Kyo XIV

From The KoF 98 um ol unofficial wiki

Kyo (KoF XIV)


Kyoxiv.png
Kyoxiv fashion.png
Kyoxiv fashion2.png


Fighter groups: Groups flame.png Groups protagonist.png
Type: DPS
Aptitude: 15


Spacesoul.jpg Space soul
Gain an additional 85 rage at the beginning of the round and restore some HP

File:Kyoxiv weapon.png
Flame Badge
Street Fight Tome
Superpower ATK.jpg Permanently increase ATK and HP

Fates and Gates

Kyo
Own Kyo XIV, Kyo, NESTS Kyo: ATK+ 25%
Own Kyo XIV, Flame Kyo, Iori XIV, Instinct Iori: ATK+ 25%
Own Kyo XIV, Leona XV , Athena XI, Robert XIV: ATK+ 25%|
Gates partners
Shingo, Seisyu, Instinct Iori

Skill description

When deployed, increase your DMG and RES by 20%, and your ATK, DEF, small skill res and ULT res by 50%; Kyo XIV is immune to burns and damage reflection; when our round beings, recover 10% HP to the ally with the lowest current HP% and 100 rage for an ally without full rage, also allow all allies to block or resist critical hits (for 1 round).

On the first round when deployed, immune to negative effects and must release small skill; when deployed, gain 4 stacks of septic resistance and gain the following buff (based on your allies, each buff can be stacked up to 3 times):

  • DPS: gain 10% anti-crit per DPS ally.
  • TANK: gain 10% crit rate per TANK ally.
  • GANK: gain 10% rage recovery speed per GANK ally, and gain 200 extra rage when deployed.


Permanently gain "Red Flame Guard": when attacked, convert 30% (each enemy afflicted with "Flame Seal" increases this amount by 5%, refreshes in real time) damage to Damage over Time (DoT) for 2 rounds; when a target afflicted with Flame Seal dies, clear this DoT from Red Flame Guard. When deployed, gain "Flame Shield" (damage taken cannot reduce your HP below 15%); when receiving non-DoT damage that makes your HP go under 15%, the Flame Shield breaks: cleanse your negative effects, recover your HP to 70%, recover 500 rage and become flame (cannot be targeted until your next round); when getting out of flame mode, gain a Flame Shield (this effect can be triggered 0~3 times, the more enemies the more times).

[Captain's Aura] Increase your own DMG and RES, and other characters on the field receive 40% of the amount; for the first 5 rounds of the match, your allied fighters will have their DMG rate or RES rate increased (always the lowest one) by 30% of the difference between the two (at least 15% increase in DMG or RES), which is refreshed on a real-time basis. If there are at least 3 fighters when deployed, increase 35% small skill res and ULT res and 15% RES rate for all your fighters for 3 rounds.
Increase your own DMG by 30% and your RES rate by 45% (at level 1)
When deployed, increase your DMG and RES by 25%, and your ATK, DEF, small skill res and ULT res by 55%; Kyo XIV is immune to burns and damage reflection; when our round beings, recover 10% HP to the ally with the lowest current HP% and 100 rage for an ally without full rage, also allow all allies to block or resist critical hits (for 1 round).

On the first round when deployed, immune to negative effects and must release small skill; when deployed, gain 4 stacks of septic resistance (gain 1 extra stack of septic resistance during odd rounds, and increase your rage recovery speed by 20% in even rounds) and gain the following buff (based on your allies, each buff can be stacked up to 3 times):

  • DPS: gain 10% anti-crit and 5% RES rate per DPS ally.
  • TANK: gain 10% crit rate and 5% DMG rate per TANK ally.
  • GANK: gain 10% rage recovery speed and 30% small skill chance per GANK ally, and gain 200 extra rage when deployed.


Permanently gain "Red Flame Guard": when attacked, convert 30% (each enemy afflicted with "Flame Seal" increases this amount by 10%, up to 30%, refreshes in real time) damage to Damage over Time (DoT) for 2 rounds; when a target afflicted with Flame Seal dies, clear this DoT from Red Flame Guard. When deployed, gain "Flame Shield" (damage taken cannot reduce your HP below 15%); when receiving non-DoT damage that makes your HP go under 15%, the Flame Shield breaks: cleanse your negative effects, recover your HP to 90%, recover 700 rage and become flame (cannot be targeted until your next round); when getting out of flame mode, gain a Flame Shield (this effect can be triggered 0~3 times, the more enemies the more times). Every first round of gaining the Flame Shield, increase your control-free rate by 100%, increase the conversion from the Red Flame Guard to 80% (during which the number of enemies affected by Flame Seal won't affect this rate, and this boosted effect will end after 3 attacks)

[Captain's Aura] Increase your own DMG and RES, and other characters on the field receive 40% of the amount; for the first 5 rounds of the match, your allied fighters will have their DMG rate or RES rate increased (always the lowest one) by 40% of the difference between the two (at least 20% increase in DMG or RES), which is refreshed on a real-time basis. If there are at least 3 fighters when deployed, increase 35% small skill res and ULT res and 15% RES rate for all your fighters for 3 rounds.
Increase your own DMG by 30% and your RES rate by 45% (at level 1)
Skill
Attack a single target, with 50% to stun that target; for 2 rounds, when attacked you have a 60% chance to reduce that direct damage taken by 30%; absorb 20% max HP and 40% crit and block rates from that target (ignoring control-free); recovery 200 rage for the ally in the same column.

If you haven't released ULT this round (not counting chases), for 2 rounds increase your rage recovery speed by 25% and at the start of your round recover 200 rage; reduce the remaining DoT converted by "Red Flame Guard" by 30%.

Deal 160%+15 damage to the target (level 1)
Attack a single target, with 60% to stun that target; for 2 rounds, when attacked you have a 60% chance to reduce that direct damage taken by 40%; absorb 25% max HP and 50% crit and block rates from that target (ignoring control-free); recovery 250 rage for the ally in the same column.

If you haven't released ULT this round (not counting chases), for 2 rounds increase your rage recovery speed by 30% and at the start of your round recover 300 rage; reduce the remaining DoT converted by "Red Flame Guard" by 30%.
If there is no space soul ally when deployed (rip Igniz2002UMKekw.png), once the reduced DoT damage via this small skill reaches 120% max HP, gain 1 extra activation chance for the "Flame Shield" (only in effect with lake gate activated, can gain at most 2 extra activation chances per battle).
Gain the following buffs based on fightsouls from your allies (can't be stacked):
* Turtle: Additionally reduce the remaining DoT damage by 40%.
* Snake: Deal 40% splash damage to surrounding units (without restoring rage), calculated individually based on each fighter's defensive attributes.
* Tiger: Gain 30% additional crit rate and crit power for this attack.
* Bear: Reduce all hit targets' rage by 100.

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


ULT
ULT
Attack a column, increasing your DMG and RES rates by 20% and your ULT damage by 30%; add "Flame Seal" to the main target (5% max HP burning DoT, and every attack from this target will recover you 8% lost HP, lasts for 2 rounds); ignore 20% of the targets' ULT res (every enemy afflicted with Flame Seal will increase this amount by 4%).
Deal additional damage to the target column equal to 200% of your own ATK; add "Broken Armor" to the target column (reduce their DEF by 40% and their RES by 20%, lasts for 2 rounds); cleanse the negative effects of one of our allied fighters (priority to a crowd-controlled ally).
Deal 280%+25 points of damage to the target column (level 1).
Attack a column priority to a column whose main target isn't afflicted by "Flame Seal", increasing your DMG and RES rates by 30% and your ULT damage by 45%; add Flame Seal to the main target (8% max HP burning DoT, and every attack from this target will recover you 12% lost HP, lasts for 2 rounds); ignore 30% of the targets' ULT res (every enemy afflicted with Flame Seal will increase this amount by 5%).
Deal additional damage to the target column equal to 300% of your own ATK; add "Broken Armor" to the target column (reduce their DEF by 60% and their RES by 30%, lasts for 2 rounds); cleanse the negative effects of one of our allied fighters (priority to a crowd-controlled ally, also cleanses Broken Armor). For 2 rounds, if you are not silenced, when Kyo XIV releases small skill, chase with ULT (limited to once per round); if this ULT is a chase, gain 1 stack of septic resistance (can be stacked with your current septic resistance stacks); reduce the target column's rage by 300 and rage recovery speed by 40% for 1 round (can be stacked with similar buffs and ignores control-free).
Deal 300%+25 points of damage to the target column (level 1).
SMAX (water gate upgrade) Attack a column priority to a column whose main target isn't afflicted by "Flame Seal", increasing your DMG and RES rates by 35% and your ULT damage by 50%; if you are holding Flame Seal, absorb it and increase extra 15% DMG rate; add Flame Seal to the main target (10% max HP burning DoT, and every attack from this target will recover you 12% lost HP, lasts for 2 rounds); ignore 35% of the targets' ULT res (every enemy afflicted with Flame Seal will increase this amount by 6%).

Deal additional damage to the target column equal to 350% of your own ATK; add "Broken Armor" to the target column (reduce their DEF by 60% and their RES by 30%, lasts for 2 rounds); cleanse the negative effects of one of our allied fighters (priority to a crowd-controlled ally, also cleanses Broken Armor). For 2 rounds, if you are not silenced, when Kyo XIV releases small skill or ULT, chase with smax (limited to once per round); if this ULT is a chase, gain 1 stack of septic resistance (can be stacked with your current septic resistance stacks); reduce the target column's rage by 300 and rage recovery speed by 40% for 1 round (can be stacked with similar buffs and ignores control-free).

smax ult: attack a column, keeping all original effects from the ULT, and deal additional damage to the enemy with the lowest HP among the enemies holding Flame Seal (this additional damage doesn't restore rage) equal to 50% of the damage stored in the Red Flame Guard; gain 1 stack of septic resistance; cleans negative effects (including "Dullness" for the ally who ults the least (excluding yourself, priority to non-deployed-striker fighter), increase your rage recovery speed by 20% and recover 300 rage (and at the second trigger will additionally increase your rage recovery speed by 30% and additionally 1000 rage). When lake and water are both activated, the damage stored by Red Flame Guard will be shown as an energy bar on top of the HP bar)
Deal 320%+25 points of damage to the target column (level 1)


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