Guard Captain Krau, a def-scaling damage-share lifesteal tank, is a 5★ Fire Warrior in Epic Seven. Guard Captain Krau's biggest weakness: his main lockdown is a single stun on his second skill with a cooldown; a cleanser wipes the stun and an immunity buff blocks it outright, removing his control while that skill recharges. Below are the heroes and team archetypes that counter Guard Captain Krau in RTA, the matchups where Guard Captain Krau struggles most, and how to draft against Guard Captain Krau.
Cleanse and immunity — His main lockdown is a single stun on his second skill with a cooldown; a cleanser wipes the stun and an immunity buff blocks it outright, removing his control while that skill recharges.
Unhealable debuffs — His only sustain is the lifesteal on his all-target finisher, so cutting his healing strips the staying power a defensive build leans on.
Buff steal and buff-duration cuts — He depends on his self-granted vigor to ignore Effect Resistance and to enable his nuke; stealing that buff or shortening it turns his stun into something resistible and weakens his rotation.
Single-target focus outside the nuke — Only his long-cooldown finisher hits the whole team; his opener and his stun each strike one enemy, so against spread threats he can lock down just one target at a time and must wait on the area attack.
How to beat Guard Captain Krau
His main lockdown is a single stun on his second skill with a cooldown; a cleanser wipes the stun and an immunity buff blocks it outright, removing his control while that skill recharges.
His only sustain is the lifesteal on his all-target finisher, so cutting his healing strips the staying power a defensive build leans on.
He depends on his self-granted vigor to ignore Effect Resistance and to enable his nuke; stealing that buff or shortening it turns his stun into something resistible and weakens his rotation.
Only his long-cooldown finisher hits the whole team; his opener and his stun each strike one enemy, so against spread threats he can lock down just one target at a time and must wait on the area attack.
Fast openers and turn-order racers — He pushes his own turn gauge on his first skill to act early, and his second skill stuns plus drains an enemy's turn gauge, so he can grab the opening turn and then shove a key threat back down the order before it ever moves.
High Effect Resistance control targets — While he holds his self-granted vigor, his stun-and-gauge-drain skill ignores Effect Resistance, so even bulky or resist-stacked enemies cannot shrug off the stun.
Defensive walls and damage-mitigation teams — His finisher penetrates Defense and his stun cannot be reduced once it lands, letting him punch through high-Defense bruisers and tanks that normally tank conventional attackers.
Guard Captain Krau counters — FAQ
Who counters Guard Captain Krau in Epic Seven?
Perfumer Byblis, Hecate, Bystander Hwayoung and other hard counters counter Guard Captain Krau. His main lockdown is a single stun on his second skill with a cooldown; a cleanser wipes the stun and an immunity buff blocks it outright, removing his control while that skill recharges.
What is Guard Captain Krau weak to?
Cleanse and immunity: His main lockdown is a single stun on his second skill with a cooldown; a cleanser wipes the stun and an immunity buff blocks it outright, removing his control while that skill recharges. Unhealable debuffs: His only sustain is the lifesteal on his all-target finisher, so cutting his healing strips the staying power a defensive build leans on. Buff steal and buff-duration cuts: He depends on his self-granted vigor to ignore Effect Resistance and to enable his nuke; stealing that buff or shortening it turns his stun into something resistible and weakens his rotation. Single-target focus outside the nuke: Only his long-cooldown finisher hits the whole team; his opener and his stun each strike one enemy, so against spread threats he can lock down just one target at a time and must wait on the area attack.
What does Guard Captain Krau counter?
Fast openers and turn-order racers: He pushes his own turn gauge on his first skill to act early, and his second skill stuns plus drains an enemy's turn gauge, so he can grab the opening turn and then shove a key threat back down the order before it ever moves. High Effect Resistance control targets: While he holds his self-granted vigor, his stun-and-gauge-drain skill ignores Effect Resistance, so even bulky or resist-stacked enemies cannot shrug off the stun. Defensive walls and damage-mitigation teams: His finisher penetrates Defense and his stun cannot be reduced once it lands, letting him punch through high-Defense bruisers and tanks that normally tank conventional attackers.