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

Much like his other cards,   Krampus (Jiangshi) also offers strong offensive capabilities, reliable debuffs, CP drain, and slight team support, but he does so in ways which are comparatively more reliable (and useful) to the player.

  Krampus (Jiangshi)'s main source of damage is through his   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) infliction every five turns, his bonus damage to said   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff), his   ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) when he appears, his nearly-constant source of   LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff), and his   BreakCannot move at will, DEF Down by 1.2x ~2.4x for 2 turns (Debuff) on Charge. His skills are structured such that his temporary   ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) will never overlap with his natural   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff); even so, he'll always have at least a x2 to x4 attack modifier just by being on the field, depending on his health. To supplement this role, Krampus is also immune to all status effects which reduce his attack, which makes his offense that much more consistent.

In a longer battle, even after his   ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) has worn off, his many offense-boosting statuses can still coincide. His   LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff) is practically constant, his   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) can be easily exploited by using another debuffer or simply accounting for turn progression, he naturally has an innate x2 attack bonus against   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff), and his Charge inflicts   BreakCannot move at will, DEF Down by 1.2x ~2.4x for 2 turns (Debuff), further reducing enemy defenses. Under normal gameplay, it's possible for   Krampus (Jiangshi) to routinely gain a x9 attack modifier, and if you also apply his Charge, his initial   ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff), or any other attack buffs, that modifier goes even higher.

  Krampus (Jiangshi) retains his ability to inflict debuffs, keeping   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) but trading the others for   Nullify BuffPrevent receiving buff once for 4 turns. Vanishes after use. (Debuff) and   Remove BuffRemove one buff (Debuff). While Krampus cannot inflict   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) by attacking, he can inflict   Nullify BuffPrevent receiving buff once for 4 turns. Vanishes after use. (Debuff) and   Remove BuffRemove one buff (Debuff) by doing so, and his weapon range now allows him to potentially disable enemies' status buffs and drain their CP in a more generous range than his other cards.   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) is now an every-5-turn nuke, and will hit every enemy on the map regardless of their position; while Krampus cannot inflict this status per attack like his other cards, it is still guaranteed to trigger regardless of Phase and is still quite an advantage. The every-5-turn   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) nuke also doubles as a slight team support, due to it effectively doubling your whole team's offense, quadrupling Krampus', and bestowing   Blessing+300~600HP/turn for 4 turns (Buff) to your entire field.


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

Class: Glass Cannon, Debuffer, Disruptive Support

Gameplay Role:

Pros

+ Default, LB2, and LB3 give   Krampus (Jiangshi) very high damage output due to the numerous buffs he gives himself and the debuffs he inflicts, notably   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff). LB2 also allows him to maintain his damage at high levels due to being immune to all attack reduction debuffs.

+ Krampus doesn't need to be moved to trigger any of his skills, making him self-sufficient and able to be used in many team setups and compositions.

+ LB1 lets Krampus inflict both   Nullify BuffPrevent receiving buff once for 4 turns. Vanishes after use. (Debuff) and   Remove BuffRemove one buff (Debuff). While these skills only have a 50-60% chance to trigger per attack, it's noteworthy that Krampus can potentially remove many enemy buffs by simply attacking.

+ LB3 gives Krampus an every-5-turn   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) and   Blessing+300~600HP/turn for 4 turns (Buff) nuke, essentially granting him slight team support.

Cons

- In the instances where   Krampus (Jiangshi) needs to be moved, he offers absolutely nothing to himself, nor his team.

-   ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) and   DEF UpDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) only trigger when Krampus appears; while they grant him a strong opening hand, they do not reapply themselves at any other point during battle. As such, Krampus is encouraged to attack quickly to maximize his initial offensive power.

- Krampus offers no defensive abilities after his   DEF UpDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) runs out, and will take the full brunt of any attack unless properly shielded.

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

Glass Cannon

  Krampus (Jiangshi) excels at attack power through   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff),   LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff),   ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff), and his bonus damage to   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff). However, he lacks defense, and after his initial   DEF UpDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) wears off he is completely defenseless.

Debuffer

While   Krampus (Jiangshi) lacks the amount of debuffs his regular card can inflict, he can still routinely inflict   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) every few turns, and can inflict   Nullify BuffPrevent receiving buff once for 4 turns. Vanishes after use. (Debuff) and   Remove BuffRemove one buff (Debuff) by attacking.

Disruptive Support

In the situation where   Krampus (Jiangshi) cannot attack or his attacks do not hit any enemies, his   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) and   Blessing+300~600HP/turn for 4 turns (Buff) nuke can still be launched every 5 turns, granting his team additional attack power and passive healing to help them clear Phases.


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

  Krampus (Jiangshi) serves as a very potent damage dealer and debuffer. Thankfully, most of his skills are guaranteed or nearly guaranteed to trigger, save for his on-attack   Nullify BuffPrevent receiving buff once for 4 turns. Vanishes after use. (Debuff) and   Remove BuffRemove one buff (Debuff); while he'd appreciate Skill seeds, they aren't vital. Krampus would benefit the most from Attack, HP, and Level seeds, in order to compensate for his lack of defenses and strengthen his offense as much as possible.


Team Synergy

☆3/☆4 Krampus

Damage Boosters

  Krampus' 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' 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 or   Triton.

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 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   CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) 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

Damage Boosters

  Krampus (Jiangshi)'s offensive capabilities will mostly hinge on his   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) and   LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff). Given that that amounts to a single debuff and single buff, Krampus is an excellent target for additional buffs in order to further boost his damage. Units that can do so, such as   Kenta (Valentine) or   Thunderbird, would be recommended.

Damage Mitigation

  Krampus (Jiangshi) gains a single means of defense through   DEF UpDEF Up by 0.9x ~ 0.45x for 4 turns (Buff), but after that runs out, he's completely vulnerable. Pair him with units who can give him defense, such as   Marchosias.

Healers

While he can heal himself through   Blessing+300~600HP/turn for 4 turns (Buff) every 5 turns,   Krampus (Jiangshi) cannot heal himself or other teammates through any other means. Use units who can supplement additional healing, like   Chernobog (Beachside).

Board Nukers

It's possible to time   Krampus (Jiangshi)'s   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) nuke with an All-range CS in order to completely wipe out the enemy field. Consider pairing him with   Kotaro (Beachside) or   Gyumao.


AR Equipment

☆3/☆4/☆5 Krampus

ARs that bolster   Krampus and   Krampus (Jiangshi)'s damage output are recommended, as that is his strength. Both   Every Cloud Has a Silver Lining and   Chocolate From The Abyss 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 (Jiangshi) a progressively stronger attack boost as the battle proceeds, which aligns with his every-5-turn   StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) nuke.

You can also play to Krampus' lesser strengths. If you'd like to shut enemies down even further, you could try   Battle between Swordsmith and Swordsman, which gives   Krampus (Jiangshi) the chance to apply an additional   Remove BuffRemove one buff (Debuff) after 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).


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 quite a detriment to him. 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' 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

Attack Prevention

  Krampus (Jiangshi) truly shines through his attacks, so if he is inflicted with   CharmCannot attack for 3 turns (Debuff) or is locked out of range with something like   OppressionCannot move at will for 2 turns (Debuff) or   ParalysisATK Down by 0.9x ~ 0.45x, cannot move at will for 5 turns (Debuff), his capabilities are practically moot.


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