Krampus/Strategy

NOTE: This page currently under construction.

(This page is for Krampus strategy guide. For the standard Krampus page, click here.)

Overview

☆3/☆4 Krampus

  Krampus is one of the few units whose element changes with rarity; his 3star being  WOOD, his 4star being  NETHER, and his 5star being  FIRE. Fire and Wood tend to have more weaknesses than Nether, but in most cases, element advantage shouldn't matter much.

  Krampus serves as a debuff-oriented damage dealer, and he fulfills that role by inflicting   CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) on enemies when he's struck as well as draining a whopping 50 CP and inflicting   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) when he attacks. He has an innate damage boost against   CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff), and   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) itself roughly doubles the damage enemies take; as a result, Krampus can offer quite potent offense. He can give himself   ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) each Phase start, which bolsters his damage further and helps him trigger his skills, and can also give teammates   ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) and CP when moved.

However, many of Krampus' skills are limited in use, and their individual chances to trigger aren't very high. His   CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) infliction will only trigger about half the time at best, and Krampus will still take the full brunt of an attack due to the skill triggering after damage has been dealt. His on-move   ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) and additional CP lets him strengthen his teammates, but it also only triggers half the time. His Phase-start   ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) is meant to help alleviate these issues by increasing his proc chances, but even this status isn't a guarantee each Phase. As such, Krampus greatly benefits from status buffs that improve the chances of his skills triggering, such as   Glint+10% skill activation rate for 2 turns (Buff),   ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff), and   Prayer+10% skill activation rate for 6 turns (Buff).

Ultimately, the real draw to Krampus is his reliable -50 CP drain and   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) infliction, which triggers while he attacks and therefore roughly and routinely doubles his damage against anything he hits.


☆5 Krampus

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Highlights

☆3/☆4 Krampus

Class: Glass Cannon, Debuffer

Gameplay Role:

Pros

+ Default and LB3+ allow   Krampus to deal very potent damage, LB3+ in particular. LB3+ also lets him completely shut down enemy Charges.

+ LB1 allows him to boost his teammates' offense.

+ LB2, LB3+, and Charge let him inflict multiple debuffs, which can be very useful in certain team compositions.

Cons

- Less-than-ideal proc rates for most of his skills; he'll need some help to make them consistent.

- LB2 triggers after damage is dealt, which makes it hard to efficiently use.

- Slash attack range, which limits his LB3+, delegates him to a front-line role, and makes for less flexible team formations and setups.


☆5 Krampus

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Gameplay Role

☆3/☆4 Krampus

Glass Cannon

  Krampus specializes in damage output which hinges on his debuff infliction. If the enemy is given   CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff), either by Krampus taking damage or through some other means, Krampus can utilize his innate damage boost against said debuff. Furthermore, Krampus is a very reliable source of   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff), which also increases his damage output; if   ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) happens to also trigger, that damage will be strengthened even more.

Debuffer

Thanks to his skills,   Krampus can inflict three separate debuffs through various means. He can give   CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) by getting hit, although he'll be taking full damage himself; he can give   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) by attacking, effectively doubling the damage enemies receive; and he can give   FearCannot move at will, -10CP/turn for 5 turns (Debuff) through his Charge. Although his attack range is limited, Krampus can prove to be useful, especially for certain team compositions that take advantage of these specific debuffs.


☆5 Krampus

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Stats and Seed Usage

Unit Max HP (unseeded) Max HP (seeded) Max ATK (unseeded) Max ATK (seeded) Max normal ATK per square (unseeded) Max normal ATK per square (seeded) Max CS ATK per square (unseeded, SALV1) Max CS ATK per square (seeded, SALV1)
     5665 7574 4232 5897 1904 2653 3808 5307
     6325 8197 5015 6716 2257 3022 6770 9066

☆3/☆4 Krampus

  Krampus serves as a damage dealer and debuffer. Because his skills have trouble triggering, anything that helps him do that job should be prioritized, such as Attack seeds and Skill seeds.


☆5 Krampus

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Team Synergy

☆3/☆4 Krampus

Damage Boosters

  Krampus's damage output mainly depends on   CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) and   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff), which are two debuffs. As such, he is a viable target for other buffs in order to multiply his damage further. Units such as   Claude (Christmas) or   Kenta (Valentine) can boost his offense considerably.

Damage Mitigation

  Krampus's only means of reducing enemy damage is through his   CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) infliction, and he takes full damage regardless if the skill triggers or not. Because of this, he's virtually defenseless. It's highly recommended to pair him with units who can bolster his defenses, such as   Surtr,   Triton, or   Marchosias.

Healers

Similarly,   Krampus has no means of healing himself or other teammates. If you're attempting to trigger his   CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff), then taking units who can heal his HP is especially vital, such as   Choji,   Chernobog (Beachside), or   Gyumao (Valentine).

Debuff Exploitation

  Krampus can inflict three separate debuffs which other units can take advantage of.   CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) can be exploited by   Hanuman (Journey), for example, or Krampus himself can take advantage of Curse inflicted by other units, such as   Shiro,   Licho, or   Fenrir (Make Sail).   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) can be capitalized on by units such as   Fenrir (Make Sail) or   Krampus (Jiangshi), and   FearCannot move at will, -10CP/turn for 5 turns (Debuff) can be used by units such as   Nyarlathotep. If you'd like to really make use of his debuffs, you could pair him with units like   Volos (Beachside), who deals additional damage to enemies with nearly any kind of debuff.


☆5 Krampus

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AR Equipment

☆3/☆4 Krampus

ARs that bolster   Krampus's damage output are recommended, as that is his strength. Both   Every Cloud Has a Silver Lining and   Chocolate From The Abyss, for example, offer damage boosts against enemies inflicted with   CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff), and those damage boosts stack with Krampus' innate one. Similarly,   A Teacher and Student from Kamata gives Krampus a progressively stronger attack boost as the battle progresses.

Alternatively, you can play to Krampus' lesser strengths. If you'd like to shut enemies down even further past   CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff), you could try   Battle between Swordsmith and Swordsman, which gives Krampus the chance to remove enemy buffs as he attacks, or   Double Hero of the Holy Eve!, which gives Krampus a failsafe   Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) in case he takes too much damage trying to trigger said   CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff).


☆5 Krampus

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Checks and Counters

☆3/☆4 Krampus

Skill Reduction

  Krampus already has subpar proc rates on a good portion of his skills, so to be inflicted with a penalty to trigger said skills is much more of a detriment to him than other units. Be wary of   Obstruct-15% skill activation rate for 2 turns (Debuff) and   Drain-10% skill activation rate, -10CP/turn for 2 turns (Debuff).

Forced Movement

  Krampus's range is Slash, which means that in order to make full use of his attack range and skills, he must be a front-line unit. Unfortunately, this means that if he happens to be blown back by an enemy such as   Amatsumara, he'll have a tough time getting back into place to effectively contribute to your team.


☆5 Krampus

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Teambuilding Options

This section consists of user-submitted builds that may not necessarily be viable for high level quests.

Arbitrary Team Name

Team Details (submitted by UserName)
 
Krampus
【Debuffer】
 
Krampus
【Moveslut, CP Battery】
 
Krampus
【Healer, Tank】
 
Krampus
【Support unit】
 
Licht
【example of variant call】
 
Anyone / no one
【Flexible】
Cost: ≥X

Example team function description.

Gameplay examples