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Khora

Out of Date; See Khora Prime Linked in Guide

by last updated a year ago

40

Khora is red in whip and claw. She works together with her Kavat companion, Venari, to deal high damage and provide crowd control. Two bodies, one will.

58 VOTES
7 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
190
HEALTH
465
SHIELD
370
SPRINT SPEED
1.05
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
290
Damage Reduction
49.2%
EFFECTIVE HIT POINTS
1,408
Guide
7 Comments
Khora builds
Builds by ChrisW

Out of Date; See Khora Prime Linked in Guide

See my Khora Prime for the most up-to-date build

Why Use This Build?

  • This build is mainly for easily soloing Steel Path Interception, Defense, Mobile Defense, Excavation, and Kuva Survival. You can also use this for resource farming.
  • This build works well for all normal and Steel Path missions on the Zariman, particularly Void Armageddon, and Mobile Defense. Make sure to have good weapons because Thrax can be very tanky and enemies scale up in level quite quickly. I prefer this Ash build for Void Cascade.

How to Use This Build

  • In Interception, Strangledome prevents enemies from capturing and blocking the capture of a point. This build has plenty of range so you can cast Strangledome on a point to cap it, then do the same to another point. Break all Eximus Overguard shields and kill any Arbitration Drones then kill all enemies or use Ensnare on the other two capture points. Eventually, all the enemies will be stuck in the two Strangledomes or Ensnared so you can hop back and forth to recast.
  • Enemies will target other enemies that are stuck in the Strangledome. This is what will protect any objectives.
  • Ensnare or Strangledome work to drag enemies into range for Void Cascade.
  • Ensnare works on Steel Path Acolytes making them a non-threat.
  • If Venari Bodyguard is activated, kill enemies to reduce the cooldown on Venari's respawn.

Abilities

  • Passive - Venari gives Khora a 15% speed boost affected by Ability Strength.
  • Breach Surge - Helps kill enemies stuck in Strangledome and provides good survivability. Whipclaw doesn't seem worth using because you would have to use mod slots on Efficiency and [Accumulating Whipclaw] to make it competitive with [Glaive Prime] as well as using a stat stick melee that isn't built for normal use. Also, other AoE weapons (Kuva Zarr, Tenet Envoy, Kuva Bramma, etc.) are quite strong.
  • Ensnare - Excellent for grouping enemies together and combos well with Breach Surge.
  • Venari - [Venari Bodyguard] is the only reason I have not replaced this ability instead. [Venari] can be resummoned using this ability to skip the cooldown if [Venari] dies but can only be resummoned when the cooldown reaches 0 if [Venari Bodyguard] was activated. [Venari] passively disarms enemies on [Protect] posture, snares enemies on Attack posture, and Heals allies and objectives on Heal posture. You can command [Venari] to do these by activating the ability when that posture is active. Enemies must not be in the reticle when Heal posture is activated for [Venari] to heal [Khora] on command but will passively heal [Khora] when nearby. You can mark [Venari] with a waypoint on Heal posture to make [Venari] stay still. This can be useful to keep [Venari] protected in a strangledome. My Venari build is here.
  • Strangledome - With [Pilfering Strangledome], [Khora] becomes one of the best resource farmers available and is able to get additional life support from enemies in survival missions. Enemies with Overguard will still shoot at enemies stuck in the Strangledome.

Mods

  • Enemy Radar - Corrosive Projection can be used if you lack damage but Enemy Radar is better otherwise.
  • Primed Sure Footed - Nice to have
  • Primed Continuity - Duration is really only for Strangledome. Breach Surge and Ensnare aren't used for their long duration most of the time.
  • Primed Flow - Helps take advantage of Arcane Energize and allows you to place up to 5 Strangledomes in a row. Khora's base Energy is quite low and would only allow you to place 1 at a time without Efficiency.
  • Vitality - I have tried Adaptation but Vitality is about the same in terms of survivability but provides more protection against being one-hit.
  • Equilibrium - Use [Synth Fiber] to be able to pick up Health Orbs all the time. You are no longer reliant on Zenurik for Energy. This is particularly important if you want to use Madurai or Vazarin instead. Augur Reach can be used if you plan on using Zenurik.
  • Pilfering Strangledome - This is great for Survival, Excavation, and farming loot.
  • Venari Bodyguard - This makes Steel Path and Arbitrations easier, especially solo. Rolling Guard can be used instead but I highly recommend against it.
  • Overextended - Range is the most important stat for Breach Surge, Ensnare, and Strangledome.
  • Stretch - More Range

Arcanes

  • Arcane Energize - Arcane Energize is still needed because Equilibrium isn't quite enough on its own.
  • Molt Efficiency - Your shields should usually be up and this gives a nice bonus. Arcane Guardian can be used instead but has a relatively low chance of activating if you can only take a few hits.
  • Magus Elevate - Healing
  • Magus Lockdown - Good survivability and can hold targets in place

Focus Schools

  • Vazarin is used most of the time for added survivability with Guardian Break and Protective Sling. This allows you to survive even if you are at 0 Energy or against level-cap enemies. The 2nd ability is also nice to group enemies up if you don't want to spend Energy.
  • Zenurik is used for solo Interception where you won't be killing many enemies. If you use Energy pads, Emergence Dissipate, or kill some enemies then Zenurik isn't necessary.
  • Madurai is used on the Zariman to quickly kill Void Angel shields.

Weapons

  • Phenmor for dealing with Eximus and Nullifiers.
  • Epitaph is a great Viral primer for more damage but more importantly, Radiation makes enemies fight each other which includes enemies with Overguard fighting enemies with a Radiation status effect.
  • Glaive Prime has high damage and Slash status effects which make it ideal for killing Steel Path Acolytes, Void Angels, and large crowds including those stuck in the Strangledome.

Companions

Appendix

  • If I were to add [Accumulating Whipclaw] to this build I would remove [Vitality] for it, move Breach Surge to ability slot 3, and replace [Venari Bodyguard] with [Streamline]. Maybe also use [Brief Respite] Aura. The main use for [Accumulating Whipclaw] would be to get more kills faster but you never need to because Pilfering Strangledome is more than enough in survival and other frames are faster at exterminates or defense anyway.
  • It was tricky finding the best combination of survivability mods but [Vitality] and [Venari Bodyguard] seem to be enough. Martyr Symbiosis on a Vulpaphyla helps too. You can use Rolling Guard but I prefer Venari Bodyguard.
  • The duration of Venari Bodyguard is not affected by Ability Duration.
  • Tek Assault will save Venari normally, but not if Venari Bodyguard is activated.
  • Only 2 Strangledomes can be active at once but they can be placed on top of each other to hold more enemies; this can be useful in interception or some type of defense objective. Only 26 enemies can be held in each dome.

How Venari Bodyguard and Martyr Symbiosis work together

  • See the Abilities section under Venari for some details.
  • The Vulpaphyla needs to have collected health (dead bodies) for Martyr Symbiosis to be able to activate. This must be done again after Tek Assault is activated.
  • The order that [Martyr Symbiosis] or [Venari Bodyguard] are activated seems to be random, each occurring first about one third of the time and at the same time (overlapping) the rest of the time. This needs more testing. I do not think it is related to which is closer at the time of activation or how much health the Vulpaphyla has stored, but I could be wrong.
  • [Venari Bodyguard] provides 3 seconds of invulnerability but shields will normally begin to regenerate before the end of 3 seconds due to the 1.3 seconds of shield gate time. If your shield starts to regenerate and the 0.3 second shield gate goes off, then [Venari Bodyguard] goes off within 0.7 seconds, you will not have another 0.3 second shield gate after the invulnerability phase. Due to this, there is a limit of 1 partial shield gate (0.3 seconds) per permutation assuming you are taking constant infinite damage hits.
  • From testing, the following scenarios can occur. Invulnerability times are in parenthesis.
    Full Shield (1.3), [Venari Bodyguard] (3), Shield (0.3), [Martyr Symbiosis] (0.3), [Tek Assault] (60% chance) (0.3), Dead
    Full Shield (1.3), [Martyr Symbiosis] (0.3), [Tek Assault] life (60% chance) (0.3), [Venari Bodyguard] (3), Shield (0.3), Dead
    Full Shield (1.3), [Martyr Symbiosis] (0.3), [Venari Bodyguard] (3), Shield (0.3), [Tek Assault] life (60% chance) (0.3), Dead
    Full Shield (1.3), Martyr Symbiosis and Venari Bodyguard (3), Shield (0.3), Tek Assault (60% chance) (0.3), Dead
  • The shortest possible invulnerability time, assuming Tek Assault is not activated is 1.3 + 3 + 0.3 seconds = 4.6 seconds
  • The longest, assuming you get kills to refresh Martyr Symbiosis in order to use Tek Assault is a total of 1.3 + 0.3 + 3 + 0.3 + 0.3 = 5.2 seconds
  • The shorted invulnerability time from Toxin damage is 3 seconds
  • The longest invulnerability time from Toxin damage is 0.3 + 3 + 0.3 = 3.6 seconds
  • Vulpaphylas take 30 seconds to respawn. If you can get 30 kills in 30 seconds then Venari will respawn (150s - 30s waiting) / 4s per kill = 30 kills. This is important because Strangledome lasts for 31 seconds (without Molt Efficiency) so you can cast Strangledome when [Venari Bodyguard] is activated to get [Venari] and the Vulpaphyla back safely. I generally do not pay attention to the Vulpaphla since the majority of your invulnerability time comes from [Venari Bodyguard].