Iori XIV: Difference between revisions

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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 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>
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).
<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>  
<br> <span style="color:orange"> Decrease the enemies' ATK by 20% (at level 1)</span></tab>  


<tab name="Lake gate"> TBD <br> <span style="color:orange"> Decrease the enemies' ATK by 25% (at level 1)</span></tab> </tabs>
<tab name="Lake gate"> TBD <br> <span style="color:orange"> Decrease the enemies' ATK by 25% (at level 1)</span></tab> </tabs>

Revision as of 23:12, 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.