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Khora Prime

Khora - Solo SP Interception, Defense, Excavation, Survival, Resource Farming, and Armageddon

by last updated 10 months ago

30

A harmony of mistress and monster. The gilded huntress and her loyal Kavat, Venari, dominate the battlefield with their will.

212 VOTES
9 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
225
HEALTH
465
SHIELD
465
SPRINT SPEED
1.05
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
345
Damage Reduction
53.5%
EFFECTIVE HIT POINTS
1,620
Guide
9 Comments
Khora Prime builds
Builds by ChrisW

Khora - Solo SP Interception, Defense, Excavation, Survival, Resource Farming, and Armageddon

Why Use This Build?

  • This build is mainly for easily soloing Steel Path missions including Interception, Defense, Mobile Defense, Excavation, Kuva Survival, Resource Farming, and Zariman missions, particularly Void Armageddon. I can reliably take this build into 3+ hour solo Steel Path Survivals against any faction without issue. Occasionally, Acolytes can pose an issue if you don't kill or Ensnare them quickly and the various Eximus attacks can kill you if you aren't careful. This build will not generally run out of energy unless you get multiple magnetic procs from Eximus or Ancient Disruptors.

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 leftover enemies not in a dome 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 while no other enemies spawn.
  • Enemies will target other enemies that are stuck in the Strangledome. This is what will protect objectives.
  • Pilfering Strangledome works to get two Kuva Catalysts or Power Cells from one enemy, more air in survival, or more loot in general.
  • Ensnare works on Steel Path Acolytes making them a non-threat.

Abilities

  • Passive - Venari gives Khora a 15% speed boost affected by Ability Strength which works out to 6% on this build.
  • Whipclaw - This is your main way to kill groups of enemies. The attack will damage all enemies in the Strangledome if it hits one enemy affected by the Strangledome.
  • Ensnare - Excellent for grouping enemies together to kill quicker, charge the Phenmor or Laetum, or incapacitate Steel Path Acolytes.
  • Dispensary - This makes solo interception missions very easy and allows you to recast abilities all you want. Lycanth's [Hunt] or Fractured Blast aren't bad options but they don't make any missions substantially easier like Dispensary does with Interception. Energy does not become an issue with Dispensary because of [Equilibrium]. This ability is replacing [Venari]. The following is provided if you are interested. [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.
  • 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. Also, enemies take 2x damage when they are trapped in the Strangledome (according to wiki, I haven't checked).

Mods

  • Aura - [Khora]'s abilities don't give any damage bonuses which makes Corrosive Projection good. I use Swift Momentum for the Combo Duration. Physique is decent and doesn't require a Forma.
  • Primed Sure Footed - Great with AoE weapons like the Epitaph.
  • Primed Continuity - Duration is really only for Strangledome.
  • Primed Flow - Helps take advantage of Dispensary, [Equilibrium], and 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 unmodded.
  • Equilibrium - Use Synth Fiber on your Companion to be able to pick up Health Orbs all the time. This is needed for Dispensary to be useful.
  • Stretch - Range
  • Overextended - Range
  • Pilfering Strangledome - This allows additional loot to drop from enemies within range of Strangledome.
  • Accumulating Whipclaw - This allows Whipclaw to scale very well without Ability Strength.
  • Vitality - I have tried Adaptation but Vitality is about the same in terms of survivability but provides more protection against being one-shot. This works well with Armor Archon Shards. Adaptation has anti-synergy with Khora's Abilities.

Arcanes

  • Molt Efficiency - Your shields should usually be up and Ability Duration is hard to get elsewhere.
  • Arcane Blessing - This works well with Dispensary, Pilfering Strangledome, and Synth Deconstruct. Arcane Energize should be used if you are using a Whipclaw build or don't run Dispensary.
  • Magus Elevate - Healing
  • Magus Lockdown - Provides good survivability and can hold targets in place.

Archon Shards

  • I recommend going with 2 Parkour Velocity and 3 Armor Shards. This gives Khora some mobility which is nice and some additional survivability to avoid instant death.

Focus Schools

  • Vazarin is used most of the time for added survivability with [Guardian] Break and Protective Sling but the real strength of Vazarin is the instant revives on teammates and for healing various objectives.
  • Naramon is decent, but isn't worth using if you have the [Ceramic Dagger] Incarnon Genesis which will allow you to maintain 6x Combo Multiplier indefinitely.

Weapons
Note: Whipclaw will not activate Dexterity Arcanes. I suggest using at least 1 Dexterity Arcane for Combo Duration if you are not using Naramon.

  • Epitaph is hands-down the best weapon to include with this build. Radiation makes enemies fight each other which includes enemies with Overguard fighting enemies with a Radiation status effect. This is an excellent tool for staying alive. Viral allows an increase in damage against health and synergizes with Whipclaw's Slash Status. This is also a good weapon to use Secondary Dexterity because you won't be using this to deal damage.
  • [Ceramic Dagger] Incarnon is also very good to include as a stat stick built for slash. The main use for this is that you can get 6x Combo Multiplier from 100 primary kills. This 6x Combo Multiplier is only reset during host migration or if you die. Going downed and being revived does not reset the effect. The total Combo Duration of this build is 5 by default, 6 from Aura, and 7.5 from the Arcane for a total of 18.5 seconds. This is plenty to maintain 12x Combo (3.75x Damage) relatively easily, but you will only drop to 6x Combo (2.25x Damage) if the duration runs out.
  • A good primary to kill high level Eximus, pop Nullifiers, and get to 100 kills quickly is suggested. Whipclaw can struggle against tough enemies with Overguard and large amounts of Shield due to Viral having no effect on shields. The new [Torid] Incarnon is perfect for this. The Incarnon form builds up very quickly, doesn't need headshots to build up, transitions to the Incarnon mode quickly, is a beam weapon so it pops Nullifiers quickly, chains to enemies extremely well allowing you to build up kills quickly, and can also prime enemies with Viral if that is needed.
  • Other Incarnons such as Phenmor, Felarx, and Laetum have anti-synergy with Smeeta Kavat's Critical Chance buff.
  • If you don't use Whipclaw, Glaive Prime is great. It 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

  • Venari Prime build
  • Shield Gating: Use [Brief Respite], [Rolling Guard], Arcane [Fury], Naramon, Melee Critical Damage or Ability Duration Archon Shards, and a Decaying Dragon Key to replace Corrosive Projection, Vitality, Arcane Blessing, Vazarin, Armor Archon Shards.
  • 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.

Previous Versions of This Build

  • [Venari Bodyguard] is very nice to have. To accommodate this, Dispensary was on the 1st ability slot and [Glaive Prime] was used as a replacement for Whipclaw. Primary and Secondary Dexterity allow a very comfortable play style throwing the [Glaive] and swapping to a primary or secondary weapon without needing to build up stacks. The build with [Venari Bodyguard] is much safer and easier to use, but I have swapped out [Venari Bodyguard] in favor of [Accumulating Whipclaw] because Vazarin can provide enough survivability on its own and the [Ceramic Dagger] Incarnon is pretty good allowing you to skip Naramon.