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Unit Review: Kurasame (Final Fantasy Type-0)

Discussion in 'Unit Reviews' started by Memel0rd, Nov 3, 2018.

  1. Memel0rd

    Memel0rd Unil0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

    Messages:
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    Joined:
    Mar 4, 2017
    Global ID:
    472,964,042
    Japan ID:
    991,559,429
    Leads:
    GL: Kurasame | JP: Akstar
    Rank:
    149
    A man who appears in the tales of a world divided into four nations that individually control their own unique Crystals. Once celebrated as one of the Four Champions of Rubrum, Kurasame is now Class Zero's commanding officer. He may seem like the cool, silent type, but deep down he is a kind and passionate man.
    Kurasame, the new powerhouse. I am actually surprised about how strong he can be.


    Kurasame Review by Memel0rd


    [​IMG]


    In-Game Sprites:
    [​IMG]5*
    [​IMG]6*
    [​IMG]7*

    Equipment Selection: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    No innate resistances | No innate weaknesses
    Trust Master Reward: Iceblade Hilt (Accessory) - 40 ATK/MAG, 50 MP, 50% Ice Resistance
    STMR: Iceblade Himuro (Sword) - 130 ATK, 162 MAG, Ice element


    7* Stats at Lvl. 120:
    HP: 4519 (+600) Mag: 197 (+50)
    MP: 245 (+100) Def: 156 (+50)
    Atk: 196 (+50) Spr: 185 (+50)


    7* Limit Burst:
    Absolute Zero (Base / 30 LB-Crysts): Decrease ice resistance (75%) for 2 turns to all enemies
    1-Hit Ice hybrid damage (15.5x) to all enemies
    Increase ATK/MAG (250%) for 3 turns to caster

    Absolute Zero (Max / 30 LB-Crysts): Decrease ice resistance (100%) for 2 turns to all enemies
    1-Hit Ice hybrid damage (30x) to all enemies
    Increase ATK/MAG (250%) for 3 turns to caster


    5*: Lvl 1 Blizzaja Sword (38 MP / 1-Hit) - Ice hybrid damage (8x) to all enemies

    5*: Lvl 28 Zekken - Freezing Showers (45 MP / 10-Hit) - Ice hybrid damage (7x) to all enemies
    Inflict sleep and petrify (20%) to all enemies
    [​IMG]Disorder

    5*: Lvl 40 Zekken - Cloudless Rain (45 MP / 10-Hit) - Water hybrid damage (7x) to all enemies
    Inflict confuse and disease (20%) to all enemies

    5*: Lvl 67 Definitive Command (90 MP) - Increase ATK/MAG (110%) for 3 turns to all allies
    Increase ice resistance (70%) for 3 turns to all allies

    5*: Lvl 80 Instant Hellfreeze - Decrease ice resistance (100%) for 1 turn to one enemy
    Decrease ice resistance (75%) for 2 turns to one enemy
    Decrease ice resistance (50%) for 3 turns to one enemy
    Enable skill for 3 turns to caster: Zekken - Twilight Rain

    6*: Lvl 19 Zekken - Sudden Downpour (52 MP / 12-Hit) - Hybrid damage (12.6x) to one enemy
    [​IMG]Quick Hit

    6*: Lvl 85 Dualcast (0 MP) - Use magic twice in one turn

    6*: Lvl 100 Double Zekken (0 MP) - Use Zekken skills twice in one turn

    7*: Lvl 101 Summon Eidolon (0 MP) - [4 turns cooldown, available on turn 1]
    Increase evocation gauge (10)
    Inflict unresistable death (100%) to caster

    7*: Lvl 105 Ice Magic (120 MP) - [10 turns cooldown, available on turn 1]
    Increase ATK/MAG (200%) for 5 turns to caster
    Increase ice resistance (100%) for 5 turns to caster
    Add ice element to physical attacks for 5 turns to caster
    Enable skills for 4 turns to caster: Triple Zekken, Zekken - Twilight Rain

    7*: Lvl 110 Diamond Rain (72 MP / 30-Hit) - [6 turns cooldown, available on turn 6]
    Ice hybrid damage (54x) to all enemies
    5*: Lvl 13 Former Champion of Rubrum - Increase ATK/MAG (30%)
    Recover MP (5%) per turn

    5*: Lvl 53 Flames of Life - Increase HP (20%)
    Increase ATK/MAG (150%) for 3 turns when HP drops below 25%

    6*: Lvl 1 Class Zero Commanding Officer - Increase MP (30%)
    Increase resistance to sleep, paralyze, and confuse (100%)

    6*: Lvl 41 Rubrum's Trup Card - Increase ATK/MAG (50%)
    Increase ice resistance (30%)

    6*: Lvl 62 Rubrum Tonberry Support - Chance to counter magic / physical attacks (20%) with Thrust of Death (max 2/turn)
    Thrust of Death - Inflict death (30%) or deal physical damage (3x) to one enemy

    7*: Lvl 101 The Ice Reaper - [Requirement: TMR equipped]
    Increase MP (20%)
    Increase ice resistance (50%)
    Upgrade LB
    Auto-cast The Ice Reaper at the start of a battle
    Enable skills for 1 turn to caster: Triple Zekken, Zekken - Twilight Rain

    7*: Lvl 115 - DEF + 20%

    7*: Lvl 120 Intimidating Stance - Increase ATK/MAG (20%)
    Increase equipment ATK/MAG (50%) when single wielding any weapon
    Increase accuracy (25%) when single wielding any weapon
    5*: Lvl 1 Blizzaga (20 MP / 1-Hit) - Ice magic damage (1.8x) to all enemies

    5*: Lvl 53 Barblizzaga (22 MP) - Increase ice resistance (70%) for 3 turns to all allies

    6*: Lvl 41 Blizzaja (28 MP / 1-Hit) - Ice magic damage (2x) with consecutive increase (4 times, 1x each, 6x max) to all enemies


    Pros:
    Kurasame
    I don't know anything about, but I watched his introduction and he looks badass. His animations, too.

    Kurasame's base stats are good. Decent HP/DEF, high MP/SPR and very high ATK/MAG at the same time. Yes, he is indeed a hybrid unit! His passives give him a total of 100% ATK/MAG without any weapon restrictions as well as 50% ATK/MAG TDH and some HP + MP for the most part.
    He is resistant against sleep, paralyze and confusion innately, which are all common and annoying status ailments.

    His own trust master, a 40 ATK/MAG accessory with 50 MP and 50% ice resistance, he gains a lot of power. While the added passives aren't that amazing, his upgraded LB as well as his Turn 1 effects are incredible.
    With his TMR Kurasame has a total of 50% MP (as well as 50 MP from the accessory) and 130% ice resistance. His LB now grants access to his Triple Cast as well as a very strong chain we will talk about later on for two turns after the LB.
    He also gains access to both of these at Turn 1 already, making him incredible in early fights by himself already.

    Kurasame is fairly simple. He can use all of his Zekken skills twice (or thrice with the unlockable T-Cast), so let's take a look at the two important ones without Zekken in their name that are not CD moves.

    Definitive Command is an AoE 70% ice resistance buff with added 110% ATK/MAG buffs. This might be useful if you run a finisher, though for himself the ATK/MAG buff is irrelevant as you will see later on. The added 70% ice resistance buff might come in handy for a few trials.

    Instant Hellfreeze will be part of Kurasame's rotation that I'll show to you later on as it has a decaying imperil from 100% to 50%.
    What is a decaying debuff? Each turn its effect becomes weaker. On turn 1 in this case we have a 100% imperil, on turn 2 a 75% imperil and on turn 3 a 50% imperil.
    It also unlocks Zekken - Twilight Rain, his powerful chain that I'll also talk about in just a minute, for the next 3 turns. Thus it will be quite useful to us, though until Turn 8 you don't really have to bother with it.

    From here on (except for the CDs) we can double or triple cast everything!

    Kurasame has two useful chains for arena that can chain but do break inbetween the casts. Both of them can chain a single cast with Disorder from Amelia, though the water move has a different delay.
    They are both AoE 10 hitters with a 700% modifier. The ice version also has a 20% chance to proc sleep / petrify on the enemy and the water move a respective chance for confusion and disease. With the triple cast on turn 1 from his TMR they can be quite strong in the arena and for Story Events or story.

    Then we have his Sudden Downpour, a 1260% non-elemental hybrid chain with 12 hits. This move shares the same frames as Tidus' Quick Hit. It's a decently strong chaining move, though you will likely never use it.

    Why?

    Because Kurasame's unlockable move, Zekken - Twilight Rain, is a 12-Hit move with a whopping 2400% hybrid modifier. Keep in mind, we can double / triple cast this and in most occasions triple casting. Twilight Rain is also slightly backloaded.

    There are several ways to unlock it. The first one comes from his TMR ability and you can t-cast it on Turn 1 already.
    The second one comes from his Limit Burst, which is a 3000% hybrid ice finisher that imperils ice for the next 2 turns by 100% (before dealing damage, cool gimmick) and with his TMR also unlocks T-cast and Zekken - Twilight Rain the next following turn! Oh and it also buffs ATK/MAG by 250% for 3 turns, which is a massive stat increase.
    His damage output with a 100% imperil and T-cast Twilight Rain AND a 250% ATK/MAG buff is ABSURD.

    Then there is also his CD ability Ice Magic Unleashed. Don't let the cooldown fool you.
    It's available on turn 1 and has a 10 turn cooldown, meaning you will be able to use it on Turn 12 again if you cast it on turn 2, which is most likely what you want.
    However, it comes with a huge pay off. You receive a 200% ATK/MAG buff for 5 turns, which means in combination with his LB outside of his Turn 1 you almost always have your own offensive buffs.
    Then you also increase your own ice resistance by another 100% ? Like he needed it.
    What's more important for his TDH variant is the 5 turn ice imbue. This is his only imbue and thus quite important. Lastly it also grants access to his T-cast and his Twilight Rain for 3 following turns, which means huge damage output.

    Kurasame has two additional CD abilities. One of them being the classy Type 0 one where he sacrifices himself in order to fully fill your esper gauge. Can always come in handy for these pesky esper missions as long as you put reraise on him.

    His last CD ability, Diamond Rain, is an AoE 30-Hit move with a 5400% hybrid modifier and innate ice element. This doesn't share Aureole Frames. It's available on Turn 6 firstly, which is a pity, but it's still important for both Ice and TDH build rotations. Especially the TDH build can utilise this well. You also can't DC / TC it.


    Cons:
    Kurasame
    has quite a few cons that mostly affect how comfortable or available he is for some.

    Kurasame is very MP hungry due to high MP cost CDs and dual- / triplecasting his abilities. Luckily he has a lot of innate MP (mine has almost 700 without being fully MP potted), so you won't be out of MP immediately, but you will slowly get there as the fight goes on.

    Kurasame currently has no "real chaining partner". Well he does, but not to his full potential similar to what Hyoh had to deal with when he came out.
    He can use his dualcast and chain with Queen, DW Lightning, Tidus, etc.. Everyone who shares Quick Hit frames basically except for Nalu. Though that means you'd have to give up your triple cast capabilities, which is a significant drop in damage.

    What's more of an issue are Quick Hit frames. There are many complaints all over the place that XY chaining method doesn't work for some players anymore. Especially after larger updates there is a chance that your chaining method got fixed. Dualcasting or triple casting Quick Hit frames without any tricks or without having really fast fingers on a phone that allows chaining makes Kurasame so much worse because he's very hard to chain.
    His TDH variant also suffers from not having spark chains massively due to many turns where he does not have an innate element.

    Kurasame being a hybrid unit means even though you mostly build him for ATK can still get his damage reduced. It is true that you can swap to a MAG heavy build against low SPR enemies and take advantage of these, but if you e.g. build him for ATK and the enemy has 50% magic resistance you will still lose 25% of your damage (0% Phys res + 50% Mag res divided by 2 -> 25% drop). This doesn't happen very often but it's important to keep that in mind.

    Lastly Kurasame's rotation is really weird and the TDH variant also suffers heavily from getting dispelled or dying because of potentially losing all of your ice imbues.


    Side-Notes:
    As I mentioned many times now, you can build Kurasame in two ways.
    You can build him with Fryevia's Needle or his own STMR to always have an element on him. His damage that way is slightly lower than with a TDH build but it also makes swapping to a MAG build way easier (in case the enemy has way lower SPR than DEF) and you also have your element at all times.
    For the cost of "safety", the TDH build offers more damage output. Dispels and deaths make TDH a lot worse as well as for some not having spark chains available.
    Kurasame in JP doesn't have enhancements yet.
    His competition in JP consists of Beowulf, who is more of a support, Nagi, who focuses on TDW, and Karlotte who is locked behind a paywall, though we will get her. All of these units have lower modifiers than him and Karlotte might be the only one who really challenges him, though you barely see her due to the paywall.
    In GL there migh be more currently unknown units as well as Fryevia's 7* and Aurora Fryevia. We don't know anything about both of them, thus it's hard to determine how long Kurasame will be the top hybrid chainer.


    Best In Slot:
    The two builds I am going to share are very similar to each other and mostly focus on TDH though one of them is more hybrid / ice focused while the other goes for raw power.
    Fryevia's Needle (92 ATK, 112 MAG, Ice)
    Prishe's Hairpin (45 ATK, 10% HP/MP)
    Lotti's Robe (25 DEF/SPR, 30 MAG, 20% MAG, 10% HP)
    Iceblade Hilt (50 MP, 40 ATK/MAG) + Upgraded LB + Ice Reaper (T1)
    Marshal Glove (40 ATK, 2 Auto LB, 50% TDH)
    Swift Hunter (25% ATK, 50% TDH)
    Buster Style (100% TDH)
    ADV 5 (40% ATK/DEF/MAG/SPR)
    Nature Loving Spellblade (40% ATK/MAG)

    Stats with Fenrir 3*:
    7237 HP
    651 MP
    1608 ATK
    395 DEF
    1112 MAG
    393 SPR
    Lion Heart (150 ATK, 2-Handed, AVG ~1.3x variance)
    Prishe's Hairpin (45 ATK, 10% HP/MP)
    Hyoh's Clothes (28 ATK, 42 DEF, 30% ATK)
    Iceblade Hilt (50 MP, 40 ATK/MAG) + Upgraded LB + Ice Reaper (T1)
    Marshal Glove (40 ATK, 2 Auto LB, 50% TDH)
    Swift Hunter (25% ATK, 50% TDH)
    Buster Style (100% TDH)
    ADV 5 (40% ATK/DEF/MAG/SPR)
    Large Sword Mastery (50% ATK)

    Stats with Fenrir 3*:
    6725 HP
    651 MP
    2007 ATK
    412 DEF
    751 MAG
    368 SPR


    How good is Kurasame at 6*?
    Kurasame at 6* isn't too bad
    .
    He fulfills the role of being a chaining partner for e.g. Queen quite well. He has always access to dualcast for his Zekken ablities, he can even unlock his Twilight Rain through Instant Hellfreeze, though his potential is limited due to way lower stats and worse self buffs.
    He can work as a chaining partner if you use Queen, Lightning or even Tidus, but keep in mind that they are hard to chain.


    Arena:
    Kurasame is surprisingly strong in the arena
    .
    While his chains aren't perfect, they still chain. With spark chains and t-cast on Turn 1 his AoE hybrid chains alongside a TDH build for evasion can be devastating. They also have a good chance of applying strong status ailments if the enemy doesn't have protection against them. Kurasame himself has some status ailment protection. The only downside is if you are facing Kurasame (your ice moves will not touch him) or anyone with high water / ice resistance. It's kinda risky, thus his arena ranking will take a hit. Though he also has a chance to counter with 30% ST deaths...




    Kurasame [​IMG]Damage Output
    - Damage Comparisons -


    I will include both his damage output with TDH and his ice build, though I will compare his ice damage build with other units because it feels a lot more safe. The outcomes won't change by much.
    Also I hate hybrid maths.

    Rotation:
    3x Zekken - Twilight Rain
    -> Ice Magic Unleashed
    -> 3x Zekken - Twilight Rain
    -> 3x Zekken - Twilight Rain
    -> 3x Zekken - Twilight Rain
    -> Limit Burst
    -> 3x Zekken - Twilight Rain
    -> Diamond Rain
    -> Instant Hellfreeze
    -> 2x Zekken - Twilight Rain

    Assuming spark chains
    Assuming 50% external imperil


    Turn 1: [(2253^2 x 24 x 3.442 + 998^2 x 24 x 3.442)/ 2 + (2253^2 x 24 x 4 + 998^2 x 24 x 4) / 2 x 2] x 1.3 = 1,083,825,174
    Turn 2: CD move (200% ATK/MAG buff, T-cast for 3 turns)
    Turn 3: [(2499^2 x 24 x 3.667 + 1245^2 x 24 x 3.667) / 2 + (2499^2 x 24 x 4 + 1245^2 x 24 x 4 ) / 2 x 2] x 1.5 x 1.3 = 2,128,102,899
    Turn 4: [(2499^2 x 24 x 3.667 + 1245^2 x 24 x 3.667) / 2 + (2499^2 x 24 x 4 + 1245^2 x 24 x 4 ) / 2 x 2] x 1.5 x 1.3 = 2,128,102,899
    Turn 5: [(2499^2 x 24 x 3.667 + 1245^2 x 24 x 3.667) / 2 + (2499^2 x 24 x 4 + 1245^2 x 24 x 4 ) / 2 x 2] x 1.5 x 1.3 = 2,128,102,899
    Turn 6: (2499^2 x 30 x 1.15 + 1245^2 x 30 x 1.15) / 2 x 2 x 1.3 = 268,928,397
    Turn 7: [(2622^2 x 24 x 3.442 + 1369^2 x 24 x 3.442) / 2 + (2622^2 x 24 x 4 + 1369^2 x 24 x 4 ) / 2 x 2] x 1.3 = 1,453,251,370
    Turn 8: (2622^2 x 54 x 3.81 + 1369^2 x 54 x 3.81) / 2 x 2 x 1.3 = 2,340,037,073
    Turn 9: Instant Hellfreeze (100% imperil)
    Turn 10: [(2253^2 x 24 x 3.442 + 998^2 x 24 x 3.442)/ 2 + (2253^2 x 24 x 4 + 998^2 x 24 x 4) / 2 x 2] x 1.3 = 704,931,563


    Average: 1,223,528,227
    -> 13% higher than Fryevia Needle

    Assuming spark chains
    Assuming 50% external imperil

    Turn 1: [(1854^2 x 24 x 3.667 + 1359^2 x 24 x 3.667)/ 2 + (1854^2 x 24 x 4 + 1359^2 x 24 x 4) / 2 * 2] * 1.5 = 1,109,713,075
    Turn 2: CD move (200% ATK/MAG buff, T-cast for 3 turns)
    Turn 3: [(2100^2 x 24 x 3.667 + 1606^2 x 24 x 3.667) / 2 + (2100^2 x 24 x 4 + 1606^2 x 24 x 4 ) / 2 * 2] * 1.5 = 1,467,781,495
    Turn 4: [(2100^2 x 24 x 3.667 + 1606^2 x 24 x 3.667) / 2 + (2100^2 x 24 x 4 + 1606^2 x 24 x 4 ) / 2 * 2] * 1.5 = 1,467,781,495
    Turn 5: [(2100^2 x 24 x 3.667 + 1606^2 x 24 x 3.667) / 2 + (2100^2 x 24 x 4 + 1606^2 x 24 x 4 ) / 2 * 2] * 1.5 = 1,467,781,495
    Turn 6: (2100^2 x 30 x 1.15 + 1606^2 x 30 x 1.15) / 2 * 2 = 241,128,642
    Turn 7: [(2223^2 x 24 x 3.667 + 1730^2 x 24 x 3.667) / 2 + (2223^2 x 24 x 4 + 1730^2 x 24 x 4 ) / 2 * 2] * 2 = 2,221,759,597
    Turn 8: (2223^2 x 54 x 3.81 + 1730^2 x 54 x 3.81) / 2 * 2 = 1,632,470,570
    Turn 9: Instant Hellfreeze (100% imperil)
    Turn 10: [(1854^2 x 24 x 3.667 + 1359^2 x 24 x 3.667)/ 2 + (1854^2 x 24 x 4 + 1359^2 x 24 x 4) / 2] * 2 = 972,334,521


    Average: 1,058,075,089

    -> 172% higher than Malphasie ( 388,253,760 )
    -> 74% higher than Hyoh 10 Turn Rotation ( 607,120,398 )
    -> 66% higher than Dracu Lasswell ( 637,756,429 )
    -> 63% higher than TDH FD Nyx ( 649,132,295 )
    -> 28% higher than Lenneth 10 Turn Rotation ( 824,698,869 )

    It is important to note that Kurasame has by far the absolute highest chaining burst after his Limit Burst. It is incredible how much power that guy has and burst damage imo is one of the most important things due to nasty threshholds and strong phases.
    There are also ways to improve Kurasame's damage. If your tanks (e.g. Viktor + Lilith) can chain or you have Pods, you can chain cap Kurasame's LB for even more damage as its imperil applies before the LB damage.
    I will talk a bit more about it in the conclusion.


    Trust Master Reward:
    Kurasame's
    TMR is decent.
    40 ATK/MAG can be great for many hybrid units and even decent for himself, though Kurasame himself only needs one of them to proc the TMR ability. In the future I suppose Fryevia and A.Fryevia will focus mostly on DH / TDH thus it won't be as important for them either, but this is certainly a good alternative. If you only get one Kurasame it's also good on Malphasie.
    The added 50% ice resistance might be great for some trials.


    Super Trust Master Reward:
    Kurasame's STMR is essentially an upgraded Fryevia's needle with higher parameters
    .
    It's certainly a really strong weapon and excellent for his ice build, but it's hard to predict if there will be better versions. If Fryevia gets a stronger Ice Sword (such as a 2h one) or if A.Fryevia actually does get an ice 2h sword this might be not as future proof as one might hopes. For DW units it'd still be excellent, especially mages who can utilise Letter of Arms. The innate element can also turn e.g. Rem into an ice finisher.
    If you already have Fryevia's Needle you won't need it. The TDH variant will still use Lion Heart and in the future there will also be Cloud's STMR.


    Conclusion:
    Kurasame is deadly
    .
    It's quite easy to underestimate him due to how overwhelming Hyoh was on our meta. Though the meta moves on and there were already several units who are able to surpass his damage output both on average as well as in burst.
    Kurasame does both, too, and as long as the enemy doesn't have magic / physical resistance he is currently the strongest chainer with the highest average damage and the highest burst. He has chaining partners but has to abandon his T-Cast for that. In the future he can perfectly chain with Jecht all the way, though that isn't too exciting.
    His future is uncertain due to Fryevia and A.Fryevia being on their way and potentially being incredible hybrid units, though I dare to say that by our current standards it's really hard to reach someone with as much power as Kurasame.
    If you did pull on VP and have Bahamut Tear on your Hyoh he becomes a monster and Kurasame won't really offer you much more damage. Though to be fair Hyoh already demolishes most content anyway.
    Being a hybrid can be a pro as well as a con due to damage type mitigations and DEF/SPR. They can be used in a lot more places because of that but can receive damage drops or increases quite quickly.
    Kurasame is hard to chain and mostly locked behind ice but a very rewarding damage dealer. And an awesome sprite.


    [​IMG]


    Character Design: 8/10
    Sprite: 10/10
    Chainer: 9.5/10
    Trust Master Reward: 7.5/10
    STMR: 8.5/10
    Arena: 8/10
    Limit Burst: 9/10
    Future Proof: ?/10
    Free 2 Play: 7.5/10
    Pay 2 Play: 9.5/10
    Personal Rating: 8.5/10
    Optimal Rating: 9.5/10


    [On-Banner Reviews]
    [​IMG]Machina (5*)



    I did activate my shitter mode on this banner. From the kmog tickets I got my third PG Lasswell and my fourth Rem (finally) and on Kurasame's step up I got 3 of him on the last step. Great pulls!


    Memel0rd out
     
    Last edited: Nov 6, 2018
  2. LAFORGUS

    LAFORGUS "Hall of Fame" Member Supporter

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    Thanks!

    Sadly... the one i got lucky to get was Machina. Will keep a eye open for him in the future.
     
    Memel0rd likes this.
  3. FatCatSings

    FatCatSings Member

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    I saw your incredible pull on Discord, congrats! Thanks as always for the review.

    I worked all night on my Switch Control recipe and finally got a perfect spark chain on Kurasame’s triple cast. It was a beautiful thing.
     
    Ferax, Alucardsoma and Memel0rd like this.
  4. udon

    udon udonL0rd VIP Supporter Arena Runner-Up S1

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    ugh this review makes me want him more

    thanks...

    11k step up... no rainbows ::rudecat4::
    maybe i can try to get lucky on machina's 11k lol

    thank goodness he isnt limited
     
  5. Scoustar

    Scoustar VIP VIP Supporter

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    Well gee, thanks for the review Meme...

    I got 1 x Kurasame while picking up the 70% salt tickets for 6k Lapis, and now I'm contemplating pulling for a second for 7*.

    However I don't have Fryevia's Needle nor Lionheart. What can I do? ::think::
     
  6. Resnesky

    Resnesky Ascended Member Supporter

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    Thanks! Got 3 of him as well, and am having quite the fun with him. Too bad ailment are banned in arena making his AoE useless.
     
  7. fayleen99

    fayleen99 Ascended Member Supporter

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    Great review but i do doubt he'll survive the meta with the upcoming 7* fry and A.fry
     
  8. Doomsday

    Doomsday Ascended Member Supporter

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    I finally got 2 of a dps for this meta!!!
    Landu can finally retire, me thinks.
    Just need 25% moogs for his tmr, maybe nalus tmr, too.
     
  9. baldur

    baldur New Member

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    double pull in the last step,I never been so lucky thank for the review!
     
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  10. Shadhun

    Shadhun Well-Known Member

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    Thanks so much, perfect review!
     
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  11. BlackDragonSelene

    BlackDragonSelene VIP VIP Supporter

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    I'm going to get my second Kurasame with my UoC. And yes, I'm fucking serious.

    My luck with step-ups is more than abysmal. One rainbow on his 11k banner -> Aloha Lasswell. Got 6 more off-banner and 2x Machina before I got my Ice Reaper >.<

    I'm going to have to much fun soon!
     
  12. TheKillingJoke

    TheKillingJoke Slothing around VIP

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    Phew! I knew he was solid, but your review really tempts me to try my luck on him. He also would compliment a few other units i have, Mediena for example. She would be a nice finisher for him.
    And i totally overlooked his status resistances the first first time i looked him up.
    Nice and very detailed review.
     
    Last edited: Nov 3, 2018
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  13. Jimmy Do

    Jimmy Do Ascended Member

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    Nice. Ended up with triple rainbow on his last step too.
     
  14. House of Anchors

    House of Anchors Ascended Member Supporter

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    Thanks for the review! Was looking forward to trying this guy out, but I got literally zero rainbows on his Step Up... go figure.
     
  15. AustinValentine

    AustinValentine Ascended Member

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    Three of him on his last step too. (And one on step 4). Nice review as usual!
     
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  16. theJanne

    theJanne GIF Maker VIP Supporter

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    Great review mate. I tried to get him, but no luck. His kit looks super fun and interesting. I hope I'll get him someday
     
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  17. C_L_I_C_K

    C_L_I_C_K Ascended Member

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    Got lucky and pulled 2 Kurasames with little resources spent. This dude dishes out massive damage with a dupe, geared 7*. Plus, he looks cool AF.

    Not sure if I want to keep him as my friend unit though, since it seems like not many people pulled for his 7* and geared him out. Most of my friends list (130 max) are still Hyous and T.Terras.
     
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  18. partydoc

    partydoc Well-Known Member

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    Wow, didn't expect him to be so strong. Did the 11k pull without expecting too much, and got him thrice!! Soon after that, I pulled a fourth one out of a regular free summon ticket! Man, I was shouting with excitement, as you can imagine. But, I had some really bad luck the weeks before, so today RNGenius was on my side.
    Now, here's my question, and you didn't mention it in your review this time, should I keep two 7* Kurasame, or go for his STMR? I have four Fryevia's needles, upgraded in item world, and I already leveled my second Kurasame to level 111. So, I guess the answer is quite simple. But still I'd like to hear your opinion.
    And, a second question, I swapped Swift hunter with Unmatched wizardry, and I like this build quite much. What do you think here?
    Thanks once again for your great review and have a great weekend, Meme!
     
  19. Memel0rd

    Memel0rd Unil0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    That's super lucky. Grats!


    Honestly depends, I'd probably go for the STMR myself because I know I will be able to find Kurasame friends quickly. That's what the forum is for.
    Also balancing stats on hybrid units when you can bump up one other stat by a lot more is worse. I'd give him Swift Hunter again :). If you need to swap to MAG, go with a mage build and build DW.
     
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  20. partydoc

    partydoc Well-Known Member

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    Thanks for the hint. There are still some things about building a hybrid unit I don't understand. I used to think, it's important to max out MAG and ATK evenly. But today I read a post, if you (theoretically) max one stat to 2000 and the other is 0, it's much more powerful than 1000/1000. Is this really true?
     
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