Leona XV: Difference between revisions

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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> WIP</tab></tabs>

Revision as of 04:27, 2 December 2022

Leona (KoF XV)



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
TBD

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%)
TBD
Increase your own crit rate and pierce rate by 20% (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)
TBD
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) WIP


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