[Team Building] Guardian of Life, Seiryuu Karin Appreciation Thread v. 2.0

Discussion in 'Archived Guides' started by Aulanticus, May 28, 2014.

  1. Aulanticus

    Aulanticus Member

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    Guardian of Life, Seiryuu Karin Guide

    Welcome to the guide for teams using Guardian of Life, Seiryuu Karin. This guide is meant to serve as a guide for those looking for ideas and summaries as to the playstyle of using the Guardian of Life, Seiryuu Karin (and her ultimate evolutions) as a lead.

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    Note: With very few exceptions, I will be referring to her as Karin from this point going forward.


    Who/What is Seiryuu?

    Seiryuu (青龍), also known as the Azure Dragon, is one of the four Chinese Constellations. Seiryuu represents the East and the season of Spring. Also, according to some lore, Seiryuu's element is wood. A picture of how Seiryuu is typically depicted outside of PAD can be seen below.

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    About In-Game Seiryuu/Karin

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    Guardian of Life, Seiryuu Karin God HP: 3245 ATK: 1401 RCV: 284 Active: Changes the board to blue, green, and dark orbs. CD 14 (9 min) Leader Skill: 3.5x attack when matching blue, dark, and green orbs Awakenings: Water +orbs, Wood +orbs, Dark +orbs, Water Row Enhance [/table]
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    As can be inferred from her leader skill, Karin mainly uses water (blue), wood (green), and dark subs on her team. Since she is commonly paired with another Karin lead, she is also commonly referred to as a 12.25x spike leader (3.5 times 3.5).

    As such, the main goals of the player are to:
    1) Build a team that mainly contains these types of subs
    2) Match blue, dark, and wood orbs to trigger the multiplier and clear the dungeon floors.

    Sub-attributes do count towards the color requirement; even if they're the only instance of that attribute on the team on the team. For example, Hera-Is (blue/dark) can be the only presence of dark on the team. As long as you have a green sub on the team (even if it's Karin herself, as will be covered later) and blue, green, and dark orbs are matched, the multiplier will still trigger.

    Strengths:
    - A significant amount of her team's damage comes from blue/water damage. This means a free 2x multiplier for red/fire enemies.
    - Due to blue and dark requirement and the multitude of high HP water and dark subs, her teams can match HP requirements a bit more easily than other spike teams.
    - Multitude of blue and dark subs that work well with Karin. As such, blue and dark subs are where her source of versatility comes from.
    - Able to use Drawn Joker and Siren as effective heartmakers.
    - Able to use Awoken War Deity Odin, Berry Dragon, and Grape Dragon as effective row enhance subs that meet color requirements.
    - Dark as a requirement means relative ease of access to gravities.
    - Requiring only three colors means an easier activation of her multiplier.

    Weaknesses:
    - A chunk of her team's damage comes from water damage. This is a liability to wood enemies.
    - Room on the team tends to be limiting due to the color requirements.
    - Due to the wood requirement and a lack of wood subs that work well with her, green subs tend to be more of a liability and a space filler on a team where space is limited.
    - Due to limited space and fire as a lack of a requirement, Karin players have to either find space for Echidna or rely on the REM for a delay sub.
    - Due to 12.25 being a medium level multiplier, enhancers, gravities, and/or row enhance heavy teams are required in order to keep up with descends.
    - In addition to sub requirements, RCV is a huge issue that has to be dealt with when creating the team.
    - Due to color requirements, orb trolling/RNG is a huge issue that can prevent activation when needed.
    - Liable to binds. If a member(s) is bound and that member(s) is the only color on the team, that multiplier won't activate, potentially crippling the team.



    Ultimate Evolutions (UVOs)


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    Life Protector Seiryuu Karin (BG Karin) God/Dragon HP: 3345 (+100) ATK: 1581 (+180) RCV: 284 (+0) Active: Changes the board to blue, green, and dark orbs. CD 14 (9 min) Leader Skill: 3.5x attack when matching any combination of heart, blue, dark, or green orbs Awakenings: Water +orbs, Wood +orbs, Dark +orbs, Water Row Enhance [/table]
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    The change to Karin's leader skill brings significant changes to her play style. Probably one of the biggest changes is that it makes her a bit more able to overcome the orb trolling barrier. It also allows for more orb changer combinations. Orb changers that once prevented an activation now allow for more This allows for more consistent activations on top of being able to damage while healing. The change also allows for a bit more control over sniping off mobs through activating via a "Green, Dark, Heart" match. The leader skill also helps with row enhance indirectly. It makes matching less of a hassle and allows hearts as a means to substitute dark or green. The new leader skill also makes farming a LOT faster.

    On the downside, the new leader skill also makes Karin much more prone to accidental activations; especially via skyfall. As a result, stalling must be done much more carefully.

    The green subelement is also a most welcome addition. The green requirement was always a burden to Karin because of the lack of decent options that worked well with Karin. Most of them required having a good enough team (Cu Chulainn, Heracles, Hrungnir) or being lucky with the REM (Leviathan, UmiYama, Cu Chulainn, Susano, Kushinada, Melody). With the subelement, green subs become more of an option to use if you wish rather than a requirement.

    The dragon subtyping does little to help for endgame. While dragons are plentiful, few have that sweet combination of stats, decent actives, and great awakenings that other subs and team builds have (as of right now).

    Materials needed:


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    Ethereal Guardian, Seiryuu Karin (BD Karin) God/Physical HP: 4005 (+760) ATK: 1401 (+0) RCV: 194 (-90) Active: Changes the board to blue, green, and dark orbs. CD 14 (9 min) Leader Skill: 3.5x attack when matching blue, dark, and green orbs Awakenings: Water +orbs, Wood +orbs, Dark +orbs, Water Row Enhance, Dark Row Enhance, Two-pronged Attack, Skill Boost [/table]
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    As a leader, the additions of Physical subtype and awakenings changes Karin's game in a different way. There are two big build options work really well for this form:

    - Physical team build: With the multitude of physical options available, building an all-physical team was always a possible option for her before this form was announced. With the addition of Physical subtype to Karin herself, an all-physical team becomes extremely viable for Karin in this form. The best builds allow for the stacking of skill boost awakenings with options such as Amon, Blue Odin, Orochi, Wood Golem, Green Guan Yu, Heracles, and of course, King Bubblie. Many of those options also also carry water row enhance and allow for the option of adding row enhance to the physical build. Additionally, the blue heartbreaker, Siegfried, is himself a physical type. When used in combination with each other, this allows for huge bursts of damage on top of requiring less turns to stall for those actives.

    - Dark team build/Dark Row Enhance: With the addition of dark row enhance, Karin can now utilize dark row enhance subs and go for dark row enhance builds. This allows her to take advantage of the multitude of dark subs available to her.

    Unfortunately, as a lead, this version of Karin still retains her old weaknesses - the need for a decent green, and being orb-troll prone. She also has reduced RCV on top of that on a team that is heavily starving for RCV and requires a devlit to obtain this evolution. Also keep in mind that effective builds for the two team types above tend to be extremely REM heavy.

    In this form, Karin also has power as an effective sub for physical teams. Her awakenings lend very much to the team - namely the row enhances and skill boosts. This is especially true for teams lead by Endless Blue Dragon Caller, Sonia (Blue Sonia).

    Materials needed:



    Misconceptions
    Special thanks to randomn0tion, jade, Misa, and Bheludran for the information on this part

    Due to color requirements, orb changers are absolutely necessary: For the most part, this isn't actually true. They're not even a "get out of jail free" card either; especially if the you already have enough orbs of the color that the orb changer makes.

    Also, as stated earlier, room on the team is quite limited. Orb changers also tend to sacrifice something (usually stats or an unneeded sub-attribute). Meanwhile, there are other sub options that offer the damage needed to take down bosses and/or offer a needed defensive option. As such, orb changers can best be seen as either a luxury or a tool for beginners to use.

    The main exceptions to this rule are heart makers (which even then can be considered a luxury) and row enhance builds which will be covered in the "Team Builds" section of the guide.

    Karin sucks because she can't use Echidna: Not true on two counts. One reason is that Players can use the REM. Another reason is that, as stated earlier, she can use Echidna. On top of that, if you do make room for her, her attack can still factor into the multiplier as long as you match red orbs on top of the required orbs.

    BD Karin is better than BG Karin because Physical type is better than Dragon type: It is true that physical types work much better on a Karin team and offer much more versatility & utility than dragon types as a whole. It is also true that enhance skills offered by the slimes are extremely effective to boost damage (especially King Bubblie, who has two skill boosts awakenings). It's even true that physical team builds are extremely effective; especially when compared to dragon team builds. However, even with all of that, it's still not that simple.

    As mentioned earlier, the change to the lead skill is a huge game changer. It allows for easier sniping and easier activation. The orb troll, while not completely out of the picture, is still reduced significantly and allows Karin teams to enter certain tricolor dungeons. It also remove the green color as a liability entirely, leaving room for other types of subs (among them, Echidna). On top of that, BD Karin retains her old weaknesses, which are huge. Additionally, the physical builds have their own weaknesses - namely the RCV (and being EXTREMELY REM heavy).

    As such, please do your research and know how you play so you can make an EDUCATED decision as to which Ultimate Evolution you wish to pursue. DO NOT BE WOWED BY THE MONOTYPE BUILD/SLIME DAMAGE POTENTIAL ALONE!

    Karin's Eastern Seven Star Formation active is really good for row enhance builds: Not excactly true. The proper row enhance combo build requires two horizontal rows of 6 orbs. This is in addition to the other orb requirements that Karin may have. Since seven star is random, generating a row enhance combo, let alone a board that allows for row enhance is surprisigly low. In fact, it's roughly a 27.6% chance of getting 12 orbs (minimum for row enhance). On average, you'll be getting roughly 10 of each orb, which isn't enough to activate an effective row enhance attack.

    The orbs left after a seven star can be used with an orb changer to assist in setting up a row enhance combo, but the random nature of the seven star means that it won't always happen.

    12.25x is a very underwhelming multiplier: While it doesn't produce the huge bursts that 16x and above produce, there are other ways to let these types of teams shine. In particular, matching up against enemies that the team is strong against makes that multiplier grow instantly. Row enhance builds are another way to make up for the "underwhelming multiplier." Row enhance builds in particular are quite capable of turning dungeons like King of Gods into a farming dungeon.



    Beginner Tips
    Special thanks to jade, Misa, and Bheludran, and the Karin thread members for helping shape this section.

    Always watch the enemy timer: Believe it or not, it's pretty easy to fall into the mindless grind and not realize that you either don't have enough HP to take the hit(s) and/or you're about to get hit very hard. I can't count how many times I've died in a dungeon because of it.

    Conserve your orbs: Orb trolling is inevitable; and continual matching will lead to running out of your needed colors. Orb changers are not a solution to this. One of the reasons is that you may very well have the color that the orb changer makes, but lack a different color. While BG Karin's leader skill mitigates this, the team's damage may suffer if the correct orbs weren't saved. To stall orbs, try arranging your orbs near the bottom of the board. One example is to arrange the bottom of your board to look like this. (this is a link)

    Stall/Snipe: Ideal situations for a dungeon include being able to clear orbs while keeping the enemy alive. Usually, the enemy does little damage or does damage that can be healed through (which is why RCV is a key stat for a Karin team). This situation is known as stalling; and it has an important use: to get the team's active skills ready for when you need them. However, to put yourself in such an ideal situation, some delicate care must be taken. This is because, if the multiplier is triggered, stalling can no longer occur. There are several techniques that players can utilize in order to create a stalling situation.

    Clear 2 out of the three Karin colors plus off colors/heal: Mostly effective with regular Karin and BD Karin. Essentially, this means clearing enough just to do some damage, but not enough to trigger the full multiplier. Effectively, this means that you would be using small damage to take out a few enemies, but not wipe the entire floor. Example: Match dark, green, and red orbs, but not blue orbs.

    Combo one color exclusively plus off colors: With some effective targetting, this helps in clearing some orbs while keeping other color orbs. Example: Matching three sets of dark orbs.

    Combo with Green, Dark, and Heart orbs: This is mostly for BG Karin users. Depending on the build, the blatant multiplier trigger may not hurt as much since it may only be one or two members attacking as opposed to the whole team. Be wary of skyfall, though. If your Karin team consists solely of green and/or dark subs, then blue can be substituted instead.

    Pair with another type of friend leader: This is covered in more detail in the "Friend Leaders" section, but if the friend leader doesn't match your own (for example, using a Bastet friend leader or using your own Karin UVO while pairing with the other UVO as a friend leader), it is possible to trigger one multiplier and not the other.

    Use placeholder subs: Using placeholder subs such as dub mythlits (low cost), keeper of rainbow (doesn't need to level), golems/dragons (placeholders), orb changers (easy access, training wheel subs) to help assist with various issues such as a lack of a green or a team cost issue.

    Try to fit more combos into your plays: Karin's leader mechanic benefits more with comboing than just going for matching. For example, matching two sets of 3 blue orbs will do more damage than 1 set of six blue orbs. As such, try to break up your matches to as small chunks as possible. If you want, you can pair with a combo lead such as Bastet or Kushinada to help encourage you to practice.

    Practice! Practice! Practice!: this goes without saying, but practicing; especially in endless corridors helps with practicing combos, testing team builds, and giving yourself a feel as to how Karin plays.

    Combo Resources
    - The basic guide to pattern recognition
    - PadTestBoard (iOS): Find this in the App Store. This is an app that lets you practice PAD boards.
    - maaak.net: A PAD Simulator on the computer. The alternative board simulator.
    - Falling combos 101 by SachoPandaVTW. Shoutouts to tevvie for finding this for me. And if you're reading this, Sacho, thank you so much for making this! =)
     
  2. Aulanticus

    Aulanticus Member

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    Water/Blue – Non REM

    Water subs are almost never an issue for Karin. For one, Karin herself is water. Because of this, and the fact that Karin may very well be one of (if not the) strongest member on your team, water damage will almost always be a significant chunk of your damage (especially if you're using a friend Karin leader). This is something to take note of for dungeons like Goemon, Hera-Ur, Zeus-Dios, and Two Heroes (or even the monocolor normal/technical dungeons), among other things.


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    Icedragon Depth Plesios Dragon HP: 2195 ATK: 1156 RCV: 264 Active: 1.3x Water att. for 3 turns + do water dmg to all enemies CD 30(10 min) Leader Skill: Water ATK x 2, RCV x 2 Awakenings: +HP, +ATK, Skill Boost [/table]

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    Icedragon Niflheim Dragon HP: 3465 ATK: 1332 RCV: 153 Active: 1.3x Water att. for 3 turns + do water dmg to all enemies CD 30(10 min) Leader Skill: Water damage taken is halved Awakenings: Water +orbs, Skill Boost [/table]

    If you were “lucky” (or unlucky) enough to choose Plessie as your starter dragon or you received one from your friend present and you’re lacking subs (such as when you’re starting out), don’t feed it quite yet. This dragon used to be entirely useless as a sub on any team. But with the recent buff from patch 6.3, this little dragon now has some bite for your team. 1.3x additional attack for two turns is nothing to sneeze at. Even better is that this guy has an easy farmable skill up (evolve Blue chimeras) that can reduce this dragon’s cooldown to 10 turns, which is excellent (just remember that you have to evolve Plessie to at least Plesios to do so). While its stats aren’t great, it is possible to compensate for this with other decent water subs. Ice Dragon Nifleheim has the exact same skill and more HP and more attack, but less RCV. But keep in mind that you have to skill him up too. Keep in mind that if you do evolve Niflheim, his skill does change, which means he will lose his skill ups. With only a resource-consuming way to skill his evolved form up, it is NOT suggested that you evolve him.


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    Blast Aurora Dragon (Blue Ripper Dragon) Dragon/Physical HP: 3855 ATK: 1264 RCV: 202 Active: Changes light to water + do water dmg to all enemies CD 15 (10 min) Leader Skill: Water damage taken is reduced by 55% Awakenings: Water Dmg. Resist, Water Dmg. Resist, Skill Boost [/table]

    An easily obtainable sub (you’ll get one eventually from the PAL Egg Machine), this once “Use-Only-For-Resist” lead now has another use – changing light orbs to water orbs. In other words, this dragon changes an off color to a useful color. This isn’t too bad for a beginner team. The main problems are the 15-turn cooldown and limited (and quite frankly, extremely resource consuming) means to bring its skill down to 10 turns. Keep in mind that you have to reach this dragon’s final evolution to obtain the orb change ability; and its stats aren’t too great either. Still nice for beginners though.


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    Sea God's Songstress, Siren Healer HP: 2011 ATK: 1185 RCV: 691 Active: Changes fire to heal CD 11 (5 min) Leader Skill: Every turn orbs are eliminated, recover 4x Siren's RCV Awakenings: Blind resist, +RCV, Auto-Heal [/table]

    Probably one of the most known subs for many players, and a known non-IAP staple for many teams. And there’s plenty of reasons why. While Siren has little to offer in the way of attack and HP, her amazing RCV and her 5-turn (on max) heart making (from an off color for Karin, no less) are excellent additions to many teams. Since Karin/Seiryuu teams are no stranger to RCV deprivation, Siren offers a great means to fill this RCV deprivation and keep the team alive; whether it be for stalling or for surviving. In addition to that, she can be paired with heart converters such as Cu Chulainn, Siegfried, and Vampire to generate additional burst damage. Note that when playing BG Karin, she also can serve as a means to assist in activating the multiplier. This can get you out of an otherwise unusable board (or a more convenient board); but it can also cause an accidental activation. Be wary.


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    Blue Mech General, Mar Midgard (Blue Golem) Physical HP: 5107 ATK: 996 RCV: 108 Active: Damage halved for 3 turns CD 20 (15 min) Leader Skill: 3x ATK when Water & Light attack at the same time Awakenings: Bind Resist, Bind Resist, Skill Boost [/table]
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    Keeper of Water (Blue Keeper) Evo Material HP: 1056 ATK: 321 RCV: 83 Active: Damage halved for 3 turns CD 20 (15 min) Leader Skill: Damage taken reduced by 10% Awakenings: None [/table]

    High HP, decent attack, but little RCV is typical of most physical types. This Golem is no exception. His defensive stance is a viable alternative to the REM-Exclusive Susano. Defensive stance is used to allow the team to survive a scenario in which the team would die otherwise. Additionally, Midgard’s skill ups are very accessible (any Keeper). Its bind resistance and +orb awakenings aren’t bad either. The obvious downside to this is its next-to-nothing RCV. This is especially scathing considering RCV is a huge issue to consider on a Karin team. Keeper of Blue is a beginner’s alternative for those starting out. Keep in mind that Keeper of Blue cannot be skilled up.


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    Earth-Rending Emperor, Siegfried Physical HP: 4119 ATK: 1309 RCV: 129 Active: Converts heart to water CD 11 (5 min) Leader Skill: ATK for all physical types = 3x Awakenings: +HP, Water +Orbs, +ATK [/table]
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    Dragon Emperor, Buster Siegfried Physical HP: 4019 ATK: 1209 RCV: 179 Active: Converts heart to water CD 11 (5 min) Leader Skill: When HP > 80%, physical attack = 3.5x Awakenings: +HP, Water +Orbs, +ATK [/table]

    While heart breaker skills are nice, there are a few things to keep in mind when using Siegfried. One is that he has physical typing and stats that are typical of a physical type (great HP, decent attack, LOW RCV – again, RCV is always an issue). Another is that his sub element is nice, but useless for Karin. Third is he has an accessible means to skill him up (unevolved Siegfrieds and Marin from the RO collab). On top of that, his subtype makes him liable to fire/light binders, which cut your damage if Siegfried is bound. If you want to use him effectively, it would be recommended to bring him to max skill. However, he is not a necessity. He is a sub to keep in mind for row enhance builds, though.


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    Awoken Hera-Is God/Devil HP: 3504 ATK: 1234 RCV: 428 Active: Reduce enemy's current HP by 30% CD 30 (15 min) Leader Skill: Dark Monsters ATK = 2.5x Awakenings: Water Dmg. Resist, Water +Orbs, +ATK [/table]

    Much like any Gravity, Hera-Is can be considered a very good addition to a Karin team. Her blue main typing and dark subtyping also means that she has synergy with Karin and makes her a potential slot in a Monoblue team. What she offers over her dark counterpart is the higher RCV and HP (even in comparison to Divine Queen Hera); and her emphasis on water damage (which is a double-edged sword due to weakness and resistance). She also has more HP over Hades and is only slightly lower than Hades’ RCV. Additionally, her Devil typing allows her to play a role in a Devil type team. Her God typing will also play a role when Hercules gets released in the U.S. Overall, though, other than that, she is used more for emphasis on water damage, which has synergy with Karin/Seiryuu. Outside of that, if you’re choosing which gravity user to skill up, Hera-Is remains the token blue (if it isn’t Siren) for other spike teams. She could also be used as the token dark on blue row enhance teams if you don’t have Wadatsumi, Amon or Blue Odin.

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    Awoken Wadatsumi God/Balanced HP: 3250 ATK: 1249 RCV: 466 Active: Delays all enemies by 1 turn & changes all water orbs to +orbs CD 23 (14 min) Leader Skill: 2.5x ATK, 1.5x RCV for Balanced Types Awakenings: Water Row Enhance, Bind Resist, Skill Lock Resist [/table]

    Another welcome addition to the Karin team, Wadatsumi has both a delay and an orb enhance packed into one skill. While it's not exactly Echidna's Delay skill, a 1-turn delay is still a very welcome spot for monoblue and especially water row enhance builds. In addition to an orb enhance, Wadatsumi also has excellent awakenings for the row enhance team. His dark subelement also fills the dark spot. Overall, he is a very welcome addition to those blue heavy and row enhance teams.

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    Green Ice Leviathan (BG Leviathan) Dragon HP: 2409 ATK: 1305 RCV: 231 Active: 1.3x Water att. for 3 turns + do water dmg to all enemies CD 30 (10 min) Leader Skill: Water & Wood Monsters ATK = 2x Awakenings: Water Row Enhance, Skill Boost, Water Row Enhance [/table]
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    Dark Ice Leviathan (BD Leviathan) Dragon HP: 2609 ATK: 1205 RCV: 231 Active: 1.3x Water att. for 3 turns + do water dmg to all enemies CD 30 (10 min) Leader Skill: Water & Dark Monsters ATK = 2x Awakenings: Water Row Enhance, Skill Boost, Water Row Enhance [/table]
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    Water Twin Star Leviathan (BB Leviathan) Dragon/Physical HP: 3509 ATK: 1405 RCV: 231 Active: 1.3x Water att. for 3 turns + do water dmg to all enemies CD 30 (10 min) Leader Skill: Increase ATK when erasing 5 (2.5x), 6/higher (3x) linked water orbs Awakenings: Water Row Enhance, Skill Boost, Water Row Enhance [/table]

    What was once considered a troll REM pull has now turned into something with the potential to be very threatening. Leviathan has the exact same skill as Plesios, meaning that he has the exact same (relatively easy) means to skill him up. Leviathan brings several things to the table over Plesios. His superior stats over Plesios, his ability to obtain a desired subelement (green or dark) or physical subtype (twinstar) and TWO row enhancement awakenings (if you have the tamadras or pulled more than one of these). Row Enhancement has the potential to be absolutely amazing if there are enough members on the team that have it. While Leviathan is not as powerful as Idunn and Idunna, Leviathan still brings something great to team Seiryuu. Leviathan also has a skill boost awakening.


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    Apple Springs Kittyn & Mimmyna (HK I&I) Balanced HP: 2405 ATK: 1073 RCV: 313 Active: 1.5x Water att. for 3 turns CD 17 (9 min) Leader Skill: 2x HP, 2x ATK for Balanced Type Monsters Awakenings: Water +Orbs, Water Row Enhance Hello Kitty Collab Exclusive [/table]

    While they’re not exactly Idunn and Idunna, the Hello Kitty version of I&I are certainly candidates for a Karin/Seiryuu team. Their skill is the exact same as I&I, meaning it can be skilled up in the exact same way. Additionally, they do have a single row enhance. Kittyn & Mimmyna can become a good sub for those planning a pseudo monoblue row enhance build.


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    King Bubblie Physical HP: 1283 ATK: 612 RCV: 135 Active: 3x att. for all Physical Types for 1 turn CD 17 (12 min) Leader Skill: None Awakenings: Skill Boost, Skill Boost [/table]

    The premier card for physical team builds. King Bubblie has two main uses for the team - the enhance for impressively high damage and the two skill boost awakenings to lower cooldowns and lower the amount of turns needed to stall. Keep in mind, however, that its stats are a liability to the team. This is especially true for RCV, which tends to be quite lacking on physical cards in general.


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    Icewing Twin Dragon, Beyzul Dragon HP: 4635 ATK: 1165 RCV: 0 Active: Switches lead position & lead skill to Beyzul. Use again to switch back. CD 20 (15 min) Leader Skill: If HP is full, 4x ATK for Water Types Awakenings: Water +Orbs, Two-Pronged Attack, Water Row Enhance [/table]

    Great HP, but no RCV. The primary purposes in running Beyzul are for the water row enhance and the ability to swap him in as a true monoblue lead for additional burst damage. However, no RCV on this card means you'll likely be struggling for RCV.



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    Bold Pirate Dragon King, Zaerog Dragon/Devil HP: 3033 ATK: 1720 RCV: -200 Active: Reduces enemy's current HP by 15%, 2x attack for dragon types for 1 turn CD 22 (18 min) Leader Skill: If HP < 99%, 3.5x ATK for Dragon Types Awakenings: +RCV, +HP, +ATK, skill boost [/table]

    This version of Zaerog would be an excellent addition to dragon teams. Unfortunately, with little support for blue dragon teams and negative RCV, building a blue dragon team would be difficult but possible. Unfortunately, there aren't many green or dark dragon teams that Karin can support without sacrificing RCV or something else. Also to note, with awakenings, Zaerog's RCV becomes -100.


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    Absolute Zero Hrungnir Physical HP: 3823 ATK: 1504 RCV: 0 Active: Turns blue & green orbs to +orbs CD 15 (10 min) Leader Skill: 2x HP & ATK for Physical Types Awakenings: Water +Orbs, Water +Orbs, +RCV Ragnarok Odyssey Ace Collab Exclusive [/table]

    One of the most wanted JP exclusive cards finally comes to the NA and EU servers. Hrungnir's green subtype helps relieve the burdensome need for a green. The physical subtype also helps when trying to form a physical team build (which is especially useful for BD Karin). His active, while leaving something to be desired is still good enough to complement a seven star. However, be very wary that Hrungnir has 0 RCV, which is definitely hurtful for a team starving for RCV.


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    Blue Stone Dragon, Mythril Dragon HP: 2133 ATK: 1096 RCV: 224 Active: Switches lead position & lead skill to this card; use again to switch back CD 16 (6 min) Leader Skill: Water & Wood damage taken reduced by half Awakenings: Skill Boost, Skill Boost [/table]

    This dragon is another option for the monoblue team. But he can fit in the Karin team without attempting one. Regardless, he offers little in the way of stats and offense. This dragon’s main benefits are his ability to cover a difficult type (green) and his ability to turn the team into a pseudo resist team and give the team an interesting alternative to stall.


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    Arcane Monarch, Vampire Duke Physical/Devil HP: 3796 ATK: 1218 RCV: 363 Active: Changes heart orbs to dark orbs CD 11 (5 min) Leader Skill: 3x ATK for Dark Types Awakenings: +RCV, Dark +Orbs, +ATK [/table]

    The twinlit version of Vampire, Vampire Duke trades his dark and balanced main typing for Physical and Water element typing. Interestingly, he still keeps his ability of heart breaking for dark orbs. He has the distinct ability of emphasizing dark damage on the board while being a blue main type, which is pretty unique (but he doesn’t receive the full benefit of it since dark is his subtype). His physical typing is also interesting in that Vampire Duke offers a relatively accessible means of a dark physical type while emphasizing blue damage (since most decent dark Physical types are REM). The same can’t be said for his devil typing since there are many dark/water combinations out there. But it’s still an option.


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    Ice Mechdragon, Aldebaran Dragon HP: 4347 ATK: 1571 RCV: 112 Active: Changes water to +orbs + damages all enemies CD 20 (15 min) Leader Skill: 2x ATK for Water Awakenings: Water +Orbs, Skill Boost [/table]

    This ice mechdragon has great HP and attack, but horrible RCV. But of course, his main benefit was the change to his active – it now changes all blue orbs to + blue orbs, which enhances damage. However, the benefit for plus orbs is limited due to its requirement of stacking them together in order to maximize the benefit (and best used when the board is nothing but blue orbs). Karin’s damage is best suited as maximizing 3-orb matches as opposed to chunks of orbs stacked together. Even on a row enhance team, you would only be two row-type patterns while still needing to do green and dark. Aldebaran serves a better use on true monoblue teams.


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    Devil of the Depths, Kraken Physical/Devil HP: 2611 ATK: 1629 RCV: -50 Active: Changes water orbs to +orbs CD 15 (5 min) Leader Skill: 2x HP, ATK for Physical Types Awakenings: Blind Resist, Skill Boost, Water Row Enhance [/table]

    Kraken is a possible sub on this team, but his RCV is negative on a team with a huge need for RCV. Its other stats are mediocre, and its active, while useful, offers little in exchange for the sacrificed stats. Plus it's hard to farm for. Possibly a devil or physical team candidate, but there are far better options. On the upside, he’s apparently accessible via pal egg machine. And he has row enhance as one of his awakenings. Even if it’s his third.


    Water/Blue – REM Exclusives


    [table cellspacing=5 cellpadding=5]
    Serpent God Demon, Viper Orochi God/Physical HP: 4190 ATK: 1150 RCV: 222 Active: Delays enemies for 5 turns CD 25 (20 min) Leader Skill: If HP > 40%, Cannot be 1-Hit KO'd Awakenings: +HP, +HP, Water Row Enhance, Skill Boost [/table]

    [table cellspacing=5 cellpadding=5]
    Eight-Headed Dragon God, Viper Orochi God/Physical HP: 3430 ATK: 1390 RCV: 222 Active: Delays enemies for 5 turns CD 25 (20 min) Leader Skill: If HP > 40%, Cannot be 1-Hit KO'd Awakenings: +HP, +HP, Water Row Enhance, Skill Boost, Skill boost [/table]

    In either form, Orochi flat out is an amazing sub on a Karin team. While his RCV is low and the amount of turns needed to get his active ready is high, Orochi’s delay is still amazing. Alternatively, you can see delay as another type of gravity. If the team is strong enough, five whole turns should be more than enough to down a boss. The icing on the cake his row enhance awakening. This makes Orochi an essential sub for a monoblue team build. The skill boost awakening is just icing on the cake (and a second skill boost on the dragon evolution is even more icing). Outside of that, Orochi has god and physical or dragon typing, which makes him viable for those types of hybrid teams.

    Future Update: Both of Orochi's HP awakenings for both evolution branches are replaced with the Two-Pronged attack awakening. This makes him an even more desirable sub for those who wish to build a two-pronged attack style build, which has good synergy with Karin's seven-star.


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    Starsea Goddess, Andromeda God HP: 2985 ATK: 1138 RCV: 518 Active: Changes fire to water & light to heart CD 13 (8 min) Leader Skill: Increased ATK when clearing 6 (3x), 7 (3.5x), or 8+ (4x) linked water orbs Awakenings: Water Row Enhance, Bind Recover, Skill Boost, Skill Bind Resist [/table]

    For standard cookie cutter builds and type-specific builds, Andromeda remains merely an optional luxury. However, for row enhance builds, Andromeda is probably one of the best subs for that type of build. Her ability converts the two off colors to needed orbs. If Andromeda is a sub on BG Karin, Andromeda also assists in activation from a bad board; and/or triggering a row with activation while healing at the same time. However, her primary use is to convert the board to allow for the needed orbs to trigger a huge row enhance combo. For additional effectiveness, her active should be paired with a heart conversion with heartbreakers such as Siegfried or Blue Valkyrie. For BG Karin, you have the additional option of doing a BGH or BDH match for rows if you lack green or dark orbs (watch for light orbs). It should be noted that she doesn't work that well with UmiYama since they both convert red to blue.


    [table cellspacing=5 cellpadding=5]
    Awoken Deity Odin (Blue Odin) God/Physical HP: 4531 ATK: 1191 RCV: 548 Active: Damages enemy + small heal CD 17 (12 min) Leader Skill: 2.5x ATK for Water & God types Awakenings: 3x Water Row Enhance, 3x Skill Boost Godfest Exclusive [/table]

    His active does little more than clearing trash mobs and tickling bosses (while healing for a meager amount). But his stats are awesome. That being said, Odin’s main benefits to Karin are neither of these. First is his Dark subtyping, which allows him to cover dark and make Karin that much closer to a monoblue build. Second, and his most important, is not one, not two, but three row enhancement awakenings that he has. Row enhancement awakenings, when stacked together, allow the team to do amazing damage; possibly without the need for gravity if there is enough of them. Odin’s physical and god typings may also come into play for hybrid builds, but his use is best on pure monoblue teams. Additionally, his other awakenings mean three less turns to stall for other actives. Among them, a seven star.


    [table cellspacing=5 cellpadding=5]
    Blizzard Archdemon Amon Devil HP: 2595 ATK: 1363 RCV: 423 Active: Counter attack when damaged & changes fire to water CD 20 (10 min) Leader Skill: 1.5x HP, ATK, RCV for Devil Types Awakenings: Skill Boost, Water Row Enhance, Skill Boost, Water Row Enhance [/table]
    [table cellspacing=5 cellpadding=5]
    Chivalrous Demon Lord, Amon Devil/Physical HP: 3295 ATK: 1363 RCV: 423 Active: Counter attack when damaged & changes fire to water CD 20 (10 min) Leader Skill: 1.5x HP, RCV & 2x ATK for Devil & Physical Types Awakenings: Skill Boost, Water Row Enhance, Skill Boost, Water Row Enhance [/table]

    While his counter skill has limited uses, his orb changing ability (when max skilled) and set of awakenings can offer a very valuable service to a Karin row team. This set of awakenings allow for skills to come up much sooner (which is arguably needed in certain dungeons); while the the 2 rows add to the row count. While while the stats and awakenings don't exactly match Blue Odin, the orb changing in combination with this set of awakenings allows Amon to contribute rows on top of allowing the team to trigger a row enhance combo. While UVOing Amon grants a significant boost in stats and a Physical type, it is also viable to not UVO Amon to keep the dark typing for blue row enhance BG Karin teams.


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    Idunn&Idunna, the Twin Archers God/Balanced HP: 2455 ATK: 1252 RCV: 529 Active: 1.5x Water att. for 3 turns CD 17 (9 min) Leader Skill: 2x ATK, RCV for Water & Balanced Types Awakenings: Water Row Enhance, +HP, Water Row Enhance, Skill Boost [/table]

    Decent stats all around (especially RCV) and balanced subtyping isn’t bad. But this isn’t their main benefit. They are probably one of the most ideal subs for a monoblue row enhance Karin team. They have not only a 3-turn 1.5x enhance, but TWO blue row enhances. Outside of the monoblue team build, they act as a decent enhancer for themselves, the Karin/Seiryuu lead, Karin/Seiryuu (or other blue) friend; and Siren and Hera-Is if you’re bringing them. Their skill boost awakening is also a welcome plus. The hello kitty alternative (if you’re lucky enough to get one) is an okay alternative.


    [table cellspacing=5 cellpadding=5]
    Gods of Hunt, Umisachi&Yamasachi (UmiYama, U&Y) God HP: 2555 ATK: 1251 RCV: 551 Active: Changes fire to water & heart to green CD 11 (8 min) Leader Skill: 5x ATK when Water, Wood, Light & Dark attack at the same time Awakenings: Water +Orbs, Wood +Orbs, Two-Pronged Attack, Blind Resist [/table]

    Since BG Karin already has the green element covered, UmiYama's usefulness has been reduced to high RCV, excellent orb conversion to help with row enhance. Row enhance users have better options, but UmiYama is no slouch in changing the board for the better. On the other hand, for regular Karin and BD Karin users, UmiYama still retains his usage as an excellent pseudo-green with great stats. This is especially true for BD Karin users, whose teams suffer from the hit in RCV. Physical BD Karin builds in particular can benefit from taking the green and the additional RCV; even if it means 1 less card taking the Bubblie enhance.


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    Blue Sky Fruit, Berry Dragon (Blue Fruit Dragon) Dragon HP: 2185 ATK: 946 RCV: 365 Active: Changes fire to heart & heals 3,000 HP CD 13 (8 min) Leader Skill: 2x HP, RCV for Water Types Awakenings: 2x Water Dmg. Resist, 3x Water +Orbs, 2x Skill Boost, 2x Water Row Enhance [/table]

    While its stats aren't very special, Berry Dragon offers plenty to a Karin team. For Karin users that don't have the BG Karin UVO, Berry Dragon offers a green spot to cover for what is normally a difficult spot to cover. While this isn't nearly as useful to those that chose BG Karin, the awakenings and ability offer plenty to row enhance builds for any Karin user. Berry Dragon contributes two row enhancements to the team on top of two whole skill boosts. While the cooldown on its skill is not too great, it does contribute to transforming the board to a more favorable situation. With BG Karin, it essentially is Siren's skill with a heal on a longer cooldown (which has its own strengths and weaknesses). When used with heart breakers such as Siegfried or Blue Valk, it helps turn the board to a to a row enhance combo attack.


    [table cellspacing=5 cellpadding=5]
    Drilling Shark Dragon, Megalodran Dragon/Physical HP: 2495 ATK: 863 RCV: 440 Active: Changes fire to heart CD 11 (5 min) Leader Skill: Water & Fire damage taken reduced by half Awakenings: Fire Dmg. Reduction, Fire Dmg. Reduction, Bind Resist [/table]

    While this dragon’s stats leave something to be desired, Megalodran still has one of the easiest skills to max – and it’s a very good skill: conversion of fire orbs into hearts. Extra attack is always nice, but the off color means that you most likely won’t be using it that extra attack often (plus it makes him susceptible to fire binders). What Megalodran does bring to the table over Siren is its physical subtyping. Given the multitude of options for Physical types, a Karin/Seiryuu hybrid with Physical types is a potential option. Bind resist is also a plus over Siren. Dragon team hybrids may also be an option sometime in the future.


    [table cellspacing=5 cellpadding=5]
    Guardian of Life, Seiryuu Karin God HP: 3245 ATK: 1401 RCV: 284 Active: Changes the board to blue, green, and dark orbs. CD 14 (9 min) Leader Skill: 3.5x attack when matching blue, dark, and green orbs Awakenings: Water +orbs, Wood +orbs, Dark +orbs, Water Row Enhance [/table]
    [table cellspacing=5 cellpadding=5 ]
    Life Protector Seiryuu Karin (BG Karin) God/Dragon HP: 3345 ATK: 1581 RCV: 284 Active: Changes the board to blue, green, and dark orbs. CD 14 (9 min) Leader Skill: 3.5x attack when matching any combination of heart, blue, dark, or green orbs Awakenings: Water +orbs, Wood +orbs, Dark +orbs, Water Row Enhance [/table]
    [table cellspacing=5 cellpadding=5]
    Ethereal Guardian, Seiryuu Karin (BD Karin) God/Physical HP: 4005 ATK: 1401 RCV: 194 Active: Changes the board to blue, green, and dark orbs. CD 14 (9 min) Leader Skill: 3.5x attack when matching blue, dark, and green orbs Awakenings: Water +orbs, Wood +orbs, Dark +orbs, Water Row Enhance, Dark Row Enhance, Two-pronged Attack, Skill Boost [/table]

    A duplicate Karin certainly has uses on her own team. This especially true when UVOs are mixed and matched as subs (for example, BD Karin sub on a BG Karin team). The awakening perks are there as well. While row enhance is in fact a plus, keep in mind that seven star is primarily there for additional burst and not a consistent means of triggering the proper row boost combo (2 rows, plus sub colors). Two of the same on a team is nice, too, but doing so is best suited for monotype builds. On top of that, there are too few decent dragon options that work well with BG Karin; while BD Karin still retains her "very limited room" limitation.


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    Azure Maiden, Graceful Valkyrie (Blue Valk) Healer HP: 2308 ATK: 1189 RCV: 656 Active: Changes heart to water CD 11 (5 min) Leader Skill: 3x ATK for Healer Types Awakenings: +HP, Water Row Enhance, +ATK [/table]

    Very similar to Siegfried except with the exact same stats as Valkyrie. Even a sub element that isn’t useful to Karin. However, much like Siegfried, this maiden requires max skill level and is not a staple to the team (but probably a better option due to the high RCV and row enhance awakening). Also, her light sub typing still makes her vulnerable to light binders. That being said, her new row enhance awakening makes her a big asset to a row enhance build; especially when run with Andromeda.


    [table cellspacing=5 cellpadding=5]
    Courageous Divine General, Sun Quan God/Healer HP: 2308 ATK: 1189 RCV: 656 Active: Delays enemies for 2 turns & 2x ATK for Healer Types for 2 Turns CD 18 (14 min) Leader Skill: When HP > 50%, 3x ATK & 1.5x RCV for Healer Types Awakenings: Water Row Enhance, Water +Orbs, Blind resist, Skill Boost [/table]

    Decent HP, mediocre ATK, but great RCV. Sun Quan also has very good awakenings in the form of row enhance and one skill boost awakening. Sun Quan even has a delay built in. However, this active also has an enhance built in as well; meaning that this skill cannot be used in conjunction with other enhances. Furthermore, there aren't many good healers that work well with Karin. Sun quan's delay aspect can be used while having an enhance skill that favors the team. In order to do so, you must have an enhance skill user that also casts something else first (such as doing damage). Particular examples are Heracles and Leviathan. I&I will also eventually be compatible with Sun Quan for a blue row enhance once a later patch comes out that adds a small damage attack to their enhance. You must use the Sun Quan's delay first in order for this to happen (the second enhance will then override Sun Quan's).


    [table cellspacing=5 cellpadding=5]
    Shinji&Kaworu&Unit-13, FI (S&K) Attacker HP: 2220 ATK: 2015 RCV: 198 Active: Reduces HP to 1, does 300,000 water damage to 1 enemy CD 35 (25 min) Leader Skill: If HP > 80%, 3.5x ATK for Attacker Types Awakenings: Water Row Enhance, Dark Row Enhance, Two-Pronged Attack, Skill Boost [/table]

    Mediocre HP, horrible RCV, but a great set of awakenings and attack, Unit 13 is a very interesting unit to consider in a Karin team. The awakening set strangely enough has good synergy with BD Karin due to the presence of two row enhances and a skill boost. It certainly encourages dark and blue row enhance builds. The token dark also helps for building BG Karin and regular Karin teams as well. The lolcannon is a nice bonus, but 35 turns is still a very tall order. EVA REM only


    [table cellspacing=5 cellpadding=5]
    Sea Deity, Heaven Neptune (WL Neptune, BL Neptune) God/Physical HP: 3102 ATK: 1451 RCV: 467 Active: Poisons all enemies CD 20 (15 min) Leader Skill: Water & Light damage taken reduced by 55% Awakenings: Bind Resist, Poison Resist, Poison Resist, Bind Resist [/table]
    [table cellspacing=5 cellpadding=5]
    Sea Deity, Abyss Neptune (WD Neptune, BD Neptune) God/Devil HP: 3102 ATK: 1451 RCV: 467 Active: Poisons all enemies CD 20 (15 min) Leader Skill: Water & Dark damage taken reduced by 55% Awakenings: Bind Resist, Poison Resist, Poison Resist, Bind Resist [/table]

    Great attack, HP, and most importantly, RCV. He can even serve as the token dark if darks are in short supply for you or if you want to form a monoblue hybrid team. His active, though, serves little more than a defense piercer for high defense mobs with low health. The AB Bluebird Blue might be an alternative, but its stats are far worse. Additionally, at 15 to 20 turns, poison is difficult to stall for. Devil typing also allows for a devil hybrid team if desired. Outside of that, Neptune’s resists also allow him to be a good lead to farm another key sub: Hera. W/L Neptune allows for a physical hybrid variant, but then you would lose the dark sub typing for a subtype that has little use on a Karin/Seiryuu team (and the dark resist). Immunity to bind (in both forms) is also something to consider.


    [table cellspacing=5 cellpadding=5]
    Blue Moon Sea Deity, Isis (BB Isis) God/Healer HP: 3038 ATK: 1197 RCV: 703 Active: Heal a small amount + Reduces binds by 1 turn CD 8 (3 min) Leader Skill: ATK increases when attacking with 3+ Att. at once, up to a maximum of 4x for 5 Att. attack. Awakenings: Fire +Orbs, Water +Orbs, Wood +Orbs, Bind Resist [/table]
    [table cellspacing=5 cellpadding=5]
    Shining Sea Deity, Isis (BL Isis) God/Physical HP: 3538 ATK: 1097 RCV: 463 Active: Heal a small amount + Reduces binds by 1 turn CD 8 (3 min) Leader Skill: ATK increases when attacking with 3+ Att. at once, up to a maximum of 4.5x for 5 Att. + Heal attack. Awakenings: Water +Orbs, Light +Orbs, Bind Resist, Bind Resist [/table]

    Decent stats all around. If going for the B/L version, with the upcoming updates, Isis will never get bound. Paired with her ability to reduce binds, she becomes an interesting sub to consider for certain bind-heavy descends (such as Twinlit).


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    Endless Blue Dragon Caller, Sonia Dragon/Physical HP: 5180 ATK: 1409 RCV: 0 Active: Changes the entire board to water & dark orbs CD 20 (15 min) Leader Skill: 2.5x ATK, RCV for Physical Types Awakenings: Water Row Enhance, Water +Orbs, Dark Row Enhance, Bind Recover, Skill Boost, Skill Boost Godfest Exclusive [/table]

    Great HP and attack, physical and dragon typing, plus water/dark typing have synergy with Karin. Her dark and water row enhance awakenings would be something to consider as well. Unfortunately, Blue Sonia’s active doesn’t help a Karin team all too much. While two of the colors are covered, you would have to rely on luck for the last color. 0 RCV doesn't help either.

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    Awoken Shinji&Eva Unit-01 Attacker HP: 1998 ATK: 1673 RCV: 218 Active: Changes wood to water, heal to dark CD 13 (8 min) Leader Skill: 1.5x HP, ATK, RCV for Attacker Types Awakenings: Water Row Enhance, Water +Orbs, Auto-Heal [/table]

    Neither of the orb conversions particularly overly favor Karin. However, Shinji does possess row enhance. It is possible to use him in a Karin team; however, he must be paired with someone like ADK to get green back. Additionally, while his attack stat is great, his other two stats are rather lacking. EVA REM only


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    Elemental of Kind Waters, Undine Balanced HP: 2005 ATK: 1193 RCV: 419 Active: Nullifies fire damage taken for 3 turns CD 20 (15 min) Leader Skill: 2.5x HP for Water Types Awakenings: Skill Boost, Water +Orbs, Water Row Enhance [/table]

    Horrible stats, but her active means she has a niche use in blocking fire damage. Unfortunately to get her stats up to anything remotely okay, that would mean you would have to put EXP and evo mats into her. Plus, room on a Karin/Seiryuu team is limited enough as is. On the upside, Undine does offer one row enhance awakening and one skill boost awakening.


    BG Karin Only Subs


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    Commerce Deity of Dreams, Hermes God/Physical HP: 3074 ATK: 1398 RCV: 164 Active: Changes wood & heart to water orbs CD 16 (9 min) Leader Skill: 2x HP, ATK for Water & Light Types Awakenings: +ATK, Skill Boost, +HP, Water Row Enhance [/table]

    While the other Greek 2.0 gods can work with their respective Chinese Goddesses, Hermes has the unfortunate "luxury" of converting green orbs to water orbs. However, with decent stats and a pair up with Siren or Andromeda, Hermes provides the opportunity for high damage row enhance combos with blue rows, and dark/heart orbs. (Keep in mind that Hermes must be used before Siren/Andromeda)


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    Water Dominion Gabriel God HP: 2438 ATK: 1119 RCV: 603 Active: Changes light to water & changes dark to heal CD 13 (8 min) Leader Skill: 2x HP, RCV for Water Types Awakenings: +ATK, Skill Boost, Water Row Enhance, Auto-Heal [/table]

    While conversion of dark to heal isn't exactly optimal, the row enhance and BG Karin's new leader skill have opened the opportunity for Gabriel's orb conversion without blocking an activation.


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    Blue Wind Ninja Princess, Hatsume Healer HP: 2129 ATK: 1205 RCV: 708 Active: Changes dark orbs to water orbs CD 9 (5 min) Leader Skill: 1.5x HP, ATK, RCV for Healer Types Awakenings: Two-Pronged Attack, Water Row Enhance, Skill Boost [/table]

    Row enhance and skill boost are nice, but her active is not exactly optimal for a Karin team. However, she does have a skill up that appears from time to time. She definitely needs to be paired with someone like Siren or Andromeda to be usable, though.


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    Ruka, the Lady of the Sea Healer HP: 1970 ATK: 1014 RCV: 580 Active: Changes fire & dark orbs to heal orbs CD 14 (9 min) Leader Skill: 2.5x HP for Healer Types Awakenings: +HP, Auto-Heal, Bind Recover [/table]

    Much like Gabriel minus the row enhance and lesser stats, Ruka converts an off color and a main color. With BG Karin's new leader skill, this may not necessarily block an activation. However, her usage is still better suited for monocolor paired with a heartbreaker.


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    Queen of the Dwarfs, Snow White Physical/God HP: 2851 ATK: 863 RCV: 522 Active: Changes wood orbs to heart orbs, reduces bind duration by 1 turn CD 11 (6 min) Leader Skill: 1.5x HP, RCV for Physical & God types Awakenings: Water +Orbs, Bind resist, Bind Heal, Bind Resist, Skill Boost [/table]

    Green to heal isn't exactly the best for a Karin team. She does fill a nice though - being able to heal through binds with her awakenings and her active. She also has some nice RCV for the team. Her other stats, however, leave much to be desired.


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    Torrential Fenrir Knight, Kamui (Mystic Ice Knight, MIK) Balanced HP: 2137 ATK: 1353 RCV: 326 Active: Changes wood orbs to water orbs CD 9 (5 min) Leader Skill: 3x ATK for Balanced Types Awakenings: Two-Pronged Attack, Water +Orbs, +HP [/table]

    Green to blue isn't exactly the best for a Karin team. However, with enough row enhances and the right subs (probably Siren or Andromeda), the orb conversion may be enough to enable rows.
     
  3. Aulanticus

    Aulanticus Member

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    Wood/Green – Non REM

    Before the release of BG Karin, green used to be a significant limitation on a Karin team. Few greens offered additional noticeable burst options (until the release of Heracles) or good delay options. Thus, Karin players were either forced to use ADK Zeal or Cu Chulainn (neither of whom were optimal); or pray to the REM for Susano or Kushinada (who had the highest utility, but weren't nearly as good as Echidna). While green no longer is a limitation for BG Karin teams, there are still options available for certain descends that either require the additional green burst damage (Ocean of Heaven, Hera Descended) or the time bought from certain subs (Hera-Is Descended, Athena).

    While the limitation is still rampant for BD Karin players, green options still exist for those that have the resources to acquire them.


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    Anceint Dragon Knight, Zeal (ADK, ADKZ, Mystic Stone Knight, MSK) Dragon/Balanced HP: 2238 ATK: 1312 RCV: 336 Active: Changes fire orbs to wood orbs CD 9 (5 min) Leader Skill: ATK x 3 for Dragon Types Awakenings: Two-Pronged Attack, Wood +Orbs, +HP [/table]

    One of many orb changers that can work well with Karin due to changing an off color (fire) to a usable color (wood). He can certainly be used for beginner and intermediate teams, but his stats leave something to be desired and his ability shouldn’t be substituted for good board control. And unlike heart makers where RCV can mean life or death, ADK Zeal’s orb changing isn’t nearly as essential. His dragon and balanced typings are something to consider if you plan to build teams around these types.


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    Green Mech General, Viz Asgard (Wood Golem) Physical HP: 5088 ATK: 1007 RCV: 108 Active: Damage halved for 3 turns CD 20 (15 min) Leader Skill: 3x ATK when Wood & Light attack at the same time Awakenings: Bind Resist, Bind Resist, Skill Boost [/table]
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    Keeper of Forest (Green Keeper) Evo Material HP: 1081 ATK: 326 RCV: 83 Active: Damage halved for 3 turns CD 20 (15 min) Leader Skill: Damage taken reduced by 10% Awakenings: None [/table]

    Functions similarly to Midgard and Keeper of Blue respectively. However, given the usefulness of defensive stance and that Asgard offers a green option for Karin, this would be the likely option to use over the blue golem. Asgard’s active makes him another good non-IAP sub for green. Just keep in mind the horrible RCV.


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    Noble Wolf King Hero, Cu Chulainn (GD Cu Chu) Balanced HP: 2987 ATK: 1386 RCV: 378 Active: Changes heart orbs to green orbs CD 11 (5 minimum) Leader Skill: 3x ATK for Balanced Types Awakenings: +HP, Wood +Orbs, +ATK [/table]
    [table cellspacing=5 cellpadding=5]
    Wolf Hero, Ignis Cu Chulainn (GR Cu Chu) Balanced HP: 3007 ATK: 1261 RCV: 388 Active: Changes heart orbs to green orbs CD 11 (5 minimum) Leader Skill: When HP > 80%, 3.5x ATK for Balanced Types Awakenings: +HP, Wood +Orbs, +ATK [/table]

    With the release of BG Karin, the need to obtain a Cu Chulainn diminishes greatly for those that choose the BG form. However, for those that choose the BD form can still opt to use him as a spot filler for the time being. Cu Chulainn sports decent stats, two elements that work with Karin rather well, and has a 5-turn (at max skill) green heart conversion option for additional green damage. This still saps the board of hearts; so judgement is necessary when deciding whether to use it.


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    Champion of Olympus, Heracles God/Physical HP: 4348 ATK: 1337 RCV: 173 Active: Reduces HP to 1. 1.5x ATK for God Types for 4 turns CD 25 (15 min) Leader Skill: If HP < 50%, 4x ATK for Physical Types Awakenings: Wood +Orbs, Wood Dmg. Reduction, Wood Row Enhance [/table]

    Much like with Cu Chulainn, Heracles' role as a pivotal green has diminished quite a bit for those that chose the BG UVO. However, with very good stats and an enhance that rivals that of the Norse gods, Heracles is definitely nothing to scoff at. God teams are easy to build regardless of which form of Karin is chosen. His green element still can serve as a pivotal role on a BD Karin team. On top of that, Heracles also has a physical subtype to add to the few options that physical teams have. Unfortunately, as typical of most physical types, Heracles still has low RCV. Thus, it is necessary to plan accordingly when building a team with him in it. Also, he's still susceptible to light binders.


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    Green Stone Dragon, Adamant Dragon HP: 1081 ATK: 326 RCV: 83 Active: Switches lead position & lead skill to this card; use again to switch back. Leader Skill: Damage taken reduced by 10% Awakenings: Skill Boost, Skill Boost [/table]

    Pretty much the same as Mythril except for green and dark resist.


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    Green Skydragon, Elysium Dragon/Attacker HP: 1591 ATK: 1771 RCV: 222 Active: 1.3x att. for all Dark Types for 4 turns & does damage to all enemies CD 23 (13 min) Leader Skill: 2x ATK for Wood Types Awakenings: Wood +Orbs, Skill Boost [/table]

    While his stats leave something to be desired, green has been an onerous task to try and fill. This dragon not only fills this role, but also allows the team to emphasize the un-resistable dark damage portion of Karin’s team via his enhance skill. This certainly makes him an interesting candidate to consider. Unfortunately, he is rather troublesome to skill up.


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    Anceint Draggie Knight, Zeal Dragon HP: 2087 ATK: 1254 RCV: 0 Active: 2.5x att. for all Dragon Types for 1 turn CD 21 (11 min) Leader Skill: 2.5x ATK for Dragon Types Awakenings: +HP, Skill Boost [/table]

    While similar to the king slimes in terms of stats (but for dragons, of course), recent buffs to dragons make dragon teams a slightly better option than they used to be. However, as of right now, there aren’t enough dragons to make a Karin/Seiryuu team that other builds can’t accomplish much better. Please note that his skill changes when you evolve him from his basic form. So in order to skill him up properly, you must evolve the skill ups.


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    Top Droidragon Physical/Dragon HP: 3060 ATK: 820 RCV: 360 Active: Reduce Enemies' Def to 0 for 1 turn CD 22 (22 min) Leader Skill: When hit, 25% chance to counterattack Awakenings: None [/table]

    Droidragon fills a role similar to Neptune and Shiva – to pierce high defense enemies. While his stats leave much to be desired, Droidragon is still a possible option as green for beginning teams. Late game, he could also pierce Neptune’s defense in Ocean of Heaven if your combos aren’t good enough (though Cu Chulainn could easily do it with a good combo). He also makes farming Super Metal/Jewel/Gold dragons a breeze.


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    Twisted Mountain God, Grand Tengu Physical HP: 3026 ATK: 1017 RCV: 0 Active: Leader switches with Tengu, making Tengu leader; use again to switch back. CD 18 (6 min) Leader Skill: If HP > 50%, cannot be 1-hit K.O. Awakenings: Skill Boost, Skill Boost, Skill Boost [/table]

    Tengu’s role parallels the Mystic Dragons and Stone dragons. His leader skill allows for a change of play style on a Karin team. In Tengu’s case, the playstyle becomes a pseudo Resolve team. His skill boost awakenings mean that you will have to stall for less turns for everyone’s actives. Be wary, though; Tengu has no RCV.


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    King Woodsie Balanced HP: 1085 ATK: 644 RCV: 159 Active: 3x att. for all Balanced Types for 1 turn CD 17 (12 min) Leader Skill: None. Awakenings: +HP, +HP [/table]

    Pretty much the same as King Bubblie, but for balanced types. Unfortunately, viable balanced types for Karin are too few; and you could easily use those resources elsewhere.


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    Flowerdragon Gaia Brachys Dragon HP: 2228 ATK: 1131 RCV: 286 Active: 1.3x Green att. for 3 turns + do wood dmg to all enemies CD 30 (10 min) Leader Skill: 2x ATK, RCG for Wood Types Awakenings: +HP, +ATK, Skill Boost [/table]
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    Isle Dragon Yggdrasil Dragon HP: 3197 ATK: 1307 RCV: 175 Active: 1.3x Green att. for 3 turns + do wood dmg to all enemies CD 30 (10 min) Leader Skill: Wood Damage reduced by half. Awakenings: Wood +Orbs, Skill Boost [/table]

    These dragons function much like Plesios and Nifleheim, respectively; meaning their skills are relatively easy to skill up. However, as of right now, there aren’t enough wood type monsters to build a team around. And unlike Plesios and Nifleheim, Brachys and Yggdrasil will most likely be the sole beneficiary of their enhancement. On the upside, they’re okay for beginners to use (though not nearly as good as Plessie would be).


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    World Tree Sprite, Alraune Healer HP: 2324 ATK: 1019 RCV: 717 Active: Heals some HP, reduces bind by 20 turns (10 min) Leader Skill: Every turn orbs are eliminated, recover 4x Alraune's RCV Awakenings: Bind Recovery, Auto Heal, Auto Heal [/table]
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    Creation Tree Spirit, Alraune Balanced HP: 2524 ATK: 1099 RCV: 518 Active: Heals some HP, reduces bind by 20 turns (10 min) Leader Skill: 2x HP, ATK for Balanced Types Awakenings: Bind Resist, Auto Heal, Auto Heal [/table]

    Horrible HP and Attack, but excellent RCV, this once completely useless healer girl has a niche use – the ability to reduce binds. Her awakening helps this even more. Unfortunately, she is difficult to skill up – meaning that you would have to stall for 20 turns to be able to use it. Her G/L ultimate evo has better synergy with her active though due to trading bind heal for bind resist (at the cost of her healer type, which she trades for balanced typing, which means less RCV, and less attack synergy with Karin/Seiryuu’s leader skill).


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    Blue Wood Fafnir (GB Fafnir) Dragon HP: 2360 ATK: 1362 RCV: 231 Active: 1.3x Wood attribute ATK for 2 turns & does damage to enemies CD 30 (10 min) Leader Skill: 2x ATK for Wood and Water Types Awakenings: Wood Row Enhance, Skill Boost, Wood Row Enhance [/table]
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    Dark Wood Fafnir (GD Fafnir) Dragon HP: 2560 ATK: 1262 RCV: 231 Active: 1.3x Wood attribute ATK for 2 turns & does damage to enemies CD 30 (10 min) Leader Skill: 2x ATK for Wood and Dark Types Awakenings: Wood Row Enhance, Skill Boost, Wood Row Enhance [/table]
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    Wind Twin Star Fafnir Dragon/Balanced HP: 2960 ATK: 1512 RCV: 301 Active: 1.3x Wood attribute ATK for 2 turns & does damage to enemies CD 30 (10 min) Leader Skill: Increase ATK when erasing 5 (2.5x), 6/higher (3x) linked water orbs Awakenings: Wood Row Enhance, Skill Boost, Wood Row Enhance [/table]

    The wood equivalent to Leviathan complete with wood row enhancements and accessible skill ups. However, Fafnir suffers from the same problem as Brachys and Yggdrassil – there aren’t really enough viable wood subs to justify building a team around the enhancement.


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    Awoken Hera-Beorc God/Devil HP: 3256 ATK: 1765 RCV: 274 Active: Turns the entire board to green orbs CD 30 (16 min) Leader Skill: Light damage taken reduced by 70% Awakenings: Light Dmg. Resist, Wood +Orbs, Wood Row Enhance [/table]

    While her active does not benefit the team at all, her green/dark/devil combination does make for an alternative to the REM-required Ceres and Astaroth; and the no-RCV Dragon Zombie.


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    Royal Hunting Beast, Griffin Attacker HP: 935 ATK: 1639 RCV: 465 Active: Turns all wood orbs to +orbs CD 15 (5 min) Leader Skill: 2x HP, ATK for Attacker Types Awakenings: Bind Resist, Skill Boost, Wood Row Enhance [/table]
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    5 Mechdragon Fusion, God Canopus Dragon/God HP: 4326 ATK: 1602 RCV: 179 Active: Turns all wood orbs to +orbs & damages all enemies CD 20 (15 min) Leader Skill: 2.5x ATK for Wood & God Types. Awakenings: Wood Row Enhance, Skill Boost [/table]

    Pretty much the green equivalent of Kraken and Aldebaran respectively. But since they’re green, they’re even less likely to fully benefit a Karin/Seiryuu team.


    Wood/Green – REM Exclusive


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    Warded Storm God, Susano no Mikoto God/Balanced HP: 2870 ATK: 1286 RCV: 398 Active: Halves damage taken for 5 turns CD 20 (15 min) Leader Skill: Reduces all damage taken by 25% Awakenings: +HP, +ATK, Bind Resist, Bind Resist [/table]

    Susano is probably one of the best green options for any spike team. His active Iron Wall Stance can save your hide from many situations; giving you time to clear the board and get needed hearts. It's no delay, but it's still a huge plus to have. The Gunma collab's release in the U.S. only made Susano even better due to the ability to reliably skill him up. The leek from that collab might have poor stats (but great RCV), but that also might be a possible addition to consider as well; just because iron wall is that good. His eventual awakening update makes him immune to binds and allows him to use his active to increase the likelihood of surviving while being bound.


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    Goddess of Rice Fields, Kushinada God HP: 2805 ATK: 1232 RCV: 610 Active: Reduces damage taken by 75% for 1 turn. CD (12 min) Leader Skill: Increases damage for 3 or more combos (1.5x at 3; increases by 0.5 for until 10x) Awakenings: Wood +Orbs, Bind Recovery, +ATK, Skill Lock Resist [/table]

    Kushinadahime is an excellent alternative to Susano if you were lucky enough to pull her. However, while there are uses for both her active and Susano’s active that overlap, they are very different. For example, her active can save you in very select situations that Susano may not (such as the dragons in Hera-Is). However, her active only lasts for one turn; meaning that this survivability only lasts for one turn. In addition, she has excellent RCV and she will eventually get skillups that bring her cooldown to 8 turns; making her even better than she already was. Additionally, her 4th awakening of blocking Skill-block is also a nice addition.


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    Melody & Brachy (MyMelody) Balanced/Dragon HP: 2759 ATK: 1228 RCV: 264 Active: Turns all wood orbs to +orbs & delays all enemies by 1 turn CD 15 (11 min) Leader Skill: 2x ATK, RCV for Wood Types Awakenings: Skill Boost, Wood +Orbs, Two-Pronged Attack Hello Kitty Collab REM Exclusive [/table]

    My Melody adds a needed delay to the team. Unfortunately, that delay comes every 15 turns and delays for only one turn. The plus orbs don’t help much for a Karin/Seiryuu team either. However, when it comes to green and delay, you take what you can get.


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    White Hot Dancing Goddess, Parvati (GR Parv) God/Balanced HP: 2843 ATK: 1406 RCV: 473 Active: Changes water orbs to heart orbs CD 11 (5 min) Leader Skill: 1.5x HP, ATK, RCV for Wood & Balanced Types Awakenings: Poison Resist, Wood +Orbs, Two-Pronged Attack, Auto-Heal [/table]
    [table cellspacing=5 cellpadding=5]
    Jade Oracle, Parvati (GL Parv) God/Physical HP: 3543 ATK: 1226 RCV: 483 Active: Changes water orbs to heart orbs CD 11 (5 min) Leader Skill: 3x ATK for Wood Types. Awakenings: Poison Resist, Wood +Orbs, Wood Row Enhance, Auto-Heal [/table]

    While Parvati's guard stance converts a color needed to activate spike, the conversion accomplishes two things needed for stalling: 1) not activating (Vanilla Karin/BD Karin)/lowering spike damage (BG Karin) and 2) recovering health. With the ECO collab, Parvati's skill cooldown can be reduced to 5 turns, allowing this to happen even more often. On top of fulfilling this role and filling the green spot, GL Parvati also can serve as the green physical spot for BD Karin physical builds while maintaining some very respectable RCV. The auto heal and poison resist are also a nice bonus. Keep in mind that she is still liable to the off color binds.


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    Horned Fort Dragon, Fortoytops Dragon/Balanced HP: 2451 ATK: 860 RCV: 478 Active: Changes water orbs to heart orbs CD 11 (5 min) Leader Skill: Water & wood damage taken reduced by half Awakenings: Water Dmg. Resist, Water Dmg. Resist, Bind Resist [/table]

    Fortoytops is similar to Parvati in many regards. Both serve as the token green and both assist the stall by either preventing an activation (regular Karin and BD Karin) or lowering the overall spike damage (BG Karin). While not possessing as good RCV as the more accessible Siren; nor good overall stats like Parvati, Fortoytops still can serve as the compromise to being both on color while keeping an interesting heart conversion. The dragon typing (for those wishing to use a monotype dragon build) and bind resist are a nice bonus.


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    Marine Rider, Bard Robin Attacker/Devil HP: 1941 ATK: 1692 RCV: 96 Active: Changes water orbs to wood orbs & heart orbs to water orbs CD 13 (8 min) Leader Skill: 2.5x ATK for Attacker Types Awakenings: Wood Row Enhance, +ATK, Water Row Enhance, Two-Pronged Attack, Skill Lock Resist, Two-Pronged Attack [/table]

    While his stats leave much to be desired, Marine Rider Robin’s active and awakenings are interesting to say the least. He offers row enhances for both green and blue, making him an option for the row enhance team, and he does serve as an orb changer. However, this orb changing skill is very reliant on the board; and for a Karin team, it requires having a ton of hearts for it to be used properly when trying to trigger the row enhance. Additionally, there is no reliable way to skill him up; making him a 13-stall requirement.


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    Hunt God of the Holy Bow, Artemis God/Balanced HP: 2490 ATK: 1465 RCV: 301 Active: Changes heart and fire orbs to wood orbs CD 16 (9 min) Leader Skill: 2x HP, ATK for Wood & Light types Awakenings: +ATK, Skill Boost, +HP, Wood Row Enhance [/table]

    Artemis is an okay alternative to Chu Culainn. She packs excellent attack, and decent HP and RCV. She even packs a row enhancement and has a means to reliably skill herself up. However, lack of a dark subtype and a higher cooldown still means less synergy with Karin than Cu Chulainn. Plus it means she’s liable to be bound by light binders.


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    Steadfast Bearded Deity, Guan Yu (Green Guan Yu) God/Physical HP: 4118 ATK: 1337 RCV: 182 Active: Changes heart orbs to wood orbs & heals 3,000 HP CD 12 (7 min) Leader Skill: If HP > 50%, 3.5x ATK & 1.5x RCV for Physical Types Awakenings: Wood Row Enhance, Bind Resist, Skill Boost, Auto-Heal, Skill Boost Godfest Exclusive [/table]

    Very similar to Cu Chulainn in terms of active, but lacks the synergy and the easier means to skill up. To make up for this, Guan Yu has physical typing and two skill boosts. He is an option over Heracles and Cu Chulainn. His best usage would be in a physical team alongside BD Karin, whose goal is to pile up the skill boosts; something that this bearded deity is not short on. Godfest exclusive REM only


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    Freyja, the Fertility Goddess God/Healer HP: 2435 ATK: 1215 RCV: 560 Active: 1.5x Wood Attribute ATK for 3 turns CD 170 (9 min) Leader Skill: 2x ATK, RCV for Wood and Healer Types Awakenings: Wood Row Enhance, +HP, Wood Row Enhance, Skill Boost [/table]

    Similar to Idunn and Idunna, but for green. However, the synergy that I&I have for Karin/Seiryuu does not carry over. And since there are few green subs that would be worth using, her usability in a Karin/Seiryuu team is quite limited.


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    Fertility Devil, Evil Ceres God/Devil HP: 2574 ATK: 1161 RCV: 741 Active: Heals HP to full & removes all binds CD 20 (10 min) Leader Skill: Wood & Dark damage taken reduced by 55% Awakenings: Bind Recover, Auto-Heal, Bind Resist, Bind Resist [/table]

    Green and dark typing have synergy with Karin. Additionally, her bind reduction (especially when paired with bind immunity) serves as an interesting active. She even has devil typing for those that wish to try devil team builds. Unfortunately, with no reliable way to skill her up, stalling for her active will remain very difficult.


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    Wind Archdemon, Astaroth Devil HP: 2500 ATK: 1180 RCV: 564 Active: Changes fire orbs to wood orbs & counter attacks when hit for 5 turns CD 20 (10 min) Leader Skill: 2x HP, RCV for Devil types Awakenings: Skill Boost, Wood Row Enhance, Skill Boost, Wood Row Enhance [/table]

    In terms of element and typing, Astaroth is similar to Ceres; and as such fills similar roles in this regard. However, Astaroth’s awakening has a row enhancement. When the update for 4th awakenings comes out, Astaroth gets a second row enhancement. With that being said, her active is similar to Amon’s with about as much utility – she converts fire to wood, but taking hits isn’t something a spike team is fond of. Plus, the NA server doesn’t have any reliable means of skilling her up. She probably has much better synergy with Mei-Mei/Genbu. However, with devil typing, you take what you can get for green.


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    Feline Deity of Harmony, Bastet God/Healer HP: 3010 ATK: 1107 RCV: 685 Active: All attacks become multi-target for 3 turns CD 13 (6 min) Leader Skill: Increase damage after 3+ combo ( 4 combo = 2.5x, 0.5x per combo, caps at 4x ) Awakenings: Poison Resist, Movement Time, Wood Row Enhance, Skill Lock Resist [/table]

    While Bastet has great RCV and green typing, her active only fills a niche role (for example, the Chimeras in Zeus descended). Thus, her use in a Karin/Seiryuu team is rather limited. Extended orb time is interesting, but has little use if there is only one member that has it (though Yomi also has orb time extension).


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    Eternal Jade Dragon Caller, Sonia Dragon/Balanced HP: 3238 ATK: 1720 RCV: 275 Active: Changes the board to wood and water orbs. CD 20 (15 min) Leader Skill: 2.5x ATK, RCV Dragon Types Awakenings: Wood Row Enhance, Wood +Orbs, Dark Row Enhance, Bind Recover, Skill Boost, Skill Boost Godfest Exclusive [/table]

    Similar to her blue counterpart – nice stats and row enhancements galore. However, her active is not useful for a Karin/Seiryuu team for the same reason as Blue Sonia. REM Godfest ONLY


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    Green Sky Fruit, Melon Dragon Dragon HP: 2218 ATK: 922 RCV: 372 Active: Changes water orbs to heart orbs & heals 3,000 HP. CD 13 (8 min) Leader Skill: 2x HP, RCV for Wood Types Awakenings: 2x Wood Dmg. Resist, 3x Wood +Orbs, 2x Skill Boost, 2x Wood Row Enhance [/table]

    Similar to Parvati and Fortoytops. Unfortunately lacks the synergy that Berry dragon has due to emphasis on wood damage and not water damage.


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    Shining Lance Wielder, Odin God/Balanced HP: 4299 ATK: 1303 RCV: 548 Active: Does damage to 1 enemy & heals a small amount. CD 17 (12 min) Leader Skill: When HP is full, damage taken reduced by 80%. Awakenings: Skill Boost, Bind Resist, Bind Resist, Skill Boost, Auto-Heal x 4 Godfest exclusive [/table]

    Green Odin mostly offers good stats and little else to a Karin/Seiryuu team. His active slightly contributes through being an emergency heal and taking out some trash mobs, but it's not much. The auto heals definitely help, though. However, he does have one major role to play when he isn’t on a Karin team: He’s a key lead that allows the farming for Hera. This is something to consider if you’re lucky enough to pull him.


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    Four Leaf Clover Princess, Thumbelina Attacker/Healer HP: 1415 ATK: 1613 RCV: 504 Active: Converts fire orbs to heart orbs & lowers bind duration by 1 turn CD 11 (6 min) Leader Skill: 1.5x HP, RCV for attacker & healer Types Awakenings: Wood +orbs, skill bind resist, two-pronged attack, bind resist, skill boost. [/table]

    A bind resist, bind removal and heart maker work decently, she doesn't leave much to write about.


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    BAO Robin+E.Stick Balanced HP: 2645 ATK: 1165 RCV: 307 Active: 1.2x ATK Balanced Types for 6 turns CD 6 (3 min) Leader Skill: Increase damage after 8+ combo ( 8 combo = 4x, 2x per combo, caps at 8x ). Awakenings: Green +Orbs, Two-Pronged Attack, Movement Time Batman Collab REM Exclusive [/table]

    Similar to King Woodsie except his stats are better, but a lower (but somewhat permanent) boost. As such, similar logic applies when considering him as a sub.


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    Mari&Eva Unit-08 Attacker HP: 2135 ATK: 1700 RCV: 162 Active: 1.5x ATK for Attacker Types for 1 turn. CD 12 (7 min) Leader Skill: 2x ATK, RCV for Attacker Types Awakenings: Wood Row Enhance, Wood +Orbs, Wood Row Enhance EVA Collab REM Exclusive [/table]

    Serves as an enhancer for attackers. Unfortunately, there are few attackers that work well with Karin; and maintain decent utility at this time. Would make an excellent green spot taker if there were good options.


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    Elemental of Levity, Slyph Balanced HP: 2087 ATK: 1224 RCV: 374 Active: Nullifies Water Damage taken for 3 turns. CD 20 (15 min) Leader Skill: 2.5x HP for Wood Types Awakenings: Skill Boost, +RCV, Wood Row Enhance [/table]

    Similar to Undine, but has a wood element and resists water.
     
  4. Aulanticus

    Aulanticus Member

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    Dark – Non REM

    Luckily for a Karin team, dark subs are extremely plentiful; and are almost never an issue. There are plenty of options and continue to accompany you from beginning to end game. Due to their massive utility, they will most likely fill up your team if water subs didn't. Additionally, there are plenty of devil subs that have the water sub type.

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    Moondragon Luner D'spinas (MLD) Dragon HP: 2112 ATK: 1197 RCV: 220 Active: 1.3x ATK for Dark Types for 2 turns & damages all enemies CD 30 (10 min) Leader Skill: 2x ATK, RCV for Dark Types Awakenings: +HP, +ATK, Skill Boost [/table]
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    Evil Dragon Helheim Dragon HP: 3002 ATK: 1322 RCV: 131 Active: 1.3x ATK for Dark Types for 2 turns CD 30 (10 min) Leader Skill: Damage taken reduced by Half Awakenings: Dark +Orbs, Skill Boost [/table]

    If you were lucky enough to pull the dark dragon starter dragon from a friend egg and/or if you found Helheim, you might not want to eat them just yet. They serve pretty much as the dark equivalent of Plesios and Nifleheim. If you’re able to find a decent green sub (such as Cu Chulainn), you can fill the rest of the team with dark subs and take advantage of the (relatively) easily skilled up enhancement.


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    Dub-Mythlit Evo Material HP: 1000 ATK: 800 RCV: 300 Active: None Leader Skill: None Awakenings: None [/table]

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    Keeper of Dark (Dark Keeper) Evo Material HP: 1131 ATK: 316 RCV: 83 Active: Damage halved for 3 turns CD 20 (15 min) Leader Skill: Damage taken reduced by 10% Awakenings: None [/table]
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    Keeper of Rainbow (Rainbow Keeper, KoR) Evo Material HP: 3126 ATK: 1056 RCV: 157 Active: Damage halved for 3 turns CD 20 (15 min) Leader Skill: Damage taken reduced by 10% Awakenings: None [/table]

    These evo materials are quite valuable to many beginner teams. This is because all of these are at max level from the get-go and don't require experience feeding; allowing you to focus on leveling other subs. The Dub-Mythlit, while not exactly the best for abilities and stats, does have good RCV and has only 1 cost. That 1 cost is extremely valuable for lower levels whose costs are extremely constraining and a constant worry. Keeper of Dark and Keeper of Rainbow have an extremely valuable skill that can save players when needed - defensive stance, which can buy survival time for a few turns. Rainbow Keeper deserves particular mention because he can be used in clearing legend level descends.


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    Dark Liege, Vampire Duke Balanced/Devil HP: 2896 ATK: 1268 RCV: 463 Active: Changes heart orbs to dark orbs CD 11 (5 min) Leader Skill: 2x ATK, RCV for Dark Types Awakenings: +HP, Dark +Orbs, +ATK [/table]

    Throughout your course as a PAD player, you will eventually pick one of these up in your party. He’s one of the easiest to skill up of the heartbreakers since his skill up isn’t from a collab. Much like Cu Chulainn’s and Siegfried’s actives, Vampire’s active should be used more to emphasize dark burst damage as opposed to rescuing you out of a sticky burst situation. Much like using any heart breaker’s active, be wary that this saps your board of hearts. Can be used in conjunction with any heart maker (usually Siren or Drawn Joker). He is particularly relevant to BD Karin users as an orb converter for dark row enhance builds.


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    Divine Queen Hera (DQ Hera) God/Devil HP: 3240 ATK: 1596 RCV: 308 Active: Reduces enemy's current HP by 30% CD 30 (15 min) Leader Skill: If HP > 80%, 3.5x ATK for Devil Types Awakenings: Dark Dmg. Resist, Dark +Orbs, +ATK [/table]

    Probably everybody’s first gravity for most (unless you were lucky enough to pull Hades from REM). Of the three common gravity users on a Karin/Seiryuu team, Dark Hera offers the in between for HP and Attack, and the lowest in RCV (which says a lot about Hades and Hera-Is since Dark Hera herself has decent RCV). Getting her to Divine Queen is in itself a challenge and mostly benefits the team through roughly 200 attack (counting the sub element) and 100 additional HP, which isn’t something to stress until endgame (you can clear descends without it). At Divine Queen, this puts her just a few attack points shy of Hades’ attack, making her the main option to consider to emphasize HP and attack. Considering the costs of getting her evo materials, trying to busty evo Hera can be seen as mostly going for an extra leader with the extra stat gain as a side bonus (also, she has a hefty 50 cost).


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    Jester Dragon, Drawn Joker Dragon/Devil HP: 2241 ATK: 833 RCV: 472 Active: Changes light orbs to heart orbs CD 11 (5 min) Leader Skill: Dark & Water damage taken reduced by half Awakenings: Light Dmg. Resist, Light Dmg. Resist, Bind Resist [/table]

    With the advent of the Dragon in Motley Dungeon, Drawn Joker is no longer an REM exclusive. His dark/water element typing has good synergy with Karin. While he doesn’t offer as much RCV as Siren, Drawn Joker does offer more HP and attack. Additionally, his devil typing makes forming a decent devil team much easier to do. Much like with Siren, Drawn Joker on a BG Karin team can heal out of a desperate situation and activate an otherwise unusable board; but can also cause an accidental activation as well.


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    Chaos Dragon Knight, Voice (CDKV, CDK, Mystic Dark Knight, MDK) Dragon/Balanced HP: 2297 ATK: 1336 RCV: 315 Active: Changes light orbs to dark orbs. CD 11 (5 min) Leader Skill: 2x HP, ATK for Dragon Types Awakenings: Two-Pronged Attack, Dark +Orbs, +HP [/table]

    More or less the dark equivalent to the wood counterpart Ancient Dragon Knight. Except instead of converting fire to wood, Voice converts light to dark. While this is beneficial to a Karin/Seiryuu team, Voice should be seen as more of a building block to help you get better subs.


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    Moonbeam Fang Witch, Lilith (DL Lilith) Attacker/Devil HP: 1427 ATK: 1458 RCV: 608 Active: 1.5x ATK for Devil Types & poisons enemies CD 15 (10 min) Leader Skill: 3x ATK for Attacker Types Awakenings: Auto-Heal, Dark Row Enhance, Movement Time [/table]
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    Pitch Black Night Princess, Lilith Healer/Devil HP: 2077 ATK: 1188 RCV: 688 Active: 1.5x ATK for Devil Types & poisons enemies CD 15 (10 min) Leader Skill: Increasess orb movement time by 5 sec. Awakenings: Auto-Heal, +RCV, Movement Time [/table]

    Lilith serves much like a more accessible Neptune with good RCV to boot. Her poison mist (while weaker than Neptune’s) serves as a means to pierce high defense mobs with ease. She also has her own skill up mob. She can be usable near the beginning of the game, but she will get replaced rather quickly (unless you’re doing something like a super metal/jewel dragon dungeon). Although she can still work for farming normal dungeons. With her skill buff eventually coming out (they’re tacking on a 1.5x attack for 1 turn onto her skill), Lilith can become another option for devil hybrids if you’re not willing to sacrifice the stats for King Baddie. However, King Baddie’s enhance is far stronger; and Lilith’s stats aren’t that much better (other than her amazing RCV for devils that don’t really have that much).


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    King Baddie Devil HP: 1166 ATK: 746 RCV: 90 Active: 3x ATK for Devil Types for 1 turn CD 17 (12 min) Leader Skill: None Awakenings: +ATK, +ATK [/table]

    Devil/Dark equivalent of King Woodsie and King Bubblie. With the multitude of devils out there, the challenge in forming a devil/Karin hybrid is more in finding a decent green sub to fill in the space.


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    Purple Stone Dragon, Damascus Dragon HP: 2115 ATK: 1103 RCV: 215 Active: Switches leader position and leader active to this card; use again to switch back CD 20 (15 min) Leader Skill: Fire & Dark damage taken reduced by half Awakenings: Skill Boost, Skill Boost [/table]

    Plays the exact same role as Adamant and Mythril except he resists dark and fire elements. Unlike the other two, though, Adamant’s typing doesn’t do any favors for a Karin team as fire has limited use in a Karin team; and dark has plenty of alternatives.

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    Corpse Wyrm, Dragon Zombie Dragon/Devil HP: 5003 ATK: 1254 RCV: 26 Active: Changes dark & wood orbs to +orbs CD 15 (10 min) Leader Skill: Light damage taken reduced by half Awakenings: Poison Resist, Dark +Orbs, Skill Boost [/table]

    This dragon has stats similar to a physical type – high HP, moderate attack, and no RCV. Additionally, this dragon’s doesn’t contribute too much to a spike team that prefers to maximize comboing. On the upside, Zombie dragon does cover a troublesome element and allow for an emphasis on dark damage. He also gains devil type, making him a possible green sub for devil team builds.


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    Mystic Astro Dragon, Nebradisk Dragon HP: 2700 ATK: 1330 RCV: 0 Active: Switches leader position & leader skill to this mystic dragon. CD 23 (6 min) Leader Skill: If HP is full, damage is reduced by 75% Awakenings: Dark +Orbs, Skill Boost [/table]

    The poor man's Odin. This dragon's stats aren't anything special. However, his skill boost awakening and his switch leader skill allow the team to become a pseudo Odin-like resist team to stall for a few turns. Keep in mind that his leader skill only works on single-hit attacks; and reduces damage slightly less than Odin does.


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    Cyclone Devil Dragon (Chaos Devil Dragon, Dark Ripper Dragon, CDD) Dragon/Devil HP: 3040 ATK: 1616 RCV: 172 Active: Changes water orbs to dark orbs & damages enemies CD 15 (10 min) Leader Skill: Dark & wood damage taken reduced by half Awakenings: Dark Dmg. Reduction, Wood Dmg. Reduction, Skill Boost [/table]

    This dragon is one that you’ll eventually receive in a pal egg. His stats and active (which converts a main color) would normally mean that this dragon serves little more than a placeholder for better things. But there is one thing to consider: He’s the most accessible Dark resist lead available, which is a key element in farming a much more important sub: Hera (see the resist/Green Odin guide). Thus, it wouldn’t be unwise to level this dragon and use him as placeholder for better subs.


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    Awoken Zeus Stratios God HP: 4087 ATK: 1722 RCV: -100 Active: Reduces enemies' current HP by 35% CD 35 (20 min) Leader Skill: If HP < 50%, 4x ATK for Dark Types Awakenings: Dark Dmg. Resist, Dark +Orbs, +ATK [/table]

    With a new dark ultimate evolution available for Zeus, Karin/Seiryuu teams finally have access to one of the most powerful gravities in the game while maintaining god level stats. This gravity is also packaged together with extremely high HP and attack. Unfortunately, in addition to the difficulty in obtaining (he needs three Devilits and two super metal dragons; plus you would need to be able to beat Zeus Descended to get him in the first place) and skilling Zeus up, Zeus Stratios also has negative RCV. On top of that, even when Zeus is max skilled, 20 turns is still very difficult for spike teams in general.


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    Maleficent Dragon Lord Zaerog Dragon HP: 2533 ATK: 1570 RCV: -200 Active: Reduces enemies' current HP by 35% CD 35 (20 min) Leader Skill: Damage taken reduced by 10% Awakenings: 3.5x ATK for Dragon Types [/table]

    The legendary dragon, much like Zeus, holds one of the most powerful gravities in the game. Unfortunately, he’s far outclassed by Awoken Zeus Stratios due to Zaerog’s poor stats.


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    Yomi Mistress, Izanami (DIza) God/Physical HP: 4511 ATK: 1501 RCV: 57 Active: Damage taken reduced by 35% for 3 turns CD 13 (6 min) Leader Skill: Halves HP, 4x ATK for Physical Types Awakenings: Dark +Orbs, Dark Dmg. Resist, Auto-Heal [/table]

    As a lead, Dark Izanami serves as a risky perma physical lead. As a sub, however, she mostly offers high HP, great attack, but negligible RCV (as typical of physical types). Unfortunately, her active of 30% damage reduction for three turns (despite a lower cooldown) is mostly outshined by the Golems (particularly, Wood Mech Asgard because he fills the green spot). Plus, dark spots are much more easily filled than say green; and she’s susceptible to fire binders.


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    Archdemon Beelzebub Devil/Attacker HP: 2473 ATK: 2015 RCV: 0 Active: Changes all dark and water orbs to +orbs CD 15 (10 min) Leader Skill: 2x ATK, HP for Devil Types Awakenings: Dark +Orbs, Blind Resist, Water +Orbs [/table]

    While his HP and attack are amazing, Beelzebub’s active, much like any other + orb active, offers little for Karin. Even with crazy row enhancements. But if you had those, you would be better served filling Beelzebub’s spot with another row enhancement sub. Additionally, his lack of RCV is crushing for a Karin team.

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    Underworld Guard Dog, Cerberus Attacker/Devil HP: 2355 ATK: 1712 RCV: -50 Active: Turns all dark orbs to +orbs CD 15 (5 min) Leader Skill: None Awakenings: Poison Resist, Skill Boost, Dark Row Enhance [/table]
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    5 Mechdragon Combo, Demon Hadar Dragon/Devil HP: 4318 ATK: 1709 RCV: 98 Active: Turns all dark orbs to +orbs & damages all enemies CD 20 (15 min) Leader Skill: 2.5x ATK for Dark & Devil Types Awakenings: Dark Row Enhance, Skill Boost [/table]

    Dark equivalents of Kraken/Griffin and Aldebaran/Canopus. The explanation for these is pretty much the same as their other elemental equivalents.


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    The Tenth Angel - Assault Mode God/Attacker HP: 2970 ATK: 1125 RCV: 187 Active: Does exactly 15,000 damage. Ignores enemy defense. CD 20 (10 min) Leader Skill: Damage taken reduced by 20% Awakenings: Dark +Orbs, Dark Row Enhance EVA Collab Exclusive [/table]
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    UFO Ver.2 Physical HP: 3295 ATK: 760 RCV: 393 Active: Does exactly 300 damage to 1 enemy. Ignores defense. CD 15 (8 min) Leader Skill: If HP < 10%, 5x ATK for All Types Awakenings: None Groove Coaster Collab Exclusive [/table]

    Pretty bad stats and very situational actives. However, the actives are something to consider when needed - particularly in situations like Ifrit in Mythical Hera-Ur descended, who has a pre-emptive status shield and high defenses. The damage from the active pierces through defense and can easily take someone like Ifrit out with relative ease. The Tenth Angel also has a dark row enhance awakening.


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    Dark Golem Mk.III Physical HP: 4045 ATK: 1119 RCV: 5 Active: Reduces enemy's damage by 75% CD 17 (10 min) Leader Skill: 50% change to counterattack when hit Awakenings: Dark +Orbs, Skill Boost, Bind Resist [/table]

    In terms of stats, Dark Golem is more or less the dark equivalent of the other golems. However, Dark Golem’s armor breaking active isn’t nearly as useful as defensive stance. Additionally, there are plenty of other dark subs that can easily fill the spot and do better things with Karin/Seiryuu.

    Dark – REM Exclusive


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    Underlord Inferno Hades God/Devil HP: 2871 ATK: 1610 RCV: 456 Active: Enemy's current HP reduced by 30% CD 30 (15 min) Leader Skill: Dark damage taken reduced by 60% Awakenings: Dark +Orbs, Blind Resist, Skill Boost, Dark Row Enhance [/table]
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    Underlord Arch Hades God/Devil HP: 2871 ATK: 1510 RCV: 456 Active: Enemy's current HP reduced by 30% CD 30 (15 min) Leader Skill: Light & Dark damage taken reduced by 55% Awakenings: Dark +Orbs, Blind Resist, Skill Boost, Dark Row Enhance [/table]

    One of the premier REM options for many teams. Karin, is of course no exception. Hades shares many similarities to Hera: dark main and sub element, devil/god type. The difference lies in Hades' ability to evolve into dark/light. However, for better damage, Dark/Dark is suggested. Additionally, while Hades has under 3k HP, he has more attack than even DQ Hera and more RCV than Hera-Is. On top of that, Hades sports a row enhance as his 4th awakening. It goes without saying that he's also a good option for devil teams. Of the three main gravity users on a Karin team, Hades emphasizes attack and RCV over HP. His leader skill also helps in farming Hera. The skill boost for all types and the row enhance for dark row enhance builds are also something to consider.


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    BAO Batman+S.Gloves Act FB (DL Batman) Physical/Devil HP: 3903 ATK: 1398 RCV: 52 Active: Delays all enemies by 2 turns. CD 14 (9 min) Leader Skill: When HP > 80%, 3.5x ATK for all light monsters Awakenings: Dark +Orbs, Light +Orbs, Dark Row Enhance, Bind Resist, Light Row Enhance, Skill Boost x 2 Batman Arkham Origins Collab REM Exclusive [/table]

    Despite the lack of skillups, this version of Batman comes with an ever-coveted delay for the Karin team. His light type can get him in trouble with binders, but his bind resist skill means that he can force the enemy to waste a turn failing a bind. He also has two Skill boost awakenings, which are very invaluable to any team. While he does require a significant amount of tamadra investment in order to use his full potential, this form Batman certainly can make the tamadras worth the investment. His devil typing is also a plus for devil-based builds. Be wary, though - his RCV is still rather low.


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    Founder of Nations, Okuninushi God/Physical HP: 5045 ATK: 1119 RCV: 4 Active: Delays all enemies by 1 turn. CD 11 (8 min) Leader Skill: 4x ATK for all types when making a 6-combo or higher. Awakenings: Dark +Orbs, +RCV, Skill Boost, Skill Lock [/table]

    While one turn delay isn’t very much, delay is still very hard to come by. Additionally, a skill up for him is available in the dark pirate dragon dungeon, reducing Okuninushi’s delay to an 8 turn cooldown. This allows for multiple uses of his delay unlike with D/L Batman. He also has a skill boost awakening, which means even less stalling. However, much like D/L Batman, Okuninushi has typical physical stats – high HP, okay attack and practically no RCV. So be wary.


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    BAO Batman+Remote Claw (DD Batman) Attacker HP: 1900 ATK: 1700 RCV: 183 Active: Delays all enemies for 1 turn. CD 11 (8 min) Leader Skill: 2x HP, ATK for Dark Types Awakenings: Dark +Orbs, Blind Resist, Dark Row Enhance Batman Arkham Origins Collab REM Exclusive [/table]

    As mentioned earlier, one turn delay isn’t very much, but it’s better than nothing. The attacker variant of Batman does have better damage synergy with Karin than his D/L counterpart. However, his HP isn’t too great and his RCV isn’t too great either. Additionally, he can’t be skilled up like Okuninushi. He does have a dark row enhance, though, which is especially welcome for BD Karin.


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    Loki, the Finisher God/Devil HP: 2708 ATK: 1372 RCV: 477 Active: 1.5x Dark attribute ATK for 3 turns. CD 17 (9 min) Leader Skill: 2x ATK, RCV for Dark & Devil Types Awakenings: Dark Row Enhance, +HP, Dark Row Enhance, Skill Boost [/table]

    The dark equivalent of Freyja and Idunn & Idunna. Especially useful for dark row enhance builds with BD Karin.


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    BAO Batman+BW Stealth Balanced/Devil HP: 3048 ATK: 1345 RCV: 343 Active: 2x Dark Attribute ATK for 1 turn. CD 15 (12 min) Leader Skill: If HP > 80%, 3.5x ATK for Dark Types Awakenings: Dark +Orbs, Water +Orbs, Dark Row Enhance, Two-Pronged Attack, Water Row Enhance, Skill Lock Resist, Skill Boost Batman Arkham Origins Collab REM Exclusive [/table]

    Decent stats all around and a dark enhancement to boot, the D/W version of Batman functions similarly to Loki. D/W Batman even sports a dark row enhance and a water row enhance. The difference is that D/W Batman’s enhance only lasts for one turn (one big burst) to Loki’s three turns (carries over to other floors); but Batman’s multiplier is higher. This means D/W Batman’s enhance is more of an all or nothing burst than Loki’s (relatively) consistent damage that carries over to another floor. While he’s no Loki, D/W Batman is certainly an intriguing option to consider.

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    Flowing Dark Tiamat Dragon HP: 2310 ATK: 1354 RCV: 198 Active: 1.3x Dark Attribute ATK for 2 Turns & does damage to all enemies CD 30 (10 min) Leader Skill: 2x ATK Dark & Wood Types Awakenings: Dark Row Enhance, Skill Boost, Dark Row Enhance [/table]
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    Wooden Dark Tiamat Dragon HP: 2310 ATK: 1354 RCV: 198 Active: 1.3x Dark Attribute ATK for 2 Turns & does damage to all enemies CD 30 (10 min) Leader Skill: 2x ATK Dark & Water Types Awakenings: Dark Row Enhance, Skill Boost, Dark Row Enhance [/table]
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    Dark Twin Star Tiamat Dragon/Attacker HP: 2500 ATK: 1754 RCV: 198 Active: 1.3x Dark Attribute ATK for 2 Turns & does damage to all enemies CD 30 (10 min) Leader Skill: Increase ATK when erasing 5 (2.5x), 6/higher (3x) linked dark orbs Awakenings: Dark Row Enhance, Skill Boost, Dark Row Enhance [/table]

    Dark equivalent of Leviathan. Offers the ability to fill the green spot and fill the rest of the team with viable dark subs, making this a very decent pull. Also has two row enhances, which is definitely welcome for dark row enhance builds. Additionally, his skill up is accessible.


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    Queen of Condemnation, Persephone God/Devil HP: 2939 ATK: 1407 RCV: 510 Active: Changes heart & light orbs to dark orbs. CD 16 (9 min) Leader Skill: 1.5x HP, ATK, RCV for Dark & Fire types Awakenings: +HP, +ATK, +RCV, Skill Boost [/table]

    Persephone offers great attack, great RCV and decent HP. In top of that, her active converts an off color and hearts to dark damage. Additionally, with the addition of the Dragon in Motley dungeon, Persephone also has access to a reliable skill up. This allows her to use her active every 9 turns. Her devil subtyping is also something to consider for a devil team. With the release of BD Karin, Persephone's active becomes even more useful for dark row enhance builds (though she herself does not have rows). Keep in mind that Persephone is still no solution to orb trolling; nor should it be used as a get out of jail free card. Ideally, her active should be used for extra dark burst damage or to assist in triggering row enhances. Also, she is liable to fire binders.


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    Purple Sky Fruit, Grape Dragon (Purple Fruit Dragon) Dragon HP: 2125 ATK: 933 RCV: 392 Active: Changes light orbs to heart orbs & heals 3,000 HP. CD 13 (8 min) Leader Skill: 2x HP, RCV for Dark Types Awakenings: Dark Dmg. Resist x2, Movement Time, Skill Boost x2, Dark +Orbs x2, Dark Row Enhance x2 [/table]

    The dark equivalent of Berry Dragon. In most builds, this dragon serves as merely the token green. But this dragon can serve as the missing link for dark row enhance builds. As such, a similar logic applies when choosing this dragon low stats, but very nice awakenings (plus it covers green).


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    Black Blaze, Graceful Valkyrie Healer HP: 2308 ATK: 1189 RCV: 656 Active: Changes heart orbs to Dark Orbs CD 11 (5 min) Leader Skill: 3x ATK for healer types. Awakenings: +HP, Dark +Orbs, +ATK [/table]

    More or less Vampire Liege with Valkyrie stats with the exact same skill (meaning skilling her up would be a breeze). However, her sub element does little for a Karin team and she has less HP and attack than Vampire Liege. On the upside, she does have very good RCV, which is valuable for a Karin team.


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    Moonlit Shadow, Hattori Hanzo Attacker HP: 1389 ATK: 1898 RCV: 480 Active: Changes fire orbs to dark orbs CD 11 (5 min) Leader Skill: 2x ATK & 1.5x HP, RCV for Attacker Types Awakenings: Two-Pronged Attacke, Dark Row Enhance, Skill Boost [/table]


    Much like CDK Voice, Hanzo converts an off color (this time, fire) to Dark. Outside of that, while his HP is horrible; but his RCV is decent and his attack is amazing. In most builds, Hanzo is little different than CDK Voice - orb changing. However, with the recent addition of an easily accessible skill up and a row enhance awakening, Hanzo can serve a dark row enhance BD Karin team rather well.


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    Divine Flying General, Lu Bu God/Devil HP: 2613 ATK: 2093 RCV: 0 Active: Reduces HP to 1. 2.5x ATK for Devil Types & does damage to all enemies. CD 16 (12 min) Leader Skill: Damage taken reduced by 10% Awakenings: 3x ATK & 1.35x HP for Devil Types [/table]

    With the many options for Devil typing accessible to Karin and the many options for dark row enhance options, Lu Bu is certainly an interesting choice to consider for all-out offense on a devil heavy build. Keep in mind, however, that Lu Bu has no RCV, the team will be starving for RCV (especially with BD Karin's VERY low RCV), and Karin herself will not be receiving the benefit of the active.


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    Kurone, the Feline of the Night Healer HP: 1898 ATK: 1053 RCV: 557 Active: Changes light & fire orbs to heart orbs. CD 14 (9 min) Leader Skill: 2.5x HP for Healer Types Awakenings: +HP, Auto-Heal, Bind Recover Sticker Girl REM Exclusive [/table]

    As would be typical of healer types, Kurone offers great RCV, but mediocre attack and HP. Her active also converts the two off colors into needed hearts. With the angry bird collab, Kurone’s cooldown on her active could be lowered to 9. Her healing allows for more of a burst rather than a small amount over time. But this also means that compared to Siren, whose healing pops up more often, Kurone offers more of a slow healing. When paired with a heartbreaker, though, Kurone allows conversion of all off colors into more burst damage. But it’s no permanent solution to orb trolling. On a BD Karin team, if you already carry enough dark row enhances, she can be paired with Persephone or Vampire to create some very nice row enhance boards.


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    Dark Archdemon Lucifer (Fallen Angel Lucifer, FA Luci) Devil HP: 2428 ATK: 1206 RCV: 554 Active: Does damage to light enemies & turns dark orbs to +orbs. CD 20 (5 min) Leader Skill: 2x RCV, ATK for Devil Types Awakenings: Skill Boost, Dark Row Enhance, Skill Boost, Dark Row Enhance [/table]

    With the buffs from 6.3, FA Lucifer went from completely useless to one of the best subs on a dark heavy/devil team. Additionally, with his 4th awakening, Lucifer has two dark row enhances, which is good for those going for pseudo monodark builds. Unfortunately, plus orbs do little for a Karin/Seiryuu team, whose goal is more to either combo or stack enhances. FA Luci definitely does have his place in a BD Karin team if you plan on stacking dark row enhances; but plus orbs still aren't too great.


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    Nocturne Chanter, Tsukuyomi (DD Yomi) God/Balanced HP: 2972 ATK: 1436 RCV: 545 Active: For 10 seconds, move orbs however you want without needing to hold. CD 20 (15 min) Leader Skill: Orb Movement time increased by 10 seconds Awakenings: Dark +Orbs, Movement Time, Movement Time, Skill Lock Resist [/table]
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    War Deity of the Night, Tsukuyomi (DL Yomi) God/Attacker HP: 2472 ATK: 2036 RCV: 295 Active: For 10 seconds, move orbs however you want without needing to hold. CD 20 (15 min) Leader Skill: 3x ATK for Light Types Awakenings: Light +Orbs, Movement Time, Movement Time, Skill Lock Resist [/table]

    Yomi’s change the world is an interesting skill to consider. Its primary use is to allow for the most ideal damage burst from a seven star. While it’s certainly not easy to use, it is still an option. There are plenty of youtube videos on its usage; as well as tutorials and threads on how to use it. As a sub, the difference between the two evolutions is primarily the stat distribution (also sub element and subtype). D/D Yomi has more synergy with Karin/Seiryuu. Additionally, the distribution of D/D Yomi offers good RCV, good attack and decent HP as opposed to the solely attack focused D/L Yomi. Also, D/D Yomi is much easier to evolve into since this evolution doesn’t require a twinlit (and adds balance type).


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    Gryps Rider, Vector Finn Attacker/Devil HP: 2150 ATK: 1566 RCV: 86 Active: Changes Light orbs to Dark Orbs and heart orbs to light orbs CD 13 (8 min) Leader Skill: 2.5x ATK for Attacker Types Awakenings: Dark Row Enhance, +ATK, Light Row Enhance, Two-Pronged Attack, Skill Lock Resist, Two-Pronged Attack [/table]

    For most builds, Gryps does little for Karin. However, with the BD Karin UVO, Gryps can find some utility in a BD Karin dark row enhance team due to his row enhance. He still remains susceptible to light binders.


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    Seraphim of Dawn, Lucifer (SoD Luci) God HP: 2428 ATK: 1206 RCV: 554 Active: Reduces HP to 1. Does 300,000 dark damage to 1 target. CD 35 (25 min) Leader Skill: 2x HP, RCV for Dark Types Awakenings: +ATK, +ATK, Skill Lock Resist, Auto-Heal [/table]
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    Rebel Seraph Lucifer God HP: 2428 ATK: 1306 RCV: 554 Active: Reduces HP to 1. Does 300,000 dark damage to 1 target. CD 35 (25 min) Leader Skill: 2x HP, RCV & 1.35x ATK for Dark Types Awakenings: +ATK, +ATK, Skill Lock Resist, Auto-Heal [/table]

    As a leader, Lucifer’s morning star makes a descend grindy, but easy to do. As a sub, Lucifer primarily offers good RCV, and decent HP and attack. His morning star does great damage, but it’s certainly no gravity (although it does do roughly 600k to light monsters). Additionally, there’s no reliable means to reduce his ridiculously high cooldown (which in itself is already very hard on a spike team) unlike gravities.


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    Elemental of True Death, Thanatos Balanced/Devil HP: 1998 ATK: 1303 RCV: 344 Active: Nullifies Light Damage for 3 turns. CD 20 (15 min) Leader Skill: 2.5x HP for Dark Types Awakenings: Skill Boost, +RCV, Dark Row Enhance [/table]

    Dark equivalent of Undine and Slyph. Limited, niche usage. Probably best ignored for the same reasons as Undine and Slyph.


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    Kaworu&Mark.06 Attacker HP: 1890 ATK: 1653 RCV: 263 Active: Does damage & heals a small portion of the damage done. CD 17 (12 min) Leader Skill: 2x ATK, RCV for Attacker Types. Awakenings: Dark Row Enhance, Dark +Orbs, Movement Time [/table]

    Movement time, dark row enhancement, and pretty nice attack are nice perks, but not really enough to redeem the lack of HP, RCV, and a good active.
     
  5. Aulanticus

    Aulanticus Member

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    Off-Color Subs
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    Crimson Lotus Mistress, Echidna Healer HP: 1277 ATK: 1349 RCV: 650 Active: Delays Enemies for 3 Turns CD 15 (10 min) Leader Skill: Every turn orbs are eliminated, enemies are hit with fire damage Awakenings: Blind Resist, +RCV, +ATK [/table]

    While Echidna doesn’t have a color with Karin/Seiryuu, the sacrifice in damage is being traded for her accessibility, amazing delay skill and great RCV. Keep in mind, though, that space is very limited on a Karin team; and while there are ways around the space limitation, careful planning is still needed. Also, Echidna does receive the attack boost if the other three colors are triggered alongside a red match. Additionally, for those that choose BG Karin as the UVO, Echidna becomes a bit easier to fit in.

    Friend Leads

    Below is a sample of friend leads that you can run with a Karin team. Your mileage will vary depending on which friend leader you choose and your play style. This isn’t meant to be all inclusive, but rather a sample by which to give you ideas on how to build your team.


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    Guardian of Life, Seiryuu Karin God HP: 3245 ATK: 1401 RCV: 284 Active: Changes the board to blue, green, and dark orbs. CD 14 (9 min) Leader Skill: 3.5x attack when matching blue, dark, and green orbs Awakenings: Water +orbs, Wood +orbs, Dark +orbs, Water Row Enhance [/table]
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    Life Protector Seiryuu Karin (BG Karin) God/Dragon HP: 3345 (+100) ATK: 1581 (+180) RCV: 284 (+0) Active: Changes the board to blue, green, and dark orbs. CD 14 (9 min) Leader Skill: 3.5x attack when matching any combination of heart, blue, dark, or green orbs Awakenings: Water +orbs, Wood +orbs, Dark +orbs, Water Row Enhance [/table]
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    Ethereal Guardian, Seiryuu Karin (BD Karin) God/Physical HP: 4005 (+760) ATK: 1401 (+0) RCV: 194 (-90) Active: Changes the board to blue, green, and dark orbs. CD 14 (9 min) Leader Skill: 3.5x attack when matching blue, dark, and green orbs Awakenings: Water +orbs, Wood +orbs, Dark +orbs, Water Row Enhance, Dark Row Enhance, Two-pronged Attack, Skill Boost [/table]

    Having two of the same lead simplifies the playing style to simply the standard burst activation to simply match the three colors. However, if you go this route for descends, it’s all or nothing for most floors – burst or go bust. In addition to a simpler playing style, a friend Karin also means that you have access to another seven star, which means more additional, controlled bursts at will or more panic buttons.

    Mixing and matching Karin UVO leads also provides the all of the colors needed for Karin, which provides some welcome flexibility for sub slots. This also enables the team to provide controlled bursts for sniping by simply matching hearts and 2 of Karin's other colors (likely green and dark). BD Karin players in particular can pair with a BG Karin; and not have to put up with the green limitation. This allows them the freedom to stack their builds as necessary; but possibly at the cost of a dark row enhance or physical burst. BG Karin players that pair up with BD Karin players have full range on flexibility with subs. Additionally, at the cost of the easier activation of the full multiplier, BG Karin players not only gain the flexibility, but also the ability to snipe more easily.

    Having two BD Karin leads also leads to the potential for a dark row enhance team. For more information, please see the "Team Builds" section below.



    [table cellspacing=5 cellpadding=5]
    Blue Moon Sea Deity, Isis (BB Isis) God/Healer HP: 3038 ATK: 1197 RCV: 703 Active: Heal a small amount + Reduces binds by 1 turn CD 8 (3 min) Leader Skill: ATK increases when attacking with 3+ Att. at once, up to a maximum of 4x for 5 Att. attack. Awakenings: Fire +Orbs, Water +Orbs, Wood +Orbs, Bind Resist [/table]
    [table cellspacing=5 cellpadding=5]
    Shining Sea Deity, Isis (BL Isis) God/Physical HP: 3538 ATK: 1097 RCV: 463 Active: Heal a small amount + Reduces binds by 1 turn CD 8 (3 min) Leader Skill: ATK increases when attacking with 3+ Att. at once, up to a maximum of 4.5x for 5 Att. + Heal attack. Awakenings: Water +Orbs, Light +Orbs, Bind Resist, Bind Resist [/table]

    Matching three orb types is exactly what is needed for Isis’ leader skill to trigger. Although her multiplier is less than Karin’s if you happen to run a sub with an off color for Karin, it becomes possible to trigger Isis’ leader skill without triggering Karin’s. As a result, stalling on the floors can become much more controlled. With Isis’ ultimate evo, triggering additional matches gets a similar multiplier as a friend Karin (perhaps even more). Additionally in either form, Isis contributes a good amount of RCV to the Karin team. On top of that, she has the ability to deal with binds through her active. When 4th awakenings come out, B/L Isis possesses immunity to binds while B/B Isis has a 50% resistance; making it possible to resist binds and have your team recover quickly from them. B/L Isis is also a physical type herself; allowing physical builds to achieve higher multipliers by matching what were normally off colors. Keep in mind though, that Isis' active is still highly situational; and it basically means you're not using that slot for a good active.



    [table cellspacing=5 cellpadding=5]
    Feline Deity of Harmony, Bastet God/Healer HP: 3010 ATK: 1107 RCV: 685 Active: All attacks become multi-target for 3 turns CD 13 (6 min) Leader Skill: Increase damage after 3+ combo ( 4 combo = 2.5x, 0.5x per combo, caps at 4x ) Awakenings: Poison Resist, Movement Time, Wood Row Enhance, Skill Lock Resist [/table]

    While Bastet has great RCV and green typing, her active only fills a niche role (for example, the Chimeras in Zeus descended). Thus, her use in a Karin/Seiryuu team is rather limited. Extended orb time is interesting, but has little use if there is only one member that has it (though Yomi also has orb time extension).

    While she does little as a sub, Bastet does a few things for Karin as leader. She fills the green spot, making it less stressful to find a green sub, she contributes her amazing RCV to the spike damage team, and even gives potential to a higher multiplier than if you were to use a Karin friend. That being said, Bastet’s active still remains situational. Additionally, trying to meld two playing styles is difficult; and requires quite a bit of practice. However, unlike with a Karin lead, Bastet is a bit more difficult to orb troll; making certain floors in descends much easier to face. Additionally, Bastet’s leader skill has great synergy with Karin’s seven star active. You also get better control over what floor you want to burst because it is entirely possible to trigger one leader skill but not the other. Unfortunately, you don’t get access to a second seven star unless you run a second Karin as a sub. Furthermore, there may be times where you would prefer the dual Karin burst over the higher damage potential that Bastet offers.


    [table cellspacing=5 cellpadding=5]
    Goddess of Rice Fields, Kushinada God HP: 2805 ATK: 1232 RCV: 610 Active: Reduces damage taken by 75% for 1 turn. CD (12 min) Leader Skill: Increases damage for 3 or more combos (1.5x at 3; increases by 0.5 for until 10x) Awakenings: Wood +Orbs, Bind Recovery, +ATK, Skill Lock Resist [/table]

    Kushinadahime not only functions well as a sub, but as an excellent leader as well. She also offers amazing RCV and the green spot. Her active is also much better than Bastet’s. However, in order to obtain the same multiplier as a Bastet lead, you would have to 1 more combo than you would with Bastet, which increases the difficulty significantly. The upside to this is that Kushinadahime has a higher ceiling than Bastet; making lucky skyfalls count much more than it would with Bastet. Mastering the meld of Kushinadahime with Karin/Seiryuu is no easy task. But with practice (much like with Bastet), it is definitely possible; and the team becomes much more devastating because of it.


    [table cellspacing=5 cellpadding=5]
    Divine Queen Hera (DQ Hera) God/Devil HP: 3240 ATK: 1596 RCV: 308 Active: Reduces enemy's current HP by 30% CD 30 (15 min) Leader Skill: If HP > 80%, 3.5x ATK for Devil Types Awakenings: Dark Dmg. Resist, Dark +Orbs, +ATK [/table]

    With the multitude of devil subs out there for Karin, DQ Hera is certainly a lead to pair with. DQ Hera has plenty going for her – she’s both a gravity and a good stat stick in one. However, while there are devils out there with decent RCV, keep in mind that trying to return from below 80% is a nightmare for this team. Even with a max skilled Drawn Joker.


    [table cellspacing=5 cellpadding=5]
    Earth-Rending Emperor, Siegfried Physical HP: 4119 ATK: 1309 RCV: 129 Active: Converts heart to water CD 11 (5 min) Leader Skill: ATK for all physical types = 3x Awakenings: +HP, Water +Orbs, +ATK [/table]
    [table cellspacing=5 cellpadding=5]
    Dragon Emperor, Buster Siegfried Physical HP: 4019 ATK: 1209 RCV: 179 Active: Converts heart to water CD 11 (5 min) Leader Skill: When HP > 80%, physical attack = 3.5x Awakenings: +HP, Water +Orbs, +ATK [/table]

    Pairing with the B/R form of Siegfried is primarily for the purpose of emphasizing physical damage and utilizing Siegfried's active. Pairing with this form of Siegfried in particular allows for controlled sniping, at the cost of a lower multiplier. Pairing with the B/L form of Siegfried is similar; except a life requirement is in place, but requires that the team take a hit in order for more controlled sniping to occur. Regardless, physicals still keep their "lack of RCV" weakness; making the recovery to above 80% still a nightmare. It goes without saying that BD Karin is probably the best form to pair with either form of Siegfried. Keep in mind that all of the strengths and weaknesses of Siegfried still apply.


    [table cellspacing=5 cellpadding=5]
    Steadfast Bearded Deity, Guan Yu (Green Guan Yu) God/Physical HP: 4118 ATK: 1337 RCV: 182 Active: Changes heart orbs to wood orbs & heals 3,000 HP CD 12 (7 min) Leader Skill: If HP > 50%, 3.5x ATK & 1.5x RCV for Physical Types Awakenings: Wood Row Enhance, Bind Resist, Skill Boost, Auto-Heal, Skill Boost Godfest Exclusive [/table]

    Pairing with Green Guan Yu is certainly another option. The team manages to maintain a 12.25 total multiplier while having the possibility of sniping when HP is less than half. The additional RCV multiplier is also a welcome. On top of that, Guan Yu himself covers the green attribute; allowing a physical Karin team to run a full blue/dark team composition. Keep in mind that while you keep the perks of having Guan Yu (which also means having access to nice awakenings), you also lose the seven star, which is a major source of burst. Guan Yu also is liable to light binders.


    [table cellspacing=5 cellpadding=5]
    Champion of Olympus, Heracles God/Physical HP: 4348 ATK: 1337 RCV: 173 Active: Reduces HP to 1. 1.5x ATK for God Types for 4 turns CD 25 (15 min) Leader Skill: If HP < 50%, 4x ATK for Physical Types Awakenings: Wood +Orbs, Wood Dmg. Reduction, Wood Row Enhance [/table]

    While not an option for every team, Heracles also serves as the green option for physical Karin builds. Firstly, his enhance may not apply to every member on the team (since it only works on god types). His enhance also cannot be used with King Bubblie's enhance. There are also enough descends out there where a low HP requirement gets stifled because either the first few floors are burst or die (without getting hit) situations and/or the pre-emptive hit is more than enough to die. Fortunately, there are enough physical/god options out there that have both god and physical typing; and work with Karin. Also, in the right situation, Heracles may prove himself to be the right leader for the situation. Heracles is still liable to light binders.


    [table cellspacing=5 cellpadding=5]
    Yomi Mistress, Izanami (DIza) God/Physical HP: 4511 ATK: 1501 RCV: 57 Active: Damage taken reduced by 35% for 3 turns CD 13 (6 min) Leader Skill: Halves HP, 4x ATK for Physical Types Awakenings: Dark +Orbs, Dark Dmg. Resist, Auto-Heal [/table]

    Dark Izanami’s typing also works with Karin. Additionally, you get the same benefits as you would with forming a physical team with Siegfried. You even get an even higher multiplier than you would with Karin. Unfortunately, though, you also get the downside of halving your team’s max HP (and a team with low RCV).
     
  6. Aulanticus

    Aulanticus Member

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    Team Builds


    Below are sample builds. The goal of this is to show examples of how teams are commonly formed. This should not be used as an absolute authority on how to build your team but rather to give you ideas on how to build your team. Only the more common choices will be covered. Your mileage may vary depending on availability and play style.


    Typical builds tend to have the following:


    Gravity



    Delay



    Token Green

    (optional for BG Karin)



    The following tends to be common in builds, but aren't as essential


    Heartmakers



    Enhance



    Note: signifies that any form of Karin can be used


    Beginner Builds


    Karin/Green/Beginner Sub/Beginner Sub/Beginner Sub


    Green will most likely be the hardest to fill early on. But once the team gets stronger, subs such as Keeper of Green and Wood Golem become more accessible. After you become able to, Earth Golem/Keeper of Green (Tuesday Dungeon on 2x drop), Mystic Stone Knight (Hera Descended and Dragon Guardian) and Highlander (Two Heroes) also become potential options. The Earth Ripper dragon is also possible for filler, but be wary that his active converts needed colors.


    Dark will start filling out rather quickly with subs such as Vampire, Succubus, Dub-Mythlit, and Rainbow Keeper. The dark ripper dragon is an option as well since he also becomes the resist lead for Hera Descended, but keep in mind that his active converts a needed color. Eventually, you will become able to farm Hera and she can fill your dark slot.

    Naga and Siren, who are easy (but very tedious) to farm are also great options for a starting team.


    Examples:


    / / / / /

    / / / or / /


    Cookie Cutter


    Karin/Green/Heartmaker or Delay/Gravity/Gravity

    Karin/Green/Heartmaker/Delay/Gravity


    These types of builds are probably the most standard descend clearing teams for most. Good spots to fill the green spot include Cu Chulainn, Wood Mech Asgard, Susano, and Kushinadahime. Gravity users would include Hera, Hera-Is and/or Hades. The heartmaker (ideally at max skill) would include Siren or Drawn Joker depending on the descend and availability. Rainbow Keeper does deserve honorable mention due to defensive stance with no need to feed experience. Unfortunately, delay will either have to come from the REM (DL Batman, Orochi, Okuninushi) or will have to sacrifice damage (Echidna).


    Examples:


    / / or / / /

    / / / / /

    / / / / /

    / / / / /


    Dark Heavy


    Karin/Green or DG Sub or GD Sub/Dark/Dark/Dark


    With water being a rather double-edged sword, and dark having no elemental weaknesses (and an elemental advantage over light enemies), building a team with mostly dark subs is no stretch. This is especially considering that there are plenty of dark subs that can cover the commonly utilized components listed above. If BG Karin didn't already cover the green slot, there are enough green types to help deal with the green requirement (Cu Chulainn being the most accessible). Hera and Drawn Joker are probably the easiest spot fillers for this build as well. Tiamat or Loki, if the player is lucky enough to pull either of these, assists in maximizing dark damage, if the player wishes. DL Batman and DD Batman also covers the delay if you have either one.


    Example:


    / / / / /


    Blue Heavy


    Karin/Green or BG Sub or GB Sub/BD Sub/Blue/Blue


    Using sub attributes, Karin players can easily create a team entirely with blue main-attribute subs. If BG Karin has not already filled the green requirement, BG Leviathan, Hrungnir, UmiYama, or Berry Dragon can fill out the required green spot. If BD Karin has not already filled the dark spot, Hera-Is, Blue Odin, non-UVO Amon, BD Leiviathan, BD Vampire, and Shinji&Kaworu can fill the the spot. An enhance should be a must in order to assist in maximizing damage. As such, if a Leviathan has not already made it into the build, Idunn&Idunna definitely should. Be wary that while this type of team does have a VERY good advantage against fire type enemies, this type of team does have a crippling weakness against wood enemies.


    Additionally, if you're leading with BG Karin, blue orbs must be part of the matched set of orbs in order to do any sort of damage. On the other hand, a dark, green, and heart match doesn't do much, but can be used as a means to snipe weaker enemies.


    A more advanced version of this build is known as the Blue Row enhance build, which will be covered in its own section (covered below).


    Example:


    / / / / /

    / / / / /


    God Team


    Karin/Heracles/God/God/God or Utility/God friend lead


    With the release of Heracles, Heracles becomes one of the ideal green spot holders for many spike teams. While it isn't exactly slime-level enhance, Heracles' enhance does rival that of the Norse gods while maintaining god level stats. Also, due to the requirement of building a team of mostly gods, the team will likely have very good stats. Despite requiring a team of mostly gods, making this type of team build is actually easier than one would expect. In fact, when creating the team, the biggest hardship to overcome when creating this build, is arguably the Herculean task of obtaining a Heracles.


    Due to the duration of the active and the hefty cost of reducing HP to 1, Heracles' active almost begs to be paired with a delay. Orochi fills that spot rather well if you're lucky enough to pull him. As an alternative, Echidna, despite being off color and off type, has really good delay and helps cover the RCV gap that Heracles has. While it certainly is possible to use REM exclusive gods to fill the remaining spots, Hera and Hera-Is (both non-REM) can easily fill those spots. Be wary that Heracles has low RCV, making it a requirement to fill the gap with subs that have decent RCV.


    Example:


    / / / / /


    Physical Team


    Karin/Green/King Bubblie/Physical/Physical


    With the multitude of on-color physical types, the multitude of skill boost awakenings, and the promise of impressive damage offered by King Bubblie's enhance, an all-physical build is no stretch to a Karin player. This is echoed by the release of the physical BD Karin UVO. With two whole Skill boost awakenings and a strong enhance, King Bubblie more or less a must for this build. Other strong candidates include Orochi, a duplicate BD Karin, Blue Odin, DL Batman, and Okuninushi. Other decent candidates include Siegfried and Megalodran. The green spot can be filled by Hrungnir (on-color damage), Guan Yu (multiple skill boosts), Asgard (most accessible and has a skill boost), or Heracles (a second enhance). Alternatively, at the cost of one sub slot, higher on-color RCV subs, such as UmiYama can assist in filling out the difficult color slot while relieving the RCV burden.


    While basic builds are viable for mid game (easier descends and collab dungeons, for example), the more ideal end game builds tend to rely on the REM-exclusive subs, whose stats and multiple skill boosts bring out the biggest potential of this build. Regardless, players will most likely have to rely on plus eggs in order to cover the lack of RCV in this build.


    Examples:


    / / / / /

    / / / / /

    10 skill boosts


    Devil Team


    Karin/Green/King Baddie/Devil/Devil


    With the multitude of viable on-color devil subs, and the potential burst provided by a King Baddie enhance, an all-devil sub build is no stretch for a Karin player. Green will have to come from Dragon Zombie, Astaroth, or Devil Ceres. Another slot will have to go to King Baddie, due to the burst that a Baddie enhance provides (even though Karin herself is not devil). Unfortunately, with no devil delay on the NA server, the delay will have to either come from a non-devil or be omitted completely. The remaining slots can go to other good devil subs such as Hera, Hera-Is, Drawn Joker, or Vampire.


    Example:


    / / / / /
     
    Last edited: Jul 5, 2015
  7. Aulanticus

    Aulanticus Member

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    Team Builds (continued)


    Blue Row Enhance


    Karin/BG Row Sub/BD Row Sub/Blue Orb Converter/Blue Orb Converter or Row Sub/Karin


    This type of build is a very specific type of monoblue build. The concept is similar to a basic monoblue build - fulfill the green and dark requirements using a subelements. The difference is that this build is much more demanding and very resource consuming. This is because the row enhance monoblue requires very specific subs that have the row enhance awakening; perhaps even multiple row enhance awakenings. Also, to make row enhances worthwhile, you need at least 4 row enhance awakenings plus combos (recommended 5 or more), and must be able to match two rows of blue and at least one set of green and dark to properly utilize the huge bursts that row enhance is capable of. In order to be able to pull it off more consistently, orb changers become much more useful in this build as well. Because of the specific subs needed for this, this build is extremely premium and REM-Heavy; as well as tamadra-reliant (especially considering the fact that subs tend to have their row enhance awakening as their third or fourth awakening). Additionally, the utility of certain subs might be sacrificed in order to build the row enhance team. One thing also to keep in mind is that seven-star is NOT a reliable way to create two rows plus the green and dark requirement. Also keep in mind that this has the same natural weakness as a standard monoblue team - a lot of your damage will be coming from blue, which has its weakness to monogreen. If you're leading with BG Karin, this also means that a green, dark, heal match will not be doing much other than sniping.


    Karin, when fully awakened serves as your first row enhance slot. Hopefully, your friend lead should also be max awakened. That's two down and three to go. Since she converts both of the remaining off colors, Andromeda is probably one of the best candidates for this type of build; especially when paired with Siegfried or Blue Valk. Andromeda even sports a row enhance herself; as does Blue Valkyrie.


    The remaining subs on your team depend on which UVO you have chosen. If you don't have BG Karin, the green slot can potentially go to BG Leviathan or Berry Dragon in order to maximize row enhance awakenings. Alternatively, at the cost of a row enhance, UmiYama can serve as the green spot with orb changing to allow for a bit more consistent triggering (if Andromeda isn't on your team). Blue Odin is a very good candidate to fill the dark slot with his three row boosts and skill boosts. Non-UVO'd Amon and BD Leviathan are slightly more accessible candidates for this with two row enhances. Wadatsumi also fills the row with his one enhance plus an orb enhance/delay. Hera-Is could also fill the dark spot if you have enough row enhances already. If Leviathan isn't on the team, Idunn&Idunna become another good candidate due to having multiple row enhances plus a better water enhance. Additional candidates for the remaining slots include Orochi, a duplicate Karin, Siegfried, and Siren.


    Another note is that BG Karin's leader skill allows for Hermes to be used as long as subs such as Andromeda, Siren, and/or Berry Dragon are used after Hermes. Alternatively, when used in conjunction with Andromeda, BG Karin can pull off the row enhance combo with hearts substituting for green or dark.


    Example:


    / / / / /

    8 row enhances


    For more on the damage that this team can do, check out dragoonj's calculations.


    Dark Row Enhance


    BD Karin/DG Row Sub/Dark Row Sub/Dark Orb Converter/Dark Orb Converter or Row Sub/BD Karin


    With BD Karin's additional dark row enhance awakening, dark row enhance builds become much more accessible to a Karin team. The same logic applies when trying to build a BD Karin Dark Row enhance team. Only this time, you're utilizing dark's versatility and lack of resistance to dark. Much like with blue row enhance builds, your goal is to obtain at least five row enhances; and two of them should come from your BD Karin and your friend's BD Karin. This leaves three. Naturally, you still need to match the other two colors.


    Probably two of the most ideal subs for this build (and basically the crown jewels of the build) are BG Tiamat and Grape Dragon. Either one of these, when put into the build, cover your needed green and give two row enhances for this. Persephone is also almost a practical shoe-in for this build despite NOT having row enhance herself. Her active (especially when max skilled) will allow you to trigger a needed row enhance combo when needed.


    Even though she herself doesn't have a row enhance, Kurone is an interesting sub to consider for this build. When she's paired with either Persephone or Vampire, all of your off colors are basically converted into dark orbs. Drawn Joker is also a possible candidate to a lesser extent. Due to his quick orb changing and row enhance awakening, Hanzo is another potential candidate to consider for this build. Loki or DW Batman would also make excellent additions to the build if you didn't already use BG Tiamat.


    Hades, DL Batman, and DD Batman offer both row enhance and utility if you're both lucky enough to roll them and looking for additional utility.


    Please note that while BG Karin can pull off a dark row enhance team, you are forced to rely more on your subs and possibly your friend lead as well.


    Example:


    / / / / /

    7 row enhances
     
    Last edited: Jul 5, 2015
  8. Aulanticus

    Aulanticus Member

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    Gameplay Vids and Descend Strategies

    Note: My runs won't be the only ones on here. This can be filled by things that the community deems good enough to be here. If you find a post or video with some good insight on any strategies, please don't hesitate to tell me.




    Together at last! Evo Rush!!

    - Guardian of Life, Seiryuu Karin general farming tips.




    Starlight Sanctuary - King of the Gods (KoG, KotG)

    - Guardian of Life, Seiryuu Karin - 0-stone clear. Notes & team build by me.

    - Protector of Life, Seiryuu Karin/Ethereal Guardian, Seiryuu Karin (friend lead) - 0-stone clear. Notes & team build by me.

    - (VIDEO) Protector of Life, Seiryuu Karin row enhance clear - 0-stone run by me. (No sound, please have annotations on)




    Tuesday Dungeon: Keeper of the Gold - Mythical (Gold Keeper)

    - BD Karin/BG Karin row enhance team. 0-stone clear by EventHorizon. Team Comp (photo) Strategy

    - Orochi/BG Karin/Twin Dragon Beyzul hybrid team farming build. Notes and team comp by dragoonj




    Friday Dungeon: Sky Prison - Mythical (Twinlits Descended)

    - Protector of Life, Seiryuu Karin team. 1-stone clear. Team comp & notes by me.

    - Karin/Bastet 0-stone team clear Actual non-IAP team comp. Notes and team comp by pikachu221




    Extreme Dragon Rush 2 - Legend

    - BD Karin/BG Karin row enhance build by EventHorizon. 0-stone clear. Team build (photo of team) Strategy




    Two Heroes (Heroes Descended) / The Heroes' Hideout

    - Guardian of Life, Seiryuu Karin team clear. 1 stone. Strategy & team comp by pikachu221

    - Protector of Life, Seiryuu Karin 0-stone non-IAP team clear. Notes and team comp by me.

    - Guardian of Life, Seiryuu Karin dark heavy team 0-stone clear. Notes and team comp by claresilver47




    Hera Descended - Legend / Divine Queen's Sleepless Castle

    - Guardian of Life, Seiryuu Karin - 0-1 stone clears (this was probably among the first of my builds).

    - Common hazards to look out for in a Hera farming team when using a Karin team.

    - BG Karin/Any Karin 0-stone farming clear. Notes and team comp by pikachu225

    - Protector of Life, Seiryuu Karin team 0-stone speedfarm clear. All subs non-IAP. Notes and team comp by me.

    - Guardian of Life, Seiryuu Karin/BG Karin dark heavy team 0-stone clear (scroll down; it's in the second half of the post). Notes and team comp by claresilver47

    - Protector of Life, Seiryuu Karin team clear. Notes and team comp by Izanami

    - (VIDEO) Protector of Life, Seiryuu Karin non-IAP team 0-stone clear by me. (No sound; please have annotations on)




    Hera-Is Descended - Legend

    - Karin/Bastet (friend lead) 1-stone clear by pikachu221

    - Protector of Life, Seiryuu Karin team. 0-stone clear. Notes and team comp by Izanami

    - Protector of Life, Seiryuu Karin team. High level, non-IAP subs. 0-stone clear. Notes and team comp by me.

    - Karin/Bastet 0-stone team clear. IAP subs, but non-IAP team possible. Notes and team comp by pikachu221

    - Protector of Life, Seiryuu Karin team 0-stone clear. Non-IAP variant possible. Notes and team comp by nashaden


    Hera-Is Descended - Mythical

    - Protector of Life, Seiryuu Karin team. 0-stone clear. Notes and team comp by Rockum.

    - Row Enhance Protector of Life, Seiryuu Karin team. 0-stone clear. Notes and team comp by me




    The Thief Descended - Legend (Goemon Descended)

    - Ethereal Guardian, Seiryuu Karin team clear by pikachu221

    - Protector of Life, Seiryuu Karin team clear by Epic Drop

    - Protector of Life, Seiryuu Karin non-IAP team clear by me. 0-stone possible


    The Thief Descended - Mythical (Goemon Descended)

    - Protector of Life, Seiryuu Karin 0-stone clear by me

    - Protector of Life, Seiryuu Karin non-IAP team 0-stone clear by dragoonj.




    Hera-Ur Descended - Legend

    - Guardian of Life, Seiryuu Karin team 2-stone clear. Notes, team comp, hazards by me.

    - Guardian of Life, Seiryuu Karin team 0-stone clear. Notes and team comp by me.

    - Guardian of Life, Seiryuu Karin team. Notes & team comp by Senastik

    - Guardian of Life, Seiryuu Karin team. Notes & team comp by Rockum Part 1 Part 2


    Hera-Ur Descended - Mythical

    - Protector of Life, Seiryuu Karin row enhance team. 0-stone clear. Notes & team comp by ronsonson

    - Protector of Life, Seiryuu Karin row enhance team. 0-stone clear. Notes and team comp by me.




    The Goddess Descended - Legend (Valkyrie Descended)

    - Protector of Life, Seiryuu Karin (non-IAP) team build. Notes and team comp by Wayne. 0-stone clear.

    - BD Karin/BG Karin friend team clear. Team comp & notes by pikachu221. 0-stone clear.

    - Protector of Life, Seiryuu Karin (non-IAP) team build, notes by me. 0-stone clear (may take a stone).


    The Goddess Descended - Mythical (Valkyrie Descended)

    - Protector of Life, Seiryuu Karin - Double Grav + Orochi. 0-stone clear (might take a stone). Notes and team comp by me.

    - Protector of Life, Seiryuu Karin - 1 grav, Susano, Orochi. 0-stone clear. Notes & team comp by me.




    Zeus Descended - Mythical

    - Guardian of Life, Seiryuu Karin 1-stone clear. Notes & team build by me (it's rather old, though, but it should still help some).




    Athena Descended

    - Guardian of Life, Seiryuu Karin - 1-stone clear (0-stone possible). Notes and team build by me

    - Guardian of Life, Seiryuu Karin 0-stone clear. Notes and team build by dragoonj




    Izanami Descended - Legend

    - Karin team 0-stone clear. Notes and team comp by pikachu221




    Hera-Sowilo Descended - Legend

    - BG/BD Karin (dark heavy) team 0-stone clear. Notes and team comp by me.

    - Karin/BG Karin team clear. 1-3 stones (possible 0-stone). Notes and team comp by Izanami.

    - BG Karin non-IAP team 0-stone clear. Notes and team comp by LabMonkey.


    Hera-Sowilo Descended - Mythical

    - Protector of Life, Seiryuu Karin row enhance team. 0-stone clear. Notes & team comp by ronsonson




    Heracles Descended - Legend

    - Protector of Life, Seiryuu Karin non-IAP 0-stone team clear. Notes and team comp by nashaden.




    Wadatsumi Descended - Legend

    - Protector of Life, Seiryuu Karin team 0-stone clear. Notes and team comp by Senastik.

    - Protector of Life, Seiryuu Karin team 0-stone clear. Notes and team comp by me.


    Wadatsumi Descended - Mythical

    - Protector of Life, Seiryuu Karin team clear. Notes and team comp by Senastik




    Noah Descended - Legend

    - Protector of Life, Seiryuu Karin team clear. Notes and team comp by me.


    Noah Descended - Mythical

    - Protector of Life, Seiryuu Karin 2-stone team clear. Notes and team comp by LabMonkey




    Sandalphon Descended - Mythical

    - Protector of Life, Seiryuu Karin team. 2-stone clear. Notes and team comp by LabMonkey.

    - Protector of Life, Seiryuu Karin row team. 0-1 stone clears. Notes and team comp by me.




    Paradise of the Holy Beasts

    - (VIDEO/WRITEUP) Protector of Life, Seiryuu Karin 0-2 stone clear. Analysis & footage by me. WRITEUP / VIDEO
     
    Last edited: Jul 5, 2015
  9. Aulanticus

    Aulanticus Member

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    User ID:
    372 563 239
    Special thanks goes to the people who contributed to the guide.
    For without the community, this guide wouldn'tve existed. In particular, I'd like to mention:

    - ott: For kickstarting the Karin discussion with a nice set of links to information and videos
    - randomn0tion: For some really good insight into the calculations behind the formations
    - akai: For allowing me to use his fancy template for the guide.
    - Misa, jade, and Bheludran: For allowing me to borrow ideas from their guides for me to use in my guides.
    - Rockum: For having a kickass +297 Karin for me to use and for showing me a decent build with 21k HP.
    - CrizCatastrophe: For starting one with a friend's list and an alternate guide.
    - To the members of the Sticky PAD chat: For providing me feedback and constructive criticism on how to improve the guide.
    - Anyone else that I didn't mention: Sorry. >_<

    To all Karin users out there:

    - Remember to use your judgment when making a team. And plan carefully.
    - Don't give up! I know the grind is really hard (trust me, I know), but your effort should pull through
    - Don't be afraid to reach out to the Karin thead for advice. We don't bite. Much.
     
  10. Aulanticus

    Aulanticus Member

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    372 563 239
    FRIEND DIRECTORY


    Thanks to jade for letting me borrow this design concept for the friends list; who borrowed this from ZeOmi.


    Please use the following format to apply for the Friend Directory. In order to get posted, either post in this thread or PM me.


    Code:
    
    [b]Name[/b]: Forum / In Game
    
    [b]ID Number[/b]: Your P&D 9-digit in game ID goes here.
    
    [b]Other Leaders[/b]: Up to 2 other leads you may use. For convenience's sake, put the number of the leader in the information as well. It helps a lot.
    
    [b]Priority[/b]: How often do you play Karin/Seiryuu on a scale of 1 - 3 with 1 being your absolute main. If you change constantly without any main team please put "Random" or if you will change Karin/Seiryuu when requested put "OR"
    
    [b]Other Information[/b]: Karin/Seiryuu UVO (if applicable)/level/+ eggs/awoken level - this is the place to do it. Try not to put too much info; it's only going to appear when your Karin's icon is highlighted.
    
    

    EX.


    Name: Aulanticus/Aulanticus

    ID Number: 372,563,239

    Other Leaders: #888 Bastet/#750 Mei Mei

    Priority: 1

    Other Information: BG Karin Max lvl/+297/Fully Awakened/1 Skill Up


    EDIT: Sorry, guys. Had to take out the third leader due to picture constraints. =(

    If you want me to edit your entry, let me know.


    --


    [table cellspacing=8 cellpadding=11]

    Forum Name In-Game Name ID Number Other Leaders (max is 2) Priority Other Information
    Aulanticus

    Aulanticus

    372,563,239



    1



    [/tr]

    CrizCatastrophe

    ☆Criz@PF☆

    392,152,212



    ?



    [/tr]

    akai

    akai@PF

    303,152,225

    ?

    1



    [/tr]

    Cullinaire

    Cullinaire

    392,764,225



    ?



    [/tr]

    Rockum

    Rockum

    375,460,291



    ?



    [/tr]

    PhyXer

    PhyXer@PF

    306,368,245



    ?



    [/tr]

    toooskies

    toooskies@pf

    329,778,273



    ?



    [/tr]

    randomn0tion

    rooo

    300,646,297



    ?



    [/tr]

    Saya

    Saya

    396,183,200



    ?



    [/tr]

    jx9

    jx9@pf

    326,898,269



    ?



    [/tr]

    gunghoe

    jay@pf

    303,691,248



    ?



    [/tr]

    supremejd

    supremejd

    307,292,281

    ?

    ?



    [/tr]

    kfcpanda

    Franklin

    383,960,274



    ?



    [/tr]

    pikachu221

    ☆pika☺@pf

    398, 903, 349



    1 or 2



    [/tr]

    ClareSilver47

    Silver

    367,084,285



    1



    [/tr]

    Akriok

    Akiro

    360,091,205



    ?



    [/tr]

    EventHorizon Horizon@PF 392,169,219 2
    forw4rd

    jech

    361,592,207



    1



    [/tr]

    lynndurr

    lynndurr

    338,207,367



    1



    [/tr]

    PurpleRhino

    Kegn@PF

    345,874,283



    Random



    [/tr]

    Dragon127

    Dragon

    362,794,268



    Random

    [​IMG](Will soon UVO Seiryuu/Karin)">

    [/tr]

    Izanami

    SKT Faker

    390,970,238



    ?



    [/tr]

    Kurai

    Kurai@PG

    369,067,277



    2



    [/tr]

    awanger

    awanger

    336,376,288



    2



    [/tr]

    Inagaki

    Inagaki

    301 895 258



    ?



    [/tr]

    Zoldorias

    Zoldorias

    370,704,337



    2



    [/tr]

    dragoonj

    DragoonJ

    357,244,244



    1



    [/tr]

    Skyfelled

    Skyfelled

    329 225 350

    ?

    1



    [/tr]

    Lele Lele@PF 329,642,250 1 Senastik Nathan @PG 374,487,240 1 LabMonkey LMonkey@PF 355,950,240 1 FXStrato Orion@PF 351,707,306 1 Snowflake Snowflake 361,092,221 Random TheCount TheCount 376,649,379 N/A 1 [/table]
     
    Last edited: Jul 5, 2015
  11. Aulanticus

    Aulanticus Member

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    372 563 239
    (reserve 2/3 for friends list)
     
  12. Aulanticus

    Aulanticus Member

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    (reserve 3 for friends list)

    This should about do it. Good god, I typed a lot.
     
  13. ta11geese3

    ta11geese3 azure rathalos

    Messages:
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    Looks good! Glad to see this here after all the work you put into it.
     
  14. akai

    akai Active Member

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    Great guide Aulanticus, you put a shit ton of effort into it...that's obvious... the Seiryuu/Karin community is growing and needs this. Props!
     
  15. randomn0tion

    randomn0tion Active Member

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    May 8, 2013
    looks awesome aulanticus! mad props for getting er done.
     
  16. ronsonson

    ronsonson DragRON Master

    Messages:
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    Joined:
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    Very nice guide to go along with the recently released Karin UVOs!

    Name: ronsonson / ronsonson
    ID Number: 348,057,231
    Other Leaders: ADKZ, Gonia, UVO Zaerog
    Priority: Random
    Other Information: Karin/Seiryuu (B/G) max level/+1 egg/ max awoken
     
  17. EventHorizon

    EventHorizon Well-Known Member

    Messages:
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    118
    Joined:
    Jun 28, 2013
    User ID:
    392,169,219
    Name: EventHorizon / Horizon@PF
    ID: 392,169,219
    Other leaders: #1068 Andromeda #365 bodin #1001 Anubis
    Priority: 2
    Other Information: B/D karin AND B/G Karin

    Thanks for the guide Aulanticus!
     
  18. pikachu221

    pikachu221 New Member

    Messages:
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    1
    Joined:
    Sep 5, 2013
    Name: Forum / In Game: pikachu221/pika(random emoji, forgot what it was)@pf
    ID Number: 398, 903, 349
    Other Leaders: (WIP--->)
    Priority: in between 1 and 2
    Other Information Water Wood Evo (May soon change)/80/+70/MAX; run various resist leads btw. My friend list is currently full. Usually looking for Bastet or kushi friends but Seiryuu friends are awesome too!

    Awesome guide btw. Is this the guide that was in The Lounge .
     
  19. forw4rd

    forw4rd New Member

    Messages:
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    0
    Joined:
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    Name: forw4rd / jech
    ID Number: 361,592,207
    Other Leaders: #693 Cu Chulainn and #824 ADKZ
    Priority: 1
    Other Information: B/G Karin /Max Level/ +297 /Max Awoken
     

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