Benimaru XIII

From The KoF 98 um ol unofficial wiki

Benimaru (KoF XIII)

Global release date: April 2022



Type: GANK
Aptidude: 15

Tigersoul.jpg Thunder tiger
Gain an additional 55 rage when a fighter dies, and extra rage when attacked

Benimaruxiii weapon.png
Dazzling Badge
Street Fight Tome
Superpower ATK.jpg Permanently increase ATK and HP

Fates and Gates

Kyo Kusanagi
Own Benimaru XIII, Kyo Kusanagi, Goro Daimon: ATK+ 25%
Elizabeth
Own Benimaru XIII, Elizabeth, Orochi Chris. Mukai: ATK+ 25%
Benimaru
Own Benimaru XIII, Benimaru, Benimaru 2003: HP+ 25%
Gates partners
Kyo, Daimon, Shun'ei

Skill description

Electric generator
Passive skill
Increase your own ULT damage and ULT resistance; increase your own ATK and DEF by 35%, and your small skill chance and control rate by 40%; get the "thunder shield": value is equal to 100% of your own max HP, increase ATK and DEF by 20% and your crit rate by 25% while having the shield, and immunity to paralysis; shield value is only 50% in 1v1s; when the Thunder Shield is broken, absorb 200 rage from the target and apply the "Electromagnetic" effect on that target: absorb 20% ATK and DEF and 25% crit rate from the target, lasts for 2 rounds, ignores control free and cannot be dispelled. Gain the "overload" effect: increase your reflect rate by 40%, and when hit, cause damage equal to 15% of their current HP to all enemies affected by electromagnetic and restore own HP equal to that amount; when receiving fatal damage, escape and reappear at the beginning of your next turn, restoring full HP and 300 rage, dispelling all your negative effects and gaining a Thunder shield with value equal to 50% of your max HP (this effect can active once per match).
Increase your own ULT damage and ULT resist by 20% (at level 1)
Increase your own ULT damage and ULT resistance; increase your own ATK and DEF by 40%, and your small skill chance and control rate by 45%; get the "thunder shield": value is equal to 100% of your own max HP, increase ATK and DEF by 20% and your crit rate and control by 30% while having the shield, and immunity to paralysis; shield value is only 50% in 1v1s; when the Thunder Shield is broken, absorb 300 rage from the target and apply the "Electromagnetic" effect on that target: absorb 20% ATK and DEF and 30% crit rate and control from the target, lasts for 2 rounds, ignores control free and cannot be dispelled. Gain the "overload" effect: dispel own negative effects, increase your reflect rate by 50%, and when hit, cause damage equal to 20% of their current HP to all enemies affected by electromagnetic and restore own HP equal to that amount (this damage doesn't return rage); when receiving fatal damage, if you are in the overload state, immediately remove the overload state and get a thunder shield with a value of 25% of your max HP and restore 25% of your HP (this effect has a cooldown of 3 turns), otherwise escape and reappear at the beginning of your next turn, restoring full HP and 500 rage, dispelling all your negative effects and gaining a Thunder shield with value equal to 50% of your max HP (this effect can active once per match).
Increase your own ULT damage and ULT resist by 30% (at level 1)
Three step lightning
Skill
Attack a single target, prioritizing a target affected by "electromagnetic"; reduce the target's DMG by 25% for 1 round; 40% chance to paralyze the target; cause 30% additional damage to a paralyzed target; if the attack hits a fighter affected by electromagnetic, 60% chance to paralyze and drain 20% of the target's current HP, and restore 200 rage to Benimaru XIII; restore 20% of the "thunder shield".
Deal 160%+15 damage to the target(level 1)
Attack a single target, prioritizing a target affected by "electromagnetic"; reduce the target's DMG by 25% for 1 round; 50% chance to paralyze the target; cause 50% additional damage to a paralyzed target; if the attack hits a fighter affected by electromagnetic, 60% chance to paralyze and drain 20% of the target's current HP, and restore 200 rage to Benimaru XIII (double this value while in the overload state, and extra 10% paralyze chance) ; restore 30% of the "thunder shield". At the beginning of the next round, your team's flame fighters deal 30% extra damage when attacking paralyzed targets, and our fighters with paralysis skills deal 30% extra damage when attacking burned targets (lasts for 1 turn)
Deal 180%+15 damage to the target (level 1)
ULT
ULT
Attack a single enemy; increase own DMG and RES by 25% for 2 rounds; deal splash damage equal to 40% to units around the target, and reduce the target's DEF by 20% and 25% anti-crit for 1 round; 40% chance to paralyze all hit targets; if the main target is affected by "electromagnetic", deal extra damage equal to 15% of their max HP; 40% chance of adding or refreshing electromagnetic to the main target; when holding a "Thunder shield", restore 20% of the shield's value and 100 rage, otherwise create a thunder shield with value equal to 400% of own ATK.
Deals damage equal to 430%+25 points to the target
Attack a single enemy, prioritizing targets affected by "Electromagnetic"; increase own DMG and RES by 30% for 2 rounds; deal splash damage equal to 40% to units around the target, and reduce the target's DEF by 30% and 30% anti-crit for 1 round; 40% chance to paralyze all hit targets; deal 25% additional damage to paralyzed targets; if the main target is affected by "electromagnetic", deal extra damage equal to 20% of their max HP, ignoring block and RES; increase chance to paralyze to 80% and must release small skill in the next round; 60% chance of adding or refreshing electromagnetic to the main target; when holding a "Thunder shield", restore 30% of the shield's value and 200 rage, otherwise create a thunder shield with value equal to 500% of own ATK.
Deals damage equal to 430%+25 points to the target
SMAX (water gate upgrade) Attack a column, prioritizing targets affected by "Electromagnetic"; and select 1 of those targets as the main target increase own DMG and RES by 35% for 2 rounds; increases damage to the main target by 40%, and deal 60% splash damage to the fighters left and right of the main target; and reduce all hit target's DEF and anti-crit by 40% for 1 round; 50% chance to paralyze all hit targets; deal 35% additional damage to paralyzed targets; add or refresh the "electromagnetic" status to the main target's column; if the main target is affected by "electromagnetic", deal extra damage equal to 20% of their max HP to the main column and absorb 200 rage from each, ignoring block and RES; increase the chance to paralyze to 90% and must release small skill in the next round; when holding a "Thunder shield", restore 30% of the shield's value and 200 rage, otherwise create a thunder shield with value equal to 600% of own ATK.
Gain the following effects for all "electromagnetic" targets and yourself for 1 turn:
*1. Deal 20% additional damage to all Electromagnetic targets when attacking directly.
*2. When you are attacked, absorb 30 rage from each electromagnetic target.

Deals damage equal to 320%+25 points to all targets hit