Kullervo
The Cursed Chain
Wrathful Advance teleport-crits and Collective Curse damage sharing, behind Volatile Recompense
CONFIGURATION
Customize to edit modsMOD CAPACITY
74 / 740 remainingRank 30 · Orokin Reactor · 60 base + 14 aura capacity
ABILITIES
KullervoPASSIVE Kullervo boasts +75% Heavy Attack Efficiency and +100% Heavy Attack Wind Up Speed on all melee weapons.
Wrathful Advance
(TAP) Kullervo charges a Heavy Attack, then teleports to his target and strikes. His rage-filled focus temporarily increases his Melee Critical Chance. (HOLD) Teleport to any marked location.
Recompense
Kullervo surrounds himself with daggers. Each dagger that strikes an enemy restores his health, but each dagger that misses an enemy strikes Kullervo, dealing a bit of damage. When Kullervo has max Health, he receives Overguard from struck enemies.
Collective Curse
Kullervo sends forth a curse that binds enemies. When a cursed enemy takes damage from him, every other cursed enemy also suffers a portion of that damage.
Storm Of Ukko
The Void answers Kullervo's invocation with a storm of daggers that rain down upon his enemies.
CEPHALON FIELD GUIDE
How to play this build.
Tenno. Wrathful Advance teleports Kullervo to a target, heavy-attacks, and hands him a flat 400%+ additive crit chance for twelve seconds, so every melee red- crits. Collective Curse marks a wide cone of enemies so hitting one transfers the full hit to all of them. Volatile Recompense and Arcane Persistence make him immortal to level cap on overguard alone. Tap 1 to blink around while the buff holds.
How it works
Wrathful Advance's crit-chance buff is flat additive and scales with Strength, so higher Strength means a bigger buff on top of the ~400% base.
Collective Curse transfers 100% of a hit to all cursed enemies at 200% Strength.
Arcane Persistence caps damage at 500/s while armour is above 700 (one Stand United aura or one armour shard gets Kullervo there), giving a ~2s buffer if Volatile Recompense has not re-shielded you.
Playstyle
1.
Tap 1 (invert tap/hold) to teleport to an enemy, auto heavy-attack, and gain the crit buff.
Keep blinking with 1 to stay buffed and mobile.
2.
Tap 3 (Collective Curse) over a wide cone; hitting any cursed enemy with a x12 heavy shares the hit.
3.
Keep 2 active as needed.
4.
Tap 4 (Storm of Ukko) if not subsumed for a slash zone and combo generation.
Duration, Efficiency, Range, Strength
Positive Duration for the crit buff and 2.
Efficiency at 45% with Primed Flow plus Equilibrium, plus Volatile Recompense saving casts of 2.
Range for the teleport, dagger seek, curse spread and 4 radius.
Strength wants 200% for the full Collective Curse transfer; above that just grows the crit buff.
The mods
Blind Rage, Umbral Intensify are the Strength.
Primed Continuity holds Duration.
Stretch, Augur Reach set the Range.
Primed Flow, Equilibrium are the energy base.
Volatile Recompense is the overguard immortality.
Corrosive Projection is a straight damage lift.
Flexible slots
Add Vitality for more of a health buffer in deep endurance.
Streamline or Transient Fortitude over Blind Rage if energy is tight.
The aura and exilus are open.
Helminth
Pick one.
Subsume over 4 (Storm of Ukko).
- Roar to double-dip status and triple-dip melee influence.
- Shock with Shock Trooper for an electric add to influence melees.
- Nourish for viral and energy on raw-damage melees.
- Eclipse to double-dip Glaives and Exodia Contagion.
- Silence to stop Acolyte Violence stripping your overguard.
Arcanes
Arcane Persistence for the damage cap, Arcane Steadfast for energy.
Arcane Fury or Strike for melee output once survival is settled.
Focus
Naramon for combo.
Madurai for Strength on the crit buff.
Weapon synergy
Heavy-attack melees that fit the Wrathful Advance auto-heavy: Syam, Hate Incarnon, Corufell, Ceramic Dagger, heavy-slam Magistar or Arca Titron, Glaives, or x12 light-attack hybrids (Nami Solo Incarnon, Innodem, Praedos).
Staying alive
Volatile Recompense overguard immortality plus Arcane Persistence's buffer.
Overguard blocks status, so it rarely fails; it only lapses if you are outside Volatile Recompense's range with no enemy to hit.
Energy
Primed Flow plus Equilibrium plus Arcane Steadfast.
Where it struggles
Ranged targets need a teleport in.
Bosses take the melee.
Being out of range of Volatile Recompense with overguard down.
Variants
A pure Mecha 4 ability-DPS build.
Strengths and weaknesses
Strong: instant red crits with no combo needed, crowd-wide damage sharing, near-immortal on overguard, strong mobility.
Weak: weapon-carried, boss-slow, overguard gap if you stop hitting things.
Who runs this
Players who want a melee frame that red-crits from the first swing and blinks around a room sharing one hit to everything.