Kamui: Tenebrion

From GRAY RAVENS
← Nanami: Pulse Lucia: Crimson Abyss →
100%

The result of Kamui’s control over the Tenebrion that he was imbued with. This frame is able to switch freely between two battle forms. · Rank: S-Rank · Class: Tank · Element: Physical (50%) Dark (50%) 50%

                                                                                                                                                                                                                                                                                                                                                                                                       

The result of Kamui’s control over the Tenebrion that he was imbued with. This frame is able to switch freely between two battle forms.
Mixed Damage - Able to deal Physical and Elemental DMG.
Form Switch - Signature Move can switch attacking forms.
Physical (50%) Dark (50%)
Kamui
Tenebrion
23 Oct
180cm
72kg
B
19
Review
2299
316
344
172
S-Rank
Tank
Greatsword
Darkness
Str. Hawk
PGC

Optimal Weapon: Darkness

After a 3-Ping, Physical DMG and Dark DMG dealt increase by 20% for 5s. Duration resets every time it is triggered.

Memory Builds ◇ Kamui: Tenebrion

A list of recommended builds for Kamui: Tenebrion can be found here. Each tab represents one build — click the tabs below to view each one.
See here for more information about Ultima Awakening and resonance slots.

Memory Placement
01
02
03
04
05
06
Bathlon x4 / Einsteina x2
Memory Resonance
Top Resonance Slot (1):
Ex — Tactical Adjustment: HP +75, ATK +15 x6

Bottom Resonance Slot (2):
Tank: Class Skill Level +1 x6
Key Notes
  • Kamui: Tenebrion's main build
  • Ultima Awakening Set
Usage
Details
  • General-purpose set if paired with Luna: Laurel
  • Bathlon provides debuffs for Luna: Laurel on QTE and still allows Tenebrion to deal damage on-field.
  • Maintaining Tenebrion's Signature Move buff is not a concern since Bathlon provides Signal Orbs for Tenebrion and Luna's on-field time is very long.
  • Double QTE Triggers are extremely important for Luna, so Tenebrion should not be using Da Vinci.
    • Double QTE Trigger: activate the QTE of the character who is not holding Da Vinci, wait until they finish their QTE animation and disappear from the field, activate the Da Vinci user's QTE and trigger the first character's QTE again (via Da Vinci's effect).
Memory Placement
01
02
03
04
05
06
Hanna x4 / Einsteina x2
Memory Resonance
Top Resonance Slot (1):
Countering Swordplay: Red Orb Level +1 x6

Bottom Resonance Slot (2):
Tank: Class Skill Level +1 x6
Key Notes
  • Secondary build
Usage
Details
  • Sub-DPS set for general content when paired with Watanabe: Astral
  • Hanna Matrixes help with survivability on hard stages.
  • Not recommended to invest much in if you're planning to get Luna: Laurel.
  • Einsteina offers higher ATK than Hanna but placing Einsteina in Grid 1-3 allows for easy swapping between all three sets.
Memory Placement
01
02
03
04
05
06
Da Vinci x4 / Einsteina x2
Memory Resonance
Top Resonance Slot (1):
Ex — Tactical Adjustment: HP +75, ATK +15 x6

Bottom Resonance Slot (2):
Tank: Class Skill Level +1 x6
Key Notes
  • Niche build
Usage
Details

Weapon Resonance ◇ Kamui: Tenebrion

Recommended 6★ weapon resonances for Kamui: Tenebrion can be found here listed in order of priority.

1. Tenebrion Shock
Inflicts Dark Wave effect upon dealing Dark damage. Dark Wave: reduces the target's Dark resistance by 8% for 8s. Repeated triggering refreshes the duration.
2. Dead Line Timing
Gain 2 extra random signal orbs upon deployment, and 3 signal orbs of the same color every 45s (also gain signal orbs on standby).
3. Resonant Echo
The duration of effect inflicted by Tank class skill increases to 8s.
4. Boundary's Annihilation
On QTE, shields the Construct in control for 10% of the skill user's max HP for 5s.
Priority
HIGH:
  • Tenebrion Shock

MEDIUM:

  • Dead Line Timing
  • Resonant Echo

LOW:

  • Boundary's Annihilation
Notes
Minimum recommended amount: 1
  • Boundary's Annihilation is mainly equipped in Phantom Pain Cage to keep 100% HP for the highest possible score.

Skills & Passives

Red Orb

Countering Swordplay

Red Orb — Ping Red Orb
Automatically uses a 3-Ping version of this attack upon switch-in.
Unleashes a cross slash at the target, dealing Physical DMG and Extra Dark DMG.
- Deals 200% / 400% / 600% Physical DMG and 40% / 80% / 160% Extra Dark DMG based on the number of orbs pinged.

Red Orb — Dark Form + Ping Red Orb
In Dark Form, swings at the target ahead, dealing Dark DMG.
- Deals 800% / 1000% / 1200% Dark DMG based on the number of orbs pinged.
Yellow Orb

Assaulting Charge

Yellow Orb — Ping Yellow Orb
Charges at the target dealing Physical DMG and Extra Dark DMG. When charging, reduces all damage taken from frontal attacks and becomes immune to control effects.
- Deals 200% / 400% / 600% Physical DMG and 40% / 80% / 120% Extra Dark DMG based on the number of orbs pinged.
- When charging, reduces all damage taken from frontal attacks by 30%.

Yellow Orb — Dark Form + Ping Yellow Orb
In Dark Form, charges at the target to deal Dark DMG. When charging, reduces all damage taken from frontal attacks and becomes immune to control effects.
- Deals 600% / 750% / 900% Dark DMG based on the number of orbs pinged.
- When charging, reduces all damage taken from frontal attacks by 30%.
Blue Orb

Sundering Blade

Blue Orb — Ping Blue Orb
Spins and slashes the target airborne, dealing Physical DMG and Extra Dark DMG. Pulls the target while spinning.
- Deals 140% / 280% / 420% Physical DMG and 40% / 80% / 120% Extra Dark DMG based on the number of orbs pinged.

Blue Orb — Dark Form + Ping Blue Orb
In Dark Form, slams the ground with a fan-shaped blast that deals Dark DMG and stuns the target.
- Deals 480% / 600% / 720% Dark DMG based on the number of orbs pinged.
- Stuns the target for 3 / 4 / 5s based on the number of orbs pinged.
Basic Attack

Rapid Greatsword

Basic Attack — Tap Basic Attack
Launches consecutive attacks with a greatsword, dealing Physical DMG.
- Deals 560% Physical DMG in total.

Basic Attack — Dark Form + Tap Basic Attack
In Dark Form, launches consecutive attacks with Dark Blade, dealing Dark DMG.
- Deals 900% Dark DMG in total.
Core

Fighting Will

Core Passive — Any 3-Ping
Gains an extra 10 Energy upon a 3-Ping.

Core Passive — Dark Form + Passive
In Dark Form, Physical Resistance and Dark Resistance increase by 30%.
Signature

Signature - Twin Cores

Signature Move — At Least 60 Energy + Tap Signature
Enters Dark Form to transform all skill forms and gain Super Armor. Dark Form consumes Energy every second and ends when all Energy is consumed.
- Dark Form consumes 8 Energy every second.

Signature Move — Dark Form + At Least 60 Energy + Tap Signature
In Dark Form, Dark DMG increases by 40%.
QTE

Chain Spin

Spins and cuts the targets as he enters the battlefield, dealing Dark DMG and inflicting them with Chain Fusion, reducing their Dark Resistance.
- Deals 580% Dark DMG in total.
- Chain Fusion reduces the target's Dark Resistance by 10% for 6s.
Leader

Leader - Alternation Harmony

Increases Elemental DMG by 10% and Physical DMG by 5% when there are 3 different classes in the team.
Class

Tank

Attacks reduce the target's Extra DMG Reduction by 20% for 5s.
Awakening

Ultima Awaken

Gains 3 Signal Orbs when entering battle.
SS-Rank

Invincible

Dark Form grants 20% Extra DMG Reduction. Kamui: Tenebrion applies Chain Fusion on targets damaged by him. The Resistance Reduction of Chain Fusion increases by 15%.
SSS-Rank

Energy Guard

Increases Extra DMG Bonus of 3-Ping skills by 30%.
SSS+ Rank

Energy Overflow

In Dark Form, Dark DMG increases by 20%.
Hidden Skill
Fighting Will
=
Any 3-Ping
Signature move rage
Technique
Performs a 3-Ping for 10 Energy. Increases Physical and Dark Resistance when in Dark Form.

Related Frames

← Nanami: Pulse Lucia: Crimson Abyss →