

Basic Information
- Element: Iron
- Weakness: Wind
- Strong against: Electric
- Rewards: Custom Modules
- Total HP: 5.394.000.000
Stages and Rewards
The list shows the amount of damage needed in order to reach a certain stage.
| Stage | Damage | Module Shard | Custom Module |
|---|---|---|---|
| 1 | 0 | 16 | 31.00% |
| 2 | 178.000.001 | 17 | 32.00% |
| 3 | 475.000.001 | 25 | 42.00% |
| 4 | 890.000.001 | 26 | 43.00% |
| 5 | 1.364.000.001 | 27 | 44.00% |
| 6 | 2.194.000.001 | 35 | 56.00% |
| 7 | 3.023.000.001 | 37 | 58.00% |
| 8 | 3.853.000.001 | 37 | 58.00% |
| 9 | 5.394.000.001 | 37 | 58.00% |
Abilities
Fires lasers from back legs, dealing damage to a single Nikke. The back legs can be destroyed.
From the rear, these tentacles possess a damaging capability. They can be effortlessly destroyed, though some teams might choose to bypass them altogether. When Electric Code Nikke are involved, their laser has the potential to instantaneously eliminate them.
Fires many Squid Missiles at a single Nikke, dealing damage. Missiles can be intercepted.
This skill is no longer necessary since we now possess indestructible missiles. The harm they inflict is minimal, so it rarely necessitates any defensive maneuvers.
Giant octopus, the Kraken, forcefully moves its forelimbs, causing harm to all Nikkes. It’s possible to destroy these forelimbs.
Among Kraken’s formidable skills, one stands out as particularly hazardous: an attack capable of inflicting significant harm on an entire team, unless stopped prematurely. This destructive power can be countered by focusing on and destroying the prominent tentacle at its front.
Note: the front tentacles have a core
Fires a laser at a single Nikke, dealing damage.
Essentially, it can be disregarded with ease. Much like squid missiles, they inflict minimal harm on a Nikke and can swiftly be reduced through healing or shielding abilities.
Kraken inhales the surrounding seawater and shoots it out, dealing damage to all Nikkes.
Another ability with minor damage, nothing important need to be known.
Kraken creates a turbulent vortex, inflicting harm on all Nikkis. Activating the Vertical Screw ability triggers a protective shield. During this time, only Wind Code Nikkis are capable of causing further damage.
Time-based elemental action, often called Quick Time Event (QTE). During this situation, the Kraken protects itself by raising shields, and three rings appear that require destruction using the Wind Code Nikke. One ring hovers above its head, while the other two are near the water on either side. If the player fails to break through the shield in time, it usually results in a total team wipeout.
The colossal Kraken churns out immense surges of water. It can only be quelled by a Specific Intervention. If this intervention proves unsuccessful, the laser will inflict harm upon a singular Nikke.
In simpler terms, Screenwide QTE or intermission involves a character named Kraken diving into the water. To progress, you must clear seven rings in sequential order. Importantly, the sequence and size of the rings are randomly determined. If you fail to clear any ring within the given time, Nikke will be instantly defeated.
General Tips
Ensure that you eliminate the limbs (tentacles) first to prevent Kraken from activating its power. In some cases, these rear limbs can be passively destroyed with specific characters or piercing attacks, but they’re usually not a concern unless an electric code Nikke is being employed, as it can instantly defeat Kraken in later stages.
As a devoted fan, during Phase 1, I found myself targeting the core of Pierce Nikke, much like how Alice or Red Hood would. Interestingly, there’s a specific spot to hit, and by focusing on this area, my aim became easier and more precise. This strategic point could even be locked onto for a smoother shooting experience.

At some stage, the Kraken will discard its protective outer layer, exposing its inner essence. Immediately following this, a wide Quick Time Event (QTE) will initiate. However, during the ensuing fight, the core will stay exposed and can still be targeted for lock-on.
You can maximize the burst generation effectively by ensuring that a Speedy Ranger Nikke, such as Alice, is fully charged and waiting until her front leg aligns with her back leg. Firing the shot at this moment, with both legs overlapping, will yield extra burst gauge using only one bullet. This technique is also demonstrated in the video for improved clarity.
Videos
Stage 9 Clear with Liter
Stage 9 Clear with Rapi: Red Hood
In my gaming videos, I intentionally add pauses to minimize idle time and maximize the damage I deal. But during regular gameplay, these pauses aren’t necessary.
Teams
Best Teams
Possible replacement for Alice if well invested:
Incomplete Box Teams
Usable Burst 1 in those teams are Rapi: Red Hood, Liter, D: Killer Wife, Rouge, Volume, Dorothy.
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2025-01-20 22:34