Yamazaki XIV
Yamazaki (KoF XIV)
Type: TANK
Aptidude: 15
Adder soul
Gain more rage when attacking, and gain extra rage when getting attacked
Permanently increase ATK and HP |
Fates and Gates
Own Yamazaki XIV, Yamazaki: HP+ 25% | Own Yamazaki XIV, Mr Big, Geese: HP+ 25% |
Own Yamazaki XIV, Crazy Iori, Orochi Leona: HP+ 25% | TBD |
Skill description
Increase own max HP; increase your own DMG and RES rates by 35% and your ULT damage and ULT resist by 40%; increase your DMG resistance (?) by 20%, and increase your DMG by 4% for every fighter that dies on the field (each fighter is only counted once, and strikers don't count); for the first round when deployed, damage taken from a single attack won't exceed 30%~60% of your max HP (the more enemies on the field, the lower the %), and refresh skills (?).
40% of the damage dealt (80% after reviving) and 30% of the damage received will be accumulated as "mad blood" (up to a maximum of your own ATK * 20), and if it's at max at the beginning of your round, consume it all to recover the same amount as HP and gain RES rate equal to to the recovered percentage, while gaining crit chance and pierce rate equal to 20%+overflowing percentage (lasts for 2 rounds and cannot be dispelled). Every time you consume mad blood (heh) you will permanently gain 5% ATK (can't be dispelled, can be stacked with the same type of buffs and can stack infinitely); all of Yamazaki's attacks ignore reflection; gain 1 stack of septic resistance every round. Can revive once, recovering full HP and rage, for the next 1~3 times (depending on number of enemies in the field when reviving) when receiving fatal damage, don't die but instead dispel own negative effects and add "Broken Armor" to yourself and one random target (priority to the attacker): reduce RES rate by 20% for 2 rounds, ignoring control free and general dispel cannot cleanse it, then counterattack with ULT (no rage will be gained from this)Increase your own max HP by 20% (at level 1) Increase own max HP; increase your own DMG and RES rates by 40% and your ULT damage and ULT resist by 50%; increase your DMG resistance (?) by 25%, and increase your DMG by 5% for every fighter that dies on the field (each fighter is only counted once, and strikers don't count); for the first round when deployed or revived, damage taken from a single attack won't exceed 20%~50% of your max HP (the more enemies on the field, the lower the %), and refresh skills (?).
50% of the damage dealt (100% after reviving) and 35% of the damage received will be accumulated as "mad blood" (up to a maximum of your own ATK * 15), and if it's at max at the beginning of your round, consume it all to recover the same amount as HP and gain RES rate equal to to the recovered percentage, while gaining crit chance and pierce rate equal to 25%+ 2 * overflowing percentage (lasts for 2 rounds and cannot be dispelled). Every time you consume mad blood you will dispel your negative effects, and permanently gain 8% ATK (can't be dispelled, can be stacked with the same type of buffs and can stack infinitely); all of Yamazaki's attacks ignore reflection; gain 1 stack of septic resistance every round. Can revive once, recovering full HP and rage, becoming permanently immune to rage reduction and for the next 1~3 times (depending on number of enemies in the field when reviving) when receiving fatal damage, don't die but instead dispel own negative effects and add "Broken Armor" to yourself and one random target (priority to the attacker): reduce RES rate by 30% for 2 rounds, ignoring control free and general dispel cannot cleanse it, then counterattack with ULT (no rage will be gained from this, and gain double mad blood). After reviving, if your own HP is less than 40% HP, then when the mad blood reaches max you will immediately consume it all and activate the effect of the mad blood.Increase your own max HP by 25% (at level 1) |
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 "Broken Armor": 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 "Broken Armor": 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 | 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 "Broken Armor" 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 cleanse your own broken armor effect. Deal 400%+25 damage to the target. Attack a single enemy priority to an enemy under "Broken Armor"), dealing additional damage equal to 15% max HP to a target afflicted by broken armor, 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 broken armor 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 cleanse your own broken armor effect. Deal 400%+25 damage to the target. SMAX (water gate upgrade) Attack a single enemy priority to an enemy under "Broken Armor"), dealing additional damage equal to 20% max HP to a target afflicted by Broken Armor, increasing your ATK, DEF and small skill resist by 35%, and your small skill chance and control-free by 60% (cannot be dispelled); absorb 30% RES rate from the main target, and gain DMG rate equal to 45% 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 (8%+septic percentage) from the target, and gain "Mad Blood" equal to that same value, dealing septic damage equal to 35% of that value. Add the "Drill" effect to the main target: at the end of your round, deal damage equal to 5% 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 <0.2%, 100% of the damage is dealt as septic, ignores control free and cannot be dispelled, "drilled" targets will have their ULT res and healing rate reduced by 10% (can be stacked up to 9 times, cannot be dispelled, lasts until death)
If there is no fighter behind the target, deal 80% additional damage, otherwise deal 100% additional damage to the fighter behind the target; if you are under the broken armor effect, immediately trigger the HP recovery and RES rate effect from the Mad Blood effect: recover HP equal to 100% of your current Mad Blood (without consuming it) and cleanse your own broken armor effect. If, within 1 round before this ULT, either the mad blood effect or a counterattack have been triggered, then switch to smax: attack a single enemy (ignoring block, RES and 35% of the target's ULT res); increase your own DMG and RES by 5% (lasts 1 round, can be stacked with the same type of buffs and increases by 1% for each round in the battle, up to 25%); become immune to the next damage received (cannot stack); gain 1 "madness" mark (2 before the revival), and when you accumulate 4 marks gain 1 undying effect, and each round can perform the smax once at most (except counterattack), this smax effect inherits all the effects of the original ULT. Deal 400%+25 damage to the target. |
Thanks to Xiaohai (S47/S79) for this translation.