Iori XIV: Difference between revisions

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| <b></b> [[File:iorixiv_passive.png|thumb|Passive skill]] || <tabs><tab name="Normal"> Increase your own ATK, DEF, crit rate and crit power by 35% and your DMG by 15% (when deployed, each "Orochi's bood" fighter on the enemy team will improve these buffs by 5%, up to a maximum of 15% extra). When deployed or reviving, become immune to negative effects for 1 round, must release small skill that round and add the "Armor Penetration" debuff to the enemy's frontline (reduce their RES rate by 15% and their anti-crit by 40% for 1 round);  <br> <span style="color:orange"> Increase your own max HP by 20% (at level 1)</span></tab>  
| <b></b> [[File:iorixiv_passive.png|thumb|Passive skill]] || <tabs><tab name="Normal"> Increase your own ATK, DEF, crit rate and crit power by 35% and your DMG by 15% (when deployed, each "Orochi's bood" fighter on the enemy team will improve these buffs by 5%, up to a maximum of 15% extra). When deployed or reviving, become immune to negative effects for 1 round, must release small skill that round and add the "Armor Penetration" debuff to the enemy's frontline (reduce their RES rate by 15% and their anti-crit by 40% for 1 round); the ally in front of Iori shares 20% of the damage Iori takes, and that shared damage is reduced by 50% (this will stop taking effect when the ally's HP is lower than 20%); increase your RES rate by 10% in 1v1.
When your own HP is lower than 50%, immediately recover 30% HP, while increasing your ULT res and small skill res by 30% and becoming immune to rage reduction for 1 round (this effect can only activate once per round); when attacked, recover 7% lost HP and 50 rage for the fighters in the same column. Can revive twice (once in 1v1), gaining the "Stampede" effect for 1 round when reviving: increase your crit rate by 35%, your pierce rate by 70% and your rage recovery speed and healing rate by 30% (can be stacked with the same buff).
When deployed or reviving, pull everyone into the "Yasakani space" (lasts until Iori dies); inside the Yasakani space, increase your DMG, RES and rage recovery speed by 20%, increase your flame allies' small skill damage and small skill chance by 25% and reduce the enemy's rage recovery speed by 30% (ignoring control-free); the buffs and debuffs from the Yasakani space can be stacked with other buffs/debuffs of the same type.<br>
<b>[Interference skill]:</b> When deployed, reduce the ATK of all enemy fighters (for the duration of the entire fight) and 20% RES (for 3 rounds).
  <br> <span style="color:orange"> Decrease the enemies' ATK by 20% (at level 1)</span></tab>  


<tab name="Lake gate"> Increase own max HP; increase your own DMG and RES rates by <span style="color:red">40%</span> and your ULT damage and ULT resist by <span style="color:red">50%</span>; increase your DMG resistance (?) by <span style="color:red">25%</span>, and increase your DMG by <span style="color:red">5%</span> for every fighter that dies on the field (each fighter is only counted once, and strikers don't count); for the first round when deployed <span style="color:red">or revived</span>, damage taken from a single attack won't exceed <span style="color:red">20%~50%</span> of your max HP (the more enemies on the field, the lower the %), and refresh skills (?).
<tab name="Lake gate"> TBD <br> <span style="color:orange"> Decrease the enemies' ATK by 25% (at level 1)</span></tab> </tabs>
<span style="color:red">50%</span> of the damage dealt (<span style="color:red">100%</span> after reviving) and <span style="color:red">35%</span> of the damage received will be accumulated as "mad blood" (up to a maximum of your own ATK * <span style="color:red">15</span>), and if it's at max at the beginning of your round, consume it all to recover the same amount as HP and gain RES rate equal to to the recovered percentage, while gaining crit chance and pierce rate equal to <span style="color:red">25%</span>+ <span style="color:red">2 *</span> overflowing percentage (lasts for 2 rounds and cannot be dispelled).
Every time you consume mad blood you will <span style="color:red">dispel your negative effects</span>, and permanently gain <span style="color:red">8%</span> ATK (can't be dispelled, can be stacked with the same type of buffs and can stack infinitely); all of iori's attacks ignore reflection; gain 1 stack of septic resistance every round. Can revive once, recovering full HP and rage,<span style="color:red"> becoming permanently immune to rage reduction</span> and for the next 1~3 times (depending on number of enemies in the field when reviving) when receiving fatal damage, don't die but instead dispel own negative effects and add "Armor Penetration" to yourself and one random target (priority to the attacker): reduce RES rate by <span style="color:red">30%</span> for 2 rounds, ignoring control free and general dispel cannot cleanse it, then counterattack with ULT (no rage will be gained from this, <span style="color:red>and gain double mad blood</span>). <span style="color:red">After reviving, if your own HP is less than 40% HP, then when the mad blood reaches max you will immediately consume it all and activate the effect of the mad blood.</span> <br> <span style="color:orange"> Increase your own max HP by 25% (at level 1)</span></tab> </tabs>
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Revision as of 23:09, 20 January 2022

Iori (KoF XIV)



Type: DPS
Aptidude: 15

Bear soul
Gain more rage when deployed, and extra rage when attacking and when a fighter dies

Permanently increase ATK and HP Increase 5% ATK and HP (level 1)
Increase 11.55% ATK and HP (level 132)

Fates and Gates

File:Kyoxiv f.jpg
Kyo XIV
Own Iori XIV, Kyo XIV, Flame Kyo: ATK+ 25%
File:Ciori f.png
Own Iori XIV, Crazy Iori, Iori: ATK+ 25%
File:Yamazaki f.png
Yamazaki
Own Iori XIV, Yamazaki, Silent Soldier Leona: ATK+ 25%
Gates partners
TBD

Skill description

Passive skill
Increase your own ATK, DEF, crit rate and crit power by 35% and your DMG by 15% (when deployed, each "Orochi's bood" fighter on the enemy team will improve these buffs by 5%, up to a maximum of 15% extra). When deployed or reviving, become immune to negative effects for 1 round, must release small skill that round and add the "Armor Penetration" debuff to the enemy's frontline (reduce their RES rate by 15% and their anti-crit by 40% for 1 round); the ally in front of Iori shares 20% of the damage Iori takes, and that shared damage is reduced by 50% (this will stop taking effect when the ally's HP is lower than 20%); increase your RES rate by 10% in 1v1.

When your own HP is lower than 50%, immediately recover 30% HP, while increasing your ULT res and small skill res by 30% and becoming immune to rage reduction for 1 round (this effect can only activate once per round); when attacked, recover 7% lost HP and 50 rage for the fighters in the same column. Can revive twice (once in 1v1), gaining the "Stampede" effect for 1 round when reviving: increase your crit rate by 35%, your pierce rate by 70% and your rage recovery speed and healing rate by 30% (can be stacked with the same buff). When deployed or reviving, pull everyone into the "Yasakani space" (lasts until Iori dies); inside the Yasakani space, increase your DMG, RES and rage recovery speed by 20%, increase your flame allies' small skill damage and small skill chance by 25% and reduce the enemy's rage recovery speed by 30% (ignoring control-free); the buffs and debuffs from the Yasakani space can be stacked with other buffs/debuffs of the same type.
[Interference skill]: When deployed, reduce the ATK of all enemy fighters (for the duration of the entire fight) and 20% RES (for 3 rounds).


Decrease the enemies' ATK by 20% (at level 1)
TBD
Decrease the enemies' ATK by 25% (at level 1)
Skill
Attack a single enemy; increase your DEF and block rates by 50%; gain "Unyielding": the less HP you have, the more DMG you deal, up to a 60% increase; afflict the target with "Armor Penetration": reduce their RES rate by 20% for 2 rounds, ignoring control-free and general dispel cannot cleanse it. Recover 200 rage and 20% max HP, and gain the "Provocation" effect: for 1 round, when receiving ULT damage, gain immunity to the next ULT damage from the same fighter, up to 2 times at most, and gain the "Intimidate" effect when your HP is over 50%, cannot be dispelled.
Deal 160%+15 damage to the target (level 1)
Attack a single enemy; increase your anti-crit, DEF and block rates by 60%; gain "Unyielding": the less HP you have, the more DMG you deal, up to a 80% increase; if the target's current HP% is less than your own HP%, deal additional damage equal to 20% of the target's max HP and improve the amount of "mad blood" gained with this attack by 30%; afflict the target with "Armor Penetration": reduce their RES rate by 30% for 2 rounds, ignoring control-free and general dispel cannot cleanse it. Recover 250 rage and 25% max HP, and gain the "Provocation" effect: anytime when receiving ULT damage, gain 10% ULT res (can be stacked) and immunity to the next ULT damage from the same fighter, up to 3 times at most, and gain the "Intimidate" effect when your HP is over 50%, cannot be dispelled.
Deal 180%+15 damage to the target(level 1)
ULT
ULT
Attack a single enemy, increasing your ATK, DEF and small skill resist by 20% and your small skill chance by 30%; absorb 20% RES rate from the main target, and gain DMG rate equal to 20% of your RES rate (for 1 round, can be stacked with the same type of buffs); steal the target's buffs; steal HP equal to (1%+septic percentage) from the target, and gain "Mad Blood" equal to that same value, dealing septic damage equal to 25% of that value.

If there is no fighter behind the target, deal 50% additional damage, otherwise deal 80% additional damage to the fighter behind the target; if you are under the "Armor Penetration" effect, immediately trigger the HP recovery and RES rate effect from the Mad Blood effect: recover HP equal to 50% of your current Mad Blood (without consuming it) and dispel your own Armor Penetration effect.


Deal 400%+25 damage to the target.
Attack a single enemy priority to an enemy under "Armor Penetration"), dealing additional damage equal to 15% max HP to a target afflicted by Armor Penetration, increasing your ATK, DEF by 30%, small skill resist by 25% and your small skill chance by 40%; absorb 25% RES rate from the main target, and gain DMG rate equal to 30% of your RES rate (for 1 round, can be stacked with the same type of buffs); steal the target's buffs; steal HP equal to (5%+septic percentage) from the target, and gain "Mad Blood" equal to that same value, dealing septic damage equal to 30% of that value. Add the "Drill" effect to the main target: at the end of your round, deal damage equal to 3% of their max HP and if your RES rate is higher than the target's RES rate, then for every 1% of that difference increase the damage by 0.1%, 100% of the damage is dealt as septic, ignores control free and cannot be dispelled.

If there is no fighter behind the target, deal 60% additional damage, otherwise deal 100% additional damage to the fighter behind the target; if you are under the Armor Penetration effect, immediately trigger the HP recovery and RES rate effect from the Mad Blood effect: recover HP equal to 60% of your current Mad Blood (without consuming it) and dispel your own Armor Penetration effect.


Deal 400%+25 damage to the target.
SMAX (water gate upgrade) WIP


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