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

Discussion in 'Under Evaluation' started by YamaKyu, Apr 22, 2021.

  1. YamaKyu

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

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    This is the 1st part of the guide.
    Part 2 is in the next post right below !


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


    Next to come : The guide, duh

    Last update - May 6th 2021
    • Stuff
    • May 6th 2021
      • Stuff
    • May 1st 2021
      • Separated the guide in two parts (was starting to get quite big)
    • April 30th 2021
      • Stuff.
    • April 22nd 2021
      • Creation of this post

    * inhales *

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


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

    Of course she's not. Not even close. In what timeline would color crosses ever be meta :angelic: I was referring in the title to how she went from glassest cannonest glass cannon to actually very durable (while still being among the mostest powerful leads in the game), just like the vast majority of relevant leads in the game.
    Although it's not the same kind of durable. Karin Kanzuki now has x4 effective HP when mirrored, while the most modern actually playable leads are getting x17~ effective HP (looking at you, Gileon ). So in regards to modern leads and content, she remains glass cannon-ish.

    It is important to acknowledge and understand that despite all the good things I can tell you about Karin Kanzuki (and there are a lot), she is not and will never be meta. It's not because she's hard to use, or not practical, or not durable enough, or countered hard by hazards (for the record though : all of these are true).
    The main reason is the existence of damage cap, and how low it is set. And this is not an issue to Karin Kanzuki alone, but to all color cross leads.

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

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


    THIS IS A WIP. None of this is in it's "final" state, not even close, and consider everything as highly subject to changes. There's a lot of copy/paste that hasn't been updated yet !!

    AS LONG AS I DON'T POST CLEARS WITH KARIN KANZUKI, CONSIDER EVERYTHING AS THEORY

    (preliminary) TABLE OF CONTENTS

    PART 1 (this post)

    • GLOSSARY
    • INTRODUCTION
      • The "color-crosses" playstyle
      • Karin Kanzuki is *special*
    • APPROACHING KARIN KANZUKI
      • Rainbow Karin Kanzuki™
      • General team design
      • Other advices

    PART 2 (next post)
    • BUILDING THE TEAM
      • Leader pairings
      • Subs (WIP)
      • Equips (WIP)
    • RUNNING KARIN KANZUKI (TBD)
      • Help me Yamakyu I can't match crosses for life (TBD)
      • Dungeon guides (coming much later)

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


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

    (also english isn't my native language, wording and general spelling accuracy could be off, thanks for bearing with me)

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


    - GLOSSARY -

    Just to make sure we're talking about the same stuff, here are some ambiguous terms I'm likely to use in this guide. If I'm using a confusing word in this guide, feel free to ask me to put in the glossary !
    • Best Girl Planar
      • Card #4196 Stasis Norn, Planar

    • eHP (or effective HP)
      • Effective HP is the combination of HP and shielding.
        • A x2 HP leader gives x2 effective HP.
        • A 50% shield leader doubles the damage you can take, and thus gives x2 effective HP
        • A x2 HP leader with 50% shield gives x4 eHP

    • Glass cannon lead
      • Any lead that has no HP multiplier nor shield. Some people consider a lead a glass cannon only if they only also lack a RCV mult, which is fair, but I don't.

    • Color-cross lead
      • A lead which playstyle and damage revolves around matching 5 orbs of color in a + shape. Heart-cross, poison-cross or whatnot-cross are not color-crosses.

    • Mono-color, bi-color, tri-color cross leads
      • Leads that can activate with crosses of respectively 1, 2 or 3 different colors.

    • Rainbow cross lead
      • A cross lead which can match crosses of all colors.
      • As of today, only the new Toragon , Sousuke Sagara and Amakozumi can do that in the NA server.

    • The "scaling"
      • The part of a color-cross leader skill which relies on matching crosses.
      • For example, when I talk about "x3.5 scaling", that just means I'm referring to the fact a color cross lead gets x3.5 ATK per cross.
      • Most of the times, when I talk about scaling I imply a self pairing (ex : Karin Kanzuki X Karin Kanzuki), or a pairing with the same scaling (ex : Wedding Rushana X Reincarnated Rushana).

    • VDP power
      • The ability of card with (a) VDP awakening(s) to deal damage. High VDP power is particularly desirable for teams which only has 1 VDP sub.

    • Board fix
      • A board fixing active skill is an AS which spawns set pattern/shape of orbs in a set location.
        It allows to adjust an orb starved board in a 100% predictable way.
        • Classic orb changers and board changers AS aren't board fixer imo because you can never guarantee the outcome :
          → an orb change will do nothing if there are no orbs of the right color
          → a board change is susceptible to poor RNG.
          A board fixer suffers none of these issues as it spawns an amount of orbs that you can predict.

    • A "DKali board"
      • A board change active skill that spawns all 5 colors and hearts.
      • It's often called Dkali board because Dark Kali was the first ever monster to have an active skill that can do that.
      • Similarly, we sometimes use "LKali" boards to refer to active skills that spawn all 5 colors (without hearts).

    • A "Fujin"
      • We say "a Fujin" to refer to a card which active skills can remove damage absorbtion, because Fujin was the first card to have ever had the "void damage absorbtion" active skill.

    • An "Odindra"
      • Similarly, we say "an Odindra" to a card which active skill can clear all binds and awoken binds. Odin Dragon (Odindra) was the first card to be able to do that.
      • Modern cleric types active skill usually include stuff like a RCV buff or erasure of the "unmatchable color" debuff.

    • Odindra check
      • A combination of hazard that Odindra by itself solves with its active skill : awoken bind followed by normal bind (often pretty long, or on the leader/helper). Odindra clears both. An Odindra check is just a way for the game to punish you if you don't have an Odindra AS.

    • A "gravity"
      • A skill that deals exactly X% of damage. Both players and enemies can use a gravity.
      • Enemy gravities come in a lot of flavors, but are usually 50%, 75% 99%, 100%, 150%, or any multiple of 100. Any gravity can be shielded to reduce the % of damage received. No matter your HP :
        • No gravity weaker than 100% can kill you.
        • No gravity of 100% or more can be survived without some damage mitigation (attribute resistance or shielding)
      • Gravities usable by players deal exactly X% of the enemy's remaining health. This cannot be mitigated with high defense or shields, but it can be absorbed or voided with damage void/absorb.
      • A "true gravity" is an active skill that deals exactly X% of the enemy's base health. These are rarer, as they're more powerful.
      • The name "gravity" comes from Hera's active skill name : "Ultra Gravity".

    • Team HP+ awakening
      • This beautiful thing [​IMG]
        It increases the team's base HP by 5% per each.

    • Tape resistance awakening
      • Officially named "Resistance-immobility", the tape resist awakening is this thingy [​IMG]
        Also named sometimes "scroll".

    • Cross awakening
      • This absolut unit [​IMG]
      • x2.5 base damage per cross matched and per awake
      • removes 3 turns of hard sticky blind skyfall per cross matched and per awake

    • Dango/takoyaki awakening
      • Officially named Enhanced [color] combo, dangos/takoyaki are these [​IMG] [​IMG] .... [​IMG]
      • They're a great way to "passively" increase the damage of a color for the whole team, as they make each additional on-color combo matched stronger (and the more of these you have, the stronger each additional match becomes). The exact maths is beyond me, you'll have to research it, but having several of these can be very beneficial.
      • They look like dangos or takoyaki, hence the name.
        Sometimes also called grape

    • Heart-TPA awakening
      • A Heart-TPA is a match of 4 hearts (like a Two-Pronged Attack) done when one or more "Enhanced Heart Orbs" awakening [​IMG] are in the team.
      • For each heart-TPA matched, the base RCV is increased by 1.5^(amount of heart-TPA awakes) x the card's RCV. This awoken skill scales rather fast, and can make a card with high RCV and several of these a RCV stick able to heal to full even the tankiest teams.

    • High challenges
      • Annihilation level dungeons such as One Shot Challenges, monthly C9 and C10, Arenas, Alternative Arenas, Colosseum, Illusory World of Carnage (= Shura Realms), etc... Essentially "endgame" stuff.

    • Stall and kill playstyle
      • As the name suggest, it's a general strategy that involves a lot of waiting for opportunites, and then killing when a kill window is open.
      • Kinda like "hit and run and stall".

    • Kill window
      • A moment in the enemy hazard rotation in which it is vulnerable to your attacks, and you can actually attack the enemy.
      • What makes the enemy vulnerable can either be because there is no damage mitigation up (absorb, reduction, void), because you have a way to negate a hazard (board change to remove poison/bombs, orb unlock, Fujin), because you stored enough orbs, because you deactivated resolve, because it has been delayed, etc...
      • Using an active skill such as a Fujin against a damage absorb can create a kill window.
      • A kill windows can last more than 1 turn.
        A lot of monsters have a permanent kill window open, as they are always vulnerable.

    • Kill solve
      • Solving the board in a way that will have your team kill the enemy.
        Depending on the enemy and your team, a kill solve can be just matching combos, and sometimes it's super fancy stuff such as triple cross VDP FUA 7c and whatnot.

    • Natural board
      • A given board is "natural" when it was purely provided by random skyfall, and was not modified by an active skill. A board cease to be natural if it has hazards like poison, jammers, roulettes, tape, unmatchable orbs, or anything of the sort.

    • Auto-FUA
      • Officially named "Bonus Attack", FUA (for Follow-Up Attack) is an (usually small) attack inflicted to the enemy after dealing your team damage. FUA is true damage, and as such it ignores enemy defense.
      • It normally requires you to have a specific awakening and match a specific shape of hearts to activate :
        • A column of hearts for standard FUA [​IMG] (1 follow-up true damage)
        • A box of 3x3 hearts for super FUA [​IMG] (99 follow-up true damage)
      • FUA is used to kill enemies which have a "resolve", i.e, a HP threshold above which they cannot be killed in 1turn. FUA deals 1 damage after the team damage so enemies with resolve still die even if they were above the resolve threshold.
      • Auto-FUA is when FUA is baked into a leader skill : activating the leader skill will activate the auto-FUA (even if the team doesn't have a FUA/SFUA awakening) and deal true damage after the team damage, just like FUA.
      • Auto-FUA comes in a lot of flavors, and can start at 1 damage all the way up to several millions.
      • There is 1 color cross lead with auto-FUA : Dracoblade, Light Fog (base Kyori). We don't talk about base Kyori here =_=

    • Orb starvation
      • You experience orb starvation when you're lacking sufficient amount of useful orbs. For Karin Kanzuki, experiencing orb starvation means your board has less than 5 of either/both fire and/or light, preventing you from matching sufficient crosses.

    • Skill starvation
      • You experience skill starvation when you're lacking active skills that could get you out of an undesirable situation.
      • Good skill rotation prevents you from from experiencing skill starvation.

    • Triple cross VDP FUA
      • It's this.
      • One of the hardest kind of solves. Or almost. Avoid if possible as it is a ressource sink and very easy to mess-up. Triple cross VDP FUA is, in general, very specific : it requires quite specific boards (it's very easy to have too much of your VDP color), specific orb managing (so very specific trajectories) while matching at all times in a space almost never wider than 3 orbs.
      • If you have the means to manually deactivate an enemy resolve so that you don't have to FUA, use an AS to not have to manually VDP, or lower the enemy health so that 2 crosses are enough, pick either one of these options, as the combination of FUA + VPD + 3 crosses is what makes triple cross VDP FUA so hard.
      • Triple cross VDP is "easy" in comparison (still hard, but also far more forgiving). So is triple cross FUA or double cross VDP FUA.
    [​IMG] [​IMG]
    • Win condition
      • A combination of contextual elements which, when met, guarantees that the player cannot lose anymore and will clear the dungeon, granted they always perform their solve properly and experience average RNG. After the win condition is met, only by messing up badly or suffering extremely unusually terrible RNG can the player lose.
        Win conditions depend on the team design and dungeon design.
      • Sometimes, there are no win condition, or the win condition is "reach the py floor in arena 1". Harder dungeons have stricter win conditions. Easier dungeons can have a win condition be "enter the dungeon" as it is not losable (granted good execution and average RNG) to begin with.

    • SDR buffer
      • SDR stands for "Skill-Delay Resist" ; a way to not be punished by enemies trying to delay your active skills.
      • This is usually achieved in 2 different ways (which can work together)
        • using skill delay resist latents (commonly refered as SDR)
        • using a skill assist with a long cooldown. This is what we sometimes call a SDR buffer : a skill assist which purpose is to absorb skill delay instead of the base unit.


    - INTRODUCTION -

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

    This guide will cover all I know about Karin Kanzuki as a lead : her strengths, her weaknesses, what makes her special, and how to approach building a team for higher challenges such as monthly C10, Ultimate Arenas, Alternative Ultimate Arenas and Illusory World of Carnage (Shura Realm).
    She also is a nice sub, but this guide will make no mention of it.

    In a nuthsell : Karin Kanzuki used to be a 7x6 glass cannon light/fire cross lead, with tremendous fire power, comparable only to how fragile she inherently was, with only a RCV bonus as a supportive/defensive feature built-in her leader skill. She however received a massive buff in the latest iteration of Street Fighter V Collab (@ JP only as off today), giving her a free x2 HP mult to light cards, and thus, addressing her former main weakness : her frailness. This change (and another one) opens up a lot of stuff to her, be it content or subs, as well a new "playstyle".
    She remains however relatively fragile in regards to the newest content (in which dungeons hit you with 200k+ damage per turn), and still suffers from the natural issues that comes with playing crosses ; the inherent need for ressources : orbs, space and matching time. This guide will attempt at teaching you how to approach addressing that.



    - The "color-crosses" playstyle -

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

    Quick TL;DR :
    • Pros of playing attribute-crosses :
      • Super fun
      • Exponential damage scaling (easiest playstyle to reach damage cap with)

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

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

    Except color-crosses.
    Color-cross leader skills work as follows : you get a certain amount of damage multiplier for each and every set of 5 orbs matched in a "+" formation, a.k.a a cross, of a given color or combination of colors.

    (I can't teach you how to play crosses here, but here are some easy patterns to learn to match crosses, and here are some more)

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

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

    There are 4 types of color-cross leads :
    • mono-color cross leads, which can only match crosses of a single color (max 2 in 6x5, and 3 in 7x6). They usually have low-ish cross scaling, but high base mult.
    • bi-color cross leads, which can match crosses of 2 colors (max 3 in 6x5, and 6 in 7x6). By far, bicolo cross leads are the most numerous.
    • tri-color cross leads, which can match crosses of 3 colors. Though we shouldn't consider this a category since so far there are only so few of them.
    • Rainbow cross lead, which can match crosses of all colors (not hearts). In NA PAD, there are only 3 leads that can do that : Toragon , Sousuke Sagara and Amakozumi .

    IN GENERAL (there are exceptions), mono-color att-cross leads usually have a pretty "high" non-cross base mult (usually at least x4, rarely above x7, up to x10), while bi-color cross leads have a lower non-cross LS ATK mult (lowest is x1.5, usually around x3, up to x5). For example :
    • Reincarnated Rushana gets x3 ATK per wood or light cross, so if you pair with another Rushana friend you get x9 per wood/light cross matched.
      • 1 cross is ATK x9
      • 2 crosses is ATK x81
      • 3 crosses is ATK x729
      • 4 crosses (skyfall only if in a 6x5 board) is ATK x6561
    This is what I call "x3 scaling". Alongside the cross scaling, she also has a passive x2.1 HP and x2.1 ATK, flat. Other examples :
    • Best Girl Planar gets +1 combo and x3.5 ATK per fire/dark cross, so that's x12.25 per fire/dark cross when paired with herself. Alongside this, she also has x4 ATK and RCV when matching 6+ combos.
    • Diara gets x2.5 ATK per fire cross, so that's x6.25 per fire cross when paired with herself. Alongside this she also gets x4 ATK and 50% shielding for reaching 7+ combos.
    • Raijin gets x3 ATK per light cross, so that's x9 per fire cross paired with herself. Alongside this she also gets x7 ATK for matching full rainbow.

    Notice how Raijin and Diara have significantly more damage coming from their base mult. This is usually how it is for mono-color cross leads because the amount of crosses you can match without skyfall is very limited : only 2 in 6x5, and 3 in 7x6. Bi-color cross leads have access to much more power, which make them more flexible and usable. Mono-color cross leads kinda get "more reward for less crosses", which allow them to get away and kill some stuff with only one cross, while bi-color cross leads usually struggle at this and will require 1 more cross to deal equivalent damage to mono-color crosses (so 2 crosses to reach the damage of a mono-color cross lead with only 1 cross).
    Can't say much about tri-color and rainbow cross leads as there aren't enough to make assumptions.


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

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

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

    7x6 boards addresses most of the inherent issues with color-crosses, but it's still not a magic fix that solves everything.
    Lastly, and this bit is very important : it is important to acknowledge that the color-cross playstyle still lacks good leads in general. We are getting more and more lately, which is excellent, but so far they remain exceptions rather than the norm, and at vastly lesser levels of durability that other usual modern leads. The most durable one so far is Verdandi at x6.25 eHP, then Reincarnated Rushana at x4.41 eHP (none of them have a shield), then a few leads with x4 eHP thanks to their conditional 50% shield like or , and more recently : Karin Kanzuki. Let's hope that the trend of good cross leads being released lately don't loose its momentum.


    - Karin Kanzuki is "special" -

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

    Color-crosses is a special playstyle in itself. Among this playstyle there are some "special" leads that stand out (or don't). Calling them special feel kinda wrong in 2021, as lately it feels like the good cross leads are all "special" cross leads. And vice versa. Here a few examples.
    • Most emblematic color-cross lead was Aizen, with a *flat* very high x6 ATK multiplier and a very low scaling at only x2 per cross, alongside a flat RCV buff that enabled a very efficient "stall and hit" playstyle. RCV mults among cross leads are quite rare in general, so having it being flat (especially back then) was certainly amazing.
    • Cherun is somewhat special in the fact that her cross power (x3 per cross) is at all times weaker to her base mult (x10). She's still a very powerful glass canon though, don't get me wrong. Just an odd one.
    • Mega Paimon is special for having very high scaling (x3.5 and +1 combo per cross), alongside a very nice x4 ATK base mult above 50% HP (a mult more commonly found among mono-color cross leads), and most importantly a 50% passive shield above said threshold that makes him very durable and potent, even in high-ish challenges. This combination of features is impressive, and makes him one of the best 6x5 color cross lead.
    • You could say any of the tri-color and rainbow cross leads are special, since there are so few.
      Especially Nemain, who has a combination of a pretty high x5 base mult (combo-based) AND good scaling at x3 per cross.
      That would have been normal if Nemain was mono-color as it is a pretty standard mono-color cross LS (Fujin has combo based x6 and x2.5 per cross), but she is tri-color which means her cross power is far above mono-color cross leads, because she can match 3 crosses in 6x5 board. Making her a very potent 6x5 cross lead.
    • Similarly, Aoi Shikigami is special for being bicolor and having a very high (and flat) x5 base mult, alongside a very high x3.5 scaling, alongside a x2 HP mult. These combinations of features makes him almost the best 6x5 cross lead to date, 2nd to post-buff Verdandi.
    • Reincarnated Yashamaru Kurama, is special for being the first "color cross lead™" without any ATK mult tied to matching colored crosses, but instead +2 combos (+4 combos when mirrored) per cross. Can he be called a color cross lead, I genuinely wonder.

    Karin Kanzuki is one of these special color-cross lead too. Karin Kanzuki is special because she has an extremey unusual combination of LS features : 7x6 + x2 all stats + x3.5 scaling + bicolor.

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

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

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

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

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

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

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

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

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



    - APPROACHING KARIN KANZUKI -

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

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


    - Rainbow Karin Kanzuki™ -

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

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

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

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

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

    Ok. So it's not detrimental anymore to build rainbow. Cool. But why build rainbow in the first place. That is a legitimate question you might have been asking for a while now.
    Among the rainbow privileges there are 2 that are very desirable for Karin Kanzuki : rainbow skill charge and rainbow vdp latent.
    Rainbow skill haste is pretty straightforward, it helps a ton with skill rotation, and will make some long actives (like Zinogre's Fujin) come up much faster. Some cards with long-ish AS can also become decent inheritance bases if you can make good use of their skill haste, which is nice too. Heck Reeta is a great sub able to virtually divide by almost 2 the CD of whatever you inherit onto her, and she's unique for that.
    Rainbow VDP latent however might just be a godsend to Karin. Essentially, it vastly lowers the need for a strong VDP sub and most importantly it vastly reduces the need for this abomination of nature that is triple crosses VDP FUA. How to put it in simple words.... matching rainbow + 2 or 3 crosses + FUA is not super simple, but it incomparably easier than matching 3 crosses, a 3x3 box and FUA. Yet both return about the same damage. Most importantly, one is achievable on a natural board, and is easy and consistent, while for the other a board change/fix is mandatory, and it remains challenging to pull off (there are so many ways to mess up triple cross VDP FUA), while also working very poorly with combo shields. Heck, triple crosses rainbow FUA is doable on a board with not too many roulettes on it, while these can practically prevent you from doing tripler crosses VDP FUA entirely or almost.
    Rainbow VDP is also practical to slowly lower the HP of a vdp spawn with over 4 billion HP, so that it can be VDP'd with only 1 card dealing cap. Triple/Double Cross VDP FUA simply cannot do that, because each execution will require an active skill. Triple Cross VDP FUA also can't deal VDP damage for both the main and sub attribute of a card if these are different colors (unless you're a madman trying double cross double VDP FUA, which is arguably harder than triple cross VDP FUA, while also dealing less damage lul), while rainbow VDP can.

    So yeah, rainbow VDP can be pretty neato. It requires however that the rainbow VDPing card deals a lot of damage, which is not an issue thanks to Karin's double cross awake. That's x6.25 base damage per cross, which is decent at best. The trick however is to slap a cross awake equip onto her to boost to x15.6 base damage per cross, which is much better. That's enough base damage to damage cap at 3 crosses + good comboing (which you need anyways to match rainbow).
    However, as of now, cross awake equips are still fairly rare (and exclusive to JP as I'm writing these words), but more are being added quite fast and some of them -while still very rare- are decently accessible (like green Zhuge equip , or PAD Academy Kio equip , which can be traded for (we'll come back to these in the sub and equip section of the guide)).

    Ok all of that sounds pretty cool, but then how about just using a VDP active skill ? Well that is very valid too, and actually for the super high end stuff like the late Shuras and Alt Shura, you hardly can do without these (Gilles Legato typically won't let you rainbow VDP him to death). But for most of the non-alt-super-high-end-latest-extreme-whatnot-challenge, a single VDP card with high VDP power can still do the trick, and thus rainbow VDP (as well as vanilla VDP) still work wonders, and frees up a slot for an active skill/sub. And that's kinda a luxury when you still have so much to consider when building the team.
    But then again, VDP AS are still an absolutely valid approach ! Especially when we have fast VDP AS subs that are actual good subs for Karin like absolut unit Dyer or -in a lesser extent- Aljae . And even without the fast ones, it's absolutely valid to build rainbow with rainbow VDP and use an AS VDP to deal with the super tanky stuff we find in higher challenges. There's no right or wrong way to approach this. Only options. Rainbow VDP is just an option among the VDP options we have in 2021 PAD ~
    And of course, guard break will be useful here and there too.

    On that matter, I would like to highlight the existence of the Wicked Key of Sloth . It will significantly lower your card's HP (extremely bad as -5k base HP is -20k HP after mult) and RCV (not so bad) in exchange for providing a guard break awakening, and a very desirable DKali board + awoken bind clear + unmatchable clear active skill.
    Look, I don't know how frequently damage void spawns also have high defense, but if that's not a thing yet, it will eventually be, there's no doubt about this. Might as well be prepared. Moreover, it is practically impossible for Karin Kanzuki to reach 5k personal HP, so if she's your rainbow VDP card, slapping it onto her (or another rainbow VDP with less than 5k HP) is a good move, as it'll reduce the HP malus.
    I personally wouldn't do that, but be aware that this option exist :9

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

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

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

    ALRIGHT. Enough with rainbow Karin Kanzuki. This is still a proof of concept anyways so far, and will require lots of testing. But in the meanwhile, back to vanilla good old bicolor Karin Kanzuki.



    - General team design -

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

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

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

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

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

    So how do you build Karin Kanzuki ?

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

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

    Ok, but in practice ?

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

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

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

    And then, there's shielding. To some extent, any lead without a built-in shield needs some active shielding eventually. Karin Kanzuki is no exception. Quite the opposite atually, since it also helps with her HP issues. Lethal gravities being a thing (any gravity beyond 100% is lethal without damage mitigation) makes it mandatory to have at the very least 1 reliable shield in your team. Really, nothing beats the joy of watching an ennemy deal exactly your amount of HP in damage, and then realizing it was a gravity. Shielding address that. If you have only one the amount you want is debatable, but I believe for modern recent content you likely want 75% (for the latest dungeons you simply cannot do with only 1 however). That doesn't mean 35% shields are bad. In fact they even protect you from a 150% gravity, but they doesn't work well for enemies that do gravity + attack in a single skill set (typically, Reincarnated Rushana's 99% gravity + 81k damage can be survived with a 50% shield and 81k HP, but with a 35% shield you need about 151k HP). Point is, bigger shields are better. But you can do with lesser shields if you researched the dungeon. Lesser shields are also usually quite faster which is good for rotating them regularly.

    On that matter I would like to rise awareness on the fact that 2 Enochs subs can permanently cycle their AS, giving permanent 35% shield and x1.5 move time, which elegantly address both shielding (you're immune to 150% gravity) and move time. On the same vein, Reeta (which is far hard to get) can singlehandedly do that, so that's pretty neato.

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

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

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

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

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

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

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


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


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

    As for the matter of orb generation, it is easier to address for a non-rainbow build of Karin's team, but the way you want to approach it depends.
    If you can build a very durable team (think good 300k+ HP or something along these lines maybe, with a reliable RCV stick (while writing these lines, my pre-buff team has 87k HP, so that's 348k when the HP mult arrives)) you can allow yourself to stall more for good natural boards. That's a strat that's been very successful for pre-buff Karin. You'll need to be careful and have good dungeon knowledge so that you don't greed too much, but having less subs dedicated to orb-generation will free room for some other utility.
    If not, you might still to want to favorise skyfall buffs still. For rainbow Karin it's kinda essential, but even for non rainbow it can be very good as a single active skill can address light/fire supply for several turns, whichwill be very helpful with both consistency and skill rotation (it also decrease the need for multiple orb generation AS, which is good because there are a lot of stuff that you want in your team). Board fix will also obviously be very good, as well as board changes (although these are less consistent), especially for moments when you need to manually VDP (1 VDP + 1 cross of the same color is already 14 orbs, i.e. more than 1/3 of the board). However, Karin Kanzuki already being an excellent orb changer herself will vastly diminish the need for additional orb changers. You do need some more, don't get me wrong, but maybe favorise skyfall buffs or board changes, since Karin already orb changes.

    You can also do both, because why not.

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



    - Other advices -

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

    • Karin Kanzuki has access to Super Awakening. I'll try to help you choose which one you want. Remember that your helper likely has super awakening too !
      • Pick Cross Awakening if you build rainbow and wish to use Karin Kanzuki herself as your VDP card.
      • Pick the skill boost if you have a transforming sub for which it is critical that they transofrm early (Aljae for example), or a critical AS needed very early in a run. If you can avoid picking skill boost, avoid it.
      • You simply cannot go wrong with Super Time Extend. If you don't need the cross awake for rainbow VDP and you don't critically need the skill boost, Super Time Extend is extremely valuable.
    • Regarding badge, any of HP+ and TE+ badges bring equal value to Karin in any dungeon that is not super-duper-high-end-latest-content-alt-I'll-throw-the-sun-at-you. If you're not running these you can probably pick whichever helps you to run Karin more consistently. TE+ if you're low on fingers, or HP+ if you're low on HP (HP+ badge counts as 3 team HP+ awakes).
      • If you're running the super high end stuff, HP+ badge is kinda mandatory though. The damage in these dungeons is just mind boggingly high.
    • We'll dig into subs later a bit later, but since since addressing HP is still so important to her, HP+ and HP++ latents awakenings remain invaluable to have on your big HP subs. Anything that has 7-8k HP or more are excellent candidates to receive HP++/HP+ latents !
    • There are a lot of desirable latent awakes you want in your team. If you can have subs with 8 slots that should come very handy. Here's a (non exhaustive ?) list of useful latents :
      • Leader swap resist ! It used to be that Karin's LS has no defense, which made it ok-ish for her to get leader swapped since the team would likely gain some bulk (a HP mult and/or a shield) out of it, but not anymore ! She's the key to her own survival, and unless you use subs who exclusively have excellent 50%+ shield LS, you do not want to get leader swapped this time around !
      • Rainbow resistance latents. You don't need those that give 2.5% (resistance + latents), you can do with the 1% latents just fine. The point is to protect you from a 100% gravity. That way you won't need an AS shield to survive these.
        • If you cannot have 1 resist of each color (e_ê) resisting dark and water is kinda high priority, as you can run into Zaerog or Alt dark Agni relatively "early" in the high challenges (Zaerog in the early Arenas, Alt dark Agni in AA2 if I recall correctly), and they both have a 100% gravity.
        • You still need a shield AS to survive any 100%+ gravity though. Ena will kill you without a shield. You have been warned.
      • As I mentionned earlier, if you build rainbow, Karin Kanzuki can be the rainbow VDP card, and you can slap the VDP latent onto her. It can be someone else.
      • Poison surge and jammer surge resist. You'll have to run some hard dungeons to get these (or they can be traded for), and I believe they'll be invaluable ~ I recall that 2~ years ago one of the biggest barrier to running AA3 with Karin Kanzuki was Hinomitsuha's savage poison skyfall debuff OTL.
      • If you go the RCV stick route (which you should), RCV latents are very good ; 3 of these will essentially double the card's base RCV. Kinda nuts.
      • Removing roulettes (spinning orbs) can now be done with an active skill or via use of the recover bind awakening [​IMG]. If you have one such card, it can be very good to use the roulette clear latent awakening (which you still get in a hard challenge, but oh well). This will free a precious sub/AS slot in your team ~
      • I mentionned it specifically for rainbow builds, but it still applies to non rainbow (bicolor focused) builds : we can clear unmatchable orbs status with the unmatchable clear latent awakening, by matching TPA, which makes this latent potentially desirable too. Of course it has to be off-color TPA so that you don't waste your precious fire/light orbs.
      • And of course, you can hardly go wrong with some Skill Delay Resist.
      • Except maybe for a couple very extremely specific case, killers and Attack+ latents are wasted slots in Karin Kanzuki teams, as your main source of damage should always be crosses.
    • Karin Kanzuki, when paired with herself, damage caps all light/fire main attributes in the team at 4 crosses. You won't cap fire subs if you do 3 light cross and 1 fire cross, and vice versa, but 2 lights + 2 fire is damage cap for all subs, even non-7c subs. With some additional comboing you'll hit cap with all fire/light main and sub attributes too.
    • When paired with herself or another "x3 per cross" pairings such as Kenshin or Nemain, Karin Kanzuki adds more than 1 digit of damage per cross matched. It is definitely an unreliable way to control your damage, as 7x6 skyfall are very much a thing and will ruin your day, but it gives you a vague idea of how much crosses you can match to not pass a Damage Void/absorb threshold. Like, a damage void at 10M can't be dealt with at 2 crosses.
    • This is going to sound dumb, and very not specific to Karin Kanzuki, but when running high challenges, dungeon knowledge is going to be key. Running harder stuff will require that you know what you're doing and when. I shall add some dungeon guides when I'm done running them myself. But yeah, researching dungeons will help tremendously. To give you an idea of how tight the skill rotation and strategy can get, take a look at the part about AA2 on my previous guide on Karin Kanzuki 1.0 (remember, that was 2 years ago, we didn't have a lot of practical stuff we have now).
      • L-Shield isn't a desirable awakening for Karin Kanzuki, but it can however get you out of a bad spot. It'll protect you from 100% gravity, which is cool, but most importantly it can allow you to meet an HP threshold. I mean, eventually you'll run into a spawn that deals just a bit too much damage, and your skill rotation is 1 turn away from being good ; and then you remember that 5% of 200k HP is 10k HP, and it might be what you're missing to tank a hit on a spawn which you initially deemed not safe.
        I don't know, it's an extremely specific scenario, but point is, L-shield (while still bad awakes) is still shielding. Extremely niche shielding, but shielding still.
     
    Last edited: May 6, 2021 at 11:04 AM
  2. YamaKyu

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

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    - BUILDING THE TEAM -

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

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

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

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

    - Leader pairings -

    We'll start with leader pairings, as a few of these change drastically depending on whether or not you build rainbow. There are also not a lot of good pairings for Karin Kanzuki besides herself (I stand by my position, I believe she's her best pairing), so it shouldn't be too long !

    I'll try to cover as much cards as I can, but the truth is I can't be exhaustive because even with all the tools to search for cards there are limits to how accurate my attention can be. Let me know if you think I've missed something.

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

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

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

    → Color cross helpers

    Perfect Victor, Karin Kanzuki - #5100
    [​IMG]
    Leader skill :
    • x2 HP, ATK and RCV to light subs
    • x3.5 ATK for each light or fire cross.
    Pros :
    • Excellent synergy with herself, duh.
    • One of the strongest pairing in the game, probably.
    • x4 HP mult
    Cons :
    • Still a tad fragile
    • Team building isn't easy
    • Lack of shield makes her prone to being gravity'd
    With her newly acquired x2 HP buff, Karin Kanzuki is even more so her best pairing than before. She is one of the extremely rare color cross leads with x2 all stats or equivalent, making her durability practically unparalleled among cross leads. She's not the tankiest, but likely the hardest to kill, as she'll be able to recover from virtually anything that doesn't one shot her if you give her a RCV stick. And there are some very nice candidates.
    You'll never have to worry about dealing enough damage, as even the damage cap break latent awakening thingy cannot handle the sheer fire power she packs.

    This is my pairing of choice.



    Kirei Kotomine - #5018
    [​IMG]
    Leader skill :
    • 50% shield and x3 ATK when matching 2 dark combos
    • x3 ATK per light, fire or dark cross
    Pros :
    • 50% shield protects you from 200% gravities, while actively contributing to durability and RCV
    • Very high firepower
      • Tricolor cross lead
      • Nice x3 scaling
    • Good damage control with dark crosses
    Cons :
    • Shield needs 6 dark orbs
    • NOT FULLY AFFECTED BY KARIN'S LEADER SKILL.
      • Will not contribute to the team HP/RCV
    Kirei is a rare "on color" helper with a great 50% shield. It does require 6 dark (which the average natural 7x6 board does have), but it's reliable and will come in extremely handy. While Kirei himself isn't affected by Karin's x2 all stats, the shield will lower the need for a RCV stick : you have less HP to replenish and you also take less damage. I would kinda advise against using his dark crosses, just so that you can manage the amount of dark on your board at all times to ensure shield activation. If you run Firo , Kirei's dark crosses will come in very handy however.
    If you dislike the idea of playing modern PAD without a shield (very understandable ha ha), you can hardly go wrong with Kirei Kotomine. He may not look like it but as a helper it's an absolute unit.



    Sousuke Sagara & Laevatein - #5655
    [​IMG]
    Leader skill :
    • x2 HP to attacker cards
    • x8 ATK when matching 4 colors
    • x2.5 ATK per cross of any color
    Pros :
    • Excellent firepower
      • High damage output thanks to his exceptional x8 base mult
      • Rainbow crosses = extremely high potential damage
    • x2 HP mult
    • Nice damage control thanks to a 2-parts LS which can be half or fully activated (though 7x6 skyfall are still a thing)
    • Active skill guarantees 5 crosses + hearts
    • Benefits a ton from playing rainbow
    Cons :
    • No contribution to team RCV
    • Restricted team building
    This is one of these pairings that look awful at first glance and are actually quite nice.
    Put it simply, if you can go out of your way to build attackers only (which is going to prove difficult, if anything) you would get a pairing of great fire power. The scaling wouldn't be super high so you might need a high-ish amount of crosses on average, but you can use orbs of any color (besides hearts) to complete your need for damage, which should help with the matter of orb generation. Of course, you want to rely on light/fire crosses first and foremost, but when you'll be running low on light/fire supply, you can still do with any other color.
    Damage control is going to be very interesting as well.
    If you're playing rainbow, Sousuke Sagara should prove to be a very solid helper, who will also facilitate building rainbow as he covers dark.



    Mega awoken Sacred King of Hell, Paimon - #5138
    [​IMG]
    Leader skill :
    • 50% shield and x4 ATK when HP is 50% or more
    • x3.5 ATK and +1 combo per light or dark cross
    Pros :
    • 50% shield protects you from 200% gravities, while actively contributing to durability and RCV
    • Excellent firepower
      • High damage output thanks to his high x4 base mult
      • High x3.5 scaling
    • Good damage control with dark crosses
    Cons :
    • Poor synergy : can't take full advantage of fire/darkcrosses
    • Shield is HP dependent
    It's funny because this is the 4th pairing but we're already going off-color xD If anything that should be hint regarding the situation of Karin Kanzuki's helpers, and why she's her best pairing.
    But I digress.
    Probably the best off-color pairing, mostly thanks to his big 50% shield and very good x3.5 scaling. It truly is a shame that it depends on HP, because that makes it vastly less reliable. But still, if you can maintain high HP his shield will prove very useful, and vastly lower the need for a RCV stick (you have less HP to replenish and you also take less damage).
    Sadly, off-color helpers will always feel a tad weird to play, as you'll need to focus on light crosses to dish out good damage, wish will require appropriate team building to address orb generation. Dark/fire crosses can be used for damage control, and the +1 combo per cross will be welcome for combo shields (and also increasing damage).
    All in all it's not super good, but among the "not super good and off-color" pairings, hat boy is likely the best. Decent for playing rainbow too.



    Reincarnated Rushana - #7003
    [​IMG]
    Leader skill :
    • No skyfall.
    • x2.1 HP and ATK to healers and gods
    • x3 ATK and +1 combo per light or wood cross
    Pros :
    • Contributes to HP with a x2.1 mult
    • Strong damage output
    • Good damage control with wood crosses
    • Very desirable awakes
    Cons :
    • Poor synergy : can't take full advantage of fire/wood crosses
    • No skyfall
    • Restricted team building
    Like with all off-color pairings, you'll need to rely a whole lot on light crosses to make it work, as fire and wood crosses will be respectively off-color to each other. And like with most off-color pairings, it's more that Karin is a good pairing for Revo Rushana, and not the other way around (Revo Rushana has a vastly better pairing though , but oh well I guess it's an option too e_ê).
    Karin herself is also not affected by Rushana's LS, so that's sad too. Decent for playing rainbow.



    Karin Kanzuki - #5099
    [​IMG]
    Leader skill :
    • x4 ATK and x2.5 HP to light attribute subs
    • +2 secs of matching time
    • x3 ATK and +1 combo per light cross
    Pros :
    • Bulky x2.5 HP mult
    • Strong damage output
    • Good damage control with fire crosses
    Cons :
    • Can't take full advantage of fire crosses
    • Doesn't contribute to the team RCV
    • No SBR. Not super good awakes in general.
    Here's a weird one.
    This x2.5 HP and x4 ATK base mult make her a decent pairing for her ult evo form, she also bring very nice scaling at x3 per light cross, and for higher end challenge the +1 combo per cross can be extremely practical as combo shield are growing out of control bigger. She's definitely a good candidate.
    But she's outclassed by Reincarnated Rushana (which is farmable) and most importantly her ult evo. Simply put, the only real added value of running her instead of her L/F ult evo form is the x2.5 HP mult, allowing you to tank more stuff. But for this additional bulk you lose a whole lot too. If you have a Karin Kanzuki, and you want to use her as a lead, you want to use the ult form, not this one.



    Abyssal Cursed Sword Goddess, Nemain - #5063
    [​IMG]
    Leader skill :
    • x5 ATK and 25% shielding at 5 combos
    • x3 ATK per fire/wood/light cross
    Pros :
    • Excellent firepower
      • High damage output thanks to her very high x5 base mult
      • Can match wood crosses for some additional sauce (or damage control)
    • 25% shield, making you immune to gravities up to 130%
    • Facilitate immensely building rainbow
    Cons :
    • NOT FULLY AFFECTED BY KARIN'S LEADER SKILL.
      • Will not contribute to the team HP
    • Doesn't contribute a whole lot to address Karin's inherent issue (frailness, need for ressources)
    • Doesn't contribute to the team damage in any way
    • 25% shield isn't a whole lot
    • No limit break = low stats
    You might have a raised eyebrow right now e_ê If so you might be wondering "why" pick Nemain as a helper since you lose so much durability in the process (although firepower should be fine). That is a legitimate question, and you'll understand better when we'll get to the subs part. But essentially, it is hard to build for rainbow Karin Kanzuki. There are 2 mains reasons to this issue :
    1. Water is an extremely hard attribute to cover. Very good water subs are not numerous (thanksfully they exist now, and there's even a farmable one), and the best ones are gated behind seasonal REMs and not tradable, making them extremely rare.
    2. The sheer amount of stuff Karin Kanzuki needs to function fights against building rainbow as building rainbow adds a layer of difficulty in team building.
    Nemain addresses both, by covering water and dark, and thus, freeing 2 slots for subs as only wood remains to be covered (and it's by far the easiest). Pairing with Nemain makes it so you can focus on putting the required stuff in your team. So yeah, she's a good candidate if you wish to build rainbow.
    Sadly she's likely not good enough for the super high end stuff (especially considering how her shield is so bad) but she remains capable for a lot of content like all the Arenas up to at least A5 and AA2. Interestingly you can use her wood crosses for some additional punch, or for damage control purposes : Karin Kanzuki isn't affected by the wood cross clause, which means each cross count as only x3 ATK, which is good for damage control.
    It is important to acknowledge that her stats are low, and so is her shield, so you'll have to build accordingly. And since she's not affected by the x2HP/RCV clause of Karin's LS, she cannot be your only RCV stick (but she can contribute to it, no prob).

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



    Pixel Nemain - #6125
    [​IMG]
    Leader skill :
    • x2 HP and x3 ATK if all subs are pixels cards.
    • x3 ATK and +1 combo per fire/light cross
    Pros :
    • Very desirable x2 HP mult.
    • Virtually erases combo shields from existence
    • Excellent awakenings
    • Facilitate immensely building rainbow
    • Excellent firepower : can match wood crosses for some additional sauce (or damage control)
    Cons :
    • NOT FULLY AFFECTED BY KARIN'S LEADER SKILL.
      • Will not personally contribute to the team HP
    • Extremely restricted team building : requires exclusively pixel cards.
    ...
    Don't give me that look, I promise I'm taking this job very seriously.

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

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



    Heaven Scribe, Enoch - #3600
    [​IMG]
    Leader skill :
    • x2 HP and RCV to light cards
    • x3.5 ATK per dark/light cross
    Pros :
    • Very desirable durability with x2 HP and RCV.
    • High x3.5 scaling
    • Facilitate running double Enoch for permanent 35% shield and x1.5 matching time.
    Cons :
    • Low stats
    • Poor synergy : can't take full advantage of fire/dark crosses
    Ok helper at best if we only look at her LS, since it's lacking a base mult and doesn't do anything that Karin Kanzuki herself doesn't already do.
    However, having 1 Enoch helper means you only need another one to do the strats I mentionned earlier in the post where you cycle 2 Enoch AS to have permanent 35% shielding (immune to 150% gravity) and x1.5 matching time. Other than that she's not super good, although she remains absolutely usable.



    Ultra New Dragon, Toragon - #5316
    [​IMG]
    Leader skill :
    • x4 ATK and +2 combos when matching 4 colors
    • x3 ATK per cross of any color
    Pros :
    • It's quite litteraly the most powerful actually playable lead in the game (no, shenanigans like Wallace aren't playable, prove me wrong)
    • Very desirable awakenings.
    Cons :
    • Glass cannon
    DAMAGE GOES CRROOOSSSSSSS

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

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

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



    Rurouni, Himura Kenshin - #3019
    [​IMG]
    Leader skill :
    • x2.5 ATK and 25% shield when matching fire and light
    • x3 ATK per fire/light cross
    Pros :
    • 25% shield, making you immune to gravities up to 130%
    • Possible damage control thanks to a 2-parts LS which can be half or fully activated (though 7x6 skyfall are still a thing)
    Cons :
    • Not a good pairing, actually.
    • 25% shield isn't a whole lot
    • He needs buffs, really
    This is not a good helper. He used to be one of the best, but nothing really justify anymore to pair with him. I'm mentionning him here because Karin Kanzuki is a fantastic pairing for him, not the other way around.

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

    TL;DR : Pair Karin Kanzuki with herself. Kirei Kotomine is also way better than he looks, and Sousuke Sagara and Nemain are excellent for playing rainbow if you're motivated enough to build their team. Kenshin is bad, until he gets buffed.
    Also in fact, add me if you wish to play (with) Karin Kanzuki.




    → Other helpers

    Alright. Look.
    I personally advise against pairing a cross lead with a non cross lead. However a lot of player like it a lot, so ultimately the final decision will be yours.
    The reason why I dislike non color cross pairings is pretty simple, it's a scaling issue. Let's look at an example (I'll simplify numbers and remove most comas, for the sake of making it easier to follow).

    Karin Kanzuki has a passive x2 ATK mult, and x3.5 ATK per cross. At 2 crosses your LS is x24 ATK, which is x600 when mirrored. Alright. When paired with another Karin Kanzuki, this LS is multiplied by 12 for each additional cross. So x7200 at 3 crosses and x86 400 at 4. That's how the x3.5 scaling works.
    Now let's pair Karin Kanzuki with a non cross lead with a x24 LS (for the record, as I'm writing this x24 ATK is a bit above average LS damage, even for meta leads). Karin Kanzuki reaches x24 ATK LS mult at 2 crosses, which means that at 2 crosses the scaling works just fine and you still get a total of x600 ATK mult. But it ceases to work beyond that. Your helper has already reached max damage, so if you want to go beyond, you need more crosses. Double Karin reaches x7200 ATK at 3 crosses, but to reach that with only one Karin Kanzuki and no cross lead helper, you need 2 additional crosses (each cross is x3.5, so to get x12 you need 2). Which means that at 4 crosses you get the damage output you would have had with only 3 if you were playing double Karin. And following this reasoning, to reach damage cap -which is normally 4 crosses- you will need 6 instead. Which means that essentially you need to match more crosses for the same-ish reward. Which is bad in my book because even if I love matching crosses, the game doesn't want you to match them and will actively throw lots of hazards in your face, preventing you from getting these crosses going. Heck, 4 crosses + FUA is very difficult even on a board free of hazards, but the damage you get out of 4 crosses (i.e. 3 crosses with mirrored Karins) is necessary for high end challenges.
    A while ago that would have been less of an issue because damage cap used to be always overkill, but nowadays for the higher challenges it's not only required, but you also need to go beyond damage cap. And I think non-cross pairings are a bad use of ressources for that purpose. Of course they bring other things to the table (durability with shields and HP mults, and utility with combos+ and auto-FUA), but with the increasing enemy HP pools these sub-optimal parings are going to make poor use of the ressource required to match crosses.

    Which is why I advise against them. But then again, a lot of players like them a lot, and I can't blame them for that. If they work with you that's great. Don't take my opinion for a universal truth because it is not :9

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



    Mage, Rin Tohsaka - #5008
    [​IMG]
    Leader skill :
    • 35% shield, x4 ATK and RCV when matching 1 fire and light combo
    • 35% shield and x5 ATK when matching any non-light/fire set of 5+ orbs
    Quick notes :
    • Good durability
    • Good damage
    • I just love how it's written "Karin Kanzuki helper" on her face (that was the case 2 years ago already)


    [NOT YET IN NA] Invincible Hot-Blooded Man, Haomaru- #7216
    [​IMG]
    Leader skill :
    • x3 RCV to fire and light cards
    • 50% shield when matching 9 combos
    • 25% shield, +2 combos and x18 ATK when matching 1 fire and light combo
    Quick notes :
    • Very durable
    • Not yet in NA PAD (soon tm)


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



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


    White Feathered Knight, Bradamante (chibi) - #6595
    [​IMG]
    Leader skill :
    • x2 all stats for light cards
    • x9 ATK when matching 2 light combos
    • 25% shield when matching any set of 6+ orbs
    Quick notes :
    • Good durability


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


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


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



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



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


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


    Thunderlord Zinogre - #4135
    [​IMG]
    Leader skill :
    • 30% shield, x8 ATK and 1 auto-FUA when matching 4+ colors
    • 50% shield and x3 ATK when matching 4+ combos
    Quick notes :
    • Good durability
    • Good damage
    • Nice for playing rainbow
    • Virtually addresses FUA altogether
    • Thunderlord Zinogre is actually an extremely desirable card to have in your team, so that's neato/
    • That's a really good pairing, really


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


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



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



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



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


    Alatreon - #5526
    [​IMG]
    Leader skill :
    • x2.2 all stats to fire and water cards
    • +5 secs of matching time
    • 25% shield and x9 ATK when matching a set of 4+ fire or water orbs
    Quick notes :
    • Good damage
    • Good durability
    • Need to build almost full light/fire/water for full activation of Karin's and Alatreon's LSs.
    • Very desirable +5 secs TE
    • Decent for playing rainbow
    Thanks /u/3825377 for suggesting it !



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


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


    - Subs -

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

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

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

    Keep in mind the distinction between building rainbow and building fire/light (not rainbow, more oriented towards bicolor). Some subs can be key if you build rainbow, and good if you build fire/light : in general, I'll put them according to what they do the best (so a good fire/light sub which is excellent for rainbow will likely be in "key subs").
    If I do not specifically make a mention about whether they're good for rainbow or not, it means they're good overall, and can work just as well for both rainbow and "bicolor" teams.

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

    This list will assume all subs are +297 and at their max level : 120 if possible, else 110 (and of course 99 for transforming cards).

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

    → KEY subs

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

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

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

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



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

    100% poison resistance is good, period. It's not critical, but why wouldn't you want it. 3 seconds of matching time is very rare on a single card before super awakening and equips, and Karin Kanzuki very much desires these. Her active skill singlehandedly erase time debuff from existence, as it is very spammable (and very good, with x1.5 matching time !), and most importantly it will almost entirely address shielding : 50% shield is enough for a lot of things, and if you're unsure about incoming attacks you will be able to use it as a panic button no prob, because it'll be up again in a blink. This is a fantastic active skill for Karin Kanzuki.

    Then there's her personal damage. Remember, we're talking about rainbow Karin Kanzuki here. If you have her in the team, make her your rainbow VDP card. Or make her contribute to it. But you cannot possibly waste these cross awakes by not using them for rainbow VDP. 4 cross awakes is x40 base damage per cross, and cross awake equips are being released very fast ; with 5 cross awakes you're looking at x97 base personal damage per cross. She might not get the x4 boost from Karin's LS, which reduces this mult to "only" x24 in regards to the team, but that's still absolutely huge. She's practically guaranteed to damage cap at only 3 crosses if at least one of these is fire (and for VDP damage with her, you'll want to match fire crosses first and foremost), and maybe 2 if your pairing isn't Karin Kanzuki and fully affects Firo. So yes, that's something.

    Ultimately I don't think she is Karin's best sub (she would have been, had she been light/dark instead), but she brings excellent assets to the table. If you're even remotely interested in playing crosses (not only Karin Kanzuki), Firo is an invaluable asset that you absolutely want in your box.

    Using her properly is going to be tricky, that's for sure, as you'll want to focus on generating fire (instead of light, which is a tad easier for Karin Kanzuki's subs), while keeping the rainbow aspect. For stronger VDP spawns you might also want to use dark crosses, and that will definitely feel weird (she's an Aoi Shikami sub first and foremost), especially while also matching FUA.

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



    [Not yet in NA] Devoted Maid, Patty - #7176 (transformed from )
    [​IMG]
    Added value and possibles uses :
    • Time Extend stick
    • Off-color L-unlock
    • HP stick
      • 10k HP before latents
      • 5 team HP+ awakes (+25% team HP !)
    • Fast Fujin AS
      • Also makes a usable board change to deal damage and FUA
    • Covers wood attribute
    • Super cute
    Recommended super awakening :
    • No super awakening
    Patty is easy. She has all the most desirable awakes (that are not hazard resist) for Karin Kanzuki. Off-color L-Unlock so that you never waste 5 light for a L ? Check. Fingers ? Yep, +2 secs of matching time. Team HP+ ? 5 ??? WELL OK ?????. On top of that she has very high personal HP (which should be boosted further with HP+ latents) and a fast Fujin AS (after transform) tied to a board change with which you can make crosses and FUA. It's a shame that it's not light/fire/hearts but it should be good enough most of the times for you to get 3 crosses out of it.
    Patty is one of these cards you can't go wrong with.

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



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



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

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



    Thunderlord Zinogre - #4135
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub. Kinda.
    • Fujin
    • HP Stick : 9k+ HP before latents
    • Time Extend stick
    • 4 effective SB or 100% blind resistance
    • Covers wood attribute
    Recommended super awakening :
    • Super blind resistance
    • Super Skill Boost if you're running transforming cards or critically need urgent AS
    If you need a Fujin sub you cannot go wrong with Zinogre, especially if you build rainbow, as his AS will come up really fast, with virtually -3 turns worth of CD everytime you match rainbow. This bad boy also packs a punch with double 7c to hit cap at 3 crosses, very desirable fingers and very nice HP.
    Yeah you can't go wrong with Zinogre.

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



    Blue Sky Goddess of Daybreak, Khepri - #4130
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • Color absorb clear
    • Time extend stick
    • 4 effective SB !
    • 3 team HP+
    • Covers water attribute
    Recommended super awakening :
    • Team HP+
      • Technically tape resistance is good too but if you're running such a low HP card, you want all the team HP+ you can get. Tape is easy to address, get it elsewhere
    THE SAVIOR OF RAINBOW KARIN KANZUKI.
    I swear water is so hard to cover. You'll soon see that a lot of water cards aren't super great subs. Wood and dark are very easy, and full of excellent cards but water is a headache. Thanksfully NY Khepri exists.

    Honestly, with such low HP and a not so great active skill (color absorb void is good though) she wouldn't really deserve to be a key sub, but water is hard to get in theam and she has such great awakenings that we can let it slide, no prob.

    I would advise against using her in a light/fire focused time. She's not good for that.



    Seraphic Dragon Hero, Dyer - #5973 (Transformed from )
    [​IMG]
    Added value and possibles uses :
    • Fast VDP active skill
      • also comes with a (fast) 50% shield
    • Very high personal damage
    • Guard break
    Recommended super awakening :
    • Super jammer resistance
    If you look closely it's written "Karin Kanzuki" on his face.
    Jokes aside Dyer is a very solid sub all around with high personnal damage (will very easily hit damage cap at 3 crosses, maybe even earlier ??), 2 team HP awakes and guard break. But we're not here for that. We're for his active skill.
    Simply put, with a 5 CD VDP active skill you'll never have to worry about VDP again. Unless they're on consecutive spawns and these are lethal. But besides this quite extreme case, 5 CD is fast enough to not have to worry about damage void entirely. It also comes with a good 50% shield that you should be able to use as a panic button, since it will be back so fast.
    Such an absolute unit.

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



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

    While she functions just fine as a rainbow sub, she truly shines in a light/fire focused team. To use her in a rainbow team you might want to use her as an inheritance base instead.



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

    However, while you can use him just fine for rainbow, Kio's true value lies in a light/fire focused team, as in a rainbow team his triple VDP are straight up wasted.
    Key subs



    → GOOD subs

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

    This list is semi-ordered : in general good subs are above less good subs, but one sub being above another doesn't mean it's better. 4 consecutive cards can have equivalent value.


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



    Super Reincarnated Sakuya - #5393
    [​IMG]
    Added value and possibles uses :
    • Bicolor build sub
    • Blind resistance
    • All purpopses active skill :
      • Odindra
      • Time buff
      • RCV buff
      • Gravity (and that's very rare)
    • Cloud/tape resistance
    Recommended super awakening :
    • Tape or cloud resistance (pick whichever you're lacking)
    Sakuya's lack of focus on one thing is both a blessing and a curse. It's a curse because she's excellent at practically nothing, and a blessing because she does a lot of things, still, and she do these well.
    I would like to highlight her gravity AS, which is very rare to say the least which can occasionally be useful to bypass super resolves. This is niche, but she's one of the rare cards in this list to be able to achieve that.
    Other than that she remains a great support with both her awakes and active skill.

    I would advise against using her in a rainbow team, although she can function just fine.



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

    I would advise against using her in a light/fire focuses team, although she can function just fine.



    Swee Dianthus, Kushinadahime - #4206
    [​IMG]
    Added value and possibles uses :
    • RCV stick
    • 2 team HP+
    • Time Extend Stick
    • 75% shield
    • Off-color L-unlock
    • Covers wood attribute
    Recommended super awakening :
    • Team HP+
    Valentine Kushinada isn't on par with Tohsaka Rin in terms of healing (less RCV and less heart enhance), but as an overall sub she's better, for sure. The entirety of her kit (besides the +2c on her AS (which is usable still though, albeit way more niche) supports Karin Kanzuki very well. A tad more HP and RCV would have been welcome, but she remains very solid to say the least.



    Mayoi Hachikuji - #6774
    [​IMG]
    Added value and possibles uses :
    • Time Extend stick
    • Jammer/poison resistance
    • Tape resistance
    • High personal damage
    • Very rare AS :
      • Delay
      • Roulette remover !
    • 7k+ HP before latent
    Recommended super awakening :
    • Jammer or poison resistance (pick whichever you're lacking)
    It's annoying because her evo form covers wood, trades fingers for skill boosts, and 10c for dangos. And like, she would have been a key sub if she was a mix of this form's fingers, and her evo's wood attribute and dangos. But oh well.
    Hachikuji is a very desirable sub mostly for her ability to remove roulettes (also the delay is quite rare), which are an extremely annoying hazard for color cross leads. That, and her other passive hazard resistance make her a nice supportive sub to have, which also happens to dish out big x25 personal damage : she'll have no trouble hitting damage cap at 3 crosses (you could argue she's a candidate for rainbow VDP and... there's some truth in it).



    Cool Summer Flowers, Da Qiao & Xiao Qiao - #6391
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub.
    • Usable board change
    • Time extend stick
    • HP stick : 4 team HP+ !
    • Covers water attribute
    Recommended super awakening :
    • Team HP+ or Super time extend
      • Technically tape resistance is good too but if you're running such a low HP card, you want all the team HP+ you can get. Tape is easy to address, get it elsewhere
    The savior of rainbow Karin Kanzuki, back when NY Khepri didn't receive her 2021 buff. Essentially. They also have a bit more HP, and will bring even more to the team thanks to these team HP+. Their active skill isn't super good but you can likely get up to 3 crosses out of it, which is decent. But you mostly want to inherit something better onto them ~
    Be on the lookout for a potential buff when Summer REM comes back again, they still have some potential.

    Do not use them for a non rainbow build, they're not good for that.



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



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



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



    [NOT YET IN NA] Sacred Demon Summoner, Irene - #7122 (Transformed from )
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • Time extend stick
    • Guard Break
    • Off-color L-Unlock
    • High personal damage
    • Extremely fast 2-CD DKali board
      • also delays your other AS by 2 turns
      • can also be used as an inheritance base
    • Cover water attribute
    Recommended super awakening :
    • No super awakening
    This is a very interesting one. Irene is a farmable sub with a 2-CD DKali board that covers the legendary water attribute.
    But there's a twist. Kinda.
    The twist is that you have to go through the 50 skill-up process, and her active delays your team's active skills. Yes, you read that right, you can skill delay yourself now (her equip (which has a cross awakening) is 1 CD AS which only does a 99-turns skill delays). And it's both a curse and blessing, truly.
    It's a curse obviously because it can make some active skills unavailable while you might need them. And it's a blessing because it can greatly help with skill rotation (especially if you stall a lot for whatever dungeon you're running) to prevent undesirable assisted skills to come up (which is especially good considering how much Karin Kanzuki can rely on equips with undesirable skills). It's also mostly a non issue considering how the very existance of skill assist makes skill delay much less of a threat in general. Of course, if you actually need the skills assisted onto your cards you're a sitting duck. But overall I think the pros outweight the cons, and this can be a very desirable farmable water inheritance base, considering how you have no obligation to ever use her active skill.

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

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



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



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



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



    Great Witch of the Radiant Wings, Fasca - #5842 (Transformed from )
    [​IMG]
    Added value and possibles uses :
    • Full course cleric
      • Odindra
      • Unmatchable orbs full clear
      • Time debuff removal
    • Time Extend stick
    • Very decent HP actually
    • Covers wood attribute
    • Cute
    Recommended super awakening :
    • No super awakening


    Super Reincarnated Amaterasu, Ohkami - #5938
    [​IMG]
    Added value and possibles uses :
    • RCV stick
    • Tape/cloud resistance
    • Soft bind unlock (for removing roulettes)
    • Decent cleric active skill
    • Good HP : 7k+ before latents
    Recommended super awakening :
    • Whichever you need the most, besides dungeon bonus
    One of the best RCV sticks for Karin Kanzuki available so far. It's not like there aren't other possible RCV stick, but SRevo Amaterasu, Tohsaka Rin, and Valentine Kushinada are the rare RCV sticks that are also (very) good Karin subs. Amaterasu's RCV stick role is further pushed by :
    • her cleric AS... sadly not as potent as an Odindra active, and won't get rid of unmatchables sadly, but it's quite fast and also heals a good bunch.
    • her soft bind clear (row of hearts), which you can also use to remove roulettes orbs on your board if you slap the appropriate latent onto her, which is quite rare.
    She wins over the other RCV sticks by having very good HP for a cleric.



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



    Mage, Rin Tohsaka - #5008
    [​IMG]
    Added value and possibles uses :
    • Inheritance base
    • Orb unlock AS
    Recommended super awakening :
    • Tape resistance
    • Super skill boost if you're running transforming cards or critically need urgent AS
    Pushed out of the "key sub" club because of her mostly not super desirable awakes, Tohsaka Rin remains a great inheritance base, with a very desirable and usable active skill to unlock and fix boards.



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

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



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



    Star-Blessed Bride, Scheat - #6246
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub. Kinda
    • Board fix active skill
      • Makes FUA
      • Also provides good skyfall buff
    • 8k+ HP before latents !
    • 5 TPA to clear unmatchable orbs
    • Covers water attribute
    Recommended super awakening :
    • Super Time Extend
    • Cloud resistance if you don't cover it already
    Her active skill in particular is very desirable as it makes a predictible amount of light and hearts, and will greatly help with light supply (speaking from experience here) for a while. She also has very solid HP which will be beneficial to the team, and she covers the legendry water attribute. The reason why she's so high up here though is because off-color TPA can be very useful to clear unmatchable orbs, which is highly problematic for rainbow Karin Kanzuki.

    She's not incredible, but she does bring very nice things to the team.



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

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



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

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



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



    [NO NET IN NA] Dress of Heaven, Illyasviel - #7080
    [​IMG]
    Added value and possibles uses :
    • 7k HP before latents
    • Extremely fast/spammable unmatchable clear AS
    • 2 CD inheritance base
    • 2 dango awakes is good additional team damage
    • Time Extend stick
    Recommended super awakening :
    • Super Bind Immunity
    • Tape resistance if you can use a super bind immunity equip onto her





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



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


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


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


    Pixel 2nd Player Color, Leona Heidern - #6500
    [​IMG]
    Added value and possibles uses :
    • Time extend stick
    • Good VDP power
      • Also with a VDP AS
    • Pixel
      • actually a decent sub for non pixels too
    • Covers dark attribute
    Recommended super awakening :
    • Super Bind Immunity
    • 7c if you can use a super bind immunity equip onto her
    One of the few pixels which are also decent subs for non pixel teams. Her HP is definitely a tad low, but her double SBR can be very useful considering the amount of very good subs without skill bind resistance, and these 3 secs of matching time are very desirable, that's for sure.
    The VDP AS confuses me a bit, considering Leona herself has very nice VDP power, but oh well. It also comes with a tricolor + hearts board change which will likely enable triple crosses FUA (no need to VDP since it's built in the AS).



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


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


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



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


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



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

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



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


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


    Rival Dragonbound, Rikuu & Distel - #6111
    [​IMG]
    Added value and possibles uses :
    • Cloud resistance
    • Blind resistance (or 4 effective SB)
    • Time Extend stick
    • Guard break
    Recommended super awakening :
    • Super blind resistance if you don't address it already
    • Super Skill Boost
    Good subs


    → OPTIONS

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

    This list is completely un-ordered.

    Heaven Scribe, Enoch - #3600
    [​IMG]
    Added value and possibles uses :
    • Very good active skill that can be cycled through 2 of her for permanent activation (should be inherited instead thouh)
      • 4-turns 35% shield
      • 4-turns x1.5 time extend
    • Off-color L-unlock
    Recommended super awakening :
    • Super Bind Immunity


    Blue-Winged Ray Dragon Caller, Navi - #3278
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • SBR stick
    • HP stick
      • almost 7k HP before latetnts
      • 4 team HP+
    • Usable LKali board change
    • Cute
    • Covers water attribute
    Recommended super awakening :
    • Team HP+
    It's kinda written "I'm an option" on her face. She fullfils 3 niches at same time ; SBR, team HP+ awakes and water attribute, and she does very well at these 3.
    I would like to highlight the fact that a lot of very good subs in this list don't have a SBR awakening, making Navi potentially very useful. Her AS is usable, but something can be inherited onto it no prob.
    Don't forget to slap a super bind immunity equip onto her.



    Kaguya, Princess of Tsukuyomi - #4707
    [​IMG]
    Added value and possibles uses :
    • SBR stick
    • 3 team HP+
    Recommended super awakening :
    • Team HP+
    She's Navi, but strictly inferior at being Navi.



    Watcher of Paradise, Metatron - #6385
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • RCV stick
    • Off-color L-unlock
    • 4-CD inheritance base
      • Active skill also clears 5 turns of (awoken) bind
      • clear 5 turns of unmatchable orbs
    • Covers water attribute
    Recommended super awakening :
    • Enhanced hearts


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


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



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


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



    White Feathered Knight, Bradamante (chibi) - #6595
    [​IMG]
    Added value and possibles uses :
    • Bicolor build sub. Kinda.
    • 8k+ HP before latents !
    • Time Extend Stick
    • Good VDP power
    Recommended super awakening :
    • VDP
    • Cloud Resistance if you don't already cover it
    2 things to note about Chibi Bradamante :
    1. Only use her for dealing VDP damage, there are way more accessible subs with good HP and other good features out there. If you don't bring her for VDP, don't bring her period.
    2. DO NOT -under ANY circumstances- USE HER ACTIVE SKILL. Slap something onto it, but absolutely do not use it. She'll replace Karin Kanzuki (lead swap resist don't work when you use your own lead swap). You don't want that.
    That is all :>



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


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



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


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


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



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

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



    Holy War Chronicler, Mito - #3521
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • 4 CD Inheritance base
      • also good full course cleric
    • 3 cross awakenings
    • Guard break
    • Covers wood attribute
    Recommended super awakening :
    • Cross awakening
    Same issues as Cham Cham, also with less fingers.
    I would advise against using her in a bicolor build, period.



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



    Kamen Rider EX-AID - #4918
    [​IMG]
    Added value and possibles uses :
    • RCV stick
    • Good skyfall buff
    • Board fix with lots of light
    • Off-color L-unlock
    • Covers dark attribute
    Recommended super awakening :
    • Tape or blind resistance, depending on what you don't cover already
    • Else, skill boost by default


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


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


    Freezeblade Ice Sprite King, Hoppo - #6886 (transformed from - #6885)
    [​IMG]
    Added value and possibles uses :
    • Rainbow build sub
    • Double L-shield (10%)
    • 5 CD inheritance base
    • Covers water attribute
      • 8k+ HP before latents
      • 3 team HP+
    Recommended super awakening :
    • No super awakening
    Options
    Subs


    - Equips -

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

    Here again it's practically impossible to be absolutely exhaustive, so your suggestions are welcome.

    Since there are so many good equips in modern PAD, I'll try to make it easy for you to look for them. Try using key words like "L-unlock", "cross awake", "team HP", or some generic active skill names like "Fujin", "shield", "VDP", etc.... I won't go into much detail like for the subs section, but will try to highlight as much stuff as I can so that it's easier to navigate.

    Remember that you only have 6 slots for inheriting something onto a card, and for that reason, equips should be favored over vanilla skill assist (since unlike equip, skill assist don't bring awakenings).

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

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

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


    Sword Barrier Dragon Caller, Rathios - #3939
    [​IMG] Highlights :
    • +1 sec of matching time
    • +500 base HP (+2000 HP with LS)
    • Active skill :
      • 3-turns 50% shield
      • Board fix :
        • Left column → light
        • Right column → fire
    Equip of



    Akantor Exterminator - #6472
    [​IMG] Highlights :
    • -2000 RCV
    • Super Bind Immunity
    • Skill boost
    • +1 sec of matching time
    • +5% team HP
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    • Active skill :
      • 2-turns 75% shield
      • Orb refresh
    Equip of



    Tifa's Crystal - #5414
    [​IMG] Highlights :
    • +10% team HP
    • Active skill :
      • x2 matching time
      • Board fix : 2 top lines → light
    Equip of



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



    [NOT YET IN NA] Kali's Brooch - #7249
    [​IMG] Highlights :
    • +500 base HP (+2000 HP with LS)
    • +3 secs of matching time
    • Active skill :
      • LKali board
    Equip of



    [NOT YET IN NA] Captain Marvel (classic cover) - #6916
    [​IMG] Highlights :
    • Super bind immunity
    • +500 base HP (+2000 with LS)
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    • Active skill :
      • 2-turns VDP active
      • 2-turns 50% shield
    Equip of



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



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



    Spirit beast Puu - #4324
    [​IMG] Highlights :
    • +500 base HP (+2000 HP with LS)
    • Heart-TPA (for your RCV stick)
    • Active skill :
      • 75% shield
      • x2 matching time
    Equip of



    Lutina's Harp - #5675
    [​IMG] Highlights :
    • 20% poison resistance
    • +500 base HP (+2000 HP with LS)
    • 2 Heart-TPA (for your RCV stick)
    • Active skill :
      • 1-turn 30% healing
      • 1-turn x3 ATK enhance for fire
      • Orb change : heal / jammer / (mortal) poison → fire
    Equip of



    [NOT YET IN NA] Seraphic Dragon Arwill - #7116
    [​IMG] Highlights :
    • Guard break awake
    • Active skill :
      • x1.5 matching time
      • x1.5 ATK for dragons
      • Orb unlock
      • Dkali board
    Equip of (who happens to be an excellent sub so.... eh)



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



    Wicked Key of Pride - #6447
    [​IMG] Highlights :
    • 100% poison resistance
    • -1000 base ATK
    • -2000 base RCV
    • Active skill :
      • Orb unlock
      • Spawns 15 light and 15 hearts orbs
    Equip of



    Kukan's Binding Seal - #6693
    [​IMG] Highlights :
    • 100% blind resistance
    • -1000 base ATK
    • -2000 base RCV
    • Active skill :
      • 1-turn 75% shield
      • 1-turn 75% enemy defense break
    Equip of



    Ouki's Binding seal - #6694
    [​IMG] Highlights :
    • 100% jammer resistance
    • -1000 base ATK
    • -2000 base RCV
    • Active skill :
      • Orb unlock
      • Spawns 1 fire orb
    Equip of



    [NOT YET IN NA] Patty's Necklace - #7177
    [​IMG] Highlights :
    • +10% team HP
    • 20% poison resistance
    • +500 base HP (+2000 HP with LS)
    • Active skill :
      • 1-turn delay
      • Fujin (pretty fast)
      • Color absorb void
    Equip of (who happens to be an excellent sub so.... eh)



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



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



    [NOT YET IN NA] Watchful Grove Dragon Relic, Muy - #7111
    [​IMG] Highlights :
    • +40% team RCV
    • +200 base RCV (+800 with LS)
    • Active skill :
      • Odindra
      • Unmatchable orb full clear
      • 4-turns 50% shield
    Equip of



    Heaven Render - #4144
    [​IMG] Highlights :
    • +10% team HP
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    • Soft bind clear
    • Enables/enhances roulette clear latent
    • Active skil :
      • Orb unlock
      • Orb change
        • dark / jammer → water
        • Wood / (mortal) poison → heal
    Equip of (who happens to be a great sub, so, eh)



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



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



    Amakozumi - #5875
    [​IMG] Highlights :
    • Super Bind immunity
    • +15% team HP
    • Active skill :
      • Forget it, it's 35 CD and you never want it to come up


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



    Demonlord Cruncher - #7106
    [​IMG] Highlights :
    • Bind Clear awake (enables roulette clear latent)
    • +15% team HP
    • Active skill :
      • 1-turn 100% shield
      • 1-turn x3 ATK enhance for wood / light attributes
    Equip of



    Uruka's Treasured Swords - #6049
    [​IMG] Highlights :
    • Super Bind Immunity
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    • Active skil :
      • Dkali board
      • 2-turns VDP active
      • 2-turns Fujin
    Equip of



    Aerith's Crystal - #5417
    [​IMG] Highlights :
    • 40% blind resistance
    • 40% poison resistance
    • +0.5 secs of matching time
    • Active skill :
      • Odindra
      • DKali board
    Equip of (who happens to be an excellent sub so.... eh)



    Evil Ryu's Headband - #5080
    [​IMG] Highlights :
    • 40% SBR
    • +1000 base HP (+4000 HP with LS)
    • +10% team HP
    • Active skill :
      • Creates a 3x3 box of dark orbs
    Equip of



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



    Machigan's Binding Seal - #6697
    [​IMG] Highlights :
    • 20% jammer resistance
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    • Active skil :
      • Spawns 15 light / fire orbs
    Equip of



    [NOT YET IN NA] Saria's Earring - #7257
    [​IMG] Highlights :
    • +10% team HP
    • +500 base HP (+2000 HP with LS)
    • Active skill :
      • 1-turn skill haste
      • Board change : light / fire / hearts (enables triple crosses VDP FUA)
    Equip of



    Kuriboh Card - #5813
    [​IMG] Highlights :
    • 40% SBR
    • +500 base HP (+2000 with LS)
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    • Active skil :
      • 5-turns 30% shield (doesn't protect against 150% gravtity)
      • 5-turns +1 combo bonus
    Equip of



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



    [NOT YET IN NA] Doctor Strange (Classic Cover) - #6932
    [​IMG] Highlights :
    • Cross awake
    • 40% poison resistance
    • +500 base HP (+2000 with LS)
    • Active skill :
      • Odindra
      • Unmatchable orbs full clear
      • 2-turns skill haste
    Equip of



    [NOT YET IN NA] Kirei's Rosary - #7087
    [​IMG] Highlights :
    • Cross awake
    • 20% poison resistance
    • 20% jammer resistance
    • Active skill :
      • Odindra
      • Unmatchable orb full clear
      • Full HP heal
      • Orb unlock
      • Orb change : light → dark
    Equip of



    [NOT YET IN NA] Doctor Strange (Classic Cover) - #6935
    [​IMG] Highlights :
    • Cross awake
    • 40% blind resistance
    • +500 base HP (+2000 with LS)
    • Active skill :
      • Board fix :
        • Outer left column → light
        • Outer right column → hearts
      • 2-turns skill haste
    Equip of



    [NOT YET IN NA] Seraphic Dragon Relic, Arwill - #7112
    [​IMG] Highlights :
    • Super Bind Immunity
    • +5% team HP
    • +20% team RCV
    • Active skill :
      • 75% shield
      • VDP
      • x2.5 ATK for gods and dragons
    Equip of (who happens to be an excellent sub so.... eh)



    [NOT YET IN NA] Uruka's Student ID - #7144
    [​IMG] Highlights :
    • Cloud resistance
    • 40% jammer resistance
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    • Active skill :
      • Orb unlock
      • DKali board
      • 1-turns color absorb void
    Equip of



    [NOT YET IN NA] Green Zhuge Liang's Earrings - #7269
    [​IMG] Highlights :
    • Cross awake
    • 40% poison resistance
    • 40% blind resistance
    • +500 base HP (+2000 HP with LS)
    • Active skill :
      • x2 ATK for attackers
      • Reduce enemy defense by 75%
    Equip of



    [NOT YET IN NA] Kio's Student ID - #7134
    [​IMG] Highlights :
    • Cross awake
    • Super Bind Immunity
    • Active skill :
      • Orb unlock
      • Randomly spawns 3 water / light / heal orbs
    Equip of



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



    [NOT YET IN NA] Peni Parker (Cover 1) - #6943
    [​IMG] Highlights :
    • Cross awake
    • 40% jammer resistance
    • +500 base HP (+2000 with LS)
    • Active skill :
      • Board fix : bottom row → fire
      • 2-turns skill haste
    Equip of



    Soul Binding Rune - #4841
    [​IMG] Highlights :
    • 60% blind resistance
    • +500 base HP (+2000 HP with LS)
    • +10% team RCV
    • Active skill (recommanded only for rainbow builds) :
      • 50% shield
      • DKali board
    Equip of



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



    [NOT YET IN NA] Sitri's Necklace - #7262
    [​IMG] Highlights :
    • Super Bind Immunity
    • +10% team HP
    • +20% team RCV
    • +500 base HP (+2000 HP with LS)
    • Active skill :
      • x1.5 matching time
      • Orb change : fire / wood → water
    Equip of


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



    Paladin Cecil's Crystal - #5412
    [​IMG] Highlights :
    • 20% jammer resistance
    • Super Bind immunity
    • Active skill :
      • Fujin
      • Board change → light / dark / heal
    Equip of



    [NOT YET IN NA] Menuit equip - #7235
    [​IMG] Highlights :
    • +1 skill boost
    • +5% team HP
    • +40% team RCV
    • Active skill :
      • 2-turns Fujin
      • 2-turns VDP
      • 2-turn color absorb void
    • Long CD (23) : can be used as an SDR buffer
    Equip of



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



    [NOT YET IN NA] Nemain's Earring - #7266
    [​IMG] Highlights :
    • 80% jammer resistance
    • +500 base HP (+2000 HP with LS)
    • L-unlock
      • Must be inherited onto a card with a non light/fire attribute
    • Active skill :
      • 2-turns 100% enemy defense break
      • 2-turns skill haste
    Equip of




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



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



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



    Flamel's Cross - #4840
    [​IMG] Highlights :
    • +5% team HP
    • +500 base HP (+2000 HP with LS)
    • Active skill :
      • Full HP heal
      • 1 turn x3 ATK for light
      • Orb change : heal / all hazards → light
    • Long CD (25) : can be used as an SDR buffer
    Equip of



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

    equips
    building the team

    To be continue
     
    Last edited: May 6, 2021 at 11:42 AM
  3. YamaKyu

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

    Messages:
    685
    Likes Received:
    492
    Joined:
    Nov 12, 2014
    User ID:
    349-296-255
    Taking this post in advance, just in case. Might or might not need it.
     

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