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Basic |
Deals 120% ATK to a single target. |
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Ultimate |
Deals 900% (Ultra-Ultimate: 1200%) of your attack power in direct damage to the entire enemy column with a 3-hit combo. |
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Passive |
Gain 60% (Extreme Passive: 70%) (Awakened Passive: 80%) [Specialized Dodge].
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Awaken Passive |
At the beginning, gain [Regroup] and add 150% (Awakened 2: 200%) [Injury Reduction] to all allies. |
Ultimate hits a column 3 times, combining Direct DMG + [True DMG] per strike:
At Ultra-Ultimate, that’s 1200% ATK + 2520% True DMG total to a single column!
Each strike can remove [DMG Ignoration] via [Specialized Breakthrough], making him one of the strongest counter-damage dealers.
[True DMG] bypasses all defensive mechanics:
Ignores DMG Rate, DMG Free, DMG Sharing, and Instant DMG Evasion.
Perfect to destroy heavily shielded front rows or revive-based units.
Triggers a free follow-up (up to 12 times at 5P) if any unit deals more damage than the target's Max HP.
Works very well in combo setups with other nukers (e.g., Flashy, AS, DSK).
Starts battle with 60%–80% [Instant DMG Evasion] — all types of burst become 1 DMG.
Greatly enhances his longevity, even in early rounds.
Revives up to 10 times (Awakened 2), each time:
Returns with 100% HP
Gains 20% ATK for 1 round
Triggers Vengeance Follow-up (150–200% of Ult DMG, no energy cost)
Enables CK to come back stronger every time he's taken down.
Awakened Passive provides 150%–200% [Injury DMG Free] to ALL allies, countering internal injury-focused comps.
This makes CK not just selfishly strong, but a solid support pick too.
Works beautifully with:
Core units that buff ATK or trigger big-damage thresholds.
Control + Follow-up teams that can manipulate HP thresholds.
Revive denial teams, as CK can burst before opponents revive again.
Needs Awakened 2 and at least Ultra-Ultimate to reach full potential.
Needs 5P for maximum revive stacks and full survivability.
His Ultimate is high-impact, but not energy-free.
Needs careful energy management in non-Core comps.
CK brings no debuff, no control, and no healing — purely damage and defensive passive.
Teams lacking CC (crowd control) or support may find him a bit one-dimensional.
While he has [Instant DMG Evasion], he’s vulnerable to:
Specialized Fear
Specialized Disable
Stun/Silence locks
Needs support units to cleanse these or he may be shut down.
His Ultimate is column-targeting.
Can miss key backline supports (e.g. CE, DK, GR), unless front is cleared.
CK is a damage-dealer and off-tank, but not Core.
May not be a priority unless your monster team is already built around high-tier synergy.
UR Carnage Kabuto is a monster-tier burst duelist that scales exponentially with investment. If you're looking to obliterate tanks, punish revive comps, and sustain through overwhelming odds, he's your go-to.
But be warned: to unleash his full power, he demands deep resources and strong team coordination.
Let me know if you want a team comp suggestion or build guide for CK.