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Demo 0.5.7
Hero guide + database
Karsu

Karsu

Duelist
Ability · Snowpiercer
Ranged Duelist and Frost applicator

Ranged Duelist and Frost applicator

At a glance

Guide notes
Role
Ranged Frost Duelist — volley DPS that scales with Attack Speed and Stall
Best for
Runs that want safe back-mid damage plus Frost application without committing a pure Mage
Strength
Snowpiercer multi-hits from range, so Attack Speed and Stall upgrades multiply both damage and Frost stacks
Weakness
Needs a front line; if packs dive her before volleys land she contributes almost nothing

Current Tier Ranking

Full Guildrun tier list
B TierRank #16 · Frost Duelist

Ranged Duelist Frost applicator — flex carry when you need status without full melee greed.

Recommended build: Irini Starter Comp

How to play

Decision notes for shops and formation — not a copy of the in-game panel.

  1. Early

    Buy her when you already have someone eating first contact. Rank her only after one tanky piece is stable — she is a carry, not an opener.

  2. Mid

    Push Attack Speed and Stall. The Falling Snow wants Stall windows so extra arrows Crit; Frostbite wants auto-attack volume. Pick one fantasy and feed it.

  3. Late

    Commit either to Stall Crit volleys or permanent Warband stacking for the Duelist row. Do not split Shards across all three specs.

  4. Positioning

    Back or far side lane with clear sightlines. Keep her off the dive tile; she wants to shoot, not tank the opener.

Base Stats

Max HP
650
Max Mana
85
Starting Mana
45
Mana Regen
4
Defense
29
Attack
0
Magic
0
Attack Speed
20
Crit
15
Move Speed
1.5
Attack Range
5
Mana Lock (s)
1
Base Attack Speed
0.53
Base Attack Damage
33

Ranks C → S

Draft a duplicate or use an eligible campfire event to rank up. Art below shows each rank portrait for Karsu.

Karsu at Rank C

Rank C

C

Base kit — the active ability is equipped and the starting stat line applies.

  1. C — start with the active ability and base kit.
  2. B — lock one of three specialization paths.
  3. A / S — take the rank stat package, then draft class modifiers.

Abilities

Kit text from the Demo dump, plus short notes on how to play around each ability.

Active

  • Snowpiercer

    Snowpiercer

    active

    Loose a volley of 1.33 arrows at nearby enemies. Each arrow deals 25 (+ 100% Attack , + 100% Magic ) damage and inflicts 0.2 (+ 100% Attack Speed ) Frost.

    In practice: Think of it as a short AS-scaling shotgun: more Attack Speed means more Frost and more total damage per cast. Pair AS relics before raw Attack greed.

Passives

  • The Falling Snow

    The Falling Snow

    passive

    Snowpiercer fires 1 more arrows. After Stall (1), Snowpiercer arrows gain 0 (+ 0% rank ) Crit.

    In practice: Values Stall tempo — stall-trigger relics and a board that lives into mid-fight pay off.

  • The Warband

    The Warband

    passive

    On cast, permanently gain 1 Crit, 2 Attack, and 4 Attack Speed. At start of combat, other Duelists gain all stats gained from this ability. Backup.

    In practice: Crit is the multiplier — lean Crit relics/items once the baseline kit is online.

  • The Frostbite

    The Frostbite

    passive

    On auto attack, fire an additional arrow that inflicts 1 (+ 0% Attack Speed ) Frost and deals 1 per 40 Attack% of normal auto attack damage.

    In practice: Status engine: stack Frost / Attack and keep enemies in the zone long enough to cook.

Specializations

Rank B paths that reshape how Karsu scales through a run.

  • The Falling Snow

    Snowpiercer fires 1 more arrows. After Stall (1), Snowpiercer arrows gain 0 (+ 0% rank ) Crit.

    When to pick: Take when you can hit Stall reliably — extra arrows plus Stall Crit is the cleanest “Karsu as main carry” path.

  • The Warband

    On cast, permanently gain 1 Crit, 2 Attack, and 4 Attack Speed. At start of combat, other Duelists gain all stats gained from this ability. Backup.

    When to pick: Take when you are committing multiple Duelists. Cast stacking that buffs the whole Duelist row is a board-wide investment, not a solo carry patch.

  • The Frostbite

    On auto attack, fire an additional arrow that inflicts 1 (+ 0% Attack Speed ) Frost and deals 1 per 40 Attack% of normal auto attack damage.

    When to pick: Take when fights last and she autos a lot. Extra Frost arrows punish long packs; weaker if she dies mid-cast cycle.

Best relics & synergies

Relics that overlap Duelist keywords and Karsu's ability tags. Top matches include a short “why”.

FAQ

Common questions when this hero shows up in the shop or draft.

Is Karsu good in Guildrun?

Yes as a ranged Duelist carry when you can protect her. She is mediocre as your only early board piece. Shop check: do you already have a frontliner? If not, wait.

What class is Karsu?

Duelist. Role focus: ranged Frost applicator who scales with Attack Speed and Stall.

What relics work with Karsu?

Duelist banners/filigrees, Attack Speed / martial amplifiers, and anything that helps Stall windows if you took Falling Snow.

How do you play Karsu?

Park her safely, stack Attack Speed, pick one Rank B path (Stall Crit, Warband team, or Frostbite autos), and only then dump Shards into ranks.

Tips

  • If the shop offers Karsu with no tank in sight, skip — her power is behind a wall.
  • Warband is a team draft signal: if you will not run other Duelists, prefer Falling Snow or Frostbite.

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