Kagura Survivors: Endless Night

Kagura Survivors: Endless Night

K9ofChaos Apr 1, 2023 @ 4:27pm
Most OP Builds Imaginable Discussion Thread
Did anyone here figure out what the most OP builds you can make so far? Feel free to share your ideas if you've got them.
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Showing 1-10 of 10 comments
kay_tana Apr 1, 2023 @ 8:26pm 
So I dont know about anyone else, but everything seems incredibly week. Like some of the weapons do decent damage, but they have very little range and have way too long a cooldown. By like minute five I'm feeling more pressure than entire levels of similar styled games.
nep nep Apr 1, 2023 @ 9:49pm 
in my opinion for complete stage 1 is katana and ultimate and fall rock is good after 3 level and above
Last edited by nep nep; Apr 2, 2023 @ 12:50am
Albiria Apr 2, 2023 @ 3:05am 
I think for being Safe with decent damage and Waveclear with also being somewhat mobile its nice to use flying shinigami, dark fire, with purification Aura and of course the dash.
Therefore i use Shinigamis on Assassination since its my DPS Skill Purification for Sentinel because of the knockback buffs onto that one and Dark Fire in the Warrior spot to get the cooldown lowered. Also nice to have is Health and Defense Upgrade as passives.
Kotone Apr 3, 2023 @ 3:12am 
A few things from what I've seen so far, Idk if its op but its what gets me through runs.
1. Upgrading weapons in the shop not only gives them pseudo evolutions when you upgrade them in a run, but also from what I can tell, makes them have better stats from the get go.
2. Invest in maxing the Katana and Headhunter in the shop early and aim for the Headhunter passive every run to keep getting that money for upgrades.
3. Pick three secondary weapons you really like and work on maxing those in the shop next. Make sure you take a look at the modifier tab to plan out which slots you want to get those weapons in for the augments you want. I personally prefer taking either Shikigami Frenzy or Incendiary Talisman in the Assassin/Warrior slots for increased damage, crit and range and Purification Aura in the Sentinel slot for knockback, area size and cooldown for its earlier levels.
4. UPGRADE THE SKILLS YOU ARE GUARANTEED TO GET EVERY RUN. Dash may seem kinda ♥♥♥♥♥♥ at first and you may only use it early on as a get away or a movement ability, but when you pump some shop upgrades into it, it quickly becomes one of the most reliable aoe heavy hitters and can mean the difference between getting overrun or making it out safely. Similarly your ultimate Thousand Cherry Blossom may seem like it has an extraordinarily long cooldown when you first unlock it, but like dash and the other weapons, pumping upgrade points into it heavily reduces the cooldown and increased the duration just a tiny bit, giving you the ability to get that breathing room you need to get some levels or get that treasure chest you just couldn't approach yet that much quicker.

That being said, I don't have everything maxed and unlocked, these are just some tips for you or anyone else who may need a starting point to get those run clears and start experimenting yourself. Good luck out there in the endless night fellow hunters ♥
Naraku-no-Hana Apr 5, 2023 @ 8:35pm 
Originally posted by Kotone:
1. Upgrading weapons in the shop not only gives them pseudo evolutions when you upgrade them in a run, but also from what I can tell, makes them have better stats from the get go.
Correct on both, there are definitely hidden multipliers at play we're not seeing represented in the stat upgrades. Upgrading weapons increases base stats which noticeably improves damage right from the start of the level. Somewhere around the 3rd or 4th upgrade gives a pseudo evolution to the weapon, what effects these evolutions have are unclear atm.

It's a bit hard to tell what weapons are truly working best and which ones are doing more than their damage scores indicate at the end of runs (Dmg/kills never accurately represents how useful each weapon is/was during the run).
The Katana is the damage carry without a doubt upgrade it asap. I mod it with base damage, cooldown, and knockback.
Dash is next most important dealing solid damage and defensive utility. Cooldown, knockback and knockback distance seem logical but I'm unsure how much of a difference the later two are making and the later unlocks (doubledash and preserving momentum) might be more important, will have to test.
Ultimate third, so far its mods seem to be tied to specific chests and there may only be one mod available per level. The two I've seen so far both seem pretty useful.

Passives are probably next most important, gold and magnet for farming, armor and Fortitude for early on progress runs, Healing Pulse and Nimble Steps are must for later levels.

*edit* clarification on the dash mods, I can visibly see how far back I'm knocking enemies away with it. I'm simply unclear whether it's a good thing to knock enemies back that far and out of range of your primary kill weapons, and just how much of that knockback is from the mods or from the weapon levels themselves.

The other three weapons are hard to say. Sentinel should probably be purification aura. Then you probably want one weapon that helps you clear out nearby enemies and one that helps thin out enemies farther from you. I am as of yet unsure which should be assassin and which warrior as it's difficult to tell just how much damage most of these weapons are actually capable of. All of them are definitely lower priorities than the stuff above but are still necessary for clears (at least until your main weapons and passives are too op for the level you're on).
Last edited by Naraku-no-Hana; Apr 5, 2023 @ 8:46pm
Adikos Apr 6, 2023 @ 4:55am 
At this moment Im destroying everything with Dash. You literally dont need any other skill. Stage 2 Ive beat with 22k elims with dash, 4k with ult and 1k to 3k elims with 3 passive skills. Stage 1 was beated with same tactic but I dont remember how many elims Ive had.
And as the passive skills I like that aura skill and the knives. Knives deal half of damage to enemies and aura will deal second half of damage. Helps to clear enemes that I dont kill with Dash.
Katana is useless af. Only to kill first 10 enemies to get first skill.
Last edited by Adikos; Apr 6, 2023 @ 4:56am
Naraku-no-Hana Apr 7, 2023 @ 1:33am 
Originally posted by Adikos:
At this moment Im destroying everything with Dash. You literally dont need any other skill. Stage 2 Ive beat with 22k elims with dash, 4k with ult and 1k to 3k elims with 3 passive skills. Stage 1 was beated with same tactic but I dont remember how many elims Ive had.
And as the passive skills I like that aura skill and the knives. Knives deal half of damage to enemies and aura will deal second half of damage. Helps to clear enemes that I dont kill with Dash.
Katana is useless af. Only to kill first 10 enemies to get first skill.

While you are greatly exaggerating about Katana being bad, you are correct dash is actually the most important ability. Turns out I was reducing my damage potential from dash by modding it with knockback. It pairs even better with the Shikigami ability as the extremely high burst damage from dashing + katana + shikigami point blank spamming into enemies is unmatched.

Even with a 0 knockback build that focused on pumping dash damage as high as possible katana still had equal damage output to dash, and if you go with knockback builds instead katana doubles dash damage.

Dash though only becomes op once you've pumped it up enough in shop that its cooldown is fast enough you can rely on it for clearing enemy waves. Until then the knockback build with katana damage as carry remains viable.
Last edited by Naraku-no-Hana; Apr 7, 2023 @ 1:34am
Adikos Apr 7, 2023 @ 3:12am 
Originally posted by Naraku-no-Hana:
-thing about katana-
I ment Katana is good after 4th upgrade. 4th? When it start shoting. That 4 levels I prefer to spend at something else. Katana for me is last upgrade. 3 abilities, 2 passives, dash, ult and then katana. You know, when I see that rocks and dash is killing everything and there is no enemy for katana its hard to see its power. And at stage 3 katana is only pushing away enemies. I dont know, if you say its good, Ill try to make run mostly for katana.
Swaps4  [developer] Apr 7, 2023 @ 6:40am 
Originally posted by kay_tana:
So I dont know about anyone else, but everything seems incredibly week. Like some of the weapons do decent damage, but they have very little range and have way too long a cooldown. By like minute five I'm feeling more pressure than entire levels of similar styled games.

We've updated the game a lot since then. We would love to see what you think about it now!
If you have two of the three of Crushing Boulders, Lightning Barrage, or Typhoon, and max them, you're basically destroying everything on the screen. Use your third spot for something with slightly less randomness, like Shikigami or Incendiary Talisman.

Definitely upgrade Katana, because at lvl 4 you get a longer-ranged direct damage dealer pointed in front of you.

Dash is very popular in this thread and I still think it's underrated as a skill. If nothing else, it will save you from hordes you can't normally outrun.

Headhunter is good in the early game, but once you've got the shop handled, switch to health restore and defense. Magnet and Gem Senpai have potential, but they don't increment fast enough to be worth picking up right now.
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