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Analysis by ZeShado
Karla - Sword Vassal

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 42
ATK 35
SPD 40
DEF 23
RES 22

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 6 9 5 6
Middle 18 7 10 6 7
High 19 8 11 7 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 39 32 37 20 19
Middle 42 35 40 23 22
High 45 38 44 26 25

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

Skill Sets

The Most Original Build Ever (Aether Raids)

Build by ZeShado
Recommended
Vassal's Blade (+Eff) A Distant Counter
Positional Assist B Spurn 3
Sol
Alternate: Luna
C Pulse Smoke 3
Alternate: Time's Pulse 3
IVs

+ATK or +SPD / -RES

SAtk/Spd Solo 3
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Vassal's Blade (+Eff)

Assist: Positional Assist

Special: Sol / Luna / Noontime / Moonbow

A Passive: Distant Counter

B Passive: Spurn

C Passive: Pulse Smoke / Time’s Pulse

Sacred Seal: Atk/Spd Solo / Spd/Res Solo / Mystic Boost

  • Vassal’s Blade’s ability to not only act as a conditional Null Follow-Up weapon, but also grant additional Atk and Spd means Karla can make for a fantastic Spurn tank, since not only does she gain more Spd from her weapon, but also has the ability to run both Null Follow-Up and Damage Reduction in her kit, effectively reducing the amount of damage she takes. Starting at a base of 40 Spd, Vassal’s Blade only further increases the potency of Damage Reduction skills thanks to the 10 potential Spd it can grant.
     
  • Due to the Slaying effect in Vassal’s Blade, Karla is able to run a variety of 2 CD and 3 CD Specials of her choice. For Aether Raids, some of the most common choices end up being healing Specials such as Sol or Noontime. However, if you want to run damaging Specials, you can go with Luna or Moonbow. Depending on the support of your choice, you might be able to run a 3 CD Special.
     
  • Distant Counter is fairly standard by this point. Since a good majority of Aether Raids Defense teams are made up of ranged units, she’ll want to have the ability to counter them during the Enemy Phase, especially if she’s being run as a Spurn tank.
     
  • Spurn is going to be the best option of the three Damage Reduction skills as it can grant additional True Damage if the threshold is met. This means Karla can easily get upwards of 15 points of True Damage per hit as Vassal’s Blade grants a good percentage of True Damage based on her Spd. That being said, you can’t go wrong with any of the three options.
     
  • Depending on the support units at hand, Karla can either run Pulse Smoke or Time’s Pulse. Pulse Smoke allows Karla to shut down instant Specials and Area-of-Effects, even if the latter doesn’t dent her as much. Time’s Pulse as Karla’s C Passive is to help synergize with 3 CD Specials. The Slaying in Vassal’s Blade means she can retaliate with a 3 CD Special with Time’s Pulse, as long as there aren't any Guard effects present.
     
  • The Sacred Seal is flexible depending on what stats you want to prioritize. Atk/Spd Solo can help with her damage output, but if you feel that it’s already high enough, you can give her Spd/Res Solo instead to help deal with mages that continue to fester Aether Raids. Likewise, if you want to run a damaging Special, you can run Mystic Boost as her Sacred Seal, but as a result, she won’t heal nearly as much.

Galeforce Mommy Unga Bunga Ooga Booga Wahoooooooooooo (General Use / Aether Raids)

Build by ZeShado
Vassal's Blade (+Eff) A Flashing Blade (3 or 4)
Alternate: Fury (3 or 4)
Positional Assist B Wings of Mercy 3
Alternate: Windsweep 3
Galeforce C Time's Pulse 3
Alternate: Def Smoke 3
IVs

+ATK or +SPD / -RES

SQuickened Pulse
Alternate: Heavy Blade 3 / Flashing Blade 3

Show Explanation/Analysis

Weapon: Vassal's Blade (+Eff)

Assist: Positional Assist

Special: Galeforce

A Passive: Flashing Blade (3 or 4) / Fury (3 or 4) / Heavy Blade (3 or 4)

B Passive: Wings of Mercy / Windsweep

C Passive: Time’s Pulse / Def Smoke

Sacred Seal: Quickened Pulse / Atk/Spd Solo / Atk/Spd Bond / Flashing Blade / Heavy Blade

  • The innate Slaying and Null Follow-Up in Vassal’s Blade means there’s not much stopping her from running a competent Galeforce set beyond Guard skills. And even then, given that Guard skills are rare, you’ll find that in most cases Karla will be able to get her Galeforce off with relative ease. This is especially true if you run skills that accelerate her cooldown such as Quickened Pulse and Flashing Blade.
     
  • Karla’s high Spd stat, combined with Vassal Blade’s True Damage, means she’d make perfect use of Flashing Blade 4. Flashing Blade 4 being able to grant an additional five True Damage means that her damage output can still be relatively high, even without a damaging Special. For budget purposes, you can also run Fury as that can make Flashing Blade checks easier and Heavy Blade checks more obtainable.
     
  • Karla having innate Null Follow-Up means she can run Windsweep without the follow-up negation penalty. This, on top of the additional 10 Spd she can gain from her weapon, means most melee units are going to struggle to beat the Windsweep effect. Likewise, if you want to run her in Aether Raids, you can run her with Wings of Mercy and act as part of a chain in a Galeforce comp.
     
  • Karla’s C Passive is relatively flexible for the most part. If you want to lower her cooldown as much as possible to make Galeforce easier to trigger, you can give her Time’s Pulse. Time’s Pulse, combined with Quickened Pulse as her Sacred Seal, puts Galeforce at 2 CD, and so long as there aren’t any Guard effects and she can make her Flashing/Heavy Blade check, which shouldn’t be an issue whatsoever, she’ll be able to trigger Galeforce on the first hit. However, if Time’s Pulse is out of the budget, she can run Def Smoke, so her next combat allows her to deal with foes more easily.
     
  • The Sacred Seal of choice will completely depend on what Karla is already running in her kit. Flashing Blade and Heavy Blade are going to be the most desired choices if she isn’t running those skills as her A Passive. If she is, then you can either increase her damage output with Atk/Spd Bond or Atk/Spd Solo depending on her B Passive. Finally, if she’s running Time’s Pulse as her C Passive, she can run Quickened Pulse to accelerate her Galeforce even more.

If It Ain’t Broke, Don’t Fix It (General Use)

Build by ZeShado
Vassal's Blade (+Eff) A Flashing Blade (3 or 4)
Alternate: Swift Sparrow (2 or 3)
Positional Assist B Desperation 3
Alternate: Close Call 3
Luna
Alternate: Moonbow
C Odd Tempest 3
Alternate: Def Smoke 3
IVs

+ATK or +SPD / -RES

SAtk/Spd Solo 3
Alternate: Heavy Blade 3 / Flashing Blade 3

Show Explanation/Analysis

Weapon: Vassal's Blade (+Eff)

Assist: Positional Assist

Special: Luna / Moonbow / Glimmer / Galeforce

A Passive: Flashing Blade (3 or 4) / Fury (3 or 4) / Swift Sparrow / Atk/Spd Push / Heavy Blade (3 or 4)

B Passive: Desperation / Close Call / Hit and Run

C Passive: Def Smoke / Odd Tempest / Time’s Pulse / Even Tempest

Sacred Seal: Atk/Spd Solo / Flashing Blade / Heavy Blade

  • There are a lot of Specials at her disposal that she can make great use of. If she wants to prioritize damage output, she can run all sorts of damaging Specials such as Luna, Moonbow, and Glimmer. Likewise, because her weapon has innate Slaying, she can run Galeforce. It’s rather flexible at the end of the day, so it’ll all come down to preference.
     
  • There are a lot of skills you can give Karla depending on what you have available. Anything that raises Atk and Spd should realistically be fine in the grand scheme of things. However, Swift Sparrow and Atk/Spd Push are some of the best options available to her. Likewise, you can give her Flashing Blade or Heavy Blade for the CD acceleration.
     
  • Her B Passive is going to be the determinant for what Karla runs in the rest of her kit. Desperation as her B Passive means she can run a variety of damaging Specials such as Luna and Moonbow. Running Desperation means she can also reliably run Flashing Blade and Heavy Blade, either as her Sacred Seal or A Passive, and run 3 CD Specials or even Galeforce. However, I would recommend the latter with Hit and Run or Close Call with Odd Tempest or Even Tempest as she can enter combat and leave the enemy range afterward.
     
  • Because Karla is an Infantry unit, she is able to access the Tempest line of skills. This can be nice for Hit and Run strategies with skills such as Galeforce and Close Call or Hit and Run. The reason Close Call is an option over the other Damage Reduction skills is because of the movement that applies after combat, and since Karla has a fantastic Spd stat, she can live more combat and avoid enemy phase damage if her Galeforce triggers.
     
  • Karla’s Sacred Seal can be interchanged depending on what the rest of her kit entails. If she’s running Flashing Blade or Heavy Blade as her A Passive, she can run Atk/Spd Solo and vice versa if the opposite applies.

Strengths

Vassal’s Blade

    Slaying, Null Follow-Up, 5/10 additional Atk/Spd, and True Damage based on 15% of her Spd stat. Vassal’s Blade is unbelievably overloaded with amazing effects that shoot Karla’s viability as a unit from passable to undeniably one of the best in her respective class.

Incredibly Offensive

    Assuming that every condition is met on Vassal’s Blade, Karla’s offensive stat spread goes from 35/40 Atk/Spd at base to a total of 40/50 Atk/Spd before any skills, blessings, buffs, merges, and so on. This makes her one of, if not, the best Spurn tanks in the entire game thanks to the unprecedented amount of Spd she ends up gaining.

Flexible Playstyle

    Since the first half of Vassal’s Blade’s effects are locked behind either initiating combat or being within two spaces of an ally, and the other half is locked behind the foe’s HP being equal to or above 75% HP, Karla is able to take on a role for either phase.

Weaknesses

Competition

    It goes without saying that there are a lot of swords in the game, and Karla being one means she has to compete with the likes of Ayra, Mareeta, Ryoma, and so on. This isn’t to say she’s bad by any means, but with more available options at your disposal, you may find that she’s not the desired option of choice.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Wo DaoGrants +10 to damage when Special triggers.
Only Inheritable by Sword Units.
200 1 9
Vassal's BladeAccelerates Special trigger (cooldown count-1). If unit's Spd > foe's Spd, boosts damage dealt by 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.)
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Non-inheritable by Staff-wielding units.
100 4
Draconic AuraBoosts Atk by 30%.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Wrath 1If unit's HP ≤ 25%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special.
Melee, Infantry, and Armored Only
60
B
Wrath 2If unit's HP ≤ 50%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special.
Melee, Infantry, and Armored Only
120
B
Wrath 3If unit's HP ≤ 75%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special.
Melee, Infantry, and Armored Only
Unlocks at 5 ★
240
B
Even Spd Wave 1At start of even-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
60
C
Even Spd Wave 2At start of even-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
120
C
Even Spd Wave 3At start of even-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: The Blazing Blade

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