but feel free to let me know ! Y'all deserve love !
     
    Last edited: Aug 4, 2021 at 10:21 AM
  4. YamaKyu

    YamaKyu Karin Kanzuki was a mistake. And I love it ♥

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    Taking this post just in case. Might or might not need it (probably not)
     
  5. Carlos R. Marti-Figueroa

    Carlos R. Marti-Figueroa Well-Known Member

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    Can confirm she is strong as hell. Just beat Alt Shura 1 with her first try. Still need a few tweaks to make her even more safe, but it's almost perfect. Definitely deserves some hype! Thanks for having her up :)
     

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  6. YamaKyu

    YamaKyu Karin Kanzuki was a mistake. And I love it ♥

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    Wow amazing ! Congrats, you beat me to it !
    I will probably get to it very soon too, now that the guide is practically done. I have a lot of tweaking to do with my Karin team, as it's built as a pre-buff Karin team, but that shouldn't be too long. And then, off I go clear some stuff ; these dungeon guides won't write themselves ha ha
     

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