Leona XV: Difference between revisions

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(Created page with "{{#widget:Translator}} == Leona (KoF XV) == <br> <tabs> <tab name="Normal"> File:leonaxv.png </tab> <tab name="Fashion"> File:leonaxv_fashion.png</tab> </tabs> <br> <b>Fighter groups: <br> <b>Type: </b>GANK <br> <b>Aptitude:</b> 15 </b> <br><br> File:bearsoul.jpg <b>Bear Snake soul</b> <br>Start the fight with extra rage, and gain more rage when attacking {| class="wikitable" |- | File:leonaxv_weapon.png || frame|Orochi Badge ||...")
 
 
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{{#widget:Translator}}
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== Leona (KoF XV) ==
== Leona (KoF XV) ==
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| <b>Global release date:</b> || July 2023
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<tabs>
<tabs>
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<br>
<b>Fighter groups:
<b>Fighter groups: [[Image:Groups_ikari.png|link=Groups/Ikari]] [[Image:groups_orochiblood.png|link=Groups/Orochi Blood]]
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<br>
<b>Type: </b>GANK
<b>Type: </b>GANK
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[[File:yamazakixiv_f.png|thumb|Yamazaki XIV]] Own [[Leona XV]], [[Yamazaki XIV]] , [[Iori XIV]]: HP+ 25%|  
[[File:yamazakixiv_f.png|thumb|Yamazaki XIV]] Own [[Leona XV]], [[Yamazaki XIV]] , [[Iori XIV]]: HP+ 25%|  
|| [[File:Eight_gate.jpg|thumb|Gates partners]] <b>TBD</b>
|| [[File:Eight_gate.jpg|thumb|Gates partners]] [[Heidern]], [[Ralf XIII]], [[Clark XIII]]
|}
|}


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| <b></b> [[File:leonaxv_passive.png|thumb|Passive skill]] || <tabs><tab name="Normal"> 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.<br>
| <b></b> [[File:leonaxv_passive.png|thumb|Passive skill]] || <tabs><tab name="Normal"> Increase your own crit and pierce rates; increase your ATK and DEF by 35% and your ULT dmg and crit power by 40%; at the beginning of the round, recover 100 rage if you are not full rage, otherwise gain 20% DMG and RES rates for 1 round. When deployed, gain "Hidden Assassin": increase your DMG and RES by 25% for 2 rounds can be stacked with other similar buffs and cannot be dispelled; during enemy rounds, if there are more than 1 unit that can be targeted in the same row, immediately become untargetable, during which time you will share damage taken for allies in the same row (share 45% if in front or 25% if you are in the back) and reduce that shared damage by 45% (stops taking effect if your HP is lower than 30%) then become unable to be a target during our own round, and if it's only yourself then become immune to 1 attack.<br>
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.<br>
When 100% of the shared DMG received + 20% of the damage dealt reach a quantity equal to 100% of your max HP, gain 1 chance of Hidden Assassin (can store 1 at most, each trigger will increase the next trigger's max HP condition by 30%). Can revive once, recovering all HP and rage and unsealing the power of the blood (when attacking, ignore 60% of the target's RES rate), and gain 1 chance of Hidden Assassin.<br> <span style="color:orange"> Increase your own crit rate and pierce rate by 20% (at level 1, each level increases by 0.2%)</span></tab>  
When dealt fatal damage, trigger the following effects:<br>
1. Before getting hit, if your current max HP is higher than 70% of your original max HP, then resist death.<br>
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).<br>
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).<br> <span style="color:orange"> Increase your own ULT res and small skill res by 20% (at level 1, each level increases by 0.2%)</span></tab>  


<tab name="Lake gate"> Increase your own ULT res and small skill res; increase your own DMG and RES rates by <span style="color:red">40%</span>, your max HP by <span style="color:red">55%</span> and your DMG res by <span style="color:red">25%</span>; 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; <span style="color:red">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</span>.<br>
<tab name="Lake gate"> Increase your own crit and pierce rates; increase your ATK and DEF by <span style="color:red">40%</span> and your ULT dmg and crit power by 40%; at the beginning of the round, recover <span style="color:red">150</span> rage if you are not full rage, otherwise gain 20% DMG and RES rates for 1 round <span style="color:red">(after unsealing the power of the blood, double the value, cannot be dispelled); first round after being deployed, refresh small skill</span>. When deployed, gain "Hidden Assassin": <span style="color:red">your ULT gains an additional 50% crit rate and an additional damage equal to (100% own ATK * crit rate)</span>, increase your DMG and RES by <span style="color:red">40%</span> for 2 rounds can be stacked with other similar buffs and cannot be dispelled; during enemy rounds, if there are more than 1 unit that can be targeted in the same row, immediately become untargetable, during which time you will share damage taken for allies in the same row <span style="color:red">and in the same column</span> (share <span style="color:red">65%</span> if in front or <span style="color:red">35%</span> if you are in the back) and reduce that shared damage by 45% (stops taking effect if your HP is lower than 30%) then become unable to be a target during our own round, and if it's only yourself then become immune to 1 attack.<br>
Earth spirit: provide a shield to yourself with value equal to the sum of all current allies' HP * (<span style="color:red">50%</span> + # of alive allies * 10%), the first shield's base value is <span style="color:red">100%</span>; when you are in the back, reduce the shield's value by half, gain <span style="color:red">70%</span> 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, <span style="color:red">gain 60 rage when attacked and 30 rage when sharing damage</span>), and when the damage shared overflows, the earth spirit disappears.<br>
When 100% of the shared DMG received + <span style="color:red">40%</span> of the damage dealt <span style="color:red">+ 40% of the damage received</span> reach a quantity equal to 100% of your max HP, gain 1 chance of Hidden Assassin (can store 1 at most, each trigger will increase the next trigger's max HP condition by <span style="color:red">25%</span>). Can revive once, recovering all HP and rage and unsealing the power of the blood (when attacking, ignore <span style="color:red">80%</span> of the target's RES rate, <span style="color:red">when allies release ULT, chase with your own ULT once, and during the enemy round when attacked and your lost/shared DMG HP results in HP lower than 50%, counterattack with your ULT once, won't chase or counterattack if you are silenced</span>), and gain 1 chance of Hidden Assassin.<br> <span style="color:orange"> Increase your own crit rate and pierce rate by 25% (at level 1, each level increases by 0.2%)</span></tab> </tabs>
When dealt fatal damage, <span style="color:red">gain 2 points</span> and then trigger the following effects:<br>
1. Before getting hit, if your current max HP is higher than <span style="color:red">50%</span> of your original max HP, then resist death.<br>
2. After getting hit, if your current max HP is higher than <span style="color:red">50%</span> 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 <span style="color:red">35%</span> 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 <span style="color:red">and recover 800 rage for 1 to 3 allies (depending on the number of alive enemies)</spam> (once).<br>
3. After getting hit, if your current max HP is lower than <span style="color:red">50%</span> of your original max HP, activate "become alive": resist death, heal 80% of the septic taken, recover full HP and rage, gain <span style="color:red">50%</span> 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).<br> <span style="color:orange"> Increase your own ULT res and small skill res by 25% (at level 1, each level increases by 0.2%)</span></tab></tabs>
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| <b></b> [[File:leonaxv_skill.png|thumb|Skill]] ||  
| <b></b> [[File:leonaxv_skill.png|thumb|Skill]] ||  


<tabs><tab name="Normal"> 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>
<tabs><tab name="Normal"> Attack a single enemy; absorb 25% HP and 200 rage from the target; gain the "Fatal" effect for 2 rounds (deal an additional 25% DMG to targets with HP higher than 50%, cannot be dispelled); 65% chance (100% if the attack is a critical hit) to afflict the target with "Deadly Laceration" (dealing damage over time for 2 turns without restoring rage); when attacking, if the target is afflicted by bleeding, deadly laceration and burning, then afflict the target with "Blood Infection": when dispelling this effect, immediately afflict the target with damage over time equal to 300% of your ATK (increased by 30% per 50% crit rate that you have) for 1 round (cannot be dispelled). <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 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>
<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 <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>
<tab name="Thunder gate"> Attack a single enemy; absorb <span style="color:red">30%</span> HP and 200 rage from the target; gain the "Fatal" effect for 2 rounds (deal an additional <span style="color:red">35%</span> DMG to targets with HP higher than 50%, cannot be dispelled); 65% chance (100% if the attack is a critical hit) to afflict the target with "Deadly Laceration" (dealing damage over time for 2 turns without restoring rage); when attacking, if the target is afflicted by bleeding, deadly laceration and burning, then afflict the target with "Blood Infection": when dispelling this effect, immediately afflict the target with <span style="color:red">silence</span> and damage over time equal to <span style="color:red">350%</span> of your ATK (increased by <span style="color:red">35%</span> per 50% crit rate that you have) for 1 round (<span style="color:red">damage over time</span> cannot be dispelled)<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>
<span style="color:red">For 1 round, become immune to ULTs from deployed enemies and counterattack with small skills once (won't counterattack but still consume the 1 chance when silenced, if you are untargetable, then counterattack when the HP of allies with who you're sharing damage with becomes lower than 70% but not 0), and 100% of the damage from this counterattack will be converted to heal yourself and heal the same amount of septic, and if you are not afflicted by septic, then heal the same amount to the ally with the lowest HP</span>. <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 180%+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>


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|  <b>ULT</b> [[File:leonaxv_ult.png|thumb|ULT]] || <tabs><tab name="Normal"> 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.<br>
|  <b>ULT</b> [[File:leonaxv_ult.png|thumb|ULT]] || <tabs><tab name="Normal"> Attack and mark a random enemy, with priority to unmarked targets; increase your DMG and RES rates by 20% and your small skill chance by 40%; recover (40%+own crit rate*15%) max HP (unaffected by healing rate increases or decreases).<br>
Depending on the current status, gain 1 of the following effects:<br>
When attacking, there is a 60% chance to afflict the target with "Deadly Choke" (silence for 1 turn), and if this effect is dispelled, then silence the target for 1 round, and if the target is immune to silence, then reduce their rage recovery rate by 40% (for 2 rounds, cannot be dispelled).<br>
* Earth spirit active: For 2 rounds, reduce direct damage received to yourself by 35% (can be triggered 2 times, and can only be consumed by deployed enemy fighters); if your own HP is higher than 50%, activate "sacrifice": consume 20% of your current HP and cause the same amount as septic (unaffected by your defensive buffs) to restore 10% of the earth spirit's shield.<br>
If the target is under crowd controlled when attacking, then add "Drain" to the attack (steals 40% of the target's DEF and 20% of their RES rate for 1 round, the stolen buffs can be stacked with other similar buffs and cannot be dispelled, and other allies attacking this target will deal additional damage equal to 10% max HP for 1 round); when dispelling Drain, reduce the target's DEF by 50% and RES by 15% and will heal our ally with the lowest HP by draining 10% HP from that enemy when hit (absorption ignores DMG increases/decreases, can be triggered up to 3 times), lasts for 2 rounds and cannot be dispelled.<br><span style="color:orange">Deal 400%+25 points of damage to the target(level 1).</span> </tab>
* Summon process (earth spirit inactive): Gain 1 point towards the summoning progress; for 2 rounds, when you are crowd-controlled when being attacked or if your HP is lower than 50%, immediately remove your own negative states and restore 25% max HP (can be triggered up to 2 times)<br><span style="color:orange">Deal 400%+25 points of damage to the target(level 1).</span> </tab>


<tab name="Weapon"> Attack a single enemy; increase your own ATK and DEF by <span style="color:red">30%</span>, your RES rate by <span style="color:red">40%</span> and your block rate by <span style="color:red">20%; gain anti-crit rate equal to 15% of your block rate for 2 rounds (cannot be dispelled); cleanse petrification for 1 ally, and if successfully cleansed, increase the control-rate by 35% for 1 round</span>; deal extra damage equal to 20% max HP to the target and has a 50% chance to petrify for 1 round, <span style="color:red">dealing double additional damage and increasing the petrification rate to 65% if the target is already crowd-controlled</span>; if you have septic damaged yourself, then deal <span style="color:red">80%</span> extra damage to the main target, <span style="color:red">then heal septic damage equal to 5% max HP</span>.<br>
<tab name="Weapon"> Attack and mark a random enemy, with priority to unmarked targets; increase your DMG and RES rates by <span style="color:red">(25% + # of deployed rounds * 5%)</span> DMG and RES, and your small skill chance by <span style="color:red">60%</span>; <span style="color:red"> if this attack does not crit, increase your crit rate by 5% (can be stacked, lasts until you die and cannot be dispelled)</span>; recover (<span style="color:red">45%</span>+own crit rate*<span style="color:red">20%</span>) max HP (unaffected by healing rate increases or decreases, <span style="color:red">the overflow from the heal goes to the ally with the lowest HP</span>).<br>
Depending on the current status, gain 1 of the following effects:<br>
<span style="color:red">If you are in the front, max damage taken from a single attack is capped at 40%~60% max HP (the more enemies the lower the value, lasts for 2 rounds), otherwise your ULT will deal additional damage equal to 160% of your ATK</span>; when attacking, there is a 60% <span style="color:red">(100% chance if this attack is a critical hit)</span> to afflict the target with "Deadly Choke" (silence for 1 turn), and if this effect is dispelled, then <span style="color:red">reduce the target's rage by 200</span> and silence the target for 1 round, and if the target is immune to silence, then reduce their rage recovery rate by <span style="color:red">45%</span> (for <span style="color:red">1 (??? nerf?)</span> round, cannot be dispelled).<br>
* Earth spirit active: For 2 rounds, reduce direct damage received to yourself by <span style="color:red">50%</span> (can be triggered <span style="color:red">3</span> times, and can only be consumed by deployed enemy fighters); if your own HP is higher than 50%, activate "sacrifice": consume 20% of your current HP and cause the same amount as septic (unaffected by your defensive buffs) to restore <span style="color:red">15%</span> of the earth spirit's shield.<br>
If the target is under crowd controlled when attacking, then add "Drain" to the attack (steals <span style="color:red">50%</span> of the target's DEF and <span style="color:red">25%</span> of their RES rate for 1 round, the stolen buffs can be stacked with other similar buffs and cannot be dispelled, and other allies attacking this target will deal additional damage equal to 10% max HP for 1 round); when dispelling Drain, reduce the target's DEF by <span style="color:red">60%</span> and RES by 15% and will heal our ally with the lowest HP by draining 10% HP <span style="color:red">with 200% efficiency (?)</span> from that enemy when hit (absorption ignores DMG increases/decreases, can be triggered up to 3 times), lasts for 2 rounds and cannot be dispelled.<br><span style="color:orange">Deal 400%+25 points of damage to the target(level 1).</span> </tab>
* Summon process (earth spirit inactive): Gain 1 point towards the summoning progress, <span style="color:red">and causing petrification or hitting a petrificated target will increase 1 point on the summoning process (the first ULT in a battle will guarantee the increase of 2 points), becoming immune to rage reduction for 2 rounds</span>; for 2 rounds, when you are crowd-controlled when being attacked or if your HP is lower than 50%, immediately remove your own negative states <span style="color:red">(including "Dullness" and "Broken Armor" and restore <span style="color:red">35%</span> max HP (can be triggered up to 2 times)<br><span style="color:orange">Deal 420%+25 points of damage to the target(level 1).</span> </tab>


<tab name="Water gate"><b>SMAX (water gate upgrade)</b> WIP</tab></tabs>
<tab name="Water gate"><b>SMAX (water gate upgrade)</b> Attack and mark a random enemy, with priority to unmarked targets; increase your DMG and RES rates by <span style="color:red">(<u>30%</u> + # of deployed rounds * 5%)</span> DMG and RES, and your small skill chance by <span style="color:red">65% <u>(cannot be dispelled)</u></span>; <span style="color:red"> if this attack does not crit, increase your crit rate by 5% , <u>and if the attack is a critical hit then change to increase 1% crit power</u>, can be stacked, lasts until you die and cannot be dispelled)</span>; recover (<span style="color:red"><u>50%</u></span>+own crit rate*<span style="color:red"><u>25%</u></span>) max HP (unaffected by healing rate increases or decreases, <span style="color:red">the overflow from the heal goes to the ally with the lowest HP</span>).<br>
<span style="color:red">If you are in the front, max damage taken from a single attack is capped at 40%~60% max HP (the more enemies the lower the value, lasts for 2 rounds), otherwise your ULT will deal additional damage equal to <u>200%</u> of your ATK</span>; when attacking, there is a 60% <span style="color:red">(100% chance if this attack is a critical hit)</span> to afflict the target with "Deadly Choke" (silence for 1 turn), and if this effect is dispelled, then <span style="color:red">reduce the target's rage by 200</span> and silence the target for 1 round, and if the target is immune to silence, then reduce their rage recovery rate by <span style="color:red">45%</span> (for <span style="color:red">1 (??? nerf?)</span> round, cannot be dispelled).<br>
If the target is under crowd controlled when attacking, then add "Drain" to the attack (steals <span style="color:red"><u>60%</u></span> of the target's DEF and <span style="color:red"><u>30%</u></span> of their RES rate for 1 round, the stolen buffs can be stacked with other similar buffs and cannot be dispelled, and other allies attacking this target will deal additional damage equal to <span style="color:red"><u>15%</u></span> max HP for 1 round); when dispelling Drain, reduce the target's DEF by <span style="color:red"><u>70%</u></span> and RES by <span style="color:red"><u>20%</u></span> and will heal our ally with the lowest HP by draining 10% HP <span style="color:red">with <u>250%</u> efficiency (?)</span> from that enemy when hit (absorption ignores DMG increases/decreases, <span style="color:red"><u>when attacked or attacking</u></span> can be triggered up to 3 times <span style="color:red"><u>respectively, won't trigger if you are dead</u></span>), lasts for 2 rounds and cannot be dispelled; <span style="color:red"><u>if all enemies are marked, switch to smax: temporarily increase your ATK by 15% and attack the enemy with the lowest HP%, remove all marks and deal 40% splash damage to all targets, and all the other effects (except the damage) will only affect the main target.</u></span><br><span style="color:orange">Deal 400%+25 points of damage to the target(level 1).</span> </tab>
<tab name='SMAX Animation'>[[file:leonaxv_smax.mp4]]</tab></tabs>
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Thanks to Xiaohai (S47/S79) for this translation.
Thanks to Xiaohai (S47/S79) for this translation.

Latest revision as of 03:24, 25 August 2023

Leona (KoF XV)

Global release date: July 2023



Fighter groups:
Type: GANK
Aptitude: 15


Bear Snake soul
Start the fight with extra rage, and gain more rage when attacking

File:Leonaxv weapon.png
Orochi Badge
Judo Tome
Permanently increase ATK and HP. All damage from your skills ignore control-free.

Fates and Gates

File:Ralfxv f.jpg
Ralf XV
Own Leona XV, Ralf XV, Clark XV: ATK+ 25%
File:Ssl f.png
Own Leona XV, Silent Soldier Leona, Orochi Leona, Leona: HP+ 25%
File:Yamazakixiv f.png
Yamazaki XIV
Own Leona XV, Yamazaki XIV , Iori XIV: HP+ 25%|
Gates partners
Heidern, Ralf XIII, Clark XIII

Skill description

File:Leonaxv passive.png
Passive skill
Increase your own crit and pierce rates; increase your ATK and DEF by 35% and your ULT dmg and crit power by 40%; at the beginning of the round, recover 100 rage if you are not full rage, otherwise gain 20% DMG and RES rates for 1 round. When deployed, gain "Hidden Assassin": increase your DMG and RES by 25% for 2 rounds can be stacked with other similar buffs and cannot be dispelled; during enemy rounds, if there are more than 1 unit that can be targeted in the same row, immediately become untargetable, during which time you will share damage taken for allies in the same row (share 45% if in front or 25% if you are in the back) and reduce that shared damage by 45% (stops taking effect if your HP is lower than 30%) then become unable to be a target during our own round, and if it's only yourself then become immune to 1 attack.
When 100% of the shared DMG received + 20% of the damage dealt reach a quantity equal to 100% of your max HP, gain 1 chance of Hidden Assassin (can store 1 at most, each trigger will increase the next trigger's max HP condition by 30%). Can revive once, recovering all HP and rage and unsealing the power of the blood (when attacking, ignore 60% of the target's RES rate), and gain 1 chance of Hidden Assassin.
Increase your own crit rate and pierce rate by 20% (at level 1, each level increases by 0.2%)
Increase your own crit and pierce rates; increase your ATK and DEF by 40% and your ULT dmg and crit power by 40%; at the beginning of the round, recover 150 rage if you are not full rage, otherwise gain 20% DMG and RES rates for 1 round (after unsealing the power of the blood, double the value, cannot be dispelled); first round after being deployed, refresh small skill. When deployed, gain "Hidden Assassin": your ULT gains an additional 50% crit rate and an additional damage equal to (100% own ATK * crit rate), increase your DMG and RES by 40% for 2 rounds can be stacked with other similar buffs and cannot be dispelled; during enemy rounds, if there are more than 1 unit that can be targeted in the same row, immediately become untargetable, during which time you will share damage taken for allies in the same row and in the same column (share 65% if in front or 35% if you are in the back) and reduce that shared damage by 45% (stops taking effect if your HP is lower than 30%) then become unable to be a target during our own round, and if it's only yourself then become immune to 1 attack.
When 100% of the shared DMG received + 40% of the damage dealt + 40% of the damage received reach a quantity equal to 100% of your max HP, gain 1 chance of Hidden Assassin (can store 1 at most, each trigger will increase the next trigger's max HP condition by 25%). Can revive once, recovering all HP and rage and unsealing the power of the blood (when attacking, ignore 80% of the target's RES rate, when allies release ULT, chase with your own ULT once, and during the enemy round when attacked and your lost/shared DMG HP results in HP lower than 50%, counterattack with your ULT once, won't chase or counterattack if you are silenced), and gain 1 chance of Hidden Assassin.
Increase your own crit rate and pierce rate by 25% (at level 1, each level increases by 0.2%)
File:Leonaxv skill.png
Skill
Attack a single enemy; absorb 25% HP and 200 rage from the target; gain the "Fatal" effect for 2 rounds (deal an additional 25% DMG to targets with HP higher than 50%, cannot be dispelled); 65% chance (100% if the attack is a critical hit) to afflict the target with "Deadly Laceration" (dealing damage over time for 2 turns without restoring rage); when attacking, if the target is afflicted by bleeding, deadly laceration and burning, then afflict the target with "Blood Infection": when dispelling this effect, immediately afflict the target with damage over time equal to 300% of your ATK (increased by 30% per 50% crit rate that you have) for 1 round (cannot be dispelled).
Deal 160%+15 damage to the target (level 1)
Attack a single enemy; absorb 30% HP and 200 rage from the target; gain the "Fatal" effect for 2 rounds (deal an additional 35% DMG to targets with HP higher than 50%, cannot be dispelled); 65% chance (100% if the attack is a critical hit) to afflict the target with "Deadly Laceration" (dealing damage over time for 2 turns without restoring rage); when attacking, if the target is afflicted by bleeding, deadly laceration and burning, then afflict the target with "Blood Infection": when dispelling this effect, immediately afflict the target with silence and damage over time equal to 350% of your ATK (increased by 35% per 50% crit rate that you have) for 1 round (damage over time cannot be dispelled)

For 1 round, become immune to ULTs from deployed enemies and counterattack with small skills once (won't counterattack but still consume the 1 chance when silenced, if you are untargetable, then counterattack when the HP of allies with who you're sharing damage with becomes lower than 70% but not 0), and 100% of the damage from this counterattack will be converted to heal yourself and heal the same amount of septic, and if you are not afflicted by septic, then heal the same amount to the ally with the lowest HP.

Deal 180%+15 damage to the target (level 1)


ULT
File:Leonaxv ult.png
ULT
Attack and mark a random enemy, with priority to unmarked targets; increase your DMG and RES rates by 20% and your small skill chance by 40%; recover (40%+own crit rate*15%) max HP (unaffected by healing rate increases or decreases).

When attacking, there is a 60% chance to afflict the target with "Deadly Choke" (silence for 1 turn), and if this effect is dispelled, then silence the target for 1 round, and if the target is immune to silence, then reduce their rage recovery rate by 40% (for 2 rounds, cannot be dispelled).

If the target is under crowd controlled when attacking, then add "Drain" to the attack (steals 40% of the target's DEF and 20% of their RES rate for 1 round, the stolen buffs can be stacked with other similar buffs and cannot be dispelled, and other allies attacking this target will deal additional damage equal to 10% max HP for 1 round); when dispelling Drain, reduce the target's DEF by 50% and RES by 15% and will heal our ally with the lowest HP by draining 10% HP from that enemy when hit (absorption ignores DMG increases/decreases, can be triggered up to 3 times), lasts for 2 rounds and cannot be dispelled.
Deal 400%+25 points of damage to the target(level 1).
Attack and mark a random enemy, with priority to unmarked targets; increase your DMG and RES rates by (25% + # of deployed rounds * 5%) DMG and RES, and your small skill chance by 60%; if this attack does not crit, increase your crit rate by 5% (can be stacked, lasts until you die and cannot be dispelled); recover (45%+own crit rate*20%) max HP (unaffected by healing rate increases or decreases, the overflow from the heal goes to the ally with the lowest HP).

If you are in the front, max damage taken from a single attack is capped at 40%~60% max HP (the more enemies the lower the value, lasts for 2 rounds), otherwise your ULT will deal additional damage equal to 160% of your ATK; when attacking, there is a 60% (100% chance if this attack is a critical hit) to afflict the target with "Deadly Choke" (silence for 1 turn), and if this effect is dispelled, then reduce the target's rage by 200 and silence the target for 1 round, and if the target is immune to silence, then reduce their rage recovery rate by 45% (for 1 (??? nerf?) round, cannot be dispelled).

If the target is under crowd controlled when attacking, then add "Drain" to the attack (steals 50% of the target's DEF and 25% of their RES rate for 1 round, the stolen buffs can be stacked with other similar buffs and cannot be dispelled, and other allies attacking this target will deal additional damage equal to 10% max HP for 1 round); when dispelling Drain, reduce the target's DEF by 60% and RES by 15% and will heal our ally with the lowest HP by draining 10% HP with 200% efficiency (?) from that enemy when hit (absorption ignores DMG increases/decreases, can be triggered up to 3 times), lasts for 2 rounds and cannot be dispelled.
Deal 400%+25 points of damage to the target(level 1).
SMAX (water gate upgrade) Attack and mark a random enemy, with priority to unmarked targets; increase your DMG and RES rates by (30% + # of deployed rounds * 5%) DMG and RES, and your small skill chance by 65% (cannot be dispelled); if this attack does not crit, increase your crit rate by 5% , and if the attack is a critical hit then change to increase 1% crit power, can be stacked, lasts until you die and cannot be dispelled); recover (50%+own crit rate*25%) max HP (unaffected by healing rate increases or decreases, the overflow from the heal goes to the ally with the lowest HP).

If you are in the front, max damage taken from a single attack is capped at 40%~60% max HP (the more enemies the lower the value, lasts for 2 rounds), otherwise your ULT will deal additional damage equal to 200% of your ATK; when attacking, there is a 60% (100% chance if this attack is a critical hit) to afflict the target with "Deadly Choke" (silence for 1 turn), and if this effect is dispelled, then reduce the target's rage by 200 and silence the target for 1 round, and if the target is immune to silence, then reduce their rage recovery rate by 45% (for 1 (??? nerf?) round, cannot be dispelled).

If the target is under crowd controlled when attacking, then add "Drain" to the attack (steals 60% of the target's DEF and 30% of their RES rate for 1 round, the stolen buffs can be stacked with other similar buffs and cannot be dispelled, and other allies attacking this target will deal additional damage equal to 15% max HP for 1 round); when dispelling Drain, reduce the target's DEF by 70% and RES by 20% and will heal our ally with the lowest HP by draining 10% HP with 250% efficiency (?) from that enemy when hit (absorption ignores DMG increases/decreases, when attacked or attacking can be triggered up to 3 times respectively, won't trigger if you are dead), lasts for 2 rounds and cannot be dispelled; if all enemies are marked, switch to smax: temporarily increase your ATK by 15% and attack the enemy with the lowest HP%, remove all marks and deal 40% splash damage to all targets, and all the other effects (except the damage) will only affect the main target.
Deal 400%+25 points of damage to the target(level 1).


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