Leonide skills & ascensions |
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Passive |
Skill name
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Attack | ||||||||
Innate Skill | ||||||||
Skill lv.1 | ||||||||
Skill lv.3 | ||||||||
Reaction lv.5 | ||||||||
Skill lv.7 | ||||||||
Attack lv.9 | ||||||||
Skill lv.11 |
limit break
✦✧✧✧✧
Before attacking or [Charge], damage increases by 4% for each square moved, ignoring 6% of the target's defense. After using a skill other than [Instant] to actively attack, the effect ends and [Charge Damage Reduction] is obtained, with the effect: damage received is reduced by 20% for 1 round. Effect cooldown for 1 round.
✦✦✧✧✧
Before attacking or [Charge], damage increases by 6% for each square moved, ignoring 6% of the target's defense. After using a skill other than [Instant] to actively attack, the effect ends and [Charge Damage Reduction] is obtained, with the effect: Damage received is reduced by 20% for 1 round. Effect cooldown for 1 round.
✦✦✦✧✧
Before attacking or [Charge], damage increases by 6% for each square moved, ignoring 8% of the target's defense. After actively attacking with skills other than [Instant], the effect ends and [Charge Damage Reduction] is obtained, with the effect: damage received is reduced by 30% for 2 rounds. Effect cooldown for 1 round.
✦✦✦✦✧
Before attacking or [Charge], for every square moved, damage increases by 8%, ignoring 8% of the target's defense. After using skills other than [Instant] to actively attack, the effect ends and [Charge Damage Reduction] is obtained, effect: Damage received is reduced by 30%, lasting for 2 rounds. Effect cooldown for 1 round.
✦✦✦✦✦
Before attacking or [Charge], for every square moved, damage increases by 8%, ignoring 10% of the target's defense. After using a skill other than [Instant] to actively attack, the effect ends and [Charge Damage Reduction] is obtained , with the effect of reducing damage received by 30% for 2 rounds. When the movement plus [Charge] distance is greater than or equal to 5 squares, ignore the target's [Block] and [Dodge]. Effect cooldown for 1 round.
[Charge] state, a skill that charges at a target character or location, causing a position change.
[Charge Damage Reduction] Buff, reducing the damage received by a certain percentage.
(Normal attack) Causes 100% physical damage.
range
1-1vertical reach
↓2-↑2cost
0cooldown
0(Physical Damage) Select 1 enemy within the cross range, charge to the target and deal 60% damage. Before attacking, add 30% of your own health to the attack (not exceeding 200% of your physical attack value); knock back 2 squares, and when causing collision, apply [Dizzy] to the target for 1 round.
[Dizzy] debuff, unable to perform any actions.
range
1-3vertical reach
↓1-↑1cost
3cooldown
2(Support) [Instant], single-target healing, restores 25% of the target's health. When the target is in the [Unharmed] state, the effect changes to: gain [▲Damage 2], [▲Magic Defense 2], lasts for 2 rounds.
[Instant] means that after using this skill, the character can continue to move and inherit the remaining movement force
[Unharmed] state, the state when health value is equal to 100%.
[▲Damage 2] Buff, increase damage by 20%
[▲Magic Defense 2] Buff : Magic Defense increases by 40%.
range
0-3vertical reach
↓8-↑6cost
0cooldown
3(Passive) [Alert] 2 squares in the target direction, causing 150% [Physical Range Damage].
[Alert] buff, alert a certain area, and release skills when the enemy enters the area.
range
1-1vertical reach
↓2-↑2cost
2cooldown
0(Support) [Instant], Move 2 squares, can only move in a straight line. After moving, attack increases by 15%. After attacking, can move again, inherit the remaining movement. After use, the skill changes to [Assault Release].
[Instant] means that after using this skill, the character can continue to move and inherit the remaining movement power.
cost
0cooldown
4(Passive) At the start of combat, HP increases by 15%. Not negatively affected by the [Injured] status. Before attacking, if your maximum HP is greater than the target's current HP, knock the target back 1 square.
[Injured] State: Activates when HP is below 70%. Reduces DMG dealt by 20% and increases DMG taken by 20%.
(Reaction) When actively attacked, damage received is reduced by 8%. When in [Injured] state, damage received is reduced by 20%.
[Injured] State: Activates when HP is below 70%. Reduces DMG dealt by 20% and increases DMG taken by 20%.
(Reaction) Take [Melee Damage] for all friendly troops within 2 squares of itself, perform [Preemptive Strike], deal 70% damage, cooldown 3 rounds.
[Preemptive Strike] Buff. Before being actively attacked by an enemy [from the front or side], turn around immediately and deal 70% damage to the attacker. This effect can be taken up to once per round.
cost
0cooldown
3(Physical Damage) [Instant], select 1 enemy within the cross range, charge to the enemy and deal 30% damage, immune to [Preemptive Strike].
[Instant] means that after using this skill, the character can continue to move and inherit the remaining movement force
[Preemptive Strike] Buff. Before being actively attacked by an enemy [from the front or side], turn around immediately and deal 70% damage to the attacker. This effect can be taken up to once per round.
range
1-3vertical reach
↓1-↑1cost
0cooldown
3(Aura) All allies on the field with the "Forest Formation" camp have their attack increased by 10% and their defense increased by 20%. For skills with a cooldown of 4 turns or more, the cooldown is reduced by 1 turn.
(Normal Attack) Deals 100% physical damage and applies [🚫Dodge] to the target for 1 round.
[🚫Dodge] debuffed, [Dodge] effect is invalid.
range
1-1vertical reach
↓2-↑2cost
0cooldown
0(Normal Attack) Causes 100% physical damage and restores an additional 1 energy point.
range
1-1vertical reach
↓2-↑2cost
0cooldown
0(Physical Damage) Select an enemy within the cross range, charge to it and deal 100% damage. Before attacking, restore your own health, the healing amount is 100% of your attack power, dispel 2 [Debuffs], and add 35% of your own health to the attack (no more than 200% of your physical attack value).
range
1-3vertical reach
↓1-↑1cost
1cooldown
6(Passive) Before being attacked by melee physical attacks, turn toward the target and add 20% of your own physical attack to physical defense.