Ratings
Korwa
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05
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- Role: Support
- Applies two of the best buffs in the game that, with some micromanagement, can have nearly 100% uptime.
- Requires regular Charge Attacks to refresh her buffs and excels on teams that take advantage of her DA/TA or have charge bar boosts.
- Needs to be hit often to generate resource stacks, but is rather squishy.
- EspritATK is boosted / Debuff effect success rate is boosted
and AstuceDouble attack rate is boosted / Triple attack rate is boosted do not stack with Nio's HarmonicsATK is boosted Strength: 30% ATKDuration: 3 turns and SharpingDouble attack rate and triple attack rate are boosted Strength: 20% DA / 20% TADuration: 3 turns
- Is best in long fights where she can Charge Attack often; not as effective in early-game or short battles.
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Site
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RatingThe character's overall rating out of 10.
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GrindingThe character's general efficiency in repeatedly clearing menial content with an emphasis on real-time speed. GW Max Grade: SS KG Max Grade: SS
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Full AutoThe character's general performance in Full Auto parties. GW Max Grade: SS KG Max Grade: SS
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High DifficultyThe character's capability relative to the game's most difficult content. GW Max Grade: SS KG Max Grade: SS
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Last Update
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GameWith
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8.5
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C
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C
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C
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2020-06-12
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Kamigame
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7.0
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D
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D
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C
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2023-10-03
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Overview
Korwa is an outdated buffer who nevertheless still has one of the highest raw ATK buffs in the game, up to team-wide 145% Normal ATK via EspritATK is boosted / Debuff effect success rate is boosted
and 40%/25% DA/TA via AstuceDouble attack rate is boosted / Triple attack rate is boosted
.
Her high attack values can help weak or early-game players to reach the Damage Cap, but her lack of any meaningful buffs besides ATK plus her very slow setup time means she is surpassed by other buffers once a player's grid is strong enough.
Strengths
- Requires almost no micromanagement once her buffs are active
- Her buffs stack with other character buffs, making her accommodate any character or subskill setup
- Her ColHP is restored on every turn / DEF is boosted
buff gives her respectable defensive utility as well
Weaknesses
- Provides no sources of cap-breaking, giving her limited value to players with developed grids who can already reach the damage cap without her buffs.
- Short fights, as she requires 4-6 turns to prepare her buffs
- Very charge bar hungry, wanting to charge attack more or less constantly after the first
- Somewhat luck-dependent without additional sources of uplift or DA/TA
How to Play
Korwa's primary goal is to apply AstuceDouble attack rate is boosted / Triple attack rate is boosted
and EspritATK is boosted / Debuff effect success rate is boosted
, Charge Attack with 10 FilMagically infused thread. It is used up by Korwa's charge attack.
(to maximize the power of the buffs), then continue to Charge Attack with 7+ FilMagically infused thread. It is used up by Korwa's charge attack.
to keep extending the buff duration.
- ie. save 10 Fils > use Des Vetements > save 10 Fils > use Noir et Blanc > save 10 Fils > release Charge Attack > release subsequent Charge Attacks with 7+ Fils
- In a perfect fight, Korwa only actually uses Des Vetements (AstuceDouble attack rate is boosted / Triple attack rate is boosted
) and Noir et Blanc (EspritATK is boosted / Debuff effect success rate is boosted
) once
- Viscos (ColHP is restored on every turn / DEF is boosted
) can be used when extra Fils are available or anticipated (eg. Korwa is guaranteed/expected to take damage)
Notes
- Because Korwa wants to charge attack so frequently, she is usually put in second or fourth position
- Fourth position is recommended for beginners, as it allows Korwa to charge attack with less than 100% charge bar when joining an ally chain, mitigating potential bad luck with multi-attacks
- Second position makes it easier to desync Korwa's charge attacks from the rest of the party and allows allies (besides the MC) to benefit from her buffs on the same turn she charge attacks, but requires more consistent charge bar generation from Korwa herself
- Korwa's buffs have to be applied to a character for her charge attack to enhance them, meaning buffs may require reapplication if a character is dispelled or dies
- Korwa's buffs will miss if a more powerful buff is applied
- Korwa is suited for longer fights. This generally means fights that take 7 turns or more, including solo quests with multiple waves.
Advanced
- Using Korwa is all about being flexible: knowing when to use your first Charge Attack at 9, 7, or less FilMagically infused thread. It is used up by Korwa's charge attack.
; and when to use your skills to maximize the amount of FilMagically infused thread. It is used up by Korwa's charge attack.
you get in a turn is core to using Korwa properly.
- Early CA Example: if an enemy is going to use a Charge Attack that either inflicts Skill SealedCan't use skills
, C.A. SealedCan't use charge attack
, or any other method of preventing Korwa from using her abilities/CA you'll want to use Korwa's CA on that turn.
- Skill Use Example 1: You're at 9 FilMagically infused thread. It is used up by Korwa's charge attack.
, with none of Korwa's buffs up, and the enemy is going to use an attack that is either party wide damage or multi-hit random damage. Korwa is either guaranteed or extremely likely to get hit, meaning that you will likely gain 4 FilMagically infused thread. It is used up by Korwa's charge attack.
that turn, so using AstuceDouble attack rate is boosted / Triple attack rate is boosted
is advisable.
- Skill Use Example 2: You're at 7 to 9 FilMagically infused thread. It is used up by Korwa's charge attack.
with AstuceDouble attack rate is boosted / Triple attack rate is boosted
up and the enemy is going to use an attack that is either party wide damage or multi-hit random damage. Korwa is either guaranteed or extremely likely to get hit, meaning that you will likely gain 4 FilMagically infused thread. It is used up by Korwa's charge attack.
that turn, so using EspritATK is boosted / Debuff effect success rate is boosted
is advisable. This example would likely lead into a situation where you'd want to use your CA early.
- Keep in mind that the above examples are only guidelines and may not be useful in all battles. The strategy you use in each battle depends on your team composition, your grid strength, and the battle.
- Having a general idea of how long a fight is going to take can be tricky if you either haven't done it before or otherwise have no information on it. The length of a fight is also subject to the strength of your grid. A general rule of thumb is to bring Korwa to fights that you know won't finish very quickly.
- Bringing Korwa to Omega, Tier 1, Tier 2, and event raids you join is a bad idea since those fights generally won't last the amount of time Korwa needs to get going. Bringing her to the aforementioned raids you host can be a good idea. Bringing Korwa to HL raids is also normally a good idea.
- Remember that each quest, event quest, and raid have different abilities. Bringing Korwa can be a good idea or bad idea depending on the type of fight.
- Building a team around Korwa is paramount to keeping her buffs alive. Some things to ask yourself:
- How can I give the team DA UpDouble attack rate is boosted
and TA UpTriple attack rate is boosted
in addition to AstuceDouble attack rate is boosted / Triple attack rate is boosted
?
- How can I bring DMG CutTaking less DMG
Damage Cut reducing damage taken for all elements.
Warning! Does not work for Plain Damage! to keep the team in Enmity?
- Will I need to give Korwa additional Charge Bar?
- Second position vs fourth position:
- Second position allows the two characters after Korwa to see the full power of her buffs when she uses her Charge Attack. It also allows you to more easily desync your attacking characters' Charge Attack(s) from Korwa, allowing you to freely use your other CAs when possible. This does mean that Korwa needs more attention to make sure she has enough Charge Bar to get her CA off when needed.
- Fourth position allows Korwa more flexibility with her Charge Bar. Your characters will normally have their CAs synced in this setup, which means you can count on Korwa only needing 70% CA to extend her buffs.
- The difference between the two depends on whether you feel it's necessary to have the extra Atk on the first CA or not. Ultimately the choice is personal preference, just keep in mind if you have Korwa in second position she will need 90% to 100% Charge to get her CA off, whereas fourth position will need 70% to 100%.
Synergy
Korwa primarily synergizes with any source of uplift or supplementary DA/TA to allow her to charge attack consistently. Not all uplift characters will be listed but some notable sources are below:
- Subskills such as UprisingTarget ally gains 50% ATK UpATK is boosted
Strength: 50%Multiplier: NormalDuration: 3 turns, 30~35% DA UpDouble attack rate is boosted
Strength: 30~35%Duration: 3 turns, and 20% UpliftedCharge bar is boosted on every turn
Strength: 20%Duration: 3 turns., Mic HypeAll parties gain 10% UpliftedCharge bar is boosted on every turn
Strength: 10%Duration: 3 turns., Call of the AbyssHarp: All allies gain 80% DA UpDouble attack rate is boosted
Strength: 80%, 30% TA UpTriple attack rate is boosted
Strength: 30%, and 35% Charge Bar Gain LoweredCharge bar gain is lowered
Strength: 35%.
Dagger: All allies gain 40% DA UpDouble attack rate is boosted
Strength: 40%, 10% TA UpTriple attack rate is boosted
Strength: 10%, and 35% Charge Bar Gain LoweredCharge bar gain is lowered
Strength: 35%., and Double Trouble IIIGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn .
Spear: All parties gain 10% DA UpDouble attack rate is boosted
Strength: 10%Duration: 3 turnsWithout other buffs and 5~10% TA UpTriple attack rate is boosted
Strength: 5~10%Duration: 3 turnsMaximum effect at 3 buffs..
Axe: Inflict DA DownDouble attack rate is lowered
and TA DownTriple attack rate is lowered
on one enemy. or the charge attack of Four-Sky Blade Sterling
- Arriet can mitigate some bad luck with Secret Garden
- Feower can extend Korwa's buffs, making it much easier for her to charge attack in time (not to mention his DA/TA buff at 5★)
Extended Mastery Perks
Korwa |
Stars: 6 |
EMP: 21 |
ATK
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DEF
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Debuff Resistance
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Overdrive Attack
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Overdrive Curbed
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☆☆☆ |
☆☆☆ |
☆☆☆ |
☆☆☆ |
☆☆☆ |
ATK
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DEF
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Double Attack Rate
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Triple Attack Rate
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Wind ATK Up
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☆☆☆ |
☆☆☆ |
★★☆ |
★★☆ |
★★☆ |
DEF
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HP
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Earth Damage Down
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Earth Damage Down
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Earth DMG reduction to all allies. |
☆☆☆ |
☆☆☆ |
☆☆☆ |
☆☆☆ |
☆☆☆ |
Last update: 2017-09-04 |
Gamewith's recommended EMP build for Korwa.
Priorities
Prioritize TA followed by DA to increase the chances of filling her charge bar in time. Then take Wind ATK if playing on element; less priority is played off element. After that take her Extended Mastery Support Skill. DEF is a good option to round out her masteries.
Korwa |
Stars: 11 |
EMP: 66 |
ATK
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DEF
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Debuff Resistance
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Overdrive Attack
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Overdrive Curbed
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☆☆☆ |
★☆☆ |
☆☆☆ |
☆☆☆ |
☆☆☆ |
ATK
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DEF
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Double Attack Rate
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Triple Attack Rate
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Wind ATK Up
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☆☆☆ |
★☆☆ |
★★☆ |
★★☆ |
★☆☆ |
DEF
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HP
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Earth Damage Down
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Earth Damage Down
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Earth DMG reduction to all allies. |
★☆☆ |
★★★ |
☆☆☆ |
☆☆☆ |
☆☆☆ |
Last update: 2018-02-17 |
Priorities
Korwa's main weakness is that she needs to be hit in order to generate FilMagically infused thread. It is used up by Korwa's charge attack.
, while at the same time Wind's main method of dealing damage is enmity. This build aims to help mitigate that weakness. The first priority is TA, then DA, then one point in each DEF node. After that you can go for either HP or Wind ATK as you see fit.
- Why HP?
- Increasing HP does mean that you need to get hit more to be at the same relative HP% that you could otherwise be at a low HP%, but it gives you the flexibility to have more of a buffer for attacks and/or an enemy CA. A character with 6,000 max HP at 10% HP will have 600 HP; whereas a character with 10,000 HP at 10% HP will have 1,000. In cases where you can't use get 100% Damage Cut that extra HP buffer could be the difference between life and death of a character.
- Another reason is because Korwa's abilities allow you to hit the damage cap at a higher HP%, which means larger HP pools give an increased buffer. Going back to the previous example: 6,000 at 50% HP is 3,000 buffer; whereas 10,000 at 50% HP is 5,000.
This build does not take the EMP Support Skill because, like the other Elemental DMG Down EMPs, they are not Damage Cut. Instead players should consider one point in Debuff Resistance, a second point in each DEF node, and/or one point in each ATK node.
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