Karenina: Ember

From GRAY RAVENS
← Lee: Entropy Nanami: Pulse →
100%

Taking off her jacket and releasing the weapon restriction, Karenina is able to unleash the full force of her flaming wrath to burn away everything in her way. · Rank: S-Rank · Class: Attacker · Element: Physical (30%) Fire(70%) 50%

                                                                                                                                                                                                                                                                                                                                                                                                       

Taking off her jacket and releasing the weapon restriction, Karenina is able to unleash the full force of her flaming wrath to burn away everything in her way.
Melee - Has strong area attack ability.
Mixed Damage - Able to deal Physical and Elemental DMG.
Physical (30%) Fire (70%)
Karenina
Ember
2 Mar
163cm
42kg
B
16
Review
1820
287
403
191
S-Rank
Attacker
Cannon
F. Dragon
E. Force
P. Engine

Optimal Weapon: Fusion Dragon

Fire DMG increases by 10%. Pinging Red Orbs increases Fire DMG by 10% for 5s. Duration resets every time it is triggered.

Optimal CUB: Nitor

Nitor rushes to the target and claws at it, triggering an explosion that deals damage.

Memory Builds ◇ Karenina: Ember

A list of recommended builds for Karenina: Ember 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
Shakespeare x4 / Darwin x2
Memory Resonance
Top Resonance Slot (1):
Lightblade Strike x3 + Covering Barrage x3: Red/Yellow Orb Level +1 x6

Bottom Resonance Slot (2):
Ex — Tactical Adjustment: HP +75, ATK +15 x6
Key Notes
  • Karenina: Ember's main build
Usage
Details
  • Set suited for Embers with a large amount of field time, as it provides consistent damage
  • Current Global set for most situations, since swapping to Nanami: Pulse or Sophia: Silverfang means a loss in damage output
  • CN set for low investment Embers
Memory Placement
01
02
03
04
05
06
Hanna x4 / Darwin x2
Memory Resonance
Top Resonance Slot (1):
Covering Barrage: Yellow Orb Level +1 x6

Bottom Resonance Slot (2):
Ex — Tactical Adjustment: HP +75, ATK +15 x6
Key Notes
  • Alternative DPS set
  • Ultima Awakening Set
Usage
Details
  • Primarily a Phantom Pain Cage burst set for now on Global
  • Sees a lot more use in CN, provided your Ember is well invested, since a large amount of field time is taken up by Liv: Empyrea
  • You can keep any Red Orb Resonaces if Phantom Pain Cage is not a priority for you
Memory Placement
01
02
03
04
05
06
Da Vinci x4 / Einsteina x2
Memory Resonance
Top Resonance Slot (1):
Covering Barrage: Yellow Orb Level +1 x6

Bottom Resonance Slot (2):
Ex — Tactical Adjustment: HP +75, ATK +15 x6
Key Notes
  • Niche build
Usage
  • War Zone
  • Norman Revival Plan
  • High difficulty content
Details

Weapon Resonance ◇ Karenina: Ember

Recommended 6★ weapon resonances for Karenina: Ember 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 when 3-Ping. Duration resets every time it is triggered.
Priority
HIGH:
  • Dead Line Timing
  • Matrix Lightning

MEDIUM:

  • Glorious Afterglow
Notes
Minimum recommended amount: 1
  • Glorious Afterglow sometimes replaces Deadline Timing in Phantom Pain Cage
  • Leave Glorious Afterglow for last
  • Make sure you have the Tank and Support resonances done before doing this one, as it's weaker than the other resonances

Skills & Passives

Red Orb

Lightblade Strike

Automatically uses a 3-Ping version of this attack upon switch-in. Switch-in triggers this character's Core Passive.
Red Orb — Ping Red Orb
Swings the cannon twice to attack the targets ahead, dealing Physical DMG. Gains Super Armor while using this skill.
- Deals 100% / 200% / 300% Physical DMG based on the number of orbs pinged.

Red Orb — Enhanced Form + Ping Red Orb
In Enhanced Form, swings the cannon twice to attack the targets ahead, dealing Fire DMG. Gains Super Armor while using this skill.
- Deals 150% / 300% / 450% Fire DMG based on the number of orbs pinged.
Yellow Orb

Covering Barrage

Yellow Orb — Ping Yellow Orb
Leaps forward and slams the target with her cannon. Takes reduced damage from all attacks while casting this skill and deals Physical DMG to nearby targets.
- Deals 180% / 360% / 540% Physical DMG based on the number of orbs pinged.
- Takes 30% less damage from all attacks.

Yellow Orb — Enhanced Form + Ping Yellow Orb
In Enhanced Form, leaps forward and slams the target with her cannon. Takes reduced damage from all attacks while casting this skill and deals Fire DMG to nearby targets.
- Deals 270% / 540% / 810% Fire DMG based on the number of orbs pinged.
- Takes 30% less damage from all attacks.
Blue Orb

Wingman Support

Blue Orb — Ping Blue Orb
Summons flying laser drones and deals Physical DMG instantly. Drones deal Physical DMG with every attack. If multiple drones are present, the one with the highest level take priority.
- Based on the number of orbs pinged, the drones deal 6% / 12% / 18% Physical DMG instantly upon summoning and deal 20% / 40% / 60% Physical DMG with every attack.

Blue Orb — Enhanced Form + Ping Blue Orb
In Enhanced Form, summons flying laser drones and deals Physical DMG instantly. Drones deal Fire DMG with every attack. If multiple drones are present, the one with the highest level take priority.
- Based on the number of orbs pinged, the drones deal 6% / 12% / 18% Physical DMG instantly upon summoning and deal 30% / 60% / 90% Fire DMG with every attack.
Basic Attack

Pressure Unleashed

Basic Attack — Tap Basic Attack
Launches consecutive attacks at the target, dealing Physical DMG.
- Deals 720% Physical DMG in total.

Basic Attack — Enhanced Form + Tap Basic Attack
Launches consecutive attacks at the target, dealing Fire DMG.
- Deals 720% Fire DMG in total.
Core

Thermal Armament

Core Passive — Any 3-Ping / Cast Signature
Gains Thermal Energy upon entering battle. Thermal Energy can be gained via 3-Pings and Signature move.
- Increases Thermal Energy gained when entering battle by 3% per skill level.

Core Passive — Thermal Energy reaches 50%
Enters Enhanced Form once Thermal Energy reaches 50%, gaining Fire DMG Bonus and granting additional effects to Signal Orb skills and Basic Attacks. Thermal Energy decreases over time in Enhanced Form.- Gains 20% Fire DMG Bonus in Enhanced Form.
- Thermal Energy decreases by 5% per second in Enhanced Form.
Signature

Signature - Scar of Earth

Signature Move: Costs 100 Energy. Shoots a laser at the ground by 200% Fire DMG and leaves a path of fire for 5 seconds in the end. All enemies in the path take 200% Fire DMG per second.
QTE

Gravity Fall

QTE: Karenina deals 720% Fire DMG at the target.
Leader

Leader - Complete Destruction

Increases ATK by 10% when there are 3 different classes in the team. Increases ATK of all Attacker Omniframes in the team by 5%.
Class

Attacker

Extra DMG Bonus increases by 20%.
Awakening

Ultima Awaken

Gains 3 Signal Orbs when entering battle.
SS-Rank

Thermal Radiation

Extra Fire DMG Bonus increases by 10% after entering Thermal mode.
SSS-Rank

Infinite Potential

Extra DMG Bonus of Enhanced skills increases by 10%.
SSS+ Rank

Elimination Duty

Reduces Fire DMG Resistance of enemies that took burning damage from a Signature Move by 15% for 5 seconds.
Hidden Skill
Thermal System
Any 3-Ping
Technique
Gains thermal energy based on the skill level (3% per), and also by using certain skills. All skills become Enhanced when thermal energy is above 50%. Fire DMG increases when in Thermal Mode.

Videos

Related Frames

← Lee: Entropy Nanami: Pulse →