Korpokkur/Strategy
NOTE: This page currently under construction.
(This page is for Korpokkur strategy guide. For the standard Korpokkur page, click here.)
Overview
☆5 Korpokkur
Korpokkur is a unit who, much to his dismay, shows some age. At his release he was one of the most potent debilitating units the game had seen, while nowadays he remains useful, but undeniably outshined by newer additions. His best position is as the team leader where he can have his allies immediately benefit from his FreezeDEF Down by 1.1x ~ 2.2x, -200~-400HP/turn for 4 turns (Debuff) and finish enemies off after he has drained their HP. At phase start his entire team can benefit from some defensive momentum with ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff), while Korpokkur himself can shrug off debuffs with consistent Nullify DebuffPrevent receiving debuff once for 4 turns. Vanishes after use. (Buff). In general he remains a useful, if modest, team addition whose primary role is to chip away at enemies' HP for his allies to finish off.
Highlights
☆5 Korpokkur
Class: Mixed Support
Gameplay Role:
Pros
+ Can reliably shrug off one debuff per turn.
+ Provides good defensive momentum at phase start to his whole team regardless of positioning.
+ LB3 provides potent and consistent offensive amp for his team's attacks.
Cons
- Default's effects are generally outweighed by LB3's, leaving it often unused.
- His HP down, particularly LB2's, is underwhelming when facing high level enemies who have a lot of HP.
- Being a ☆5, it is unlikely to see his CS (which oddly has a 3x damage multiplier unlike most ☆5 units' 4x) reach effects beyond the base, which is an HP down equal to his LB3 and a small heal, and has no means of keeping enemies away after pushing them back.
Gameplay Role
Example gameplay role breakdown.
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) |
---|---|---|---|---|---|---|---|---|
7239 | 9393 | 2632 | 4050 | 737 | 1134 | 1474 | 2268 | |
9474 | 11566 | 3206 | 4604 | 898 | 1289 | 962 | 1381 |
Example description
Team Synergy
Example synergy class
Example description
Checks and Counters
Example counter
Example description
Teambuilding Options
This section consists of user-submitted builds that may not necessarily be viable for high level quests.
Endless Winter
Endless Winter (submitted by Arathun) | |||||
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Cost: 64 |
The following assumes all units are fully built at LB3, but assumes no seeding.
The main strategy of this team is attract enemies to one side of the board at the front, while slowly chipping away all enemy units on the other side at the back. Thus, this team is best suited for large maps, although it can also work on wide and tall ones. Korpokkur slowly chips in enemy HP every turn start, and can build CP quickly whenever he misses (although this can be difficult to do since he has Magic weapon type. His All type CS can deal more serious damage, ensuring this chipping strategy is not a total slog.
While Korpokkur camps in the back corner and misses, Snow and Tsathoggua tank enemy hits on the opposite corner. Tsathoggua can control aggro with his own CS (which he can generate self-sufficiently) while contributing healing to self and allies. He can also inflict Charm on opponents and activate Tenacity before receiving damage, raising his survivability substantially. However, even with all these, he is still not quite capable of tanking strong hits while remaining positive in HP balance overall. Snow can provide the extra boost he needs to tank more, through healing and Protection bestowal, as well as ferrying Tsathoggua out of harms way when his HP gets critically low.
Lastly, Arc mostly plays a bonus role of denying enemies with problematic CSes with Compensator. She can also keep Korpokkur out of reach with her on-move Anchor, although this is rather situational.
Examples