Dolores
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 | Permanently increase ATK and HP. All damage from your skills ignore control-free. |
Fates and Gates
Own Dolores, Sylvie Paula Paula, Mian: HP+ 25% | Own Dolores, Billy XIV, ElizabethXI: HP+ 25% |
Own Dolores, Kukri , Mukai: HP+ 25%| | TBD |
Skill description
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. 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. Increase your own ULT res and small skill res by 25% (at level 1, each level increases by 0.2%) |
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:
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:
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ULT | Attack a single enemy; increase your own ATK and DEF by 20%, your RES rate by 30% and your block rate by 15%; deal extra damage equal to 20% max HP to the target and has a 50% chance to petrify for 1 round; if you have septic damaged yourself, then deal 60% extra damage to the main target.
Depending on the current status, gain 1 of the following effects:
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). 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.