I know I left out a lot of interesting unique interactions. As you can see, this video is already 24 min long. I wanted to cover the basic setups and interactions you’d commonly see on Kullervo first. There’s enough weird things going on for a separate video, so that will be coming next. - KIT REVIEW TL;DR his kit: His 1 is very good for melee, and melee only, and movement utility teleports. Solid fun Helminth, that buffs melees a lot due to flat crit. His 2 is a shitty heal with shitty Iron Skin 5k max. I’m sure you’re familiar with how quick 5k Iron Skin disappears. His 3 is broken. His 4 is a shitty Final Stand that requires his 3 to work. It has utility in building melee combo, that’s about it. His 4 can be used for DPS, but only if you cast his 3 first. His 3 makes every single DPS option in the game work well. He has minor survivability issues, and minor synergy issues. His Overguard has 0 synergy with his kit and provides non-existent tankiness. Either grant Overguard gate, or make his abilities do more things when Overguard is active, ie how Gauss is already good, but Redline makes his abilities *even better.* I would honestly argue to reel his 3 in its power scaling, because it’s laughable how bad his 4 is in comparison to try and balance the 3+4 interaction. Currently, his entire kit revolves around his 3, which is bad. His 4 needs to hit harder by itself, without the need of his 3. No, it does not need to nuke, but it’s actual DPS is laughable currently alone. OR, allow you to cast more than 1 zone of his 4. This allows more utility, better stun as needed, and usable damage even without his 3. - HEAT INHERIT Heat Inherit works like this. Heat procs only care about heat% of the first proc inflicted. That heat% will be used for all future procs, even if your DPS tool doesn't have heat% modded. Therefore, load up your primer with all the heat% mods you can fit. Only have enough heat% on DPS weapon to add more heat procs itself (1 heat mod is enough). If the DPS weapon is innate heat, you don't need heat mods at all. Heat procs will double dip banes, but one dip comes from the first proc, and one from DPS weapon. So put bane on primer, and on DPS weapon. Shoot primer first, then shoot DPS weapon to benefit from heat% on primer. Primer rivens are also cheap for bane% and heat% to pass onto DPS weapon, buffing your DPS tons for cheap plat. For Thermal Sunder, the Epitaph makes my Thermal Sunder have +225% Heat, and +55% Grineer Bane Therefore, Thermal Sunder now has 325% overall heat scaling, or 3.25x total damage. This gets multiplied by the 1.55x from bane, for 5.04x damage on cast and DoT. On Heat Inherit, bane double dip takes one from primer, one from DPS. Because Thermal Sunder cannot equip a bane, it cannot double dip. But at least Epitaph carrying a bane allows Thermal Sunder to single dip the bane. -- *TIMESTAMPS* I'm on Twitch too now! See me live at: www.twitch.tv/aznvasions NEW Gun CO Spreadsheet: tinyurl.com/GunCOv2 0:00 Intro & Contexts 0:39 How To Farm Kullervo 1:09 Kullervo is not a melee frame 1:50 Melee Combo Counter Bug *IMPORTANT* 2:22 Kullervo Survivability *IMPORTANT* 2:57 Health Tanking Kullervo 3:16 Overguard Mechanics *IMPORTANT* 3:48 Overguard as Utility KULLERVO ABILITIES 4:24 Passive 4:49 Wrathful Advance 5:32 Wrathful Advance | Buff Mechanics 5:58 Recompense 6:34 Recompense | Overguard is Useless Currently 7:15 Collective Curse is Broken | 4% Damage Transfer 8:01 Why Collective Curse is better than Pre-nerf MFD 8:40 Damage Spread Mechanics 8:56 Collective Curse RE: Melee Combo 9:08 Collective Curse cannot activate Augments 9:58 Collective Curse | Sniper Combo Synergy 10:35 Storm of Ukko 10:56 Storm of Ukko | Melee Combo 11:20 Ukko as Melee Utility 11:57 Storm of Ukko is Subpar, and the Subsume slot KULLERVO BUILDS 12:29 Base Kit Kullervo | No Helminth Melee DPS 13:08 Base Kit Build 13:28 Range Limit on Kullervo 14:27 Energy Economy | Build 1 14:54 Focus School & Strength Benchmarking 15:08 Archon Shards | Build 1 15:31 Base Kit Kullervo | No Helminth Ukko DPS 16:10 Strength Benchmarking & Madurai/Archon Shards 16:33 Energy Economy | Build 2 17:09 Energy Usage and Rotations 17:37 Limitations of Ukko DPS 17:55 Curse Sunder | Combining AoE DPS, Crowd Control, Scaling 18:20 Thermal Sunder + Collective Curse Infinite Scaling 19:10 Thermal Sunder Doubling + Heat Inherit Scaling 19:45 Focus Schools | Curse Sunder 19:55 Curse Sunder Kullervo Build 20:14 Energy Economy & Archon Shards | Build 3 20:37 Heat Inherit Epitaph Primer Build 21:22 Base Kit Kullervo + Survivability Helminths 21:44 Survivability Helminth Options 22:06 Gloom Kullervo Build Example 23:02 Summary 23:31 Conclusion
actually the Kullervo fight is there after the wyrm while in duviri or solo. It's not a chance, it's a spot you can go as long as it is the correct spiral
@@Aznvasions Ok I guess that might be good for nyx and the jat attack for low level...not sure how necroces and jat attack will do on high levels. Thanks for telling me.
Did this After Just 1 Mission... Didn't even Have to think about it .. Inverted is Objectively Superior and once Again Proves DE knows absolutely Nothing 😤
Overguard is the whole "when you unlock the boss as playable character" meme, so anoying to deal with when is against us and the enemies just chew through it when we use it/have it :v. Kullervo has a pretty interesting kit and the builds are all pretty cool as always, that curse sunder is gonna be a blast once i get him, really hope DE doesnt forget about him.
These videos are always so thorough and I feel like I know everything there is to know about the topic after watching them. Not only that, but you get them out pretty quickly too. I just want you to know that you are probably a lot of peoples' go-to youtuber for builds/reviews.
I wish that what they wouldve done was made his overguard scale based off of number of enemies hit by daggers and the percentage of that based on ability strength
thats a good idea, i was also thinking giving overguard based on armor, shields and health the enemies have so it scales properly with enemy lvl, also to not make it super broken each time you cast the ability the previous amount you had gets replace by the new amount so you can just spam 2 and stack infinitely, also you get punished like its supposed to if theres no enemies around
I'd be good with this so long as they increase how much is currently gained on hit. Even with a 200% str build I find myself needing 2 casts to cap the current 5k. But also at the same time you're still gonna have a cap of the guard where the amount you have isn't really the problem it's the fact there's no gating and no damage reduction available to it.
I nverted his 1 on the first 10 minutes of using him, it feels better to just tap for movility and you lose nothing, since pointing at an enemy does a heavy too
Kullervo's 1 being a subsume is incredible. Nyx: Solves mobility during 4. Ivara: Solves mobility during invis, crit buff + stealth mult. Loki: Choose switch teleport, free teleport, or both. Crit buff + stealth mult. Voruna: Crit dmg buff and guaranteed crits, status, and slash from her 1 + heavy efficiency passive + extra crit buff and mobility from Kullervo's 1. Baruuk/Excal/Wukong: Crit buff for exalted melee? Hope it works... Volt: Doesn't even need to run anymore + more melee buffs. Wisp: A grand total of *three* teleports, infinite airtime for invis + more melee buffs. Ash: Finally a subsume that doesn't leave him without a teleport + melee buffs. Gara: Shattered lash crits? Hope that works too... Valkyr: Melee buffs and Rip Line loses what little reason to exist it had left.
I say in the case of valkyr, better off running voruna's subsume for infinite hysteria and then just buff her parkour velocity. Generally speaking of course, variety is the spice of life after all
@@sh0shin Pseudo-exalts makes use of melee mods and any buff or changes applied to them. This includes the Gladiator set bonus, flat base Crit/Status/Crit Damage bonus on the final evolution of 2nd generation Incarnon melees and Kullervo's flat crit buff. Gara normally can't make use of commonly used stat stick set ups like Gladiator due to her Shattered Lash having 0% Crit and Status, but flat crit buffs work normally (0% + 20% = 20% in Ceramic Dagger's case). That 20% can then be used to scale up the Gladiator set. While Wrathful Advance can't benefit off of Gladiator or Evolutions since it's treated as a flat modded crit rather than flat base crit, it still scales up with Power Strength and the subsumed version can give her at least 200% Crit Chance on an average Strength build.
Memeing strike was killed for adding flat crit and now we get a subsumeable ability that adds flat crit, scales with strength, doesn't require you to slide, and works as a movement ability
@@Goldy01 I was just pointing out that we now have something arguably more powerful than memeing strike was in its prime but the mod itself remains nerfed into uselessness
There is actually a pretty powerful synergy between Garuda and Kullervo although it isn't possible in mission solo, if you have a teammate play Garuda and use seeking talons on a group of enemies who are also affected by collective curse it causes the shared damage to quickly scale(because of the force bleed loop) until they all die. It can be produced in the simulacrum alone with a high duration Garuda if you swap from her to Kullervo fast enough, its really satisfying to watch the bleed go from 10 to 10,000 in less than a couple seconds.
There is even one more absurdly broken synergy. Roar. Ask a rhino to bring armor strip and go with a very high strength build. 400x theoretical scaling is disgusting? How about we double In another exponential triple dip scaling? If this is not hell I don't know what it is. Two "works on anything" ability collides, both works exceptionally well with thermal, this will absolutely guarantee that not even level cap can stop you for a little bit. 2x per clap? Nah, we vibin with 2x + roar%, which can be over 3.5x per clap, and with the base dmg ramped up, and all those dmg, Into the dot, that already have excellent scaling...
Kinda hoping his extreme lack of survivability will lead DE to rework player overguard a little. I feel like they intended for him to be tanky but only tested overguard in normal star chart levels. Unsure what they should do though, maybe let DR affect overguard and also balance Iron Skin around that?
Confimed to happen. At least for Kullervo. In the last devstream they mentioned that in a future update they will add 0.25 second "Gate" to overguard and that His Overguard cap will be affected by strength. Our boy becomes an unstoppable force of Vengeance
A couple things I noticed: - 1 can trigger Exodia Contagion if you bullet/double jump before casting 1 - Life strike on melee is a very easy way to keep him alive, so you can use 1 for staying alive instead of 2 - It seems (not 100% certain) like the 3rd ability gets credit for damage and kills on everything after primary target. Exodia Brave gains 1 stack when killing enemies linked by 3, and Kullervo gets an insane amount of affinity by spamming 3 - you can level to max in under 5 minutes by spamming 3
I found Kullervo's 4 to be incredibly strong if you play to it. With 250+ range and strength you can low-key AFK in steel path as long as enemies don't have line of sight on you until they get close. Bonus points for using Terrify on Helminth. This was getting 120-150 KPM for me. I could get away with low efficiency because I had high duration and 4 has decent base duration.
Yep, gotta disagree with Az on that too. Not only is it an extremely good CC ability, it also builds up your combo and does insane damage. It also goes through walls which means you can cast it into corners to block 50% of 2 big hallways. I replaced Collective Curse with Nourish, put 2 Azure shards for armor, 1 Amber for casting speed and 2 Crimson shards on for strength. Not to mention that I made a Nepheri slash + range + Heavy Attack damage & efficiency + Condition Overload + Carnis Mandible(for the evasion and status immunity) build with a Kuva Nukor primer. With all of this.. he absolutely destroys in the Steel Path. Hell, you should actually use the Syam on him for the insane heavy attack and he becomes even better.
warframe likes to not give a damn about its own set rules. merulina is a k-drive without mods. the overguard frame gets the discounter version of overguard. Titania turns into an archwing but you need to decide wether you build for archwing of for the frame. What ruleset will be next, I wonder.
@@zzzzzzzzzPPI mean it's a combined effect of slightly weakened guardian/grace with a significantly easier activation. if nothing else, combine it with one of the former for a stronger base of whatever you want. Depending on the frame for ehp and whatnot
his overguard needs to be buffed it really needs to have defencive buffs effect it or to not have a 5k limitation to it it also really doesnt help it feeling pointless that rage and hunter adrenalin dont work with it either -.- I love this frame as his kit is exactly my jam and Ill run him almost all the time but both him and his shotgun feel pre-nerfed
Sooo... Now that I know Kullervo's 1 is his Helminth... This is gonna be fun... I just wonder how the Amar set works with his 1. Great video as always!
The amar mods don't 'interact' with his 1, but you can keep teleporting at lower energy consumption. They're unnecessary on himself, if you have enough spare energy.
imo he should have a missing health tied ability and rely entirely on a "buffed" overguard for health while trying to stay at 2hp forever ,kinda like low life or chaos inoculation in Path of exile , that would make the self damage both thematically sick and useful
Hey Azn! I'd highly recommend giving Reave a try on Kullervo over his 2. You get health regen, status cleanse, and percent HP damage against enemies which is absolutely insane with Collective Curse.
Been using a blinding reave build on Kullervo so far and I am really appreciating the extra movement and CC/Heals. A very fun/active playstyle I can see myself maining for a while.
His 2nd should have been invisibility with high duration and low energy cost. Kinda like Loki’s. They can’t kill what they can’t see. Also boost his base health and armor. Or have his 4 increase your armor and health per dagger hit.
Seems overguard now has a 0.5 invuln on depletion. It also ignores all crowd control and status effects including ones that would still knock you down if you have primed sure footed. So it's a lot better now than stated in the video.
imho defensive mechanisms should have modularity like an aura slot or 2 giving new stuffs, overshield granting nullifier bubble, overguard being 95% stronger against non eximus, slash damage sustaining increasing armor, things like that. Because if it doesn't shield gate why bother in SP endless. The frame scope is extremly narrow imho, regular SP with unfinished loadouts but maxed arcanes lol and that's it.
I don’t know if u have given it a try but finisher calervo is pretty strong, u can use inaros hemlith which heals u, with the curse move for massive heal when u do a finisher in the target. Your invincible while the finisher happens and if u use the skiajati katana it turns u invisible giving u way better survivability or u can use banshee subsume for silence to increase finisher damage
i really hope they make his 2 actually let him tank any amount of damage has i love how he feels and to play but i cant even stop to drink with him in high high level kuva surv without going into operator he feels like protea without shields and shield gating but in turn he deals a lot more damage but also cant survive a enemy looking at him while protea might has well be unkillable
since he cant shieldgate its probably better to just put on rage instead of streamline with a maxed out fleeting and then replace energized with steadfast
very doable, though you have interesting choices there, jumping with contagion can throw it, exodia brave works as you said. exodia force aoe will get spread across the chains as well. Zaws are very nice for him. Triumph is also nice for combo
was gonna make a Strain 4 piece mod helminth charger (4% health regen per dead maggot, melee crit damage and corrosive procs) and use hirrudo (gives you 25% more health and heals you for 5% per crit hit) i also had a thought about using dessication (inaros ability) life steal and blind and maybe run alternox/amprex with his curse
Man, I love his 3. But to be honest, I don't think I'll be having too much fun with him in the long run. No shields and no shieldgate with not a single meaningful DR ability (that overguard is a wet joke, don't even mention it) means anything beyond lvl 1500 is just an instant death sentence, if you don't constantly weave RG's into vazarin invulns, severy hampering his ability to do anything but struggle to stay alive. I don't get what's the idea behind that concept, since not long ago we got Voruna, with much more offensive potential, heavy attack proficiency AND sustain and an endless shieldgate cycle with her 1 and 2 (+ on demand invisibility...).
If it wasn't for exalted blade only having 2x crit multiplier, kullervo's 1 could be pretty entertaining on excal. 300-400% Crit chance would still be pretty nice though.
@@brannonwolfenstein678 used arcane blessing and grace with two blue shards for more health with adaptation and equilibrium (I also use panzer for infinite health orbs/pickup). the extra health speeds up grace which is always active because it triggers through overguard
Hey I wanted to ask your opinion about overguard. Why do you think overguard was released in this way(not being very good) and what do you think DE has planned for it? If you don't get around to answering I completely understand. Thanks for the great content as usual.
Overguard has always been a pretty subpar mechanic. We've known for ages that unless you have an absolutely insane amount of it and a way to replenish/reset it, it's pretty much useless once enemies start dealing damage. It's why nobody really uses Frosts Augment or Rhino without all of his Augments, because its Shields before they were reworked. Kullervo has just shown why it's so bad in general, because once we don't have an invuln buffer from something like Shields, it means we get absolutely merced even in just basic SP. Ever tried using Bonewidow or Voidrig in SP? Their Overguard instantly disappears.
Oh, I definetly want to try the Fartlas build with Ceramic Dagger for flat status chance increase together with Wrathful Advance for the flat crit chance ^_^
Hey AZN, how does heat inherent work in a squad? Is it the same as running solo? I know you did videos about it, but I don't remember about squad dynamics. What if a teammate applies the first heat stacks? I ask because it seems to work In the simulacrum/ solo, but something just feels off while playing in a full squad. There are still other aspects of it that I'm confused about or don't understand lol
If another player procs the first heat proc with primer they will see your boosted heat orocs from dps weapon , inherit doesnt care who primed and who then dps d
Is that good or bad? I leveled Voruna and never played her again. I fed my free Styanax to the helminth. I'm gonna level and then subsume Kullervo when he's finished crafting because he doesn't seem that interesting.
@@alexgutierrez2783 Overguard is affected by adaptation for example. It is written in the patchnotes. And no, it would not be fine. It would just be a weaker tank version of Inaros with abilities. Still gets completely one tapped at around 250ish steel path
in your opinion for teleport heavy attack builds are 2h nikanas or weapons with heavy attack animations that are more likely to hit the head like hammers better? or does it not really matter lol
Yep, the Sunder rework doesn't start counting until if an enemy lives 5 Sunder casts in a row. And it will still add more damage even after 5 casts, just a fixed amount, instead of an ever-multiplying amount.
I’m running 339% strength on kullervo with Molt Augment and his 1 and 4 can clear SP mobs easily I go with Transient fortitude, blind and umbral intensify I’m having fun with his 1& 2 ability his 1 slaps sp mobs easily even without the combo counter and even with an unranked melee weapon but I’ll try your thermal sunder build on him I might go with garuda’s build with thermal sunder
Yeah this video is nothing like my experience with kullervo. I'm basically using him over every frame. 35k overguard. 3k hp. 2k armor. 40,000,000 dmg heavy attacks. I never die and have highest dmg EVERY mission.
yo! so i went afk with kullervo at in duviri, and when i came back i was completely immune to damage. i could still get status effects, but i cant be damaged in any way. any idea whats going on here? edit: here is a video th-cam.com/video/oRrC3imE-ws/w-d-xo.html
I sadly have to wait for support to respond to my ticket before I can get back to leveling Kullervo, put random letters in the chat and got a 12 year ban for it☠️ Ill be back though, hopefully sooner than later lol
@@NoCtUrNaLJonez so they just changed my ban to a 2 week suspension and guess what they claim I did? They said "you have been involved in one or more instances of making/promoting a comment that could easily be considered to be derogatory towards a race, ethnicity, gender, sexuality, religion, age, or disability." I dont know what they the hell they are talking about but I figure turning a 12 year ban into a week suspension says whatever it is not what they claim it is. The only thing I can think of is when someone said everyrhing is bigger in texas I told them charles barkley said that about women in san antonio but whatever the case I feel nit being allowed to play the game all together for that is still extreme but they probably dont want to look like fools.
Hello there, our favourite WF teacher on TH-cam! :) I know this video is about Kullervo and all, buuuuut I was wondering if you could answer a question about another frame: Valkyr. Specifically, about the best Archon Shards picks for her. Should I go for red shards and add MELEE STRENGHT (like I would do with, say, Baruuk) or "Ability Strenght" instead? By the way, even though I haven't done Kullervo's quest yet, I shall do it and return later to follow your build, so, a "Thumbs Up" in advance is more than fair. Here you go. Keep up the good work. :)
That account is not me wtf. Anyways, crit damage shards are generally always better than strength shards. Strength shards are best used for hitting strength breakpoints for abilities, but typically significantly worse than crit damage shards
I know I left out a lot of interesting unique interactions. As you can see, this video is already 24 min long. I wanted to cover the basic setups and interactions you’d commonly see on Kullervo first. There’s enough weird things going on for a separate video, so that will be coming next.
-
KIT REVIEW
TL;DR his kit: His 1 is very good for melee, and melee only, and movement utility teleports. Solid fun Helminth, that buffs melees a lot due to flat crit. His 2 is a shitty heal with shitty Iron Skin 5k max. I’m sure you’re familiar with how quick 5k Iron Skin disappears. His 3 is broken. His 4 is a shitty Final Stand that requires his 3 to work. It has utility in building melee combo, that’s about it. His 4 can be used for DPS, but only if you cast his 3 first. His 3 makes every single DPS option in the game work well.
He has minor survivability issues, and minor synergy issues. His Overguard has 0 synergy with his kit and provides non-existent tankiness. Either grant Overguard gate, or make his abilities do more things when Overguard is active, ie how Gauss is already good, but Redline makes his abilities *even better.* I would honestly argue to reel his 3 in its power scaling, because it’s laughable how bad his 4 is in comparison to try and balance the 3+4 interaction. Currently, his entire kit revolves around his 3, which is bad. His 4 needs to hit harder by itself, without the need of his 3. No, it does not need to nuke, but it’s actual DPS is laughable currently alone. OR, allow you to cast more than 1 zone of his 4. This allows more utility, better stun as needed, and usable damage even without his 3.
-
HEAT INHERIT
Heat Inherit works like this. Heat procs only care about heat% of the first proc inflicted. That heat% will be used for all future procs, even if your DPS tool doesn't have heat% modded. Therefore, load up your primer with all the heat% mods you can fit. Only have enough heat% on DPS weapon to add more heat procs itself (1 heat mod is enough). If the DPS weapon is innate heat, you don't need heat mods at all. Heat procs will double dip banes, but one dip comes from the first proc, and one from DPS weapon. So put bane on primer, and on DPS weapon. Shoot primer first, then shoot DPS weapon to benefit from heat% on primer. Primer rivens are also cheap for bane% and heat% to pass onto DPS weapon, buffing your DPS tons for cheap plat.
For Thermal Sunder, the Epitaph makes my Thermal Sunder have +225% Heat, and +55% Grineer Bane
Therefore, Thermal Sunder now has 325% overall heat scaling, or 3.25x total damage.
This gets multiplied by the 1.55x from bane, for 5.04x damage on cast and DoT.
On Heat Inherit, bane double dip takes one from primer, one from DPS.
Because Thermal Sunder cannot equip a bane, it cannot double dip.
But at least Epitaph carrying a bane allows Thermal Sunder to single dip the bane.
--
*TIMESTAMPS*
I'm on Twitch too now!
See me live at: www.twitch.tv/aznvasions
NEW Gun CO Spreadsheet: tinyurl.com/GunCOv2
0:00 Intro & Contexts
0:39 How To Farm Kullervo
1:09 Kullervo is not a melee frame
1:50 Melee Combo Counter Bug *IMPORTANT*
2:22 Kullervo Survivability *IMPORTANT*
2:57 Health Tanking Kullervo
3:16 Overguard Mechanics *IMPORTANT*
3:48 Overguard as Utility
KULLERVO ABILITIES
4:24 Passive
4:49 Wrathful Advance
5:32 Wrathful Advance | Buff Mechanics
5:58 Recompense
6:34 Recompense | Overguard is Useless Currently
7:15 Collective Curse is Broken | 4% Damage Transfer
8:01 Why Collective Curse is better than Pre-nerf MFD
8:40 Damage Spread Mechanics
8:56 Collective Curse RE: Melee Combo
9:08 Collective Curse cannot activate Augments
9:58 Collective Curse | Sniper Combo Synergy
10:35 Storm of Ukko
10:56 Storm of Ukko | Melee Combo
11:20 Ukko as Melee Utility
11:57 Storm of Ukko is Subpar, and the Subsume slot
KULLERVO BUILDS
12:29 Base Kit Kullervo | No Helminth Melee DPS
13:08 Base Kit Build
13:28 Range Limit on Kullervo
14:27 Energy Economy | Build 1
14:54 Focus School & Strength Benchmarking
15:08 Archon Shards | Build 1
15:31 Base Kit Kullervo | No Helminth Ukko DPS
16:10 Strength Benchmarking & Madurai/Archon Shards
16:33 Energy Economy | Build 2
17:09 Energy Usage and Rotations
17:37 Limitations of Ukko DPS
17:55 Curse Sunder | Combining AoE DPS, Crowd Control, Scaling
18:20 Thermal Sunder + Collective Curse Infinite Scaling
19:10 Thermal Sunder Doubling + Heat Inherit Scaling
19:45 Focus Schools | Curse Sunder
19:55 Curse Sunder Kullervo Build
20:14 Energy Economy & Archon Shards | Build 3
20:37 Heat Inherit Epitaph Primer Build
21:22 Base Kit Kullervo + Survivability Helminths
21:44 Survivability Helminth Options
22:06 Gloom Kullervo Build Example
23:02 Summary
23:31 Conclusion
actually the Kullervo fight is there after the wyrm while in duviri or solo. It's not a chance, it's a spot you can go as long as it is the correct spiral
Wich of his abilities do you get if you subsume him?
@@kharijordan6426 his 1
@@Aznvasions
Ok I guess that might be good for nyx and the jat attack for low level...not sure how necroces and jat attack will do on high levels.
Thanks for telling me.
That combo bug is something I ain't gonna abuse
Better not get used to it
If you invert his tap/hold abilities in settings, his 1 becomes a spammable teleport button. Works on helmonth too, and you can speedrun missions easy
Did this After Just 1 Mission... Didn't even Have to think about it .. Inverted is Objectively Superior and once Again Proves DE knows absolutely Nothing 😤
@@lookalike4805 its intended i believe
I never said it wasnt intended... I'm saying it was Stupid. Just like when Gauss first came out and his Thermal Sunder wasn't Inverted.
PS- really good on ivara
@@securatyyynow that has some potential
Overguard is the whole "when you unlock the boss as playable character" meme, so anoying to deal with when is against us and the enemies just chew through it when we use it/have it :v.
Kullervo has a pretty interesting kit and the builds are all pretty cool as always, that curse sunder is gonna be a blast once i get him, really hope DE doesnt forget about him.
These videos are always so thorough and I feel like I know everything there is to know about the topic after watching them. Not only that, but you get them out pretty quickly too. I just want you to know that you are probably a lot of peoples' go-to youtuber for builds/reviews.
I wish that what they wouldve done was made his overguard scale based off of number of enemies hit by daggers and the percentage of that based on ability strength
thats a good idea, i was also thinking giving overguard based on armor, shields and health the enemies have so it scales properly with enemy lvl, also to not make it super broken each time you cast the ability the previous amount you had gets replace by the new amount so you can just spam 2 and stack infinitely, also you get punished like its supposed to if theres no enemies around
this or they remove the cap or make it work with damage reduction like adaptation or armour
:|
@@martinrebello4203 right, exactlyyyy, do they not test these things in steel path before releasing?
@@YukiKitsune361 rightttt
I'd be good with this so long as they increase how much is currently gained on hit. Even with a 200% str build I find myself needing 2 casts to cap the current 5k. But also at the same time you're still gonna have a cap of the guard where the amount you have isn't really the problem it's the fact there's no gating and no damage reduction available to it.
I nverted his 1 on the first 10 minutes of using him, it feels better to just tap for movility and you lose nothing, since pointing at an enemy does a heavy too
His 1 sounds like a straight upgrade replacement for Valkyr's ripline
even loki's decoy is better than ripline...
yeah the movment power creep needs to be shared with dusty crusty ass frames
outdated, his overguard is fixed he gains damage immunity when he presses his 2 now and his overguard is WAY HIGHER
considering we only have 5k overguard we should get like 1 sec invurability when it is going to 0 so one shots would not be a thing.
Kullervo's 1 being a subsume is incredible.
Nyx: Solves mobility during 4.
Ivara: Solves mobility during invis, crit buff + stealth mult.
Loki: Choose switch teleport, free teleport, or both. Crit buff + stealth mult.
Voruna: Crit dmg buff and guaranteed crits, status, and slash from her 1 + heavy efficiency passive + extra crit buff and mobility from Kullervo's 1.
Baruuk/Excal/Wukong: Crit buff for exalted melee? Hope it works...
Volt: Doesn't even need to run anymore + more melee buffs.
Wisp: A grand total of *three* teleports, infinite airtime for invis + more melee buffs.
Ash: Finally a subsume that doesn't leave him without a teleport + melee buffs.
Gara: Shattered lash crits? Hope that works too...
Valkyr: Melee buffs and Rip Line loses what little reason to exist it had left.
I say in the case of valkyr, better off running voruna's subsume for infinite hysteria and then just buff her parkour velocity. Generally speaking of course, variety is the spice of life after all
Nyx didn't have mobility issues during 4.
I doubt it works for Gara as it's a pseudo exalt, not a true one.
@@sh0shin Pseudo-exalts makes use of melee mods and any buff or changes applied to them. This includes the Gladiator set bonus, flat base Crit/Status/Crit Damage bonus on the final evolution of 2nd generation Incarnon melees and Kullervo's flat crit buff.
Gara normally can't make use of commonly used stat stick set ups like Gladiator due to her Shattered Lash having 0% Crit and Status, but flat crit buffs work normally (0% + 20% = 20% in Ceramic Dagger's case). That 20% can then be used to scale up the Gladiator set.
While Wrathful Advance can't benefit off of Gladiator or Evolutions since it's treated as a flat modded crit rather than flat base crit, it still scales up with Power Strength and the subsumed version can give her at least 200% Crit Chance on an average Strength build.
Memeing strike was killed for adding flat crit and now we get a subsumeable ability that adds flat crit, scales with strength, doesn't require you to slide, and works as a movement ability
As much as I liked to use the Atterax... it's good that era is gone.
@@Goldy01 I was just pointing out that we now have something arguably more powerful than memeing strike was in its prime but the mod itself remains nerfed into uselessness
There is actually a pretty powerful synergy between Garuda and Kullervo although it isn't possible in mission solo, if you have a teammate play Garuda and use seeking talons on a group of enemies who are also affected by collective curse it causes the shared damage to quickly scale(because of the force bleed loop) until they all die.
It can be produced in the simulacrum alone with a high duration Garuda if you swap from her to Kullervo fast enough, its really satisfying to watch the bleed go from 10 to 10,000 in less than a couple seconds.
So Kullervo x Garuda is now confirmed?
i solo Kullervo he OP if you use this ability you can steal over 12000 shield
There is even one more absurdly broken synergy. Roar. Ask a rhino to bring armor strip and go with a very high strength build.
400x theoretical scaling is disgusting? How about we double In another exponential triple dip scaling? If this is not hell I don't know what it is.
Two "works on anything" ability collides, both works exceptionally well with thermal, this will absolutely guarantee that not even level cap can stop you for a little bit.
2x per clap? Nah, we vibin with 2x + roar%, which can be over 3.5x per clap, and with the base dmg ramped up, and all those dmg, Into the dot, that already have excellent scaling...
Kinda hoping his extreme lack of survivability will lead DE to rework player overguard a little. I feel like they intended for him to be tanky but only tested overguard in normal star chart levels. Unsure what they should do though, maybe let DR affect overguard and also balance Iron Skin around that?
Confimed to happen. At least for Kullervo. In the last devstream they mentioned that in a future update they will add 0.25 second "Gate" to overguard and that His Overguard cap will be affected by strength. Our boy becomes an unstoppable force of Vengeance
This Is Just shield gating with extra steps... Just like proteas 2 are not turrets...
A couple things I noticed:
- 1 can trigger Exodia Contagion if you bullet/double jump before casting 1
- Life strike on melee is a very easy way to keep him alive, so you can use 1 for staying alive instead of 2
- It seems (not 100% certain) like the 3rd ability gets credit for damage and kills on everything after primary target. Exodia Brave gains 1 stack when killing enemies linked by 3, and Kullervo gets an insane amount of affinity by spamming 3 - you can level to max in under 5 minutes by spamming 3
I found Kullervo's 4 to be incredibly strong if you play to it. With 250+ range and strength you can low-key AFK in steel path as long as enemies don't have line of sight on you until they get close. Bonus points for using Terrify on Helminth. This was getting 120-150 KPM for me. I could get away with low efficiency because I had high duration and 4 has decent base duration.
Yep, gotta disagree with Az on that too. Not only is it an extremely good CC ability, it also builds up your combo and does insane damage. It also goes through walls which means you can cast it into corners to block 50% of 2 big hallways. I replaced Collective Curse with Nourish, put 2 Azure shards for armor, 1 Amber for casting speed and 2 Crimson shards on for strength.
Not to mention that I made a Nepheri slash + range + Heavy Attack damage & efficiency + Condition Overload + Carnis Mandible(for the evasion and status immunity) build with a Kuva Nukor primer. With all of this.. he absolutely destroys in the Steel Path.
Hell, you should actually use the Syam on him for the insane heavy attack and he becomes even better.
I knew paying attention to math class would help me someday. The mad man limbo himself would be proud!
My bro is so strong that he can delete SP circuit enemy with a stick him pick up in the backyard.
I think realistically what im going to do with kullervo is helminth his 1 on ivara for melee memes
warframe likes to not give a damn about its own set rules. merulina is a k-drive without mods. the overguard frame gets the discounter version of overguard. Titania turns into an archwing but you need to decide wether you build for archwing of for the frame. What ruleset will be next, I wonder.
Its not just me then, everybody else seems to call him Cool-Air-Voe instead of Culler-Voe too. It just sounds more natural to me
The way it’s pronounced in-game is more like Coolervo.
Arcane Reaper seems very good on him
Also, i think blocking with your melee is a good way to build adaptation stacks before you start taking damage
Is it better than guardian +blessing combo? The regen from reaper feels underwhelming if you use his 2
Overguard triggers adaptation so there's no need. But yeah, constantly blocking with melee is good nonetheless on him.
@@zzzzzzzzzPPI mean it's a combined effect of slightly weakened guardian/grace with a significantly easier activation. if nothing else, combine it with one of the former for a stronger base of whatever you want. Depending on the frame for ehp and whatnot
So many lucky winners down below. Every second person has won a prize from Azn. What a cool guy to give so much. LOL
his overguard needs to be buffed it really needs to have defencive buffs effect it or to not have a 5k limitation to it it also really doesnt help it feeling pointless that rage and hunter adrenalin dont work with it either -.-
I love this frame as his kit is exactly my jam and Ill run him almost all the time but both him and his shotgun feel pre-nerfed
Sooo... Now that I know Kullervo's 1 is his Helminth... This is gonna be fun... I just wonder how the Amar set works with his 1. Great video as always!
The amar mods don't 'interact' with his 1, but you can keep teleporting at lower energy consumption. They're unnecessary on himself, if you have enough spare energy.
@@vonrelevanz1963 So the heavy attack from his 1 can trigger Amar set then >:D
imo he should have a missing health tied ability and rely entirely on a "buffed" overguard for health while trying to stay at 2hp forever ,kinda like low life or chaos inoculation in Path of exile , that would make the self damage both thematically sick and useful
Hey Azn! I'd highly recommend giving Reave a try on Kullervo over his 2. You get health regen, status cleanse, and percent HP damage against enemies which is absolutely insane with Collective Curse.
Been using Hirudo for a long time, Kullervo was the reason I grabbed a Riven for it.
Been using a blinding reave build on Kullervo so far and I am really appreciating the extra movement and CC/Heals. A very fun/active playstyle I can see myself maining for a while.
If you curse, then Reave, does it affect all targets?🧐
@@eris9792 it seems to from what I can tell (the damage, not necessarily the blind).
His 2nd should have been invisibility with high duration and low energy cost. Kinda like Loki’s. They can’t kill what they can’t see. Also boost his base health and armor. Or have his 4 increase your armor and health per dagger hit.
Just give overguard a gate mechanic and he's perfect...
I looked at his kit and immediately replaced his 2 with gloom.... wish me luck.... also incarnon ceramic dagger and him are best friends
Yes!
Was waiting for this before i poked at him.
Still working on ash and hildryn
Has anyone subbed his 1 onto limbo? I just want to know if the teleport can hit/damage targets while your IN the rift but the enemy is OUT of the rift
most likely not since your using your own melee and not an exalted
@@noahedenborg4221 you would think but there's been quite a few times where the devs completely forgot about limbo or abilities bugged tf on rift man
@@VetriVade kullervo 1 is literally the Amar set with a crit chance buff
@@noahedenborg4221 im aware
Seems overguard now has a 0.5 invuln on depletion. It also ignores all crowd control and status effects including ones that would still knock you down if you have primed sure footed. So it's a lot better now than stated in the video.
imho defensive mechanisms should have modularity like an aura slot or 2 giving new stuffs, overshield granting nullifier bubble, overguard being 95% stronger against non eximus, slash damage sustaining increasing armor, things like that. Because if it doesn't shield gate why bother in SP endless. The frame scope is extremly narrow imho, regular SP with unfinished loadouts but maxed arcanes lol and that's it.
I don’t know if u have given it a try but finisher calervo is pretty strong, u can use inaros hemlith which heals u, with the curse move for massive heal when u do a finisher in the target. Your invincible while the finisher happens and if u use the skiajati katana it turns u invisible giving u way better survivability or u can use banshee subsume for silence to increase finisher damage
i really hope they make his 2 actually let him tank any amount of damage has i love how he feels and to play but i cant even stop to drink with him in high high level kuva surv without going into operator
he feels like protea without shields and shield gating but in turn he deals a lot more damage but also cant survive a enemy looking at him while protea might has well be unkillable
How would you change his setup now after the buffs?
since he cant shieldgate its probably better to just put on rage instead of streamline with a maxed out fleeting and then replace energized with steadfast
not archon intensify?
doesnt it grant strengh when you heal from abilities, his 2 technically healing
correct me if i am mistaken
I did list that at the very beginning yea
over guard should get something like shield gating and is affected by armor otherwise it’s just worse bonus health
Since his 1 makes a boosted heavy attack would Zaw with Exodia Brave reduce the energy problems?
very doable, though you have interesting choices there, jumping with contagion can throw it, exodia brave works as you said. exodia force aoe will get spread across the chains as well. Zaws are very nice for him. Triumph is also nice for combo
I prefer using Arcane Guardian and Arcane Reaper on him. Reaper gives even more armor and healing on melee kills. It was made for him.
Is reaper better than blessing or something
dont forget power transfer in madurai gives cast speed. so on your sling strength set up you would have also had 50% cast speeding
you mentioned it later when talking about the ukko build +
Oh my God this is an amazing video I'm about to clear my steel path Star chart 20:01
was gonna make a Strain 4 piece mod helminth charger (4% health regen per dead maggot, melee crit damage and corrosive procs) and use hirrudo (gives you 25% more health and heals you for 5% per crit hit)
i also had a thought about using dessication (inaros ability) life steal and blind
and maybe run alternox/amprex with his curse
Man, I love his 3. But to be honest, I don't think I'll be having too much fun with him in the long run.
No shields and no shieldgate with not a single meaningful DR ability (that overguard is a wet joke, don't even mention it) means anything beyond lvl 1500 is just an instant death sentence, if you don't constantly weave RG's into vazarin invulns, severy hampering his ability to do anything but struggle to stay alive.
I don't get what's the idea behind that concept, since not long ago we got Voruna, with much more offensive potential, heavy attack proficiency AND sustain and an endless shieldgate cycle with her 1 and 2 (+ on demand invisibility...).
I wasn't to into the video until I heard above 9k I'm going to use this😊😅😂😂 TY
If it wasn't for exalted blade only having 2x crit multiplier, kullervo's 1 could be pretty entertaining on excal. 300-400% Crit chance would still be pretty nice though.
Do you think they will add an overguard gating mechanic for kullervo ?
Most likely.
@@MrHeiska01 i mean i hope so but when i look at hydroid and how they leave him in a bad state , i think they might not change kullervo
Could also put Hunter Adrenaline and Quick Thinking instead of some these efficiency options. He’s all health.
Interested to know if this would work. I'm really struggling to wrap my head around how to make him live
@@rface0 Will be testing it myself tonight. Heath tanks can’t scale infinitely, but I use this trick on a lot on squishier frames and it works well.
@@brannonwolfenstein678 used arcane blessing and grace with two blue shards for more health with adaptation and equilibrium (I also use panzer for infinite health orbs/pickup). the extra health speeds up grace which is always active because it triggers through overguard
@@anthoneon oh man that's genuis. I'm going to try this
Hey I wanted to ask your opinion about overguard. Why do you think overguard was released in this way(not being very good) and what do you think DE has planned for it? If you don't get around to answering I completely understand. Thanks for the great content as usual.
Overguard has always been a pretty subpar mechanic. We've known for ages that unless you have an absolutely insane amount of it and a way to replenish/reset it, it's pretty much useless once enemies start dealing damage. It's why nobody really uses Frosts Augment or Rhino without all of his Augments, because its Shields before they were reworked.
Kullervo has just shown why it's so bad in general, because once we don't have an invuln buffer from something like Shields, it means we get absolutely merced even in just basic SP. Ever tried using Bonewidow or Voidrig in SP? Their Overguard instantly disappears.
Does his flat cc work with weapons like wolf sledge and xoris (weapons that can't crit very well)
yeah
Oh, I definetly want to try the Fartlas build with Ceramic Dagger for flat status chance increase together with Wrathful Advance for the flat crit chance ^_^
I've totally seen my pillage hit through walls....I gotta be pointing that direction but it will hit through walls
Overguard cap and gain now scales with ability power
augement to spread the Curse on kill would be nice...
Hey AZN, how does heat inherent work in a squad? Is it the same as running solo? I know you did videos about it, but I don't remember about squad dynamics. What if a teammate applies the first heat stacks?
I ask because it seems to work In the simulacrum/ solo, but something just feels off while playing in a full squad. There are still other aspects of it that I'm confused about or don't understand lol
just how heat inherit is
If another player procs the first heat proc with primer they will see your boosted heat orocs from dps weapon , inherit doesnt care who primed and who then dps d
I put his first on baruuk and it’s my new favorite thing
Getting a strong Veruna vibe from this new Warframe
Is that good or bad?
I leveled Voruna and never played her again.
I fed my free Styanax to the helminth.
I'm gonna level and then subsume Kullervo when he's finished crafting because he doesn't seem that interesting.
@@stefanlewis7773 I liked her. He seems cool.
Would be really interesting to see how your melee build works with your exodia force build
If you build him with using the MIGHTY SEER as your only objective. Youll soon realise that youve archived godhood
4:23 what about shield ospreys specters?
Osprey doesn't give shield to inaros and nidus, so i guess it's the same case on kullervo.
Actually it does Give Shields to Inaros... That Much I am Certain about.
The point is always one: no shields, no survivability. Gets one tapped and you can do nothing about it.
If his over shield would of benefitted from warframe mods and arcanes. He would of been fine imo
Overguard*
@@alexgutierrez2783 Overguard is affected by adaptation for example. It is written in the patchnotes. And no, it would not be fine. It would just be a weaker tank version of Inaros with abilities. Still gets completely one tapped at around 250ish steel path
@TheBrocktonBlockbust It's currently bugged so OG doesn't get affected by adap, but other stuff affects OG
@@TheBrocktonBlockbust really doesnt feel like his OG is effected by anything. At least not enough
in your opinion for teleport heavy attack builds are 2h nikanas or weapons with heavy attack animations that are more likely to hit the head like hammers better? or does it not really matter lol
actually nvm hammers are better bcus the infinite combo lets you abuse arca triton
Fun fact. His 1 will fire the Syam's wave projectile with the 400 percent crit.
Has anyone had any problems with his first? The tap misses 100% of the time for me.
yeah its a bit wonky
Does the Cursed Sunder build still work after the Thermal Sunder helminth rework?
Yep, the Sunder rework doesn't start counting until if an enemy lives 5 Sunder casts in a row. And it will still add more damage even after 5 casts, just a fixed amount, instead of an ever-multiplying amount.
Whoa I feel like a mathematician now
His third ability reminds me of domino from dishonored 2.
Randomizer ain't that bad you just got to have good tast and patience
whats the best frame for doing disruptions??
yes
Epic gamer time
is life strike ok to use with kullervo? if not how much damage are we missing?
you can use it, the damage loss is basically unnoticeable because of his output
I’m running 339% strength on kullervo with Molt Augment and his 1 and 4 can clear SP mobs easily I go with Transient fortitude, blind and umbral intensify I’m having fun with his 1& 2 ability his 1 slaps sp mobs easily even without the combo counter and even with an unranked melee weapon but I’ll try your thermal sunder build on him I might go with garuda’s build with thermal sunder
Yeah this video is nothing like my experience with kullervo. I'm basically using him over every frame. 35k overguard. 3k hp. 2k armor. 40,000,000 dmg heavy attacks. I never die and have highest dmg EVERY mission.
@@Krowing87 facts bro kullervo is basically every melee framers dream
Do we know if empowered blades work with kullervo???
no shields
I wish they dont fix the combo counter since its how initial combo counter mods should work
yeha but azn doesnt have inital combo on his melee
I think his first ability and the stropha are a good combo to kill acolytes
I can't build him, full stop.
They broke Duviri I can't jump now, fuggin unfarmable that frame.
Stug AOE?
I subsume his 2 and I dont use melee on him
Is not working now
Intro song plz, it slaps
Illusion by Beauz
All i wished is that, D.E gave him some shield so that we can shield gate. cuz to be fair, his kit is already great, just missing shield.
Quellor build pls
i bought him form the market how do i equip him ??
what do you mean how do you equip him
Sheeve melee build with covert lethality?
dagger yes but not sheeve
Man's looking like a Ceaser Sallad.
this warframe is OP dont be fool by his shield he steal shield and less death rate most warframe lol
Actually, arcane reaper in kullervo is must have
how about subsuming Condemn?
no shields
@@noahedenborg4221 Thank you!
Just build Kullervo tanky-ish and play him like Katarina from League of Legends.
yo! so i went afk with kullervo at in duviri, and when i came back i was completely immune to damage. i could still get status effects, but i cant be damaged in any way. any idea whats going on here?
edit: here is a video th-cam.com/video/oRrC3imE-ws/w-d-xo.html
Great ✨✨ 🔥🔥🔥
his 3 goes through walls btw
It's Also Inconsistent... Sometimes it Does and Other times it Doesn't... 🤔
yes but it cant hit enemys
Kullervo=quadratic scaling the frame
I sadly have to wait for support to respond to my ticket before I can get back to leveling Kullervo, put random letters in the chat and got a 12 year ban for it☠️ Ill be back though, hopefully sooner than later lol
Wow... smh
@@NoCtUrNaLJonez so they just changed my ban to a 2 week suspension and guess what they claim I did?
They said "you have been involved in one or more instances of making/promoting a comment that could easily be considered to be derogatory towards a race, ethnicity, gender, sexuality, religion, age, or disability."
I dont know what they the hell they are talking about but I figure turning a 12 year ban into a week suspension says whatever it is not what they claim it is. The only thing I can think of is when someone said everyrhing is bigger in texas I told them charles barkley said that about women in san antonio but whatever the case I feel nit being allowed to play the game all together for that is still extreme but they probably dont want to look like fools.
Hello there, our favourite WF teacher on TH-cam! :)
I know this video is about Kullervo and all, buuuuut I was wondering if you could answer a question about another frame: Valkyr. Specifically, about the best Archon Shards picks for her. Should I go for red shards and add MELEE STRENGHT (like I would do with, say, Baruuk) or "Ability Strenght" instead?
By the way, even though I haven't done Kullervo's quest yet, I shall do it and return later to follow your build, so, a "Thumbs Up" in advance is more than fair. Here you go. Keep up the good work. :)
That account is not me wtf. Anyways, crit damage shards are generally always better than strength shards. Strength shards are best used for hitting strength breakpoints for abilities, but typically significantly worse than crit damage shards
@@Aznvasions Right! I see what you mean. I shall organize Valkyr's shards following this route, then. Thank you kindly for your time.
why do u use no rank adaptation
because you can still hit max stacks at R0 for 90%
@@Aznvasions thanks
me with rhinos 23346543 overguard ''spanish laughing meme''
Put his helmith on Ivara...youre welcome