Kryxa the Giantfeller guide: skills, build and team roles
Overview
Kryxa the Giantfeller is a Legendary Dark Tank from the Ironbands Faction in Invokers: Titan Legacy. Her kit lowers several enemy offensive stats, draws Combo Attacks toward her and redirects part of her allies' damage onto herself. That makes her a strong protector for a team with a healer behind her. The catch is that Kryxa has to survive the protection she provides.
Her listed attacks scale from DEF rather than ATK, so DEF supports both her durability and her direct damage, while HP gives her another survival resource. Don't build her around ATK just because she attacks often.
Fully Awakened and before Gear, Kryxa has 591 ATK, 1,261 DEF and 9,835 HP. Her ATK is among the highest of any Tank, her DEF is the highest of any Tank and her HP is about average for a Tank.
Two of her debuffs are scarce. She is one of the few Invokers in the game who place Skill Recovery Down, and Crit Rate Down is almost as rare, so she is a good candidate if you are building a team that needs either of them.
Skills To Prioritize
Giantskull Charge travels through a path and places effects on the enemies it hits. At Level 10 it places 55% ATK Down for sixteen seconds and a seven-second Taunt. Max Level raises ATK Down to 60%, extends Taunt to eight seconds and lowers the base cooldown from 24 to 22 seconds. The ATK reduction is strong against ATK-based attacks, but it doesn't have the same effect on every MAX HP-based or special damage formula. Taunt directs Combo Attacks toward Kryxa, and she still has to withstand them. A charge doesn't guarantee that every enemy on the battlefield gets the debuffs: the enemies the charge passes through and your Accuracy decide who is affected.
Heinous Chop places ACC Down, improving from 65% for six seconds at Level 10 to 70% for seven at Max Level. That can reduce how reliably enemies land their debuffs, but it doesn't cleanse existing effects.
Signature Cut places 35% Crit Rate Down on its first hit and 15% Recovery Down on its second, both lasting fourteen seconds at Level 10 and Max Level. Max Level lowers the base cooldown from 24 to 22 seconds. These two effects reduce enemy critical chance and Skill recovery separately; they don't halve all enemy damage.
This Land's Mine!, her Ultimate, gives Kryxa Immunity on its first hit, then Deflection to nearby allies on the second. At Level 10, Immunity protects against five debuffs for fifteen seconds; Max Level raises that to six for seventeen seconds. Immunity has limited charges and a limited duration, so it isn't permanent protection from every effect, and it doesn't heal her or absorb damage.
Deflection redirects 40% of allied incoming damage onto Kryxa at Level 10, rising to 50% at Max Level, with its duration also rising from fifteen to seventeen seconds. That's damage transferred to Kryxa, not reflected back at the attacker. When several allies take area damage together, she can receive a large combined load. She has no listed heal or shield, so a higher percentage protects allies more but also means she needs more keeping alive.
If you want Kryxa to blunt enemy damage, upgrade Giantskull Charge first, as Max Level raises ATK Down to 60% and extends Taunt to eight seconds. If you want her to protect the team, upgrade This Land's Mine! first, but only once your team can keep her alive, as Max Level raises Deflection to 50% and the load she takes with it.
Build And Team Support
Build DEF first, then HP, then RES: about 300 RES is enough for Bosses, and Arena wants more because a resisted debuff there can cost you the fight. Put Accuracy on her Chestplate and add as much Accuracy after that as the build allows, so her Taunt and debuffs land. Add Skill RECOV to bring Giantskull Charge back sooner, and Mana Gen to reach This Land's Mine! sooner.
For Relic Sets, Defense Relics raise the DEF her damage and durability scale from, and Health Relics give her a bigger pool to absorb the damage Deflection sends her way. Accuracy Relics help her Taunt and debuffs land, Fury Relics bring her Skills back sooner, and Mana Relics help her reach her Ultimate.
Kryxa has native Atrophy and Daze Tolerances.
Pair her with a healer or shield provider, because her kit has neither, and with damage dealers who can use the pressure she takes off them.
Arena, Bosses And Spires
In Arena and the Dark Spire, she can use her Taunt and defensive debuffs beside a healer and damage dealers. Her fifth Combo Attack adds small-area damage, but protection is the main reason to build a team around her.
Against Galvos, her native Atrophy and Daze Tolerances match his Corruptions, and his mechanics make buffs and debuffs matter. That's a good fit, but no pair of Tolerances guarantees a clear.
Awaken
Awakening boosts an Invoker's stats significantly. Bonuses from Relics, Accessories, the Trophy Room, Tactics and Titan leader bonuses apply to base stats and Awakening stats alike, so unlocking the Awakening nodes is critical to maximise Kryxa's potential.
Unlocking each Titan node at Star 2, 4 and 6 adds a second to Titan Invokation, taking the total from 12 seconds to 15.
Review the Awakening guide for more detail.

















































