|Max Rarity||Skills||Future Proof||Stats||Equipment||Trust Master||Overall|
|4★ – 5★||Summoner||Brave Frontier||Male||Human|
Trust Master Rewards – Seal of Destruction [Special Ability] – Effect: ATK +20%, MAG +20%, HP +10%
Every collab has a few units that are only good for their Trust Master Rewards, this collab has two. Karl and Seria are the fodder pulls, and while their TMRs have a future use, they themselves will be forever regulated to Earth Shrine cleaning detail.
Karl comes with these notable Active Abilities:
• Call to Arms (Increase ATK/MAG (40%) for 3 turns to all allies), 5-Star base version of Ignite, useful though.
• Call to Arms (Increase ATK/MAG (40%) for 3 turns to all allies), explicitly worse than Barrage.
• Thunder Cleave (Lightning physical damage (1.8x) to all enemies), meh, at least it’s not hybrid.
• Ruinous Cleave (Physical damage (1.2x) and reduce ATK (15%) for 3 turns to one enemy), Power Break with another name.
Along with these notable Passive Abilities
• Also has: Beast Killer, Demon Killer, ATK +20%, DEF +10%, EVO MAG +20%
Seal of Destruction – (Statistics: Type: Special Ability (Passive), Effect: ATK +20%, MAG +20%, HP +10%). Basically if you missed getting Fencer, now is your time to get a Fencer equivalent TMR for melee units, might almost be better on hybrid units like 6-Bartz in the future. Shantotto is easier to get and has MAG +30%, so this TMR is more specific to melee and hybrid only.
Blue Demon Flash (Base: Ice physical damage (2.5x) and reduce ATK/MAG (30%) for 3 turns to all enemies – Max: Ice physical damage (3.45x) and reduce ATK/MAG (49%) for 3 turns to all enemies), well it is better than Lasswell’s since it has an AoE debuff attached and atk/mag -30% is equivalent to Full Break and upgraded is it better than most 6-Star unit break abilities but this is not redeeming enough to make Karl useful.
Karl will find a spot a on TMR farming team then be regulated to permanent bench warming activities. His only real use right now is giving your team a +75% bonus on Karma when doing the Grand Gaia Chronicles vortex quest.
Verdict: Mediocre unit with a decent TMR, only useful for new players and for his Karma bonus on the new event, no future otherwise.
|Rarity||HP||MP||ATK||DEF||MAG||SPR||Attack Hits||LB Drops||Exp. Growth Pattern|
Maximum Stats Increase
Karl is neutral to all elements and status ailments.
|4★||Frozen Axe||Base: Ice physical damage (2.3x) and reduce ATK/MAG (20%) for 3 turns to all enemies
Max: Ice physical damage (3x) and reduce ATK/MAG (34%) for 3 turns to all enemies
|5★||Blue Demon Flash||Base: Ice physical damage (2.5x) and reduce ATK/MAG (30%) for 3 turns to all enemies
Max: Ice physical damage (3.45x) and reduce ATK/MAG (49%) for 3 turns to all enemies
Karl can equip 4 weapons and 4 armors.
|Rarity||Material 1||Material 2||Material 3||Material 4||Material 5|
|5★||Mystic Ore (25)||Farplane Dew (13)||Sacred Crystal (15)||Esper’s Tear (8)||Holy Crystal (8)|
A prominent summoner in lore from another world where humans and gods share a history. Karl was elevated to the most elite ranks of the Summoners’ Hall upon defeating the demon Zagamlung, and is held in high regard by all his peers.
The strongest bond he shares is with his loyal childhood friend, together with whom he has escaped death countless times. Karl’s birth and origins are enveloped in mystery, though naturally many rumors have arisen over time. However, he has yet to disclose anything on the subject himself.