Dolores: Difference between revisions

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<span style="color:orange"> Deal 160%+15 damage to the target (level 1)</span></tab>
<span style="color:orange"> Deal 160%+15 damage to the target (level 1)</span></tab>


<tab name="Thunder gate"> Attack a single enemy; increase your own control-free rate by 30% and DEF by 60% (can be stacked with other similar buffs, and cannot be dispelled); recover 25% HP and 200 rage; if you have self-inflicted septic damage, deal additional damage to the main target equal to 50% of that own self-inflicted HP, and deal septic damage equal to 50% of the total damage dealt by this attack. If there are earth spirits active, activate the "skill 1" effects, otherwise active the "skill 2" effects:<br>
<tab name="Thunder gate"> Attack a single enemy; increase your own control-free rate by <span style="color:red">35%</span> and DEF by <span style="color:red">70%</span> (can be stacked with other similar buffs, and cannot be dispelled); recover <span style="color:red">30%</span> HP and <span style="color:red">300</span> rage; if you have self-inflicted septic damage, deal additional damage to the main target equal to 50% of that own self-inflicted HP, and deal septic damage equal to 50% of the total damage dealt by this attack. If there are earth spirits active, activate the "skill 1" effects, otherwise active the "skill 2" effects:<br>
* Skill 1: deal 40% splash damage to surrounding enemies, and deal additional damage to targets equal to 80% of the earth spirit's shield value (split between all targets) without restoring rage.<br>
* Skill 1: deal <span style="color:red">60%</span> splash damage to surrounding enemies <span style="color:red">and dispel their buffs</span>, and deal additional damage to targets equal to <span style="color:red">100%</span> of the earth spirit's shield value (split between all targets) without restoring rage.<br>
* Skill 2: 65% chance to stun the target, and let this target share 25% DMG with yourself for 2 rounds (only 1 target active at a time, stops taking effects when HP is under 1%). <br>
* Skill 2: <span style="color:red">70%</span> chance to stun the target, <span style="color:red">gaining 1 point if the target is crowd-controlled,</span> and let this target share <span style="color:red">30%</span> DMG with yourself for 2 rounds (only 1 target active at a time, stops taking effects when HP is under 1%). <br>
<span style="color:orange"> Deal 160%+15 damage to the target (level 1)</span></tab></tabs>
<span style="color:orange"> Deal 180%+15 damage to the target (level 1)</span></tab></tabs>





Revision as of 03:51, 19 November 2022

Dolores (KoF XV)



Fighter groups:
Type: TANK
Aptitude: 15


Snake Turtle soul
Gain more rage when attacking, and extra rage when getting attacked

File:Dolores weapon.png
Earth Shaking Badge
Superpower Tome
Permanently increase ATK and HP. All damage from your skills ignore control-free.

Fates and Gates

File:Sylvie f.jpg
Sylvie Paula Paula
Own Dolores, Sylvie Paula Paula, Mian: HP+ 25%
File:Billyxiv f.png
Own Dolores, Billy XIV, ElizabethXI: HP+ 25%
File:Kukri f.png
Kukri
Own Dolores, Kukri , Mukai: HP+ 25%|
Gates partners
TBD

Skill description

File:Dolores passive.png
Passive skill
Increase your own ULT res and small skill res; increase your own DMG and RES rates by 35%, your max HP by 40% and your DMG res by 20%; must release small skill every round. When deployed, or if there are no earth spirit, perform a summoning ceremony: each round advance the summon process by 1 point (up to 6 in total, get 6 when deployed), when you're at 6 points at the start of the enemy's turn, summon the earth spirit (lasts for 3 rounds), if you are holding a shield then delay the summon for 1 round, otherwise the summon fails.

Earth spirit: provide a shield to yourself with value equal to the sum of all current allies' HP * (40% + # of alive allies * 10%), the first shield's base value is 80%; when you are in the back, reduce the shield's value by half, gain 60% block and RES rates, immune to burning and petrification, share 80% of the damage taken for all allies (the shared damage is dealt to the shield), and when the damage shared overflows, the earth spirit disappears.
When dealt fatal damage, trigger the following effects:
1. Before getting hit, if your current max HP is higher than 70% of your original max HP, then resist death.
2. After getting hit, if your current max HP is higher than 70% of your original max HP, immediately "sacrifice life": deal septic damage to yourself equal to 80% of your current max HP ignoring septic resistance, cleanse all negative effects from all allies and recover 30% max HP individually, and if you are in the middle of a summon, gain 2 points. Starting from R2, if triggered during the enemy's turn, end their turn (once).

3. After getting hit, if your current max HP is lower than 70% of your original max HP, activate "become alive": resist death, heal 80% of the septic taken, recover full HP and rage, gain 40% DMG and RES for 2 rounds (can be stacked with other similar buffs) and dispell all enemies' buffs (can be triggered twice, or only once in 1v1).
Increase your own ULT res and small skill res by 20% (at level 1, each level increases by 0.2%)
Increase your own ULT res and small skill res; increase your own DMG and RES rates by 40%, your max HP by 55% and your DMG res by 25%; must release small skill every round. When deployed, or if there are no earth spirit, perform a summoning ceremony: each round advance the summon process by 1 point (up to 6 in total, get 6 when deployed), when you're at 6 points at the start of the enemy's turn, summon the earth spirit (lasts for 3 rounds), if you are holding a shield then delay the summon for 1 round, otherwise the summon fails; during the summon damage taken in a single attack cannot exceed 60% max HP, and when a summon occurs, immediately gain 1 stack of septic resistance, and when not holding earth spirits, each round gain 1 stack of septic resistance that lasts for 1 round.

Earth spirit: provide a shield to yourself with value equal to the sum of all current allies' HP * (50% + # of alive allies * 10%), the first shield's base value is 100%; when you are in the back, reduce the shield's value by half, gain 70% block and RES rates, immune to burning and petrification, share 80% of the damage taken for all allies (the shared damage is dealt to the shield, gain 60 rage when attacked and 30 rage when sharing damage), and when the damage shared overflows, the earth spirit disappears.
When dealt fatal damage, gain 2 points and then trigger the following effects:
1. Before getting hit, if your current max HP is higher than 50% of your original max HP, then resist death.
2. After getting hit, if your current max HP is higher than 50% of your original max HP, immediately "sacrifice life": deal septic damage to yourself equal to 80% of your current max HP ignoring septic resistance, cleanse all negative effects from all allies and recover 35% max HP individually, and if you are in the middle of a summon, gain 2 points. Starting from R2, if triggered during the enemy's turn, end their turn and recover 800 rage for 1 to 3 allies (depending on the number of alive enemies)</spam> (once).

3. After getting hit, if your current max HP is lower than 50% of your original max HP, activate "become alive": resist death, heal 80% of the septic taken, recover full HP and rage, gain 50% DMG and RES for 2 rounds (can be stacked with other similar buffs) and dispell all enemies' buffs (can be triggered twice, or only once in 1v1).
Increase your own ULT res and small skill res by 25% (at level 1, each level increases by 0.2%)
File:Dolores skill.png
Skill
Attack a single enemy; increase your own control-free rate by 30% and DEF by 60% (can be stacked with other similar buffs, and cannot be dispelled); recover 25% HP and 200 rage; if you have self-inflicted septic damage, deal additional damage to the main target equal to 50% of that own self-inflicted HP, and deal septic damage equal to 50% of the total damage dealt by this attack. If there are earth spirits active, activate the "skill 1" effects, otherwise active the "skill 2" effects:
  • Skill 1: deal 40% splash damage to surrounding enemies, and deal additional damage to targets equal to 80% of the earth spirit's shield value (split between all targets) without restoring rage.
  • Skill 2: 65% chance to stun the target, and let this target share 25% DMG with yourself for 2 rounds (only 1 target active at a time, stops taking effects when HP is under 1%).
Deal 160%+15 damage to the target (level 1)
Attack a single enemy; increase your own control-free rate by 35% and DEF by 70% (can be stacked with other similar buffs, and cannot be dispelled); recover 30% HP and 300 rage; if you have self-inflicted septic damage, deal additional damage to the main target equal to 50% of that own self-inflicted HP, and deal septic damage equal to 50% of the total damage dealt by this attack. If there are earth spirits active, activate the "skill 1" effects, otherwise active the "skill 2" effects:
  • Skill 1: deal 60% splash damage to surrounding enemies and dispel their buffs, and deal additional damage to targets equal to 100% of the earth spirit's shield value (split between all targets) without restoring rage.
  • Skill 2: 70% chance to stun the target, gaining 1 point if the target is crowd-controlled, and let this target share 30% DMG with yourself for 2 rounds (only 1 target active at a time, stops taking effects when HP is under 1%).
Deal 180%+15 damage to the target (level 1)


ULT
File:Dolores ult.png
ULT
Attack a row; increasing your DMG and RES rate by 20%, and your pierce rate and control-free by 30%; if there are 1/2/3+ flame fighters on the enemy field, all enemies will have their flame ULT damage reduced by 5%/8%/25% for 1 round (ignoring control-free and cannot be dispelled); 50% chance to flash freeze the target with the highest ATK (when dispelled reduces to normal freeze and reduces their ATK by 20%, lasts for 2 rounds, and the ATK reducing effect ignores control-free and cannot be dispelled).
Deal additional damage equal to (own control-rate*50% own ATK+25% of the target's lost HP) to the hit targets; if this ULT is a chase, deal additional damage to all targets equal to 100%~200% of the small skill damage (depending on the current combo's damage multiplier). .
Deal 280%+25 points of damage to the target row(level 1).
Attack a row, dealing the same amount of damage to frozen targets (without restoring rage); if there is a "Support" effect on cooldown when the ULT is released for the first time, immediately refresh that support; increasing your DMG by 30% and your RES rate by (30%+7%*number of frozen targets, including frost frozen targets, up to 51% max), and your pierce rate and control-free by 40%; gain damage reflection and control rate equal to 25% of your DMG (cannot be dispelled); if there are 1/2/3/4+ flame fighters on the enemy field, all enemies will have their flame ULT damage reduced by 5%/15%/45%/75% for 1 round (ignoring control-free and cannot be dispelled); 50% chance to flash freeze the target with the highest ATK (90% if deployed during the first round, when dispelled reduces to normal freeze and reduces their ATK by 20%, lasts for 2 rounds, and the ATK reducing effect ignores control-free and cannot be dispelled), 40% chance to freeze a random target for 1 round.

Deal additional damage equal to (own control-rate*100% own ATK+30% of the target's lost HP) to the hit targets; if this ULT is a chase, deal additional damage to all targets equal to 100%~200% of the small skill damage (depending on the current combo's damage multiplier).

When Foxy support is triggered, the damage dealt increases by 0%~100% (depending on the damage multiplier of the current combo); if Foxy support is in effect, freeze yourself at the beginning of the next round.
Deal 300%+25 points of damage to the target row(level 1).
SMAX (water gate upgrade) WIP


Thanks to Xiaohai (S47/S79) for this translation.