|Karla boasts good Atk and excellent Spd, almost-decent bulk, and a unique weapon that further boosts her damage based on her high speed, along with a slaying effect. This build plays to her strengths, and aims to fire off her Special as much as possible to wreak as much havoc as she can.
Weapon: Vassal's Blade is Karla's weapon of choice. It reduces Moonbow's Special charge down to 1, making every other attack done by her even deadlier. Not only that, but it gives every attack of hers extra damage, up to 7 per attack, depending on the difference between Karla's speed and the enemy's. With her amazing 40 base speed, she can achieve the maximum damage against most enemies and get great mileage of her weapon.
Assist: Reposition is a good Assist in general to use. Its uses are versatile, as it can either help bring an ally closer to the fray, or bring an ally out of danger.
Special: Moonbow is Karla's Special, used to punch through heavily defensive enemies that can survive her attacks, the shorter cooldown preferred as it allows for her to activate it twice on both phases for lots of damage, especially when backed by Wrath 3.
A Passive: Distant Counter is a great choice for Karla's A skill. This way, even ranged opponents will have to engage Karla at their own peril, lest she respond with Moonbow fully charged, possibly with Wrath on top.
B Passive: Wrath 3 is Karla's B skill. If Karla gets injured enough and activates her Special, it'll be even stronger. Afterwards, this will help charge her Special faster as well. This means she'll almost always have Moonbow at the ready to annihilate another foe.
C Passive: This skill slot is flexible, open to be whatever the player needs. A buffing skill, like a Drive or a Tactic skill could suffice, but this is up to the player's discretion and team composition.
Sacred Seal: Quickened Pulse is Karla's Seal. It may seem a bit redundant on the enemy phase, seeing as how she'd only need to take one hit then to charge her Special, but it allows her Moonbow to be charged right off the bat, meaning she can walk up to any target and unleash her Special immediately. This makes her a very dangerous opponent on either phase. If she exchanges blows with an opponent on the player phase and they somehow live through the first Moonbow, and they're slow enough to get doubled, then they'll have to take another one, which should more than suffice to do her opponent in. However, she does have other options as well, making this seal slot a little flexible. Quick Riposte 3, despite her already lightning fast speed, can absolutely ensure that she can perform a follow up attack, especially against opponents that can prevent follow ups. Distant Def 3 can help her take a hit from a ranged opponent.
— Steelux7 (talk • contribs)