Trained at the Cosmos Technicians Union and a member of the Engineering Force, the fiery Karenina solves problems by blowing them up. The Purifying Force finds this useful.
· Rank: A-Rank
· Class: Attacker
· Element: Physical (80%) Fire (20%)
Information
Trained at the Cosmos Technicians Union and a member of the Engineering Force, the fiery Karenina solves problems by blowing them up. The Purifying Force finds this useful.
Specialty
Mixed Damage - Able to deal Physical and Elemental DMG. Form Switch - Signature Move can switch attacking forms.
A list of recommended builds for Karenina: Blast 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.
Using a Double QTE Trigger on Rosetta's Catherine will not apply the effect on the next wave; having another set on Karenina bypasses this problem.
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).
Weapon Resonance ◇ Karenina: Blast
Recommended 6★ weapon resonances for Karenina: Blast can be found here listed in order of priority.
1. 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).
2. Matrix Lightning
After EX Dodge (triggering Matrix), Movement Speed is greatly increased and all enemies' Extra DMG Reduction is decreased by 10% in Matrix.
3. Glorious Afterglow
Final ATK of the weapon increases by 30% for 8s upon a 3-ping. Duration resets upon a repeated trigger.
Priority
HIGH:
Dead Line Timing
Matrix Lightning
MEDIUM:
Glorious Afterglow
Notes
Minimum recommended amount: 2
Glorious Afterglow sometimes replaces Deadline Timing in Phantom Pain Cage.
Leave Glorious Afterglow for last.
Focus on Tank and Support/Amplifier resonances first before unlocking the third Attacker resonance.
Skills & Passives
Red Orb
Scattering Projectiles
Fires 6 projectiles forward, each dealing 40% / 80% / 120% Physical DMG based on the number of orbs pinged.
Yellow Orb
Detonative Projectile
Automatically uses a 3-Ping version of this attack upon switch-in. Switch-in fulfills 1/3 of this character's Core Passive. Quickly fires a projectile at the target and deals 150% / 300% / 450% Physical DMG based on the number of orbs pinged. Puts a Mark on the target. Marked targets have a 75% chance of exploding and taking 10% / 20% / 30% Fire DMG when hit by you.
Blue Orb
Spinning Projectile
Fires a special projectile at the ground that continues to pull enemies in and deals 100% / 200% / 300% Physical DMG based on the number of orbs pinged. Then deals 50% Physical DMG per second to enemies in the area for 1/2/3 seconds.
Basic Attack
Artillery Technique
Basic Attack: Launches consecutive attacks with a cannon, dealing 600% Physical DMG in total.
QTE: Karenina: Blast enters the battle and casts spinning flame shots, dealing up to 500% Physical DMG.
Class
Attacker
Extra DMG Bonus increases by 20%.
Awakening
Ultima Awaken
Gains 3 Signal Orbs when entering battle.
Core
Artillery Tactics
Core Passive: Karenina: Blast enters the burst form after making 3-Ping three times or casting a Signature Move. For the next 3s, your Basic Attacks will be replaced by ranged cannon shots, each shell dealing 80% Physical DMG.
Leader
Leader - Solitary
Attack of all party members increases by 10% when they are of 3 different classes.
SS-Rank
Death Mark
Passive: Extra DMG Bonus of explosion caused by Detonative Projectile increases by 50%.
SSS-Rank
Elimination Hunt
Passive: When attacking a target Marked by Detonative Projectile, Extra DMG Bonus increases by 15%.
SSS+ Rank
Fighting Instinct
Passive: Extra DMG Bonus of Basic Attack increases by 20%.