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Last Rider Krau

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Rarity
Element
Light
Class
Knight
Zodiac
Pisces
Max CP17610
A wild card capable of handling anything
Trust
Operator Sigret
Leader of the Mechanical Empire Taranor's Special Force Team 7 and Heir to the mobile weapon Ziegfried. He's uncontrollable and does everything his way, but his skill is undeniable. Central Division has granted him the code number 00 as a symbol of his right to act independently.

Table of Contents

Hero Stats

Hero CP: 17610
HP 6405
ATK 839
SPD 100
DEF 752
Crit Hit Chance Crit Hit DMG Dual Atk Chance
15.00% 150.00% 5.00%
Effectiveness Effect Resist
0.00% 18.00%
Imprint Release

+Critical Hit Chance %
SSS : +17.4% SS : +14.5% S : +11.6% A : +8.7% B : +5.8%
Imprint Concentration

+Health %
SSS : +18% SS : +15% S : +12% A : +9% B : +6%
*Red tiles mark the effective area of a Devotion Skill.

Preferred Content

Builds

Krau, 行きます!

Last Rider Krau players have 1 significant decision to make when building him, to go immunity or resistance as a secondary.

Immunity is generally good on everyone and it allows Krau to focus on his 3 main stats.

Res set becomes a good option for players who don't have equipment that is extremely focused and is beneficial to his overall playstyle as it allows him to resist buff strips and defense breaks.

Stats

Players should aim for a baseline stats (post-90) of:
23000 HP
1300 Def
200 Spd

This should be achievable with 90 gear but players should always strive to aim above that. For players building resistance on top, 130 is a good place to start.

Skillups

As is with most S3s, the -1 cooldown is top priority. After that, players should max it out for the extra penetrating damage. With spare molagoras, S2 can be considered for investment as it will provide lots of value over time. S1 can be ignored since Last Rider Krau does not build crit thus the investment becomes marginal since it is only damage.

Artifacts

Aurius / Adamant Shield / Crown of Glory defensive artifacts are always super key to the survival of a team and is vital if players plan on using ML Krau as the sole tank. As a secondary tank he can take a complimentary defensive artifact or auxiliary artifact for his own sake.

Hilag Lance / Prophetic Candlestick are the most common auxiliary artifacts for ML Krau. They both either help him reduce his cooldown or boost his turns to refresh the cooldown to ramp damage on his S3.

 

Equipment

Main
HP %
HP %
Spd
Sub
HP %
Spd
Def %
Eff Res %
Set
Speed
Immunity

Artifact

Upgrade Priority

Early Mid Late
0 0 0
0 0 +5
+3 +5 +5

Team

Core

A prototypical team where Last Rider Krau can be a secondary tank/threat. Krau is the primary tank and can carry Aurius. Between all the characters, they provide 5 buffs for each hero, all complimenting each other, and makes it possible for each character in the team to face tank most meta heroes.

Table of Contents

Analysis

Overview

Last Rider Krau is the first released moonlight hero of Chapter 3 of the story. He is a 5* Light Knight whose focus is on protecting his team from overt AoE threat while being a threat himself with constant threat of AoE defense penetrating damage. Given how his kit functions,  he can be anything from an instrumental defensive piece against an AoE team to a solid AoE threat against tanky teams. ML Krau is a unit that requires very specifically funneled stats but he also gets massive value from the stats that he specializes in through his buffs.

Strengths

Renewable Shield Vs AoE

Through his passive, Last Rider Krau can grant his team a shield after every AoE attack without cooldown. This makes him very handy against meta heroes such as Judge Kise and Seaside Bellona.

Defense Penetrating AoE

Not only does ML Krau’s S3 scale with HP, it also penetrates defense, grants immunity, and can have its cooldown lowered by AoE. This is what makes Last Rider Krau not only good against AoE heavy teams, but also some meta defenses that employ stall tactics.

Makes Great Value of his Stats

ML Krau in a sense is a hard hero to build due to him only realistically needing 3 stats: HP, Def, and Speed. This means that players can generally get away with a really strong build with all heroic equipment. While Krau does make great use of resistance, it can be largely considered a dump stat if his team is well built. With his HP, Krau can scale it both into his damage as well as shield for allies. With the speed, Krau has perpetually +30% so every point of speed ML Krau gets is worth 1.3!

Weaknesses

Does Not Provide Upfront Mitigation

ML Krau’s only form of mitigation comes from the shield he generates after his team suffers an AoE attack. This means that characters that are at risk of being one shot do not directly benefit from him unless an Aurius type artifact is carried.

Does Not Benefit from Crit%/CDmg%/Eff%/Atk

Since ML Krau’s primary sources of damage scales from HP, cannot critically strike, or have any form of crowd control in his kit, the above stats are considered wasted stats if that clog up rolls for the other stats he makes such great value of, making well-rolled gear that much more important on him.

Lack of Significant Burst

While ML Krau has enough damage to apply constant pressure, his scaling makes it so that it’s near impossible for him to spot and remove any key target, even with his scaling damage. He will need to rely on a true DPS in his team.

Table of Contents

Skills

Skill 1: Punishment
+1 Souls
Attacks the enemy with a swordstorm, before increasing Speed of the caster for 1 turn. Damage dealt increases proportional to the caster's max Health.
Skill Enhance
Effects and Multipliers
Passive
After suffering an attack that targets all allies, decreases the caster's skill cooldown by 1 turn and grants a barrier to all allies for 1 turn. Barrier strength increases proportional to the caster's max Health. Barrier effect can only be activated once per turn.
Skill Enhance
Effects and Multipliers
7 Turns
+3 Souls
Summons Ziegfried and attacks all enemies. Penetrates Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's max Health. Damage dealt increases every time this skill is used and can stack up to 3 times.

Awaken
Summons Ziegfried and attacks all enemies, before granting immunity to all allies for 2 turns. Penetrates Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's max Health. Damage dealt increases every time this skill is used and can stack up to 3 times.

Soul Burn Effect
-10 Souls

Skill cooldown is decreased by 2 turns.
Skill Enhance
Effects and Multipliers

Awakening

Lvl
Defense +3% Attack +20 / Health +60
Lvl
Effect Resistance +6% Attack +20 / Health +60
Lvl
Health +6% Attack +30 / Health +80
Lvl
Defense +6% Attack +30 / Health +80
Lvl
Effect Resistance +12% Attack +30 / Health +80
Mobile Weapon Ziegfried
Summons Ziegfried and attacks all enemies. Penetrates Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's max Health. Damage dealt increases every time this skill is used and can stack up to 3 times.
Ability Upgrade
Summons Ziegfried and attacks all enemies, before granting immunity to all allies for 2 turns. Penetrates Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's max Health. Damage dealt increases every time this skill is used and can stack up to 3 times.
Stat Increase
Attack +20 / Health +60

Campsite Stats

Campsite Topic

Self-Indulgent
Belief