Crazy Lightning Shermie: Difference between revisions

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<b>Type: </b>GANK
<b>Type: </b>GANK
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<b>Aptidude:</b> 15
<b>Aptitude:</b> 15
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Latest revision as of 17:08, 15 September 2022

Crazy Lightning Shermie (KoF 2002UM)

Global release date: November 2021
Clshermie.png
Clshermie fashion.png


Fighter groups: Groups orochiblood.png
Type: GANK
Aptitude: 15


Tigersoul.jpg Thunder tiger soul
Start with 115 extra rage and get 55 extra rage when a fighter dies (level 1)

Clshermie weapon.png Beauty badge.jpg Karate tome.jpg Superpower ATK.jpg Permanently increase ATK and HP,
and all damage from your attacks ignore control-free
Increase 5% ATK and HP (level 1)
Increase 11.55% ATK and HP (level 132)

Fates and Gates

Infernal Fate Chris
Own Crazy Lightning Shermie, Infernal Fate Chris, Dry Earth Yashiro, Goenitz2002UM: ATK+ 25%
Orochi Shermie
Own Crazy Lightning Shermie, Orochi Shermie, Shermie: ATK+ 25%
Alluring Mai
Own Crazy Lightning Shermie, Alluring Mai, Mature: HP+ 25%
Gates partners
Chris, Yashiro, Orochi

Skill description

Lightning charge
Passive skill
Increase own DMG, RES rate, and increase own 30% ULT dmg, as well as 40% pierce rate and small skill chance; each time our own fighters hit a paralyzed enemy or paralyze an enemy, that fighter will gain 1 stack of lightning charge (up to a maximum of 9 stacks, with each stack providing 5% crit rate, and this effect can be triggered up to 3 times per round, and will restore HP equal to 200% of your own ATK to all our fighters when reaching max stacks)

When attacked, if your HP is below 60%, counterattack with a small skill (once per round). Shermie is immune to the "Ionize" effect, and when you're paralyzed, absorb that paralysis from you and allies around you and immediately dispel your negative status and gain 1 stack of Lightning Charge; for every stack of Lightning Charge you gain, you recover 15% of your max HP and gain 100 rage.
When your HP reaches 0, do not die, immediately recover 50% HP and 300 rage, and gain 2 stacks of Lightning Charge and become immune to rage reduction for 1 round, and permanently increase 20% ULT res and small skill res (can be stacked, and persists through resurrection), this effect can be activated up to 2 times per battle.

Increase your own DMG rate and RES rate by 50% (at level 1, get 0.2% extra per level)
Increase own DMG, RES rate, and increase own 35% ULT dmg, as well as 60% pierce rate and small skill chance; each time our own fighters hit a paralyzed enemy or paralyze an enemy, that fighter will gain 1 stack of lightning charge (up to a maximum of 9 stacks, with each stack providing 6% crit rate, and this effect can be triggered up to 4 times per round (the first own turn in battle, the stacks will reach max), and will restore HP equal to 300% of your own ATK to all our fighters when reaching max stacks)

When attacked, if your HP is below 60%, counterattack with a small skill (once per round, this counterattack won't give rage to the enemy). Shermie is immune to the "Ionize" effect, and when you're paralyzed, absorb that paralysis from you and allies around you and immediately dispel your negative status and gain 1 stack of Lightning Charge; for every stack of Lightning Charge you gain, you recover 15% of your max HP and gain 150 rage.
When your HP reaches 0, do not die, remove all debuffs on Shermie, immediately recover 80% HP and 500 rage, and gain 2 stacks of Lightning Charge and become immune to rage reduction for 1 round, and permanently increase 20% ULT res and small skill res (can be stacked, and persists through resurrection), this effect can be activated up to 2 times per battle; after the first fatal resist, cannot be targeted until the start of your next round.

Increase your own DMG rate and RES rate by 60% (at level 1, get 0.2% extra per level)
Roaring Thunder
Skill
Attack a single enemy; absorb 15% of the target's max HP and 200 rage; gain 1 stack of Lightning Charge; each stack of lightning charge reduces the target's control-free by 7% (up to a maximum of 63%, lasts 1 rounds, ignores control-free, gets the maximum control-free reduction when Lightning Charge is full). 40% Chance to paralyze the target; causes up to 2 paralyzed enemies to enter the "Ionized" state: their next attack cannot deal damage, this ignores control-free and cannot be dispelled).
Deal 160%+15 damage to the target(level 1)
Attack a single enemy; absorb 15% of the target's max HP and 300 rage; gain 1 stack of Lightning Charge; each stack of lightning charge reduces the target's control-free by 9% (up to a maximum of 81%, lasts 1 rounds, ignores control-free, gets the maximum control-free reduction when Lightning Charge is full). Cause 30% splash damage to the surrounding enemies of the main target (this damage doesn't restore rage).
50% Chance to paralyze the main target, and 20% chance to paralyze a random enemy around it; the main target and the remaining random paralyzed enemy enter the "Ionized" state: their next attack cannot deal damage, this ignores control-free and cannot be dispelled).
Deal 180%+15 damage to the target (level 1)
ULT
ULT
Attack a column, increasing your ATK, DEF and control rate by 20%; 50% chance to paralyze the enemy in the back row. If you have 9 stacks of Lightning Charge before attacking, consume them all to enter the "Full of Lightning" state: provides buffs equal to the full Lightning Charge stacks, can be stacked with other similar buffs and lasts for 1 turn. If your crit rate is higher than the target's crit rate, gain crit power equal to 40% of that difference. When your next turn starts, there is a 40% chance to paralyze yourself.
Deals damage equal to 280%+25 points to the target column
Attack a column, increasing your ATK, DEF and control rate by 30%; 70% chance to paralyze the enemy in the back row. If you have 9 stacks of Lightning Charge before attacking, consume them all to enter the "Full of Lightning" state: provides buffs equal to the full Lightning Charge stacks, can be stacked with other similar buffs and lasts for 1 turn; and immediately gain 1 stack of Lightning Charge. If your crit rate is higher than the target's crit rate, gain crit power and DMG rate equal to 40% of that difference. When your next turn starts, there is a 70% chance to paralyze yourself. Remove the ionized state of a random fighter on your side. If there is no ionized fighter on your side, you will gain an extra stack of Lightning Charge. Get a resurrection chance: after resurrection, restore full HP, rage and max Lightning Charge stacks (this can only activate once per battle).
Deals damage equal to 300%+25 points to the target column
SMAX (water gate upgrade) Attack a column, increasing your ATK, DEF and control rate by 35%; 85% chance to paralyze the enemy in the back row of the main target. If you have 9 stacks of Lightning Charge before attacking, consume them all to enter the "Full of Lightning" state: provides buffs equal to the full Lightning Charge stacks, can be stacked with other similar buffs and lasts for 1 turn; and immediately gain 1 stack of Lightning Charge. If your crit rate is higher than the target's crit rate, gain crit power and DMG rate equal to 40% of that difference. When your next turn starts, there is a 100% chance to paralyze yourself. Remove the ionized state of a random fighter on your side. If there is no ionized fighter on your side, you will gain an extra stack of Lightning Charge; restore 150 rage to a fighter on your side that doesn't have full rage (priority to Dry Earth Yashiro), and the the first ULT in each battle will restore an additional 200 rage. Get a resurrection chance: after resurrection, restore full HP, rage and max Lightning Charge stacks (this can only activate once per battle). Within 1 round, if Shermie has full stacks when hit, she will counterattack with ULT (limited to 1 time per round), the total damage of this counterattack is reduced by 50%, but does not return rage to the enemy. If you are in the "Full of Lightning" state, switch the non-counter ULT to "Arrow of fate": attack a single enemy, dealing 66% splash damage to the enemies around the target, and retaining all the effects of the attack, without the damage restriction.


Striker information

Clshermie ult.png
  • Attribute bonus: (Level 39) +9610 ATK + 3844 DEF + 96100 HP
  • Trigger condition: From the 1st round forward, after releasing 1 ULT.
  • Initial effect: Attack a column with a 40% chance to paralyze the backrow enemy of the target column, while increasing your own DMG and ATK by 35%, and your ULT dmg by 30%; can join the battle from the 3rd round forward.
  • Initial cost: 100 striker fragments.
Promotion Effect
50 striker fragments Green Increase your crit rate by 20% and increase your paralyze chance to 70%; after entering the battlefield, increase your DMG and RES by 30%; skill slot 1 opens.
50 striker fragments Blue Increase the damage done by this skill by 10%; if your own crit rate is higher than the main target's anti-crit, gain crit power and DMG equal to 40% of that difference; skill slot 2 opens; +1 use available.
50 striker fragments Purple Increase the damage from this skill by 10%; paralyze one of our allies (priority to a crowd-controlled ally), and absorb the paralyze effect of 2 of our allies (at most), then cleanse their negative effects; for each absorption or cause of paralyzation, gain 1 stack of "lightning charge" (each stack increases your crit rate by 15%, max 3 stacks); skill slot 3 opens.
50 striker fragments Orange Increase the damage from this skill by 10%; recover 150 rage for one of our allies without full rage (350 rage instead of it's the first time in the battle); can absorb one ally's ionization debuff (gran an extra stack of lightning charge if you absorb one); can enter the battle from the 1st round forward.
100 striker fragments Red Increase the damage from this skill by 30%; when holding lightning stacks, each stack reduces the main target's control-free rate by 20% (lasts 1 round, max 60% reduction); when your stacks of lightning charge reach 3, gain an extra 45% crit rate and switch to new ULT: deal 66% splash damage to surrounding enemies, afflicting the main target with ionization (their next attack deals 0 DMG, ignores control-free and cannot be dispelled), while keeping the rest of the normal ULT effects; +2 uses available

Thanks to Xiaohai (S47/S79) for the striker information.