To learn more about Kraken check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Kraken check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
Teams
Profile
All stats shown below are for max level, fully upgraded character, but without any Modules or Shells equipped. The yellow number shows the combined stats, the white number shows the base stats, and the green number shows the stats gained from Prowess.
18676
13141 + 5535
743
539 + 204
1120
814 + 306
131
119 + 12
10%
10% + 0%
150%
150% + 0%
32%
0% + 32%
12%
0% + 12%
Kraken skills currently show the 'maxed' description by default (so it includes the level up effects already). We will update the descriptions to be in-line with level 1 as soon as possible!
Premium Assets
Cooldown: 0
Tags: DEF-, Single DMG
Kraken swings giant tentacles at a single enemy, dealing 240% damage with a 40% chance to inflict a 2-turn [DEF-].
Level 2: Increases damage multiplier to 220%.
Level 3: Increases the chance of inflicting [DEF-] to 40%.
Level 4: Increases damage multiplier to 240%.
Level 5: Increases the duration of [DEF-] to 2 turn(s).
[DEF-]: Decreases DEF by 60%.
Personalized Service
Cooldown: 3
Tags: Single Ctrl, Freeze
Kraken summons multiple tentacles to ensnare the target, dealing 260% damage with a 70% chance to inflict a 1-turn [Deep Frozen].
Level 2: Increases damage multiplier to 240%.
Level 3: Increases the chance of [Deep Frozen] to 70%.
Level 4: Increases damage multiplier to 260%.
Level 5: Reduces Skill CD by 1 turn(s).
[Deep Frozen]: Target cannot take action or passively gain Turn Meter: if the affected unit's HP is below 50% at the start of their turn, this effect will last an additional 1 turn(s): the extension can be triggered only once.
Financial Tsunami
Cooldown: 4
Tags: AoE Ctrl, Turn Meter-, Freeze
Kraken compresses energy into his briefcase and throws it at the enemy; when the briefcase lands, it transforms into part of the North Sea behemoth that delivers a Devastating Blow; Deals 240% AoE damage to all enemies, with a 65% chance to decrease Turn Meter by 30% and a 50% chance to apply [Freeze] for 1 turn. If the target’s [Turn Meter] is cleared after being decreased, the [Freeze] probability increases to 100%.
Level 2: Increases damage multiplier to 240%.
Level 3: Increases the effect of Turn Meter - to 30%.
Level 4: Increases the chance of [Freeze] to 50%.
Level 5: Reduces Skill CD by 1 turn(s).
[Freeze]: Target cannot take action or gain Turn Meter.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Effect ACC +12%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Effect RES +12%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Generic PVE
Aurora
DokiDoki
Terrormaton
Union Boss + Phantom
PVP
Kraken is an annoying unit. Facing him in PVP can be a headache due to all of his CC effects. His S1 can lower your DEF, while his S2 can apply a [Deep Frozen] effect, stunning you for one turn, and even up to a second turn if your HP is below 50%. Then his ultimate; you must hope for the best. It has an AOE chance to stun, while also pushing back the turn meter gauge. The freeze becomes guaranteed if your turn meter is depleted after the reduction, making it possible to guarantee AOE stuns in certain situations.
Kraken and Marvell or Mio will be a very scary combination, as having two turn meter reducers works great in PVP.
However, that’s not his only use. Kraken is highly effective in DokiDoki, making him a great unit for anyone to build.
Lots of reliable Freeze, and Turn meter reduction to boot.
Deep Frozen effect is devastating if it lands.
DEF- on S1 gives him some use even when the enemy is immune to Freeze.
Needs skill levels to shine, especially S3.
Freeze is resisted by most bosses since it’s so powerful.
Kraken cannot do anything by himself against Immunity and Cleanses.
Build
For Early Game build tips when it comes to what modules and Shells to use before you start farming Red rarity, check our dedicated guide:
The builds below are tailored more toward PVE and we only mention PVP in some places - like for alternative Shells or Module choices. But PVE is our focus.
1
After the main body's turn, a Follow-up Attack on the main target dealing 240%+4200 damage, applies [SPD+] for 3 turns to the main Animus, applies and increases their Turn Meter by 25%.
Widely used and incredibly potent all-around supportive option, granting a 25% gauge boost on use as well as [SPD+] boost with 100% uptime. It also deals decent damage when used. Possesses most of the best supportive matrixes, further adding to its flexibility and wide use cases. Loses most of its value when used in teams that already have a team member granting the [SPD+] buff with good uptime.
The go-to Shell for Kraken that allows him to cycle faster in longer battles. If you already have a Speed buffer in your team though, the value of Jackal Guard drops quite a bit, but since Timeweave is present there, it's still worth using in longer PVE battles.
Best Module Sets:
You can use
2
Before the owner acts, unleashes the owner Animus' full potential making their next skill cost no CD and increasing their SPD by an additional 10% for 2 turn(s).
The cooldown of the skill can't be reduced.
An absurdly strong combo Shell that allows the wearer to skip the cooldown of the ability used on the turn this Shell is active. The wearer can use their ultimate or skill twice back to back, unlocking usually impossible personal and team combos. Also grants the wearer a 10% SPD boost after use for 2 turns. Mainly used in PvE burst/combo compositions or PVP. Can be used on both Supports and DPS situationally.
An alternative to Jackal Guard for more burst oriented teams as it allows the debuffer to use their S3 twice in row, increasing the chance to land the debuffs or stack them (when possible). Used in PVE one-shot teams and in PVP.
Best Module Sets:
Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.
1
When the owner Animus is about to die, halves their current Turn Meter, removes all effects on them, recovers 60% of their Max HP, and puts them into a 1-turn [Iced] state.,
The cooldown of the skill can't be reduced.
Allows the wearer to cheat death once every 6 turns. Upon dying, they will instead recover 60% HP and enter a special state, becoming immune to turn meter reductions, debuffs, buffs, and also gaining 200% increased DEF until the start of their next turn. A powerful option for keeping vulnerable high-value units alive in PVP.
2
Before the owner takes action, if the owner has any debuffs, dispels 2 debuff(s) and increases their Effect RES by 25% for every 1 debuff(s) dispelled, lasting for 2 turn(s).
A PVP-focused shell option offering a 2-turn debuff cleanse and up to 50% Effect RES at turn start with a 4-turn cooldown. A solid option for characters who need to ensure they aren’t taken out of the fight by stuns, freezes, or other debilitating effects on their opening turn.
3
After the original takes action, has a 80% chance to reduce the CD of 1 random skills on cooldown by 1 turn(s).
Allows you to reduce cooldown of a random ability, improving the cycling abilities of the character.
Below you can find the calculations for specific module sets - split per slot. Click on the dropdown to reveal the information. The % comparison are made against no set equipped.
1
6/12: Effect ACC +18%
12/12: Effect ACC +18%. At the start of the turn, there is a 35% chance to reduce CD of all Animus skills by 1 turn.
A potent specialist option for supports, allowing cooldown times to occasionally be reduced. Though requiring 12 Matrixes to fully activate puts it in conflict with the universal 12P Swiftrush set, forcing you to skip on the full effect of Swiftrush, opting for 12P Timeweaver 8P Swiftrush and 6P inferno instead. Timeweave allows to cycle the skills faster, especially early on when you don't have them leveled up - so they have very long cooldowns.
2
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order.
1
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
The go-to set for most Supports thanks to its massive Speed boost, allowing for faster cycling and priority in the initial turn order. 8-PC Swiftrush is enough for PVE, because the value of Timeweave is that big.
2
4/8: DEF +10%
8/8: DEF +10%. After being attacked, advances Turn Meter by 10%.
A powerful specialist option for Supports and, in some cases, DPS characters. When used in PVP, it can allow you to ‘catch up’ against teams that move before you, giving you a chance to fight back. In PvE, it can be a strong gauge boosting tool in fights against many enemies or bosses that hit your team incredibly frequently.
1
6/6: SPD +15% & Effect ACC +20%
The go-to option for most supports, thanks to its presence on many of the best supportive Shells and the strong SPD and Effect ACC it grants. Can be used on some DPS setups if Shell requirements demand it.
1
6/12: Effect RES +18%
12/12: Effect RES +18%. When the total DMG taken in a turn exceeds 20% of Max HP, the excess DMG is additionally reduced by 55%.
Exceptional anti-burst defensive set, most notably used in PVP to prevent enemies from one-shotting your team with aggressive combo compositions. It can also be used in specific PvE encounters, but it is far more niche.
SPD (Until Desired) > Effect ACC (Until Desired) > HP% > Flat HP
Kraken has three stats to pay attention to across gear:
S3 is the priority as you want to use it as often as possible and also increase the chance to inflict Freeze. Next move to S2 as it's another way to inflict another CC, though this time single target S1 is last.
Kraken synergies aren't available yet. They will be added soon!
Teams
The teams below come from our Teams database and showcase ANY team with Kraken present within in all content available in the game.
DokiDoki F2P Team #1
Content: DokiDoki || Team type: F2P || Time: 3-4m
DokiDoki F2P Team #3
Content: DokiDoki || Team type: F2P || Time: 3-4m
DokiDoki F2P Team #4
Content: DokiDoki || Team type: F2P || Time: 3-4m
DokiDoki F2P Team #6
Content: DokiDoki || Team type: F2P || Time: 3-4m
DokiDoki Team #2
Content: DokiDoki || Team type: Generic || Time: 1-2m
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