How Karsu fits a formation
Karsu is a Duelist built around ranged duelist and frost applicator. Karsu can either blanket the board with Frost or become a conventional attack-speed carry; do not split items between both plans.
Karsu base stats
Derived comparison values
EHP and EOFF are comparison composites; Sec / cast estimates a passive mana-fill interval. They help compare records but are not separate in-game stats.
Karsu ranks
Draft a duplicate of Karsu or use an eligible campfire event to rank up. Rank B chooses a fixed specialization; Rank A and S draft from the active class modifier pool.
Rank C
The base stat line starts with the active ability equipped.

Snowpiercer
Loose a volley of 5 arrows at nearby enemies. Each arrow deals 25 (+ 100% Attack , + 100% Magic ) damage and inflicts 4 (+ 1 per 15 Attack Speed ) Frost .
Rank B
The first rank-up also chooses one of three fixed specializations. A path can add a class and change later offers.

The Falling Snow
Snowpiercer fires 5 more arrows. After Stall ( 20 ), Snowpiercer arrows gain 25 (+25 per rank ) Crit .

The Warband
On cast, permanently gain 1 Crit , 2 Attack , and 3 Attack Speed . At start of combat, other Duelists gain all stats gained from this ability. Backup.

The Frostbite
+ WarriorOn auto attack, fire an additional arrow that inflicts 1 (+ 1 per 100 Attack Speed ) Frost and deals 1 (+ 10% Attack ) % of normal auto attack damage.
Rank A
Gain the stat package above, then choose from modifiers generated by Karsu's active class set.
Rank S
Gain the stat package a final time and draft the last class modifier to complete the current Demo build.
Possible class modifiers
Later ranks offer modifiers from the hero's active class pool. Multiclass heroes receive a split offer set, so both class groups should contain useful outcomes before committing.
Duelist modifiers · 13
- Burning AttacksOn auto attack, inflict 1 (+ 1 per 40 Attack Speed ) Burn (Max: 9 ).
- Burning AccelerationWhenever a Duelist attacks an enemy with Burn , they gain 2 Attack Speed . Backup .
- Poisonous AttacksOn auto attack, inflict 1 (+ 1 per 100 Attack Speed ) Poison (Max: 3 ).
- Poisonous AccelerationWhenever a Duelist attacks an enemy with Poison , they gain 2 Attack Speed . Backup .
- Freezing AttacksOn auto attack, inflict 1 (+ 1 per 80 Attack Speed ) Frost (Max: 6 ).
- Freezing AccelerationWhenever a Duelist attacks an enemy with Frost , they gain 2 Attack Speed . Backup .
- Debuff VelocityOn auto attack, gain 1 Crit and 1 Attack per Debuff on the target.
- Rush DynamoDuelists gain 1 Attack Speed per Rush trigger this game. Backup .
- Critical TimingFor Rush ( 5 ), gain + 50 % Crit . After Stall ( 20 ), gain + 50 % Crit .
- Rolling SpeedDuelists gain 2 Attack Speed per reroll this game. Backup .
- Golden EyeEvery 9 auto attacks, gain 1 Shard .
- Scaling SpeedAt start of combat, if this Hero is adjacent to exactly one other Hero they both permanently gain 20 Attack Speed .
- Stall DynamoDuelists gain 1 Attack Speed per Stall trigger this game. Backup .
Assassin / Duelist / Warrior modifiers · 2
- Critical InvigorationOn Crit, heal 50% Crit health and gain 3 Mana .
- Critical InvigorationOn Crit, heal 50% Crit health and gain 3 Mana .
Duelist / Warrior modifiers · 2
- RangerGain 1 Range .
- RangerGain 1 Range .
Warrior modifiers · 12
- Critical Attack GrowthOn Crit, permanently gain 2 Attack .
- Critical AggressionFor Rush ( 10 ), gain + 100 % Crit .
- Brutal ForceGain 100 Attack and 20 Omnivamp .
- Victorious PresenceOn combat victory, Warriors permanently gain 20 Attack . Backup .
- Fight and WinOn damage dealt for Rush ( 8 ), gain lasting Shields equal to 50 % of the damage dealt.
- Critical AttacksThis Hero's auto attacks gain 150 Crit .
- Hit Hard, Hit FastFor Rush ( 8 ), gain + 100 % Attack .
- Rush StrengthWarriors gain 2 Attack per Rush trigger this game. Backup .
- Shielding PresenceAt start of combat, Warriors gain 1000 (+500 per rank ) lasting Shields . Backup .
- Unfiltered RageGain 2 Omnivamp and 2 Crit per 1 % of this Hero's missing health .
- Shield PowerThis Hero gains 1 Attack per 10 Shields it has (Max Bonus: 1000 ).
- Scaling AttackAt start of combat, if this Hero is adjacent to exactly one other Hero they both permanently gain 25 Attack .
Assassin / Vanguard / Warrior modifiers · 1
- Rush OverdriveRush abilities last 3 seconds longer. Backup .
How to build around Karsu
- Preserve the first job.Make sure Karsu can already perform the role described above before adding a second engine.
- Choose a repeatable trigger.Match the specialization to an effect the current team can activate every fight.
- Protect the delivery condition.Range, mana, survival, and target access usually matter before another damage multiplier.
- Read the later pool.Choose an added class only when its Rank A/S modifier outcomes support the same plan.
Related equipment
Karsu lore
“I'm not here to talk.”
Guild profile
Guild A Temple - “No gods. No masters.” Anarchy in the Rifts! Rushing and debuffing everything in their path.
Background
She's a frost duelist: patient, exact, and the one who actually finishes the fights everyone else in the punk guild loves starting. She came over from Aegis Global, Dragomir's department officially, and whatever she walked away with isn't on any record. A Temple offered her a contract on the spot.
Motivation
She doesn't think the big, official guilds will ever end this crisis. If your guild does things differently, she'll listen.
