Date A Live – A Nightmare Approaches (Y) [11/03/2022]

Kurumi’s angel, Zafkeil, grants her a plethora of abilities that are based in manipulating the hands of time. A favorite of hers is calling upon copies of her past selves, effectively providing an army at her disposal. A segment of her temporal army finds herself in the Neighboring World, and in an instant, is thrown into a struggle set up by a cruel chess master.

For our finisher combo, Kurumi readily stands to make use of your clock to help defeat her opposition. When she attacks with her climax in play, she gives a 1000 power buff to one of your characters and the ability to deal extra damage after their attack. The extra damage dealt from this effect is based on the level of a card in your clock +one. Having a variety of levels within your clock broadens your options allowing you to either push for more damage or enact a precise finish.

For our early advantage combo, Kurumi once again takes the stage. Her combo’s effect allows you to salvage a character upon the reverse of Kurumi’s opponent. To assist in getting her reverse condition, she gains the ability to prevent her opponents from moving to a different lane or bouncing to a different zone. She also has an innate ability to gain a 1000 power boost if there is another character on the stage which, when paired with her climax combo effect, ensures Kurumi won’t miss the mark.

DAL/WE33-010R 合理的な判断 狂三

The level two backrow assist above is of particular interest as her first effect provides a 2000 power boost to your level three characters. However, her true utility comes from her second effect where she rests herself and allows you to choose a character from your waiting room and place it on top or bottom of your clock. Once your turn ends, the bottom card of your clock is sent back to your waiting room. This is extremely potent when used with your finisher, as it gives you another optional choice for Kurumi’s burn. This can also be used to trigger alarm effects as well.

Throughout the match, keep an eye on your clock to make use of Kurumi’s alarm effects. For the Kurumi on the left, her alarm effect occurs during your opponent’s climax phase, and if you ditch a card from your hand, you can assign a 2000 power boost to one of your characters. The Kurumi on the right can utilize her alarm effect to early play herself. It should be noted that along with her alarm condition, her early play effect also requires four or more characters on stage and a cost that must be paid.

Kurumi has some handy tools that help you manipulate your clock while assisting with setup. Upon being reversed, the level zero on the left puts the top card of your deck into the clock to perform a Cigarettes effect. The level zero in the middle is an on-play search Riki that targets a level one or lower character. Her event on the right allows you to search for two characters with “Kurumi” (狂三) in their name by clocking a card from hand to the bottom of your clock.

In terms of backups, Kurumi has some useful options at your disposal. Her backup on the left has the free-fresh ability, and the one on the right gives memory kick to your character when it reverses its opponent. Be sure to make use of these backup effects to gain or extend an advantage.

Kurumi has many abilities that can catch your opponent off guard and keep them on their toes. Her level three with Hibiki is a nice choice for de-compressing your opponent with its stock-swap ability. Along with her stock swap, Kurumi also possesses another level three with an Icy Tail effect which can be a good option for her level three climax combo. Kurumi also possesses a level one that has a Rize effect that looks for yellow climaxes. It can also give a 2000 power boost to one of your other characters if you sack it to the waiting room.

Despite being separated from her army of clones, Kurumi still possesses many of her time-manipulating abilities. With her trusty firearms and enormous clock, she fights to reunite with a schoolboy from her original world.