Shiro mujou onmyoji arena guide

Continue in: Pages with broken file links, SR View Source Comments Share Attributes Default Awakening AWAKENING ATK 131 3055 No 2924 HP 864 10254 No9390 DEF 65 423 No358 SPD 106 116 10 Crete 8% 8% 8% Crete DMG 150% 150% 0% Effect HIT 0% 0% Effect RES 0% 0% 0% 0% Skills of the Living Dead (活死/死化) Type: Normal : 0 Cooldown: 0 Focuses the power of the underworld to attack a single target, Doing damage 100% attack by Shiro Mujo. It also has a 100% base chance of aiming with 40% healing down, within 2 turns. Level Effect 2 Damage increases to 105% 3 Damage increases to 110% 4 Damage increases to 115% 5 Damage increases to 120% Soul Hunt (魂狩/魂狩り) Type: Special Onibi: 1 Cooldown: 0 When enemy KO'd, Shirou Mujo move bar increases by 50%. When using Summons White Ghost is where the enemy was KO'd. It inherits 10% and 50% hp Shiro Mujo and Attack. After one turn, the White Ghost sacrifices itself to attack all enemies, will cause indirect damage equal to 100% of his inherited attack. While white ghost takes the place of the enemy KO'd, they cannot be revived. Level Effect 2 Inherited HP and Attack Increases to 15% and 60% 3 Inherited HP and Attack Increases to 20% and 70% 4 Inherited HP and Attack Increases to 25% and 80% 5 Inherited HP and Attack increases to 30% and 2 90% Hands of Hell (⽆常夺命/無常命取り) Type: Special Onibi: 3 Cooldown: 0 Summons Ghostly Hands From Hell to Attack All Enemies 3 Times, It's damaging, equal 32% attack Shiro Mujo with each blow. It also strikes Life Steal on all enemies, lasting 1 turn. Life Steal inflicts an indirect damage equal to 158% of Shirou Mujo's attack. Awakened profits are 100% a basic chance to strike a level of 4 poison. Life Steal Debuff, State: Deals indirect damage equal to 158% of The attack of Shirou Mujo at the end of the goal turn. Lasts 1 turn. Poison Debaff, State: Speed drops by 10%. When indirect damage is received, the protection is reduced by 10 degrees in the level of poison. The poison can be stacked. The level of effect 2 life Steal indirect damage increases to 167% 3 life steal indirect damage increases to 174% 4 life to steal indirect damage increases to 182% 5 Increases life expectancy steal to 2 turns Biography Unlock No. Unlock Conditions Rewards 1 Clear Awakening Dungeon 5 (Solo) with Shirou Mujou. 5000 2 Team Shirou Mujo with another Onmyouji Kuro Mujo and clean any instance 10 times. 10 3 Increase Shirou Muju's level to 30. 10 Recommended Location Chapter 16 (1), 24 (4) Soul 4 (1) Demon Print No Challenge No Skin Copy Youtouhime 7 (1), 6 (1), Ame Onna 9 (2), Utegu 6 (2), Kamayt 1 (1) Other Art Skins Info ImageNameArtistObtained Default Awakened 少时⽉⽩ Pierl White不是本Skin Store 狱离霜⽩White WardentuotuoSkin Shop File:210story1.ogg Biography 1 Soul is freed from the human body after Death. My job is to make sure that these lost souls in the underworld. I'm a shower delivery man. Sometimes the soul of man tries to stay in the mortal world after death. They take different forms. Earthly souls are tied to a certain earth, while evil souls feed resentment and envy, and wandering lost souls continue to pine for the mortal world. Because the souls of the dead no longer have their physical bodies, the boundary between mortal and spiritual world becomes blurred. That's why I have to lead these souls to the underworld. Sometimes there will be souls who refuse to abide by the rules. They insist on fulfilling wishes that have not been fulfilled in life. If I don't let them fulfill their wishes, they never go to hell. For such showers, I offer one condition. File:210story2.ogg Biography 2 If I help them fulfill their unfulfilled desire, they should replace me and do their job. So one day I can leave this place and regain my freedom. Then I can go on a journey to recover my memories. To become an emissary of the underworld, all your memories must be erased. Although exceptions clearly happen. I finally got to hand over my responsibilities to my successor, but he did not forget. Hey, this whole business of erasing our memory? I'll never agree to that. He always says that. Hey, stop looking so miserable all the time. We can still be happy together like we were before. What do you think? His behavior is confusing. Why is he so nice to me? But his laid-back attitude is not something that surprises me. File:210story3.ogg Biography 3 I have - I don't know. A certain sense of nostalgia. I can't explain it. It's like we lived together. It's like we know each other inside out. It's a good feeling I missed. Let's just keep things as they are. It's not that bad, is it? I can't just give him the job. He's so disorganized. So now we're working together. But whenever we're together, I always feel like there's something I need to remember. I always have the feeling that it is the key to awakening my memories. Idle It's been a long time, hasn't it? Well, good luck. Pages with broken links to SR Community files are available under CC-BY-SA unless otherwise stated. Home Onmyoji Arena Shikigame What you need to know about Onmyoji Arena shikigamis ability, history, skins, item builds and more from Onmyoji Arena Central. ShikigamiPositionAbilities AoandonMageLantern Support Passive Effect: For every 1 MP lost, Aoandon's MP recovery effects increased by 0.8% (level 0.05%). Butterfly Shadow Aoandon enters Butterfly Shadow State and attack range increases to 675 yards. each base attack will cost 30-17% of the current MP and deal with 20 (10.5% (every 80 PowerAbility increases by 1%) Current MP) magical target damage enemies around the target. In the attack on the non-Shikigu units, the MP used will be reduced to current MP. Damage is reduced to 60% when attacked by henchmen. Cooldown Ghost Light: 12/11/11/10/10 Aoandon opens the ghostly light portal in a designated position within 4 seconds. When enemies pass through a portal, they take 75 (40% Power Ability) magical damage and a 20% decrease in speed that lasts for 2 seconds. When allies pass through the portal, the speed increases by 40% within 2 seconds. Soul Drain Cooldown: 10/9/9/8/8 Aoandon lights up her Soul Drain to attack in the specified direction, dealing 75 (40% Power Ability) magical damage to enemy shikigami within reach while restoring a 25 (1%Max MP) MP for ally shikhigami within range. If he hits the enemy with Shikigami, he will recover (Every 16.67Ability Power increases by 1%) The MP lost for himself, while if he hits henchmen or monsters, her MP will be reinstated 50%. Ghost Story Lantern Cooldown: 50/50/50 Aoandon summons Lantern Support at the specified location to drain the souls of nearby enemy shikigami for 2 seconds. It can cause magic damage of up to 400 (110% ability power) and reduce the speed of the target by 20%. When the lantern disappears, enemies within the range of the attack will be stunned within 1.25 seconds. AobozuSamuraiBuddha Passive Effect: If Aobozu damages more or equals 35% of its Max HP within 5 seconds, all control effects are removed from it. Lasts 1 second. Meditation Cooldown: 8/7/6/5/4 Aobozu chants of Buddhist scripture, continuously restoring zen. During this time, it gets an 8% damage reduction effect for up to 4 seconds. When the singing ends or when it uses this ability a second time, it inflicts 50 (40% Bonus Attack) physical damage to surrounding enemies and adds another 8% damage reduction effect to itself within 4 seconds. Each point of zen Aobose increases the damage done by this ability by 1% and increases the duration of the damage reduction effect by 0.01 seconds. The shape of Buddha's heart: increases the speed at which zen has received. Demonbane Form: Aobozu will permanently restore corruption. Using other abilities during this period will end the accumulation and cause damage. Once the ability is used, it will get the haste effect. Divine Greatness Cooldown: 4/3/3/3 Aobozu waves its staff in the assigned direction, case 50 (50% Bonus Attack) (4%BonusMax HP) physical damage and 40% Slow for 1.5 seconds for enemies within reach. Also added is the Buddha Heart sign, which lasts 5 seconds. When this mark stacks 2 times, Aobozu automatically cause a mark when causing damage to the target, deal an additional 80 (80% Bonus Attack) (8%BonusMax HP) physical damage and restore 20 (60% Bonus Attack) (6% HP Lost) HP to itself. the point of zen increases the damage caused by this ability by 1%. Buddha's Heart Shape: When zen exceeds 125.0, enemies affected by this ability will receive directly the stack No. 2 of buddha Buddha Mark. Demonbane form: increases the damage caused by this ability, and reduces cooling time. Strengthening Cooldown: 12/11/11/10/10 Aobozu charges in the designated direction in the designated direction, deal 50 (50% Bonus Attack) (7% Target Max HP) physical damage to enemies along the way. If he hits the enemy Shikigami, he will stop charging and throw the enemy behind him. Each point of zen increases the charge distance and knock time by 0.004 seconds. Demonbane Form: Increases the damage caused by this ability, and significantly reduces cooling time. The changes throw the effect of the knock effect. All empty passive trigger: The first time Aobozu learns this ability, he must choose between the heart shape of The Buddha and the Demonbane form. Being in the shape of the heart of The Buddha, the upper limit of zen Aobozu will be increased from 100 to 150. While in Demonbane form, zen will be changed to corruption. Corruption will not decrease over time; the use of Divine Greatness and Strengthening will absorb corruption. Active effect: The shape of buddha's heart: Aobozu evokes a magic circle in the designated area, inflicts magical damage on enemies inside. It also strikes a stun on targets in the center of the magic circle and a slow impact on the targets on the outer edge. Demonbane Form: Aobozu jumps into the designated area, inflicting physical damage on enemies within reach. If this ability succeeds in knocking out the enemy Shikigami, it will immediately and completely restore corruption and refresh this ability. ChinMarksmanChin Poisonous Passive Effect: Chin shoots 2 feathers on the 5th main attack, with each pen deal (65% attack) the main damage attack. Corrosive poison Passive trigger: Chin's main attack will add a layer of corrosion venom to the target, under which the target will receive 1 (level 0.3) true damage. After laying 4 layers of corrosive venom, the target will instantly get (3% Target Max HP) physical damage. It can cause up to 200 physical damage to monsters. Poisonous Feathers Cooldown: 15/15/15/15 Cost: 30/35/40/45/50 Chin causes the feathers that surround it, increasing the attack rate by 20% for 7 seconds. Throughout the effect, each of Chin's main attacks deals 1 additional pen attack on the target, causing an additional 30 (20% Bonus Attack) physical damage. Massive Poison Cooldown: 10/10/10/10/10 Cost: 40/45/50/55/60 Chin throws a poisonous pen in the designated direction. This releases the poison when it hits the enemy, inflicts 60 (40% Bonus Attack) physical damage and 30% reduction of armor within 4 seconds to the target and nearby enemies. Cooldown Poison Flower: 50/50/50 Cost: 100/100/100 Chin jumps backwards and shoots feathers forward while in the air, causing 250 (100% Bonus Attack) physical damage and 40% Slow for 2 seconds on all enemies in the 800-yard cone. Chin then lands in the direction indicated by the joystick. Chin is immune to damages in the air. Air. Eye Passive Trigger: When Dodomoki uses abilities to inflict damage once by enemy shikigami or uses major attacks to inflict damage 3 times to any enemy, 1 Ghost Eye will be opened. If 5 Ghost Eyes are opened at the same time, it will enter the state of Evil Light within 4 seconds, during which time, if it attacks the enemy with the help of major attacks, 5 Ghost Eyes attack the target in turn, with each of them handing out (8 (level 1.5) /14 (level 3)/ (The damage will be increased when the dodomek attack rate reaches 130%/160%/195%/225%.) During the time of the Evil Light, if the Dodomeks seal the enemy's shikigami, The Evil Light will be extended for 2.5 seconds. Dodomeki can't start critical beats, every 1% of Crit Rate will be converted into a 0.4% Vampire Spell. Limit: 15%. Flaming Eye Cooldown: 10/9/9/8/8 Cost: 40/45/50/55/60 Dodomeki releases 3 Flaming Eyes in the specified direction to deal with 80 (60% Bonus Attack) magical damage to enemies in their path and leave footprints on the ground. The marks will explode after a short delay and cause 40 (30% Bonus Attack) of magical damage to enemies at the marks. Gaze Cooldown: 10/9/9/8/8 Cost: 50/50/50/50 Dodomeki releases Eye Ghosts to the designated enemy, to inflict 50 (40% Bonus Attack) magical damage and create a view of the area in the target position to inflict 10 (15% Bonus Attack) magical damage to enemies within the range every 0.5 seconds and restore 8 (1% HP Lost) HP, as well as reducing enemy armor and Magic Resist by 10% within 5.0 seconds. Deadly Gaze Cooldown: 12/11/11/10/10 Cost: 60/60/60/60/60 Dodomeki releases Eye Ghosts in the specified direction to inflict 70 (50% Bonus Attack) magical damage to enemies on its way. If she uses the ability again for an extended time when The Eye Ghosts flies, she will quickly dash into the current position of The Ghosts of the Eyes. Damn Eye Cooldown: 60/55/50 Cost: 80/80/80 Dodomeki releases the Cursed Eye in the specified direction. The Cursed Eye will create the Cursed Kingdom lasting 3.0 seconds after a short delay when arriving at its destination and will cause fear to enemies within its range of 0.8 seconds, as well as cause 60 (50% Bonus Attack) magic damage every 0.5 seconds. If it uses this ability again during the flight of the Cursed Eye, the last effect can be triggered instantly. EbisuSupportKarmic Remuneration Passive: For every 1% of the MP Ebis loses, he gets 2% MP Regen. Five-time Blessing Cooldown: 14/13/12/11/10 Cost: 60/70/80/90/100 Ebisu conjures up luck, healing yourself and nearby allied units, restoring 19 (10% power capacity) to HP every 0.5 seconds for 3 seconds. It also increases the speed of movement by 30% within 3 seconds. This is The bonus rate gradually weakens over time. Casting Hook Cooldown: 18/17/16/15/14 Cost: 100/100/100/100/100 Ebisu throws its line in the designated position. If the enemy is shikigame shikigami he would pull at him twice. If it doesn't hit anything, it enters a fishing state (which can be interrupted by a move or a spell). Tap again to roll in the line, and pull the enemy shikigami to Abiz, deal 120 (50% Power Ability) Magic Damage. Fickle Fortune Cooldown: 10/9/9/8/8 Cost: 30/35/40/45/50 Ebisu Deals 100 (50% Power Ability) Magic Damage and 0.5 seconds to stun enemies in a small area forward. Carp Banner Cooldown: 80/70/60 Cost: 100/100/100 Ebisu causes lucky Carp Banner to protect allied shikigami in the vicinity. The friendly shikigs that enter this area receive (5% Max HP) healed and cleaned. Another 30 (10% of power) HP is regenerated per second. The ability lasts 6.5 seconds. EnenraMageGhostly Shield Cooldown: 100 When HP Enenra falls below 30%, Stealth will be activated within 0.8 seconds. When Stealth ends, the avatar is called, confusing enemies. Cool spirit greedy: 12/11/11/10/10 Cost: 60/65/70/75/80 Enenra release greedy spirit of smoke in the specified direction. The greedy spirit swallows the first enemy shikigami, whom he meets on the way for 1.1 seconds. Swallowed by Shikigami will take 100 (40% Power Ability) Magic Damage. Naughty Spirit Cooldown: 6/5/5/4/4 Cost: 40/45/50/55/60 Enenra throws the mischievous spirit of smoke in the designated direction. The naughty spirit explodes when it comes into contact with the enemy, dealing 120 (75% Power Ability) Magical damage to enemies in the range. Shadow Maze Cooldown: 16/15/15/14/14 Cost: 40/50/60/70/80 Enenra calls three spirits in assigned position. The spirits will be on the lookout for 4 seconds. If they detect an enemy during this period, they will automatically chase the enemy and explode when nearby, inflicting 50 (30% Power ability) magical damage and 20% Slow within 1 second. When more than one spirit falls into the same unit, the subsequent damage is reduced by 40%. Irritating Spirit Cooldown: 40/35/30 Cost: 80/90/100 Enenra causes a petulant smoke in the designated position. The exasperated spirit constantly stores energy, making 40% slow on nearby enemies during this period. After storing energy, it inflicts 260 (60% Power Ability) magical damage to enemies within reach. For every 1 second more irritable spirit stores energy, the damage will increase by 30%. The maximum energy storage time is 3 seconds. Pressing the ability button will immediately blow up the irritable spirit again. FutakuchiMarksmanGonna Blow Passive Effect: Using the ability increases Futacuti's attack rate by 15% (level 4.25%) for 5 seconds. The effect cannot be laid. Terrible Futakuti is afraid of his enemies. When it hits, the enemy's armor and Magic Resistance are reduced by 2.3% within 5 seconds. The effect can be stacked up to 5 layers. Surprise! 10/9/8/7/6 Cost: 40/50/60/70/80 Demonic Spirit on The Head Of Futakuchi Launches Sneak Attack, Attack, 90 (100% Attack) magical damage to enemies in a rectangle in the designated direction. Don't go! Cool: 15/14/14/13/13 Cost: 60/65/70/75/80 Futakuchi jumps to the designated position. When it lands, it inflicts 90 (50% power ability) magical damage and 60% slow for 1 second. I am sorry! Cool: 60/55/50 Cost: 60/80/100 When Futakuchi apologizes, the malevolled face on the back of her head grows in strength and perception, allowing her to shoot energy bullets 3 times the enemies within a 2,000-yard radius. Each bullet can cause 180 (90% Bonus Attack) (6% Target HP Lost) physical damage to the target and surrounding enemies. Other shikigami can block the bullet on the way branch. Can cause up to 800 physical damage to monsters. HakuroMarksmanPerfect Shot Passive Effect: Hakuro's range increases as it levels up with each level, adding 7 yards. Swift Cooldown: 18/16/14/12/10 Hakuro stops attacking and enters Swift's state, gradually receiving a 20% speed bonus. This condition ended when damage was done or caused. Passive trigger: Hakuro's Crete rate increases by 6%. Cooldown Scattering: 8/7/7/6/6 Cost: 40/45/50/55/60 Hakuro shoots multiple arrows in the designated direction, inflicts 100 (100% bonus attack) physical damage to the enemies they hit. Mind's Eye Cooldown: 15/15/15/15/15 Cost: 40/40/40/40 Active Effect: Hakuro focuses its ki. Each major attack for 8 seconds that follows trades additional (4% Target Max HP) magical damage. It does a maximum of 60 damage to monsters. Non-Self Cooldown: 100/85/70 Cost: 100/100/100 Hakuro has penetrated into the illusion itself, directing all his energy into one powerful arrow that deals with 200 (100% Bonus Attack) Physical damage and Knockback for all targets that are struck along its flight path. With each unit hit, the damage decreases by 10%, to a minimum of 50%. HanaSupport/MageNectar Passive Effect: Hana will form the Nectar kingdom 500 yards around it continuously. When she uses the abilities to inflict damage, the Vigor kingdom will increase. To the max Vigor stacks, if there are ally shikigami in the Nectar area that do not have a full HP, Hana will restore 60 HP to both himself and ally Shikigami with the lowest HP. If there is no ally of shihigami in the Nectar area, do not have a full HP, Hana will automatically restore health when the Vigor is fully folded next or in 2.5 seconds. Loyal Flock Cooldown: 6/6/5/5/4 Cost: 40/45/50/55/60 Khan releases all flying birds around her in the designated direction to deal with 120 (60% Power Ability) magical damage to any hit targets and inflicts 30% slow effect within 1.5 seconds. Flying birds will dissipate after being hit by an enemy shikigami or monster, then will fly to ally Shikigami within the kingdom of Nectar after a short delay, giving them a shield that can absorb 20 (6'Level) (30% Power ability) damage and deal 60 (30% Power ability) magic magic for any enemies struck on the road. The same target will only cause damage once. Realm Cooldown Painting: 12/12/12/12/12 Cost: 40/50/60/70/80 Khan enters the picture within 5 seconds, during which its speed will be increased by 40% and 4 flying birds will be sent out and flying around it. If the flying bird touches the enemy, it will cause the enemy a magical damage of 45 (40% Ability Power). If Hana uses the ability or launches the main attack, she will leave the picture in advance and lose the speed of movement. Flower Kingdom Cooldown: 12/11/11/10/10 Cost: 50/60/70/80/90 Khan forms the flower kingdom in the designated position to address 50 (40% Power Ability) magical damage to enemies within range. When Hana's ability or main Shikigami ally's attack hits enemy shikigami within reach, she immobilizes them by 0.6 seconds. This effect has a 1.0-second cooling against the same target. Fragrant Cooldown Flowers: 70/65/60 Cost: 100/100/100 Khan activates the nectar kingdom to address 50 (25% Power Ability) magical damage to enemies within reach. After 2 seconds, it will pull all enemies within the kingdom to itself to deal with the additional 150 (75% Power Ability) magical damage, while restoring 250 (50% power ability) HP for itself. HanganMageBook of Life Cooldown: 240 Passive Effect: Hangan is responsible for the Book of Life and provides Aegis for a dying ally Shikigami for 2.5 seconds. Shikigames under guard can not perform any operations. It also takes effect on Hangan. Every time Hangan defeats the enemy, the soul of the enemy will be absorbed into the Book of Life. It can absorb up to 40 souls. If he is killed, 10 souls will be lost. Soul devours Passive Trigger: Every one soul in the Book of Life increases its power ability by 3. Bind Cooldown: 12/11/10/9/8 Cost: 50/55/60/65/70 Hangan shoots magical charm in the designated direction, inflicted 110 (60% Power Ability) magical damage and 1.25-second stun on the first enemy he hits. After that, he continues to fly a certain distance, inflicting damage and stunning all the enemies in which he falls. Death Writ Cooldown: 8/8/7/7/6 Cost: 60/70/80/90/100 Brush in hand, Hangan marks the transition from life to death. After a short delay, all enemy units in the designated zone cause magical damage to 90 (45% Ability Power) and slow down by 30% within 1 second. Death Penalty Cooldown: 45/40/35 Cost: 100/100/100 Brandishing his brush, Hangan hands down a decision in the specified direction, dealing 360 (90% Power Ability) Magical damage to all enemies caught in his way. HannyaSamuraiTwo-face Devil Passive Effect: When taking a range of attacks, this ability inflicts additional damage to enemies with more than 50% HP. In a state of passing It inflicts additional damage to enemies with less than 50% hp. Heart jealousy Passive trigger: After Hannah hits the enemy with the ability, he will use the Inner Demon to mark that enemy. Again, it damages the target Blow up the Inner Demon and inflict 20 (16% attack) physical damage. The melee state will cause an additional 20% slow effect within 2 seconds. Ghoul Mask Cooldown: 9/8/8/7/7 Cost: 35/35/35/35 Hannya shoots ghoul mask in designated direction and pulls it back after a certain distance. Masked enemies cause 10 (55% of attacks) physical damage. Blood Pomegranate Cooldown: 12/11/11/10/10 Cost: 55/55/55/55/55 Hannya lobs of Granata blood in designated position. After a short delay, it causes 10 (5.5% Max HP) physical damage and 30% slow effect for 2 seconds. If he hits the enemy shikigami, Hannya will get 20% Haste, which lasts for 2 seconds. Inner Demon Cooldown: 80/75/70 Cost: 100/100/100 Hannya releases his inner demon and charges in the assigned direction, throwing away enemies he gets short distance and dealing 200 (20% Bonus Attack) of physical damage. At the same time, Hannya enters the Middle Combat and receives 400 hp, 25 armor, 20 Magic Resist, 20 Attack Damage and 10% Haste within 15 seconds. HiganbanaMageBlooming Earth Cooldown: 12 Passive Trigger: When The Higanbana's abilities will ab dent the enemy, it restores 20 (35% power ability) (10'Level) HP to itself. Deadly Cooldown Flowers: 7/6/5/4/3 Cost: 35/35/35/35/35 Higanbana Releases Deadly Flowers of Designated Enemies. Once hit the target, it explodes and inflicts 80 (45% power power) magical damage to the target and enemies around the target, inflicts 1.25 times damage to the minions and absorbs 20 flower showers. When hitting a target marked with a floral seal, the blast range of Deadly Blooms will be increased and a shield will be added that can absorb the 50th (12th level) (power 30% ability). Bloom Shadow Cooldown: 10/10/10/10 Cost: 60/60/60/60/60 Higanbana releases flower seeds in the designated direction to inflict 60 (30% power power ability) magical damage to enemies on the way and increase the speed of movement by 50% for 1.5 seconds. If it gets into enemy shikigami, it can absorb 30 flower showers. After the seed of the flower flies the maximum distance, it will fly back to Heiganbana. On the way he flies back, he will have to deal with 60 (30% Power Ability) magical damage to enemies on the way. If it hits the enemy shikigami, it will explode and strike enemies within range within 1.2 seconds. Blood-soaked flowers Cost: 30/35/40/45/50 Higanbana causes a sea of flowers lasting 4 seconds in the specified area. The sea of flowers will expand gradually to inflict 16% Slow effect and deal 15 (10% Power Ability) magical damage per second and add a flower print sign to any enemy shikigami who have not left the sea flower for 1 second. For the duration of the sign, if it hits the target with Deadly Blooms Bloom Shadow, the sign will ignite and cause magical damage to 70 (55% Ability Power). If the enemy shikigame in the sea of flower moves or uses different abilities, Higanbana will receive a number of colors of flowers Higanbana can regen 1 layer of blood-soaked flowers every 11 seconds. It can store up to 3 layers. Underworld Flowers Cooldown: 70/65/60 Cost: 100/100/100 Higanbana causes Underworld Flowers in the specified location for 3 seconds to deal with 25 (12% Power Ability) magical damage every 0.5 seconds for enemies within range. When you call Underground Flowers, the more floral showers it possesses, the higher the damage will be. It can be increased by 1.8 times. If there are enough floral showers, all floral showers will be used to inflict 150 (60% power power ability) additional magical damage to enemy shikigs on the edge of the Underworld Flowers and inflict 95% slow effect within 1.5 seconds. HiyoribouSupportPray for solar passive effect: While the hiyoribu solar doll follows allied shikigs, it will provide them with 20 (level) Armor and Magic Resist, as well as helping targets with major attacks. Once the solar doll is 1200 meters from Hiyoribu, it will no longer follow the allied shikigs. Warm Day Cool: 10/9/8/7/6 Cost: 40/45/50/55/60 Hiyoribou throws a warm day at the designated location. After a short delay, Warm Day will advance in the opposite direction of Hiyoribou, dealing 45 (30% Power Ability) Magic Damage and inflicting 35% Slow effect for all enemies on its way, lasting 1 second. After a warm day flies its maximum distance, it will fly back to the solar doll, dealing with 90 (50% Power Ability) Magical damage to enemies on the way. If Warm Day hits the enemy shikigami during the flight, it will restore 30 (45% power ability) (6% Target HP Lost) HP for allied shikigami it meets afterwards. Solar Companion Cooldown: 8/8/8/8 Cost: 50/55/60/65/70 Hiyoribou makes the sun doll follow the designated allied shikigami. The solar doll will help the target with major attacks, dealing 25 (30% Power Ability) Magical damage to the enemy. Scorching Sunlight Cooldown: 14/13/12/11/10 Cost: 60/60/60/60/60 Hiyoribou makes the sunrise for 2 seconds and shine in the designated direction, case 20 (12% Power Ability) magical damage to the enemy shikigs it shines on. If the enemy shikigami in the range collides with Hiyoribu, then 1 stack of Burning Eyes will be added every second to 5 stacks, gradually reducing their range of vision. If Sunshine Doll is in its next state, then it will also cast scorching sunlight in the same direction. Noon Sun Cooldown: 70/65/60 Cost: 100/100/100 Hiyoribou makes sun doll to follow designated allied shikigami. If the subsequent shikigami deals lethal damage within 5 seconds after that, the solar doll will make them immune to all damage within 2.5 seconds. Hone OnnaNinjaResentment Passive Effect: When Hon Onna goal with HP below 50%, it will deal with additional magical damage equal to 8%-12% of The Max HP goal. Additional damage increases as the level increases. This effect can only take effect on the same target for 8 seconds. Can inflict up to 600 magical damage on monsters. Bone Birth Passive Trigger: Hong Onna is reborn after using this ability and its next attack inflicts 3 many physical damage to enemies in the range, with each blow dealing 17 (40% attack) damage. The effects of the attack can be triggered. Bone Sword Cooldown: 6/5/5/4/4 Cost: 35/35/35/35/35 Hong Onna swings his weapon, dealing with 90 (80% Bonus Attack) physical damage to enemies within a 300-yard radius, and reducing their speed by 30% in 0.5 seconds. Glitter Bone Cooldown: 12/12/12/12/12 Cost: 50/50/50/50 Hone Onna flashes in designated position, case 75 (40% Bonus Attack) Physical damage to all enemies within reach. Triple Slash Cooldown: 70/60/50 Cost: 100/100/100 Active Effect: Silent as a Tomb, Hon Onna enters the Stealth state. In Stealth condition, all collisions are ignored and the speed of movement increases by 20% with a 25% reduction in damage by no more than 2 seconds. Attacking or using abilities will immediately undo the effect. This ability can be used once every 1 second, with a maximum of 3 uses in 16 seconds. Passive trigger: Winning or helping to defeat the enemy by shikigami resets the cooling of Hon Onna's other abilities. HouougaTankNether Fire Passive Effect: Hououga's ability to add the Nether Fire Effect to targets (0.6% (Every 12.5 Level increases 1%)TargetMax HP) magic damage per second and HP Regen's reduction by 25% within 3 seconds. Lv. 1 - Flame Wing increases the speed of movement by 40% within 2 seconds. Lv. 2 - Prison of Flame increases the shield by 50 (10% Max HP) within 2 seconds. Lv. 3 - Nether Fire increases damage by 20%. Lv. 4 - Phoenix Resurrection increases the slow effect to 50%. Lv. 5 - Phoenix Resurrection increases the damage by 20%. Flame Wing Cooldown: 8/7/7/6/6 Cost: 40/45/50/55/60 Hououga causes a phoenix that flies forward, causing 90 (50% Power Ability) magical damage and 30% Slow for 1.5 seconds on enemies on its way. Prison Flame Cooldown: 12/11/11/10/10 Cost: 40/50/60/70/80 Hououga Attacks adjacent to her belt, affair 75 (40% Power Ability) Magical damage. Once the belt is fully expanded, Hououga pulls his enemy back to the center. Phoenix Resurrection Cooldown: 70/65/60 Cost: 80/90/100 Hououga sacrifices itself to turn into a phoenix fire to address 90 (20% Power Ability) magical damage and inflict 40% slow effect of surrounding enemies. Phoenix Fire possesses 40% of its Max HP and (80'50% of its armor and magic resistance) and will be destroyed after a certain amount of damage. Если он не будет уничтожен в 2,5 секунды, Hououga взорвется огонь, чтобы иметь дело 150 (15% Целевой Макс HP) магические повреждения с восстановлением (25% Макс HP) HP HP Yourself. Can inflict up to 1000 magical damage on monsters. Ibaraki DojiSamuraiDemonic can passive effect: 3% of HP bonus andbaraki Doji will be converted into armor. Passive trigger Rashomon: Ibaraki Doji suppresses all enemy shikigami within a 400-yard radius, reducing the attack rate by 10%. Fearless Fire Cooldown: 8/8/8/8/8 Cost: 30/30/30/30/30 After using the ability, Ibaraki Doji receives a 30% Traffic Speed Bonus. His next major attack is 25 (70% attack) 2-stage physical damage and the Knock Up effect. The state of ability lasts 4.5 seconds. Six Kingdoms of Hell Cooldown: 12/12/12/12 Cost: 40/45/50/55/60 Ibaraki Doji causes Pandemonium, case 20 (14% Attack) physical damage to nearby enemies every 0.49 seconds for 5 seconds. 12.5% of the damage is repaired by Vibaraki Doji as HP, a maximum of 80 hp each time. Hell's Hand Cooldown: 60/55/50 Cost: 100/100/100 Ibaraki Doji causes hellish hands to attack designated enemy shikigami, causing 280 (30% HP Target Lost) magical damage and immobilizing within 1 second. Whenever this ability of KO is the enemy of shikigami, AoE damage is triggered, deal 280 (30% target HP Lost) magical damage to enemies within reach. HimokurenSupportWind Amulet: Dash Ichimokuren increases the speed of the ally Shikigami in the 800-yard range by 7%. Wind Amulet: Damaging Cooldown: 7/6/6/5/5 Cost: 50/55/60/65/70 Ichimokuren shoots tracking wind amulets for up to two nearby enemies, inflicted 80 (50% Power ability) magical damage and 40% slow for 2 seconds. The slow effect decreases over time. Wind Amulet: Cooldown Reprimand: 16/15/14/13/12 Cost: 60/65/70/75/80 Ichimokuren releases whirlwind, case 100 (60% Power Ability) magical damage and 0.8-second Knockup for enemies caught inside. Wind Amulet: Cooldown Proof: 11/10/10/9/9 Cost: 45/50/55/60/65 Ichimokuren releases wind amulet in the designated direction, Giving himself and ally Shikigami he gets into a shield that can absorb 80 (50% Power Ability) damage within 4 seconds, and 30% Haste within 1.5 seconds. Fujin Blessings Cooldown: 75/70/65 Cost: 100/100/100 Ichimokuren releases a protective shield that lasts for 3 seconds in the designated direction, blocking all enemy missile attacks during this period (does not include attacks from defensive buildings). It also gets a 10% damage reduction effect. InugamiSamurai/NinjaHeart Blade Passive Effect: Once uses this ability, its next 3 main attacks become the Heart Blade, the attack rate increases significantly and the damage becomes AoE. Heart Blade deals 68% damage from Inugami attacks to all enemies in the range and heals Inugami by 0.6% from its Max HP, increasing with Inugami (attack damage increases by 4.5% every 4 levels to a maximum of 86%, and the healed HP increases by 0.15% every 4 levels to a maximum of 1.2%). Every time Idugami hits the enemy, it restores 10 energy. The attack is imbued with 20 (22.5% Bonus Attack) true damage as it directs strong hostility towards the enemy Shikigs, who KO'd most of their allies. Inugami pays special attention to this shikigame in the subsequent battle, inflicting an additional 50% of the true damage to this block. Sky Slash Cooldown: 4/4/4/4 Cost: 50/50/50/50/50 Inugami Attacks in the designated direction, deal 60 (100% Attack Bonus) physical damage to all enemies within reach and reduce their speed by 40% within 2 seconds. Cooldown Wind Growth: 10/10/10/10/10 Cost: 110/105/100/95/90 Holding button ability makes Inugami enter into a state of continuous charge, which greatly increases its speed of movement and gives it a control-immune effect. The state of the charge can be cancelled at any time. When the state rises, Inugami slash on the space in front of it, dealing 60 (80% bonus attack) physical damage to all enemies within reach. These targets are knocked down, and the speed of movement is reduced by 50% in 1.5 seconds. This slow effect gradually decreases over time. Burning Rage Cooldown: 45/45/45 Inugami gets everything lit up by entering the Burning Soul state within 8 seconds. In this state, its main attack is upgraded to Heart Blade, and its speed increases by 20% within 8 seconds. Using other abilities while Burning Soul is in effect can extend its duration by 1.5 seconds on ability. InuyashaSamuraiHalf-breed Passive effect: When HP Inoyasha is below 50%, its armor and magic resistance will be increased by 10 (level). When its HP is below 20%, the recovery effect will trigger, restoring it to HP by 220 (level 30) (120% Bonus Attack) for the next 5 seconds. (The recovery effect can be launched every 140 seconds.) Wind Scar Third major attack Inuyasha will cause a wind scar that inflicts 60 (50% bonus attack) physical damage to enemies in the range. Each base attack will also improve the attack rate by 4% (level 0.65%) and will last 6 seconds. Stacks up to 6 layers and the duration of each layer is calculated independently. When Tessaiga upgrades to Dragon-Scaled Tessaiga, the range of damage is extended. Reaction Wave Cooldown: 12/11/10/9/8 Cost: 50/50/50/50/50 Inuyasha owns it Tessaiga in the specified direction, knocking back enemies in a rectangular area, and dealing with 120 (60% Bonus Attack) physical damage. When Tessaiga is upgraded to Diamond Tessaiga, the damage to the ability will be upgraded to true damage. Iron Rever Soul Stealer Cooldown: 10/9/9/8/8 Cost: 60/60/60/60 Inuyasha charges in the specified direction, case 80 (40% Bonus Attack) physical damage to enemies along the way. Red Tessaiga Cooldown: 55/50/45/40 Cost: 100/100/100 Active: Inuyasha owns his Tessaiga in designated It inflicts 80 (40% Bonus Attack) physical damage to enemies in a range of every 0.1 seconds and reduces their speed by 20% within 2 seconds. Everyone can be struck a maximum of 6 times. Passive Trigger: Tessaiga Update to Enhance Effects. Red Tessaiga: Constantly receives 12% Armor penetration. Diamond Tessaiga: Improves the reaction wave effect by allowing this ability to cause true damage. Dragon-Scaled Tessaiga: Constantly gets 7% of life steal. Increases the range of the wind scar. Maido Tessaiga: Constantly gets 35 attacks and increases the ultimate ability. Enemies in the range will be pulled to the center after the ability has been executed. ItsumadeNinjaGolden Feather Passive Effect: Itsumade benefits 1 Golden Pen when it uses ability or otherwise every 8 seconds. It can for 3 feathers at any given time. Major attacks consume all of its feathers, with each pen increasing the main attack to 6 (6 level) (12% Bonus Attack) physical damage. Hunter Repellent Cooldown: 6/6/6/6 Cost: 30/30/30/30/30 Itsumade shoots a circle of feathers, dealing with 105 (80% Bonus Attack) physical damage to nearby enemies and temporarily increasing its own speed of movement. Invisible Edge Cooldown: 9/8/8/7/7 Cost: 30/35/40/45/50 Itsumade fires feathers in the designated direction, inflicting 80 (75% Bonus Attack) physical damage and inflicting 30% Slow on enemies in the range for 2 seconds. Homesick Bird Cooldown: 14/13/12/11/10 Cost: 30/35/40/45/50 Itsumade hurtling in the designated direction, dealing with 90 (50% Bonus Attack) physical damage to enemies on its way. The cooling ability is updated when Itsumade KO or helps knocking out opponent shikigami. Feather Dance Cooldown: 60/55/50 Cost: 100/100/100 Itsumade Jumps in the Air, then dash to the designated target, inflicted 180 (110% Bonus Attack) physical damage and Knockup effect on nearby enemies. The target causes damage 1.5 times. Ittan-momenNinja/MageEntanglement Passive Effect: When attacking an enemy from behind, ittan-momen attacks ignore the Magic Resist (10 and 2 x) and add a 1 wrap sign. Once the marks reach 3 stacks, they will explode immediately, dealing with 20 (level 12) (50% Power ability) (every 125.00Ability Power increases 1%) TargetHP Lost) Magic goal damage. If the enemy signs of wrapping shikigami explode, Ittan-momen will receive 1 Cotton Rope. If this damage leads to a seal, after a while the enemies surrounding the target will be in fear for 1.2 seconds. Tangle Strike Cooldown: 7/7/7/7 Cost: 40/45/50/55/60 Active Effect: The next major Ethan Momena attack is a charge to the target, has inflicted 80 (50% power ability) magical damage to enemies along the way and recovery 20 (15% power ability) HP. If the enemy shikigami hit, HP restored increases to 250%. Passive Trigger: Each of the main Ittan-mophen attacks causes additional magic damage of 30 (20% ability). Woven Snow Cooldown: Cost: 30/40/50/60/70 Ittan-momen releases 2 intertwined cotton strips in the designated direction, deal 100 (55% 55% Power) Magical damage to enemies in their path and inflicting a 1.5- second 20% slow effect. If the same target is hit by both cotton strips, the damage to the latter will be reduced to 40%, but the target will get twice the effect of slowing down. Night coolness: 0/0/0/0/0 Cost: 30/30/30/30/30 Ittan-Moman releases cotton rope in the designated direction. If he falls into enemy shikigami, Ittan-momen will slide towards them and pull the target behind him, as well as deal 50 (20% Power Ability) magical damage to surrounding enemies. The effect of attraction has a 4.0-second cooling on the shikigami. If it gets into the area, Ittan-Moman will slide into the area. After that, it will continue to slide for a short distance in the direction of the joystick, inflicting magical damage on the surrounding enemies from 50 (20% Ability Power). Ittan-momen can store up to 3 cotton ropes. Scattered in the night Cooldown: 70/65/60 Cost: 100/100/100 Ittan-momen lights three groups of flames next to her, giving her a 60% speed motion bonus while they are nearby and makes her immune to control abilities. If it attacks or 3 seconds pass, Ittan-momen will get the flame, deal 160 (60% Power Ability) Magical damage to enemies on their way and add 1 wrap sign. The last damage done by multiple lights of the same target will be reduced to 40%. JikikaeruMarksmanChange Good Luck Passive Effect: When Jikikaer dies, his speed of movement greatly increase and he shakes the bones for 4 seconds. It explodes when the bones stop shaking, striking a 0.7-second strike on targets in range. At the same time, it causes 5 mahjong tiles, each dealing with 120 (30 level) x (1.1 to 1.6) physical damage to nearby enemies. If the bones land on 6, the damage becomes true damage. Tile Fling Cooldown: 10/9/8/7/6 Cost: 40/45/50/55/60 Active Effect: Jikikaeru throws mahjong tiles, case 120 (155% Bonus attack) physical damage to enemies along the way. When it has 2 tiles, the target suffers 30% slow for 0.6 seconds. When he has 3 tiles, the target suffers true damage and a 0.6-second stun. Passive trigger: Jikikaeru gets 1 tile when he hits the opponent with his main attack, up to a maximum of 2 tiles. Mahjong Bluff Cooldown: 18/16/14/12/10 Cost: 50/55/60/65/70 Tricky Jikikaeru hides itself, leaving behind a double and getting 30% speed within 1.5 seconds. The double disappears after 1.5 seconds, inflicting 150 (30% attack) physical damage to nearby enemies when it does. Tile Boost Cooldown: 2/2/2/2 Cost: 15/15/15/15/15 Active Effect: When Jikikaeru has 2 of the same mahjong tiles, it has a chance to get a third mahjong tile. Passive trigger: The speed of Jikikaer's attack is constantly increasing by 10%. Bones of Destiny 60/55/50 Cost: 100/100/100 Jikikaeru rolls the bones of fate and receives blessings from Lady Luck within 10 seconds. If it rolls from 1 to 5, its attack will be increased 40 x 4 (bone-1). If it rolls 6, his attack will be increased by 60 and the main attack will cause 90 true damage. JorogumoSamurai/NinjaSpider queen Jorogumo is accompanied by 3 tarantula servants who attack whenever she performs a major attack, 10/24/42/60 magical damage (damage increases at levels 1/5/10/15). Venom Claw Cooldown: 4/4/4/4 Cost: 15/15/15/15/15 Jorogumo pounces in the designated direction, dealing 100 (50% Bonus Attack) (every 60.00BonusAttack increases 1%) TargetHP Lost) physical damage to enemies, which it strikes. The main attack is also immediately dropped. (Maximum 500 damage to monsters). If the enemy is sealed within 4 seconds, the tarantula is upgraded to a poisonous tarantula, which applies an extra stackable 3% slow for 2 seconds to enemies when it attacks. Stacks up to 25 layers. The cost of the web reel: 30/30/30/30/30 Jorogumo creates a cobweb in the designated position. It is cured by 200%, the attack rate increases by 15% and the speed of movement by 10% when inside the Internet. There may be a maximum of 2 cobwebs on the battlefield at the same time. Man Symbol Cooldown: 8/8/8/8/8 Cost: 30/30/30/30/30 Jorogumo adds a spider symbol to nearby enemies. Tarantulas inflict additional magical damage on 8 (40% Ability Power) targets with the Spider symbol, while Jorogumo restores 10 (40% bonus attack) to HP. The recovery effect for non-shikigami units is 30%. Arachnid Roy Cooldown: 60/50/40 Cost: 70/70/70 Jorogumo causes tarantula to hurry in the designated direction. Each tarantula inflicts 210 (100% Bonus Attack) magical damage to the first enemy unit, touches it. Poisonous tarantulas explode when in contact with the enemy and cause an additional 1.5-second stun effect. If tarantulas strike the same enemy, the subsequent damage is reduced to 50%. KaguyaSupportFire Rat Rob Passive Effect: Kaguya puts on Fire Rat Robe, giving himself and his allies nearby a chance to restore the MP while using abilities. Chorus branch Passive Trigger: Kaguya attacks with its Horai branch, increasing the damage from its next main attack and following the main attack of the nearby Allies by 30 (15%Current MP) (30% Power Ability) magical damage, and inflicting 15% slow within 1 seconds. The effect can be triggered once every 10 seconds. Moonlight Echo Cooldown: 10/9/9/8/8 Cost: 70/85/100/115/130 Kaguya causes a ray of moonlight in the designated direction. When the moonlight hits the enemy, it dissipates, causing 100 (40% Ability Power) magical damage to nearby targets. Bamboo Illusion Cooldown: 17/16/15/14/13 Cost: 50/50/50/50/50 Kaguya causes bamboo illusion in the specified place to stun enemies that touch bamboo within reach within 1 second. When the bamboo disappears, stunning Stop. Dragon Jewel Cooldown: 70/65/60 Cost: 100/100/100 Kaguya holds in the air the jewel of the dragon, conjure the phantasmal area around it for 5 seconds. Friendly shikigs in in get a 10% reduction in damage, gradually increasing to 40% within 4 seconds. KamaitachiSamuraiBeat Down Cooldown: 8 Passive Effect: If the current HP target percentage is lower than 's, the following 3 main Kamaitachi attacks turn into 2-stage damage with each stage of the transaction (70% attack) physical damage. Cool: 8 seconds. Cooldown Bond Strength: 10/10/10/10/10 Cost: 30/30/30/30 The next 3 Major Attacks will be expanded with 20% Attack Speed Bonus and an additional 40 (60% Bonus Attack) Physical Damage within 5 seconds. United Cooldown: 8/7/7/6/6 Cost: 50/55/60/65/70 Click this ability to select weapons and click again to confirm. The random weapon will be selected in 5 seconds if the weapon is not selected. By choosing a weapon, tap this ability to again throw weapons at enemies, deal 70 (60% Power Ability) (9%TargetCurrent HP) Physical damage. Different types of weapons have different effects. Ichitaro Stick: Stuns within 0.9 seconds. Halberd Nigaro: Offers 15 (15% Bonus Attack) (3%TargetCurrent HP) Physical damage per second for 2 seconds. Axe Santaro: Restores 30 (10% HP Lost) HP. Underground Travel Cooldown: 20/19/18/17/16 Cost: 60/60/60/60/60 Kamaitachi burrows into the ground and ignores obstacles, recover (2% HP Lost) HP per second and get 20% haste effect and 20% damage reduction within 8 seconds. Can't use United in this state. Kamaitachi will immediately return to the surface when using underground travel again, when hitting the target with a main attack or when using United. The cooling of underground travel is reduced by 1/1.5 seconds every time a normal or extended Beat Down is triggered when attacking enemy shikigami. Fraternal Bond Cooldown: 75/70/65 Cost: 100/100/100 Kamaitachi causes a bond between the three brothers and becomes immune to effects control within 5 seconds, getting a 20% haste effect and 30 Armor and Magic Resist. Beat Down will be extended and its cooling will be immediately discarded. The base attack turns into a Phase 3 damage, a case (60% attack) of physical damage that ignores the hp target percentage limit. KankoMarksmanBamboo Shelter Cooldown: 240 Passive Effect: When severely hurt, Kanko will take refuge in his bamboo pipe. If the pipe is not destroyed within 5 seconds, Kanko will be revived with HP equal to 0.6 of the bamboo tube remaining HP. Fire Bomb Cooldown: 13/11/9/7/5 Passive Trigger: Every 13 seconds, Kanko's next main attack will include projectiles that cause an additional 44 (40% attack) of physical damage. The main attacks on enemies reduce cooling by 1 second. Bamboo Cooldown Missiles: 7/6/6/5/5 Cost: 40/45/50/55/60 Kanko throws 5 bamboo bombs in designated area that are locked on In range. Each bomb causes 14 (40% of the attack) physical damage and reduces subsequent damage from targets to 35%. Pipe Throw Cooldown: 10/10/10/10/10 Cost: 30/40/50/60/70 Canco backs it his his and throws it in the designated direction. It explodes when it hits an opponent or at maximum range, dealing 80 (60% attack) physical damage and 25% Slow for 3 seconds. Bamboo Blast Cooldown: 70/60/50 Cost: 100/100/100 Kanko causes Bamboo Blast, sending 12 conical waves of bullets to the enemy, with each wave dealing 50 (37.5% attack) of physical damage. Canco can move using this ability, but its orientation cannot be changed. Karasu TenguSamurai/TankPurification Passive efect: Karasu inflicts true damage equal to 0.5% from Max HP to all enemies within 300 yards, increasing to 1% on Lv. 6 and 1.5% on Lv. 11. Wiry Feathers Passive Trigger: Karasu Tengu's feathers are made tougher through training, reducing major attack damage by 8%. Nightmare Crow Cooldown: 8/8/8/8/8 Cost: 30/35/40/45/50 Karasu Tengu releases a crow's nightmare in the designated direction, dealing with 110 (90% Bonus Attack) physical damage to all enemies on his way. If the shikigami, struck by the crow, tries to escape, he will suffer 40% slowly for 3 seconds. Blade Justice Cooldown: 10/9/9/8/8 Cost: 50/55/60/65/70 In the name of justice, Karas Tengu jumps in the designated direction, cut down to deal with 110 (100% Bonus Attack) physical damage and pounding targets for 1 second. Deadly Flock Cooldown: 70/65/60 Karasu Tengu causes a flock of crows to chase their enemies, dealing 30 (12% Bonus Attack) (2%BonusMax HP) physical damage per attack within 15 seconds. For the duration of the effect, any death of the enemy near Karasu Tengu will increase the damage from the attack of the crow. KikyoMarksmanSealing Arrow Cooldown: 3 Passive Effect: When Kikyo uses a normal attack, it will shoot Sealing Arrow for enemy shikig- controlled effect for 600 yards to repel goal and deal (45% Bonus Attack) (8 Level) physical damage and (45% Power Ability) (8Level) magic damage. Soul Collector If Kikio's main attack hits the enemy, it will summon the Soul Collector. When the Soul Collectors are called up to 5, Kikyo will absorb souls and intensify the upcoming 5 major attacks, each causing 15 (60% Bonus Attack) physical damage and 20 (55% Power Ability) magical damage, increasing the damage done to henchmen to 120% and increasing the attack rate by 25%. When withdrawn from the battle, every 2 seconds, Kikyo will summon the Soul Collector and restore 1 attempt to strengthen the main attack. If the Kikio Cretan course reaches 50%, attempts to strengthen the main attack will be increased by 8 times. The main damage to the attack and the speed of this skill's attack will be increased by the increase of the Sacred Kingdom. The penetration of the armor will also be triggered. Sacred Arrow Cooldown: 12/11/10/9/8 Cost: 40/50/60/70/80 Kikyo shoots Sacred Arrow in a certain direction. The arrow will explode Strike on the first enemy, inflicted 60 (120% Bonus attack) physical damage and 90 (87.5% ability) magical damage to enemies 200 yards. If Kikyo's ability power reaches 200, the animation time of this ability's attack will be reduced. The cooling will be reduced to 2.5 seconds. By raising the Sacred Kingdom, the range of this skill's attack will be increased, and the Sacred Arrow will have a penetrating effect. Soul Burst Cooldown: 12/12/12/12/12 Cost: 60/65/70/75/80 Kikyo releases soul power in a certain direction to inflict 40 (60% Bonus Attack) physical damage and 40 (40% Power Ability) magical damage to enemies within range and to repel nearest enemy shikigami. If The additional Kikio attack reaches 160, it will cause an invisibility effect within 1 second of using the ability. By enhancing the Sacred Kingdom, the range of attack of this ability will be increased and the speed of movement will be increased as well. Sacred Kingdom Cooldown: 60/60/60 Cost: 100/100/100 Passive Trigger: Each time you update the Sacred Kingdom, Kikyo may choose to enhance one of the other abilities. Improving Soul Collector: Increases major attack damage and attack speed. The penetration of the armor will also be triggered. Improving the Sacred Arrow: Increases the range of the attack and gives a penetrating effect to the Sacred Arrow. Improving Soul Burst: Increases the range of attack and increases the speed of movement after use. Active: Kikio forms a kingdom with a radius of 350 yards, which lasts 3 seconds. At the time of the formation of the kingdom, all enemies will be driven out of the kingdom and its speed of movement will be increased by 30% within 2 seconds. When the kingdom disappears, it will cause 100 (100% Bonus Attack) physical damage and 200 (150% Power Ability) magical damage to enemies within range and stun them within 0.8 seconds. When KingyoMageDrift is in the river, it will get a 30% Haste effect if it doesn't attack, use abilities or get damage for 2 seconds in a row. Fan Dance: Water Code Passive Trigger: Increases Magic Penetration by 5%. Fan Dance: Water Blast Cooldown: 8/7/7/6/6 Cost: 40/50/60/70/80 Kingyo Commands her goldfish to shoot into the water explosion in the designated position, dealing 140 (60% Power Ability) magical damage to enemies within reach. Fan Dance: Water Wave Cooldown: 10/10/10/10/10 Cost: 60/70/80/90/100 Kingyo sends a wave in the designated direction, striking 80 (40% Power Ability) magical damage and 1.25-second stun on all enemies along the way. Goldfish Sentinel Cooldown: 60/55/50 Cost: 100/100/100 Kingyo causes the goldfish to appear in the designated position, immediately causing 200 (70% Power Ability) magical damage and 60% Slow on all enemies within range within 1.5 seconds. Called the goldfish can not move, but will actively attack enemies within 600 yards, making 90 Power ability) magical damage and temporary 30% Slow on target and nearby enemies. The goldfish exists for 6.5 seconds. KiyohimeMageFiery Poison Passive Effect: When Kiyohime damages the enemy's ability, it inflicts Poisonous effect on the target, inflicted 3 (0.3) damage from magic per second for 3 seconds. Fire venom can be stacked up to 3 layers. Toxic Cooldown Cloud: 16/15/14/13/12 Cost: 40/50/60/70/80 Kiyohime causes a toxic cloud in the designated area that lasts for 3 seconds. Shichips in the cloud take 45 (10% Power Ability) magical damage every second and suffer 20% Slow. Snake Shackle Cooldown: 10/9/8/7/6 Cost: 20/30/40/50/60 Kiyohime releases a chain of soul snakes in the designated direction, inflicted 60 (20% Power Ability) magical damage on the first enemy shikimami he hits and establishes communication. After that, casting the sacrificial fire will result in it tracking the enemy and attacking, with each attack inflicting (3.5% Target Max HP) magical damage and restoring HP's 30 (25% power ability) to Kiyohime. Enemies must be at a certain distance before they can remove the chains. Sacrificial Fire Cooldown: 0/0/0/0/0 Cost: 20/27/35/42/50 Kiyohime throws flames at designated target, dealing 60 (30% Power Ability) magical damage. If Sacrificial Fire hits an opponent bound by Shackle Snake, it will cause bonus damage and restore a certain amount of HP. Star Evolution Cooldown: 50/50/50 Cost: 80/120/160 In the next 8 seconds, Kiyohime will get a 50% control reduction effect and a 30% Movement Speed bonus. Using sacrificial fire will release 2 flames continuously and attack various enemy shikigami predominantly. If there is only 1 target within reach, 2 flames will hit the target with the effect of the second flame reduced to 30%. KomatsuMarksmanCuriosity Passive Effect: Komatsu gets a 15% increase in speed if there are any enemy shikigami within 800 yards in front of Komatsu. Pine cone slam Cooldown: 8/8/8/8 Cost: 50/50/50/50/50 Komatsu amplifies its pine cone bullets, making the main attack split after hitting their target within the next 6 seconds (s) to deal with 30 (60% Bonus Attack) physical damage to enemies within 275 yards of hitting around the target. Damage to the spray can cause a critical impact or attack a special effect, but the damage done to the main target will be reduced by 35%. Pine Cone Bomb Cooldown: 1/1/1/1/1 Cost: 25/25/25/25 Komatsu buries a pine bomb cone that lasts up to 30 seconds in a certain position. The bomb will become invisible to enemies in a short period of time and will explode if the enemy steps within 150 yards of it. Explosion strikes 60 (80% Bonus Attack) (every 40BonusAttack increases 1%) TargetHP Lost) is physical damage and causes a 50% slow effect to enemies within a range of 400 yards in 2 seconds. Komatsu can accumulate a new bomb every 12 seconds and can store up to 3 bombs. Within 3 seconds, each target will be damaged only once. Causes up to 500 physical damage Cooldown Addiction: 12/11/10/9/8 Cost: 60/60/60/60/60 Passive Trigger: Komatsu Komatsu dependence on the nearest shikigame ally within the range to increase the attack rate by 5% for both of them. Active effect: Komatsu jumps in a certain direction or nearest ally shikigami by default and sets the dependency with him/her to increase the speed of movement by 30% for both of them within 1.5 seconds. Komatsu will also leave a pine cone bomb of the same level as the 2 capability in its original location. The speed bonus will be weakened over time. Rain Pine Cones Cooldown: 60/50/40 Cost: 100/100/100 Komatsu throws a giant pine bomb cone into a certain range to tackle 250 (140% bonus attack) physical damage surrounding enemies with a range of 250 yards and smash into small pieces to fly up. After 1 second, the tiny pieces will inflict 25 (15% bonus attack) physical damage and inflict a 40% slow effect on enemies with a range of 400 yards for 2 seconds. KosodenoteNinjaSting Rain Passive Effect: After Kosodenote seals enemy shikigami, it will cause a rain needle from the target position to the surrounding area, dealing 50 (25 level) (100% Bonus Attack) physical damage to enemies within range. Hidden Sting Cooldown: 10/9/8/7/6 Cost: 50/55/60/65/70 Passive Trigger: During the flow time, if Kosodenote seals its target when connecting through the thread, the ability will be updated. Active: Kosodenote shoots a needle in the specified direction to inflict 30 (35% Bonus Attack) physical damage to enemies hit along the way. If it hits an enemy shikigami or monster, they will be connected by a thread and their weakness of random direction will be revealed. When connected through the thread, its speed will be increased by 20%. Kosodenote launches a major attack on the weakness of the target to inflict 10 (35% Bonus Attack) (Every 80BonusAttack increases 1%) TargetMax HP) additional physical damage and causes 70% slow effect for 0.5 seconds to aim, refreshing the direction of weakness. It also restores 8 (20% Bonus Attack) HP and increases the speed of movement by 45% within 1 second. The flow will last 8 seconds. Each time you update the direction of weakness, the flow time will be extended by 2 seconds. It can last up to 15 seconds. Critical Sting Cooldown: 14/13/13/12/12 Cost: 50/50/50/50/50 Kosodenote kicks to a certain direction and shoots needles to address 70 (55% Attack Bonus) physical damage to enemies on the way. It also inflicts a 40% slow effect on enemies close to it within 1.5 seconds, and stun the effect of enemies away from it within 0.7 seconds. If it falls into a weak spot associated with the Hidden Sting stream, the direction of weakness will be updated. Flying Sting Cooldown: 14/14/14/14/14 Cost: 60/65/70/75/80 Kosodenote Charges specified to deal with 50 (30% Bonus Attack) physical damage to enemies on the way. She can With this ability again for 6 seconds to inflict 50 (30% Bonus Attack) physical damage to enemies on the way. Flawless Sting Cooldown: 80/70/60 Cost: 100/100/100 Passive Trigger: If this ability seals the enemy shikigami, the ability will be updated instantly. Passive effect: Every time Kosodenote updates the direction of weakness, it will add a layer of the flow sign. The mark can be stacked up to 3 layers. Active: Kosodenote chooses a certain direction and teleports to the position to strike the stun on the target within 0.7 seconds and launches (2 - number of layers of the goal mark) continuous attacks with each attack, inflicting 60 (30% bonus attack) physical damage. The last attack will cause 120 (60% bonus attack) physical damage to all surrounding enemies upon landing. If it hits a target that has maximum flow layers, it will form an additional shield that can absorb 400 (300% bonus attack) damage. Kosodenote will take 75% less damage when it has casting abilities. The attack rate of KubinashiMarksmanLeverage Kubinashi increased by 0.53%/0.69%/0.85%/1% for every 1% hp targeted by shikigami already lost, to a maximum increase of 35%/45%/55%/65%. This increases when Kubinasi reaches the level of 1/6/11/16. The Attack Speed bonus disappears 2 seconds after Kubinashi changes targets. Thrash Cooldown: 4/4/4/4 Every 4.5 seconds, Kubinashi pounces with his powerful whip as the next main attack, dealing 40 (120% attack) physical damage to the enemy line ahead. This basic attack has an attack effect and can be a critical strike. When it hits 2 or more enemies, the cooling will be reduced by 1 second. Swift Strike Cooldown: 5/4/3/2/1 Cost: 40/40/40/40/40 Cuban strikes in the designated direction. The next 2 main attacks cause additional (50%) physical damage within 5 seconds. Fire Pure Cooldown: 12/12/12/12 Cost: 60/60/60/60/60 Kubinashi throws the fire web in its designated position, a matter of continuous 55 (30% Power Ability) magical damage to enemies on the Internet. The Internet also reduces the healing effects of enemies by 50% and inflicts 30% slow on them. The fire network will last up to 2 seconds. Driven Cooldown: 40/35/30 Cost: 80/80/80 Kubinashi shoots amulets of emptiness in a certain direction to deal with magical damage equal to 31% of its current HP (0.03% Attack) (deal to rent 200) to enemy shikigami hit and constantly acquire vision goal. 50% of the damage done by the ability will be gradually returned to the target within 4 seconds. KuroTank/SamuraiAngry Soul Passive Effect: Kuro gets a 1% reduction in damage for every 6% HP lost. Vengeful Cut Cooldown: 0/0/0/0 Passive Trigger: Kuro is obsessed with revenge, and has at least a 40% chance of counteracting after taking damages. Counters apply 60 (2.75% BonusMax (60% Bonus Attack) physical damage to all enemies within a 325-yard radius. Every 1% hp Kuro loses increases increases 0.5% to a maximum of 40%. Scythian Punishment Cooldown: 8/7/7/6/6 Cost: 30/35/40/45/50 Swinging oblique punishment, Kuro sweeps twice in the designated direction, with each sweep dealing 50 (35% Bonus Attack) (5.5% BonusMax HP) physically damaging enemies within reach, and reducing their speed of movement by 36% in 1 second. The first stripping has a temporary knock-up effect. Battle Of Cry Cooldown: 12/11/11/10/10 Cost: 50/50/50/50/50 Kuro roars defiantly during combat, case 90 (50% Power Ability) Magical damages nearby enemies and force them to attack it within 0.8 seconds. At the same time, Kuro receives an 18% reduction in damage that lasts for 2 seconds. Soul Chaser Cooldown: 40/30/20 Cost: 100/100/100 Eager to claim more showers, Kuro throws the scythe in the designated direction. The spit inflicts 225 (100% bonus attack) physical damage to enemies in its path. Kuro can activate this ability for 4 seconds, rushing to the position of the braid and triggering 1 Vengeful Cut. The attack or ability of Kuro MujuSmuraySula Slayer Kuro Mujou will add 1 Departure Soul sign to the enemy shikigs he hits. When four Sent Soul marks are added to one shikigami, Kuro Muju enters the Killer of the Soul state. In this state, he receives 25%-40% armor penetration (levels on Lv.6/11/16), lasting 5 seconds. His abilities also inflict an additional 2 (7'Level) (5% Target Max HP) physical damage to enemy shikigami. Soul Eater Cooldown: 6/6/6/6/6 Passive: At regular intervals, Kuro Muju's main attack will cause (122% of the attack) physical damage to enemies in the rectangular range and cause 70% slow debuff lasting 1 second. If more than 1 enemy is hit, a shield that can absorb (8% Max HP) damage will be provided. This attack can cause Soul Slayer, caused additional damage. Punishing Cooldown: 6/6/5/5/4 Cost: 30/35/40/45/50 Kuro Mujou owns the oblique twice in the designated direction, dealing with 50 (75% Bonus Attack) physical damage to enemies within reach. Necrotizing Scythian Cooldown: 16/15/14/13/12 Cost: 30/35/40/45/50 Kuro Mujou owns the scythus in the designated direction, pulling enemies in a rectangular range hit to it, and dealing with 80 (100% Bonus Attack) physical damage. Fickle Doom Cooldown: 60/55/50 Cost: 100/100/100 Kuro Mujou revolves around with a scythe, attacking nearby enemies. Enemies with less than 400 (100% Bonus Attack) HP take 400 (100% Bonus Attack) true damage; Enemies with more than 400 (100% Bonus Attack) HP take 250 (40% Bonus Attack) physical damage. If any enemy shikigami resulted in ko'd, the cooling ability is reduced to 1.25 seconds, and Kuro Mujou receives a 40% motion speed bonus lasting 3 seconds. KusaSupportMending Passive Effect: When Kusa Heals The Device Less than 50% HP, the device receives an additional (3 level) (1% Target Max HP) HP per second for 3 seconds. It's This. can only be launched once every 8 seconds for the same goal. Flower Cooling Power: 14/13/12/11/10 Cost: 60/70/80/90/100 Kusa adds the seed of life for 4 seconds to the designated ally shikigami. During this period, the Seed of Life will bloom when the target takes damage, restoring hp's 75 (50% power ability) target. After that, the seed will be handed over to the nearest ally Shikigami within 725 yards, a maximum of 2 times. Absorb Cooldown: 6/6/6/6/6 Cost: 40/50/60/70/80 Active: Kusa casts spells in the specified direction to deal with 30 (60% Power Ability) (5% Target Max HP) magic damage to 3 enemies within range. Within 7 seconds, if the ability hits the same target again, it will cause 30% additional damage. Its effect cannot be laid. Can cause up to 500 magical damage to monsters. Each time the ability hits the enemy shikigami, it will restore 30 (20% power ability) HP for Kusa while if it hits the block not shikigami, it will restore 15% of the 30 (20% Power Ability). Can recover up to 200%-30 (20% Power ability). Passive trigger: Each time, Flower Power will heal the ally unit and reduce the ability to cool by 0.5 seconds. Tangle Root Cooldown: 16/15/14/13/12 Cost: 50/60/70/80/90 Kusa causes the vine from the ground in a designated position that inflicts 100 (50% power ability) magical damage and immobilizes enemies within reach for 0.75 seconds. Healing Light Cooldown: 80/75/70 Cost: 60/60/60 Kusa Amass power plants and restores 250 (55% power) HP for each ally shikigami on the battlefield. Kyonshi AniTankResurrection Passive Effect: After being sealed, Kyenshi Ani leaves the coffin in place and rises from the coffin after a short delay. When he is resurrected, he summons the circle of the coffin and enters the Living Dead state, during which he will lose 25% of his Max HP every second and restore HP when the chain does damage. Kyonshi Amulets Cooldown: 7/6/6/5/5 Cost: 30/30/30/30/30 Kyonshi Ani launches burning amulets on nearby enemies, case 75 (50% Power ability) magical damage and recovery of 10 (8% HP Lost) HP. Coffin Smash Cooldown: 14/14/14/14/14 Cost: 35/35/35/35 Kyonshi Ani lifts the coffin and smashes it to the ground, dealing 100 (50% Power Ability) magical damage and Knockup effect within 1 second for enemies within range. The cost of the coffin circle: 50/55/60/65/70 Active effect: Kyenshi Ani causes the circle of the coffin in the designated position, which lasts 8 seconds and accumulates the Force of Koenshi when there are enemies in the circle. Ability 1 (Kyonshi Amulets) will use all of Koenshi's strength to increase the damage to ability and therapeutic effect, getting the maximum boost when the circle is full of Koenshi's Force. Passive trigger Kyenshi Ani connects himself to the coffin chain, increasing the speed of movement by 25%. The chain inflicts 20 (12% power ability) (1.5% BonusMax HP) magic damage every 0.5 seconds and 24% slow slow to enemies he penetrates, and accelerates the accumulation of the Force of Kyenshi. If the coffins are called within the tower, its duration will be reduced by 50%. The chain appears 0.45 seconds after the circle of the coffin is called. Master Of Coffins Cooldown: 70/65/60 Cost: 80/80/80 When the chain exists, Kyonshi Ani can jump into the coffin along the chain and increase the damage to the chain within 8 seconds. During this period, the enemies that penetrated the chain will be limited for 1.2 seconds. Each enemy can only be restrained once every 6 seconds. Two seconds after Eni's Koenshi jumps towards the coffin, the ability can be used again to dive in the designated direction and cause a Knockup effect for 0.5 seconds to the enemies along the way. This ability cannot be used unless there is a circle of coffin on the battlefield. Kyonshi ImotoNinjaLet's Play Passive Effect: Kyonshi Imoto makes a small leap when she uses the ability or her beloved pet Tomato returns to her side, dealing 55 (40% Power Ability) (15 Level) Magical damage to nearby enemies when she lands. Baddies Begone Passive Trigger: Kyonshi Imoto adds 1 layer of Hex to all the enemies that she hits. 1 or 2 layers of Hex apply 1.5-second 35% slow; 3 Levels of Hex cause 60 (80% power ability) Magical damage to enemies and stuns them within 1 second. The 5 second CD is applied for purposes that have caused this effect. Sic 'Em! Cool: 8/7/7/6 Cost: 50/60/70/80/90 Keeping trading Koenshi Imoto, tomato pounced in the designated direction, deal 100 (60% Power Ability) Magic damage to enemies along the way, and return to the side of Kyonshi Imoto as soon as the maximum range is reached. Here I am! Cool: 12/12/12/12/12 Cost: 60/65/70/75/80 Kyenshi Imoto jumps into designated position, Deal 40 (25% Power Ability) Magical damage to all enemies within a certain range of the place where it lands, and gets a shield that can absorb 120 (70% Power Ability) (12%BonusMax HP) damage. When The natural passive jump of Kyenshi Imoto will cause damage to enemy shikigami, the cooling of this ability will be reduced by 1.25 seconds. Dog Attack Cooldown: 30/30/30 Cost: 100/100/100 Kyenshi Imoto Team Tomato to chase designated enemy shikigami. The tomato runs back and forth between The Kyonshi Imoto and the target, each time causing magical damage to 70 (25% Ability Power). This damage does not cause the effects of the amulet. The tomato stops working as soon as it has run more than 5,000 yards or run back and forth 5 times. Enemies who manage to gain more than 1,800 yards from the tomato also shake its pursuit. Kyuumei NekoNinjaRevenge Cooldown: 10 Passive Effect: The main attack of Kyumei Neko strikes a double blow every 10 seconds. Its initial criticism rate is 150% (usually 200%). Kyuumei Neko rate is constantly increasing by 10%. Every time she crits, she gets one tail sign, which can be 6 layers. Each layer increases the speed of movement by 3%. In case Kyuumei Neko withstands fatal damage if it has more than 4 layers of the tail sign, all tail traces will be consumed and it will rise to the same place in 2 seconds, with no (4% Max HP) x number of tail marks HP. The effect has a cooling of 200 seconds. Razor Claws Cooldown: 10/9/8/7/6 Cost: 30/35/40/45/50 Kyuumei Neko causes a phantom to launch 3 claw attacks in the designated direction. First Claw deals 10 (45% Attack) physical damage and 60% Slow in 0.6 seconds, 2nd claw deals 10 (45% attack) physical damage, and 3rd claw deals 20 (80% Attack) physical damage. The claws have the main effects of attack and can be critical. In the explosive state of fur, the attack rate and range will increase. The first claw immobilizes the opponent, and the 3rd claw will be a crit. Pounce Cooldown: 10/10/10/10 Cost: 60/60/60/60/60 Kyuumei Neko pounces in the designated direction, case 120 (60% Bonus Attack) physical damage to enemies along the way. This attack has the main consequences of the attack. In the state of explosive fur increases the speed and distance to pounce. Explosive Fur Cooldown: 70/70/70 Cost: 100/100/100 Kyuumei Neko enters a state of explosive fur, increasing the speed of movement by 25%, attack speed by 30% and armor and magic resistance by 15 for 10 seconds. When in a state of explosive fur, Kyumei Neko is not dependent on Slow. Lord ArakawaMageEmpowering Flow Passive Trigger: Each time, after Lord Arakawa uses the ability, the range of his next main attack will be increased to 650 yards, deal 10 (25% Power Ability) (level) additional magical damage and form a water ball behind the target. If the main attack hits the enemy Shikigami, 20 Surge Power will be restored. Passage Tide Cooldown: 7/6/5/4/3 Cost: 40/45/50/55/60 Lord Arakawa releases 3 water balls in the specified direction, dealing 90 (40% Power Ability) magical damage to enemies on their way, any water balls touched will be pushed to the end point. If the identical target is hit by multiple water balls, the last damage will be reduced to 15%. Fish Strike Cooldown: 12/11/11/10/10 Cost: 70/70/70/70/70 Lord Arakawa causes Fish Strike in specified position. The fish will deal 40 (15% Power Ability) magical damage and inflict 30% slow effect for 1 second when jumping out. Enemies struck by the fish will be inflicted with a magical damage of 40 (15% ability power) and inflicted a 1-second stun effect, and the fish will form into a water ball. Cooldown Power Stream: 11/9/8/6/5 Cost: 40/50/60/70/80 Lord Arakawa restores all water balls. Water balloons will deal with 55 (22.5% Power Ability) magical damage to enemies in their path. Each water balloon will restore 2'c39b54a (0.1% HP HP for him. If the water balloon hits the enemy shikigami, the restored HP will be increased by 500%. Fluid Cooldown Stream: 1/1/1 Cost: 100/100/100 Lord Arakawa charges to the specified said Deal 100 (50% Power Ability) magical damage enemies along the way while shaping the water ball both at the beginning and at the end of the point. If it hits the same target several times within 6 seconds, the last damage will be reduced to 50%. Each charge will use (5'12'Dash Distance/100) Power Splash. If it doesn't use this ability for 10 seconds, then 5 Surge Power will recover every second. With the current surge capacity of less than 20, this ability cannot be used. MaestroMageEcho When the maestro uses the abilities of shikigami or major attacks against isolated shikigami or monsters, the damage inflicted will be increased by 10%. Arpeggio Cooldown: 7/6/6/5/5 Cost: 40/45/50/55/60 Maestro plays three notes in the designated direction that explode in a row, dealing 70 (60% Power Ability) magical damage to the enemies they hit. If the same enemy is hit by multiple notes, the damage from subsequent notes is reduced to 30%. Sonic Blast Cooldown: 11/10/10/9/9 Cost: 40/45/50/55/60 Maestro releases a sound wave in the designated direction, knocking down the enemies it hits and dealing 60 (60% Power Ability) magical damage. Lingering Sound Cooldown: 12/11/11/10/10 Cost: 70/75/80/85/90 The Maestro rushes to the designated place, leaving behind a lingering sound. If the ability is used again within 4 seconds, the Maestro will return to the position of lingering sound. Phantom Citer Cooldown: 30/30/30 Cost: 100/100/100 Maestro throws zither over designated enemy shikigami, constantly exposing his vision for 3 seconds. During this period, the maestro charges zither when he attacks that goal. Once charged 4 times or at the end of its duration, the zither will have to deal with at least 90 (20% Power Ability) magical goal damage. Each charge increases the damage by 100%, up to a maximum of 500% damage. MannendakeNinjaBamboo Whisper: Breathing Passive Effect: Mannendake restores ki while moving. Once ki is full, his next attack will deal with an additional 10 (10Level) (70% Bonus Attack) Physical damage and restore his HP to 10 (level 5 (100% Bonus Attack). Bamboo Sword: Split Passive Trigger: Mannendake ignores 10% Armor of any targets it strikes within 4 seconds. This effect cannot be laid. Bamboo: Infiltrate Cooldown: 3/3/3/3 Mannendake lunges forward with a sword, deal 24 (70% attack) physical damage and 20% Slow effect on enemies within reach within 1 second. The ability increases for 7 seconds when the target is hit. First increase: Casting distance increased to 500 yards and damage increased to 34.5 (103% attack). Second boost: Casting distance increased to 550 yards and damage increased to 45 (130% attack). Dash Cooldown: 6/6/6/6 Mannendake rushes forward for a short distance, inflicting 40 (40% bonus attack) physical damage on enemies along the way. If If shikigami hit, the ability to cool decreases to 0.5 seconds. If the other units are affected, the cooling is reduced to 1 second. Bamboo Flurry Cooldown: 70/65/60 If Mannendake does not receive or damage shikigami for 5 seconds, he climbs onto the wall and moves on top of it. It also receives a Speed Motion bonus. On the wall he receives a shield that can absorb 300 (100% attack) damage. It is immune to the effects of control, while the shield is active. When this ability is used again, it attacks in the assigned position, inflicts 300 (100% Bonus Attack) physical damage to all enemies in the range and 30% slow effect for 1.5 seconds. Invisibility will be dispelled if it is near the enemy for 2 seconds when invisible. This ability should be used near the wall. MenreikiMageSpirit Infusion Passive Effect: Menreiki's main attack and ability will fill her masks' magic power on enemy shikigami, directly dealing (40% Power Ability) (level 12) magical damage to enemy shikigs when the magical force drains up to 4 layers. Spirit Kawakatsu Cooldown: 7/6/6/5/5 Cost: 40/40/40/40/40 Menreiki releases 4 explosions of magical power in the designated direction, magical power explodes when hit by enemies, a matter of 50 (20% Power Ability) magical damage to enemies within reach. It does 130% damage to henchmen. False Face Cooldown: 10/10/10/10 Cost: 60/60/60/60/60 Menreiki causes Komote in assigned position and deals 90 (60% Power Ability) magical damages enemies within reach, then charms them within 1.1 seconds. Forbidden Face Cooldown: 8/8/8/8 Cost: 50/50/50/50/50 Passive Trigger: The mask will be filled with magical power every 7 seconds, 5 masks in a pinch. 3 masks will be charged as soon as her natural passive Spirit infusion is triggered. Active Effect: Menreiki releases all the masks to attack the target of enemy shikigami with each mask dealing with 30 (15% Power Ability) magical damage. This damage cannot cause an infusion of the spirit. Seven Cooldown masks: 70/65/60 Cost: 100/100/100 Menreiki absorbs strength from all her masks to enhance her ability within 12 seconds. The damage to the Kawakatsu Spirit is intensifies until the penetrating continuous damage. A false face has an additional slow effect on the target. When the Passive Forbidden Face is triggered, Menreiki can charge up to 7 masks and the distance of the cast increases. MiketsuMarksmanGrain Spike Passive Effect: Miketsu adds a 1 layer of grain spike sign to enemies when attacking them with a basic attack or ability. If the Grain Spike mark fits into 5 layers, the target immediately gets magical damage (20% Target HP Lost) (monsters receive no more than 600 magical damage). Divine Arrow Cooldown: 9/8/8/7/7 Cost: 40/40/40/40/40/40 Shoots Divine Arrows in the designated direction, deal 110 (160% Bonus Attack) Physical damage to enemies on its way and add 2 layers of Grain Spike sign to the enemies hit. The damage caused by the non-shikigs is reduced to Fox Realm Cooldown: 15/13/12/10/9 Cost: 50/50/50/50 Miketsu throws Fox Realm, increasing the attack speed of a shikigami teammate within the range by 15% and adding 38% Haste Effect to himself within 2 seconds. Rain Arrows Cooldown: 9/9/9/9 Cost: 40/45/50/55/60 Miketsu shoots rain arrows in designated area, deal 70 (50% Bonus Attack) Physical damage to enemies within reach and add 1 layer of grain Spike mark to enemies hit. The arrows will generate the kingdom in place within 2 seconds, making a 30% slow effect to enemies within the realm. Ignition: Magic Arrow Cooldown: 30/25/20 Cost: 100/100/100 If the Grain Spike sign on enemy shikigami layers up to 5 layers, Miketsu amulets will be activated and its ultimate ability Ignite: Magic Arrow will be unlocked in 8 seconds. Miketsu ignites its amulet and shoots a magic arrow at the designated target, dealing 150 (80% Bonus Attack) Physical damage and stun the effect within 1 second. MomijiMageBlushing Beauty Cooldown: 40 Passive Effect: When HP Momiji drops to 30%, all control debuffs rise and its speed increases by 30% within 2 seconds. Momiji is immune to all control effects throughout the effect. Maple Puppet Passive Trigger: When Momiji uses the ability to hit the enemy with shikigami on the screen, she attaches the maple leaf doll to a block that lasts for 3 seconds. If one of Momiji's abilities falls into an enemy shichips with a maple leaf doll on the screen, the doll will explode, inflict 100 (40% of ability) magical damage. Maple Note Cooldown: 12/11/11/10/10 Cost: 50/65/80/95/110 Momiji throws a maple leaf note at enemy shikigami. The note is passed between enemies within reach, will cause 80 (40% power ability) magical damage (damage received by non-shikig units increases by 150%). and will return to Momiji when he hits the enemy shikigami. Each blow to the enemy shikigami will give Momiji Shield 30 (20% Ability Power) in 6 seconds. Drop Cooldown: 10/9/9/8/8 Cost: 40/50/60/70/80 Momiji causes maple sheet in the designated position. The maple leaf explodes twice, close and far, with each explosion 50 (30% Power Ability) magical damage to enemies in the range. Maple Dance Cooldown: 120/110/100 Cost: 100/100/100 Momiji dances and maple leaves float down on the battlefield. The Leafs attack all enemy shikigami in turn in 1.5 seconds, rubbing at least 100 (30% power ability) magical damage. The damage increases depending on the percentage of HP that the target has lost, to a maximum of 2.5 times the underlying damage. MomoSupportBlooming Flower Passive Effect: Momo will use 1 flower using the ability, recovery 10 (50% Power Ability) (6% Target HP Lost) HP to yourself or or or or ally with the lowest HP. Every 19 seconds Momo receives 1 peach flower. The time interval will be reduced to 15/11/7 seconds when Lv reaches 6/11/16. Flower Fragrance Cooldown: 13/12/11/10/9 Cost: 60/70/80/90/100 Momo adds Healing Blossom, which can last for 4 seconds for the specified ally shikigami, during which, if Ally or Momo uses major attacks, Healing Blossom will stack 1 layers of energy. If it hits the enemy shikigami with the ability, it will stack 2 layers of energy. If the energy of the Healing Flower has been laid to 9 layers or its duration ends, the ally will restore 45 (25% capacity) hp. Each layer of energy will increase HP regen by 25%. Flower Dance Cooldown: 8/7/7/6/6 Cost: 40/45/50/55/60 Momo causes a peach flower in the area to send 5 peach petals to attack enemies within range, each petal deals 60 (50% Power Ability) magical damage and causes 12% slow effect for 1.5 seconds for goals. If several petals hit the same target, the damage caused by the last petals will be reduced by 30%. Blossom Illusion Cooldown: 14/13/12/11/10 Cost: 40/50/60/70/80 Momo releases peach flower in this direction. If it falls into enemy shikigami, the enemy will enter the Blossoming Illusion state within 5 seconds, during which time the target will form an emotional connection with the nearest shikigs of the same faction and cause 10 (6% Ability Power) magical damage to both sides when connecting every 0.5 seconds. In an emotional connection, if one of them gets damage, the shikigame-bound will receive 20% of the damage. The damage must not be transferred again. If the connection's range exceeds the limit, the connection will be interrupted and the enemy target will form a new one. Revival Flower Cooldown: 70/65/60 Cost: 100/100/100 Momo creates the kingdom in the specified location within 6 seconds and forms the flowering of seals in 1, 3, 5 seconds after the creation of the kingdom. During the duration of the kingdom, if the ally shikigami in the kingdom is sealed, 1 seal will be used to revive the sealed ally instantly with the restoration of 200 (60% Power Ability) (Every 40Ability Power increases 1%)TargetMax HP) HP. MoubaTankDemon Bowl Passive Effect: Under the Spirit Bowl Bitey Protection, Mouba Benefits Armor and Magic. Tea forgetting Cooldown: 10/9/8/8 Cost: 30/40/50/60/70 Mouba throws a bowl of tea forgetting in the designated area, deal 100 (65% Power Ability) Magic damage to his enemies and 25% Slow effect for 1.5 seconds. Netherworld Tune Cooldown: 16/16/16/16 Cost: 30/40/50/60/70 Plucking its shamisen, Mouba leaves a trail of deadly vibrations. Enemies caught in them take 30 (32% power ability) (1.5% Target Max HP) Magic damage per second for 8 seconds. Netherworld Tune Cooldown: Cost: 30/40/50/60/70 Plucking her shamisen, Mouba leaves a trail of deadly vibrations. Enemies of enemies they take 30 (32% power ability) (1.5% Target Max HP) Magic damage per second for 8 seconds. Godspeed Cooldown: 2/2/2/2 Cost: 15/15/15/15/15 Active Effect: Mouba gets a chance to increase its speed. A maximum of 3 speed increases can be stored at any given time. Bowl Barrage pumps up this ability, providing Mouba with massive acceleration for a short time. Passive trigger: Major attacks on Mubu increase its healing by 60% within 10 seconds. Bowl Barrage Cooldown: 80/80/80 Cost: 100/100/100 Mouba shifts Bitey Bowl spirit into overdrive, increasing the speed of movement continuously for 13 seconds. Once the speed of movement reaches 200, Bitey will inflict 300 (50% power power ability) magical damage on the enemies it gets along the way. Each collision then inflicts 100 (20% power ability) magical damage to enemies and knocks them for 0.5 seconds (effectively every 6 seconds on target). Being in overdrive, Muba cannot use basic attacks and is immune to the ability to control. Friendly shikigami can ride on Bitey. OitsukiMageBright Moon When the abilities of Oitsuki and the main attack hit the target, its moon can be increased. When the moon can reach 100, its next ability will be to use all of its moon might to restore 20 (12% power ability) (level 3) HP per second for 3 seconds. Invitation to Moon Cooldown: 10/10/10/10 Cost: 40/50/60/70/80 Oitsuki causes 3 lunar shadows around itself that auto-chase surrounding enemies to deal with 50 (45% Power Ability) magical damage to hit targets and surrounding enemies. If multiple lunar shadows hit the same target, the last damage will be reduced to 50%. Crescent Cooldown: 10/9/9/8/8 Cost: 40/45/50/55/60 Oitsuki Crescent releases in the specified location, Crescent will sweep along the specified path to address 80 (45% Power Ability) magical damage to enemies hit. If he falls into the enemy shikigame, between the target and Oytsuki will appear Rabbit Soul. After picking up the Soul Rabbit, a light chain will be formed to inflict 30% slow effect for 0.5 while Oitsuki receives a shield that can absorb 20 (40% Power ability) (10 level) damage within 2 seconds. If he hits his henchmen, he will cause 1.4 times magical damage. The light chain will break as soon as the distance exceeds 950 yards. If the target fails to get rid of the light chain within 1.75 seconds, this target will get 50 (85% power power) magical damage, be silenced for 1.2 seconds and get an 80% slow effect. The effect has a cooling of 8 seconds on each shikigami. Moonchaser Cooldown: 12/12/12/12/12 Cost: 60/70/80/90/100 Oitsuki moves quickly in a given direction and within 4 seconds, its next main attack will deal with 30 (40% Power) magical damage and inflict 35% slow target effect for 2 seconds. Pure Moon Cooldown: 90/75/60 Cost: 100/100/100 Oitsuki jumps into the sky to get 20% haste effect within 2.13 seconds, during which it may not be 20% Haste effect for 2.13 seconds during which it may not be In 2 seconds it will fall to the ground and cause 250 (65% Ability Power) magical damage to surrounding enemies. OnikiriSamurai/NinjaBlade Vibration Passive Effect: When Onikiri uses Soul Slash, Light Vanquisher or Blade Flash, the next main attack within 8 seconds will use 1 of 3 blades to attack, each with a corresponding bonus effect, and slightly increases its attack range and attack speed. Soul Slash: Onikiri pulls out Tomokiri and attacks. The main attack will restore 10 (60% attack) (2% HP Lost) HP. Light Vanquisher: Onikiri pulls out Shishi no Ko and attacks. The main attack will cause (25% of the attack) more damage. Blade Flash: Onikiri pulls out Higekiri and attacks. The main attack will cause a 16% break on the target. Soul Slash Cooldown: 20/20/20/20 Cost: 60/60/60/60/60 Onikiri Slash once horizontally in designated direction, deal 60 (50% Bonus Attack) physical damage to enemies hit. At the same time, he turns into a blade of spirit within 1.5 seconds, during which he cannot be selected and he cannot move. Casting the opportunity to cancel this state again early. If Onikiri uses this ability when under control, it will immediately turn into a blade of spirit. Light Vanquisher Cooldown: 9/9/9 Cost: 45/50/55/60/65 Onikiri slash three blades glimmers in the designated direction, case 70 (50% Bonus Attack) Physical damage and temporary Knockup on enemies hit, and applying 50% slow to them for 1.2 seconds. If three blades of glimmers hit the same target, the last damage will be reduced to 50%. If this ability is used again within 5 seconds, Onikiri will cut in the designated direction, dealing 20 (20% Attack) Physical damage to enemies within reach. At the same time, Onikiri starts to energize and he will cut again in the same direction after 1.05 seconds, dealing 150 (160% attack) physical damage and a small knockback to the enemies hit. Blade Flash Cooldown: 12/11/11/11/11 Cost: 55/60/65/70/75 Onikiri Dash to Designated Direction and Deals 60 (50% Bonus Attack) Physical Damage to Enemies on the Way. If the ability is used again within 4 seconds, Onikiri will quickly cut once, deal 90 (60% Bonus Attack) Physical damage to surrounding enemies and giving yourself a 40% rush effect in 1.2 seconds. Elegant Sword Cooldown: 70/65/60 Cost: 100/100/100 Onikiri hurtling through designated enemy shikigami, giving yourself an increased speed of 300% for 0.8 seconds, and deal a 1-second stun plus three slashes towards the target. The first two slashes deal 10 (10% Bonus Attack) Physical damage, and the third slash deals 240 (120% Bonus Attack) Physical Damage. If less than 50% of HP is left at the target or Onikiri at the moment, the physical damage will be converted into true damage. OotenguMageTengu Cooldown Path: 4 Passive Effect: Every Time One Of Ootengu hits opponent shikigami, shikigami, The Tengu Path layer is added to the target. Each layer of the Tengu Path lowers the magic resistance of the target by 5% within 5 seconds. When Tengu Path stacks up to 3 layers, target shikigami immediately inflicts 22.5 (level 18) (60% power ability) magic damage and 90% slow for 1 second. At the same time, Magic Resist also decreases by 20% within 4 seconds. Immaculate Wing Cooldown: 20/18/16/14/12 Cost: 50/50/50/50 Ootengu receives a shield that can withstand enemy shikigami once in 2 seconds. Throughout the shield resistance period, the feather Shot and Gale Force Wind cool will be reduced to 1.0 seconds, and the speed will be increased by 50% within 2 seconds. Feather Shot Cooldown: 7/6/6/5/5 Cost: 40/50/60/70/80 Ootengu fires a feather shot in the designated direction, dealing with 120 (55% Power Ability) magical damage to enemies caught in its path. If the enemy shikigami is wounded, on the ground below it formed a circle of spells. After a short delay, all enemies in the spell circle cause magical damage to 40 (15% Ability Power). The enemy can only get damage from a circle of spells once. It can do 130% damage to soldiers. Gail Power Wind Cooldown: 10/10/10/10/10 Cost: 60/65/70/75/80 Ootengu throws Gail Force Wind into designated goal, case 60 (40% Power Ability) magical damage and 0.7-second Knockup to goal and nearby enemies. Blade Storm Cooldown: 50/45/40 Cost: 100/100/100 Ootengu throws a 3-second Blade Storm in the designated area. Blade Storm inflicts 90 (40% Ability Power) magical damage to enemies every 0.5 seconds and at the same time slows them down by 20%. Blade Storm expands throughout the effect and gradually moves in the direction in which it was thrown in.com PuppeteerSamuraiUnity Passive effect: Each time the puppeteer switches shapes, its speed will be increased by 20% within 2.5 seconds, during which its next main attack will deal (35% Bonus Attack) (4 Level) (4% Target Max HP) additional physical damage. Can cause up to 450 physical damage to monsters. In the form of melee, the physical resistance of the puppet and the magical resistance will be increased by 6 (level 4). Passive excitement of dolls: In the form of melee, the puppeteer will receive a shield that can absorb 80 (110% Bonus Attack) damage in 10 seconds. In ranged Form, the puppeteer strengthens his puppet in 12 seconds, increasing the attack rate by 130% in the next 3 main attacks. Occult Flurry Cooldown: 9/8/7/6/5/4 Cost: 20/20/20/20/20 Puppeteer controls his puppet to hit enemies for 300 yards 4 times, deal 20 (30% Bonus Attack) physical damage and reduce their speed by 15% in 1 seconds. Cooldown Occult Thread: 11/10/9/9/8/8 Cost: 40/45/50/60/65/70 Puppeteer releases her thread in direction, attracting yourself to the enemy on the blow and deal (100% Bonus Attack) (6% Target Max HP) physical damage. This damage has the maximum damage limit on the Puppet Pounce Cooldown: 5 Puppeteer switches to Ranged Form and controls his puppet to attack further enemy. RyomenSamuraiEyes Anger After Ryomen uses the ability, the next major attack will deal with an additional 15 (60% Bonus Attack) (5 Level) (10% HP bonus) physical damage. The effects of Ryjin or Fujin will be accidentally added if the target is enemy shikigami. Ryjin effect: Strikes enemy shikigami in 0.5/0.75/1/1.25 seconds. The effect is amplified when Ryomen reaches the level of 6/11/16. If the same shikigami is shot down again within 6 seconds, the second Stun will be reduced to 0.15 seconds. Fujina Effect: Restores HP by 10 (5% from Max HP) in 0.48 seconds. Godly Might Passive Trigger: Each enemy shikigami within a 600-yard radius of Ryomen increases its armor and magic resistance by 4. Stacks up to 5 layers. Thunder Wind Cooldown: 8/7/7/6/6 Cost: 30/30/30/30 Ryomen inflicts 100 (80% Bonus Attack) physical damage and 20% slow effect on enemies in the rectangle in front of it for 1 second. Thunder Windrunner Cooldown: 12/11/11/10/10 Cost: 50/50/50/50/50 Ryomen charges in the designated direction and receives a shield that can block 90 (12%BonusMax HP) damage. Divine Combo Cooldown: 60/60/60 Cost: 80/80/80 Ryomen rotates around on the spot and increases the speed by 20% in 4 seconds. During the rotation of 130 (60% Bonus Attack), physical damage is done to the nearest enemies every 0.5 seconds for 3 seconds. If the enemy shikigami is wounded, the effects of Ryjin or Fujin will be added randomly. Samurai XTankBushido Cooldown: 15 Passive Effect: Samurai X enters Harden's state after using the ability, increasing its armor by 8% and providing immunity to slow for 4 seconds. This effect can only be triggered once every 15 seconds. For every 10% of HP lost, the effect is enhanced by basic efficiency. Bushido Cut Cooldown: 8/8/8/8 Cost: 30/35/40/45/50 Samurai X slash in designated direction, inflicted 90 (40% Bonus Attack) (30% BonusArmor) physical damage and 40% Slow enemies on their way within 2 seconds. The next 3 main attacks cause an additional 15 (15% BonusArmor) physical damage within 5 seconds. Damage from this ability receives a bonus according to the samurai X armor. Tomb Dust Cooldown: 8/7/6/5/4 Cost: 30/35/40/45/50 Samurai X relies on ancient force, incursing 60 (40% Bonus Attack) physical damage and 15% Slow on nearby enemies. Enemies hit twice in a row for 5 seconds will be petrified by 1 second. Fortress Cooldown: 14/13/12/11/10 Cost: 30/30/30/30 Active Effect: Samurai X enters into a contract with designated allied units, agreeing to share 15% of the damage. Allied speed also increases by 14% within 4 seconds. Passive trigger: Samurai X automatically deploys Tomb Dust after it has received a certain amount of damage. Protected allies also cause this effect. Hagakure Cooldown: 60/50/40 Cost: 100/100/100 100/100/100 X starts to energize and increases the speed of movement by 20% while reducing the damage received by 10%. After a short delay, he taunts the surrounding enemies for 2 seconds and inflicts 200 (60% Bonus Attack) physical damage. SatoriSamuraiClub Bomb Passive Effect: When SatoriSamuraiClub Is a Passive Effect: When SatoriSamurai Bomb Passive Effect: When SatoriSamurai hits an opponent with a club bomb, she can get a 1 layer blasting sign, each layer can increase her damage ability by 2.5%. When the 4 layers of the sign have been laid, the Club Bomb will have to deal (level 6'Level) (3%BonusMax HP) additional true damage and inflict 35% slow effect within 0.6 seconds for enemies. Dash Attack will also be updated instantly. Recovery (3 (2.5% HP Lost) /10 (3% HP Lost) /20 (3.5% HP Lost) /30 (4% HP Lost)) HP depending on the Home Run level. Club Smash Cooldown: 10/9/8/8 Cost: 40/40/40/40/40 Satori swings its spiked club in a certain direction and creates a shock wave to deal with 100 (65% Bonus Attack) physical damage to enemies within reach and causes the Knockbeck effect to enemies hit by a studded club within a 2.2 seconds. It causes 55% slow effect to enemies hit by a shock wave in the outer circle for 1.5 seconds. Pitch Cooldown: 5/4/4/3/3 Cost: 30/35/40/45/50 Satori throws a club bomb in a certain direction to inflict 60 (60% Bonus Attack) physical damage on the first hit target. Once hit the target, the club bomb will reflect to the point of drop. You can use Home Run at the point of the fall to release a club bomb. Dash Attack Cooldown: 14/12/10/8/6 Cost: 45/45/45/45/45 Satori swings its spiked club and charges in direction to address 80 (50% Bonus Attack) physical damage to enemies along the way. If a club with spikes hits a club bomb on the way to charge, it will be rated as Home Run. Home Run Cooldown: 0/0/0/0 Cost: 3/5/10/15 Satori swings her spiked club to hit the target. If it swings at the perfect moment at the point of dropping the club bomb, the club bomb will be released and it will automatically attack the enemy with the least HP within reach (shikigami first) to deal with 32 (70% Bonus Attack) (2%TargetMax HP) physical damage and cause a special main attack effect. The better the swing time, the more damage The Club Bomb will do. Damage to the ability can be increased to 10%. If it doesn't swing at the perfect moment or at the point of dropping the club bomb, the spiked club will directly deal with the 16 (35% Bonus Attack) (1% Target Max HP) physical damage surrounding enemies. SesshomaruNinjaBarrier: Tenseiga Cooldown: 150 When Sesshamaru deals fatal damage, Tense creates a barrier to protect Sesshamaru from this damage. The barrier also protects Sesshamaru from any damage when the barrier is active, increasing it 20% movement for 1.5 seconds. Full-blooded Passive Trigger: Sesshamaru uses his main attack or ability to hit the same target 3 times, attacking an additional 55 (90% Bonus Attack) attack) damage the target and receives a 55% speed bonus in 1.5 seconds. Passive trigger: Sesshamaru can feel the position and direction of all enemies within a certain range around him. Easy Whip Cooldown: 8/8/8/8 Cost: 50/50/50/50/50 Sesshomaru cracks its light whip in the designated direction to deal with 50 (60% Bonus Attack) physical damage to enemies in the rectangular area and mark the first enemy shikamiig or monster it hits within 4 seconds. If this ability is used while the sign is active, Sesshomaru can teleport behind the marked enemy and inflict 50 (60% Bonus Attack) physical damage to enemies in the range. Huge Demonic Power Cooldown: 12/11/11/10/10 Cost: 60/60/60/60/60 Sesshomaru Releases Demonic Power, to deal with 90 (90% Bonus Attack) physical damage to all enemies in the range and silence enemies for 0.75 seconds, inflicing 40% Slow on them for 1.25 seconds. Dragon Strike Cooldown: 70/65/60 Cost: 100/100/100 After activation, Sesshomaru charges in assigned direction, deal 240 (112.5% Bonus Attack) physical damage to all enemies on its way, stunning them within 0.5 seconds. The damage will be increased if the charging time increases. It can be increased to 75%. When charging, Sesshomaru can repel all enemy minions and monsters that have hit its way. ShiroMageEmpty Soul Passive Effect: When Shirou hits the enemy with his abilities or main attack, he can stack one layer of empty soul sign. The marks will be triggered when stacking up to 4 layers, deal (55% Power Ability) (level 12) magical damage target and recovery (35% power ability) (level 8 ) HP for yourself. Soul-sapping Banner Cooldown: 2/2/2/2 Cost: 40/45/50/55/60 Shirou causes soul-reducing Banner at specified location to deal with 70 (50% Power Ability) magical damage to enemies within a 180- yard radius and gets location vision within 6 seconds. Only 1 Heartbreaking Banner can exist on the battlefield. Soul Curse Cooldown: 12/12/12/12/12 Cost: 50/55/60/65/70 Active: When the Soul-sapping Banner is on the battlefield, Shirou can switch positions with a banner, getting a 35% haste effect within 1 second. Passive Trigger: When Shirou launches a major attack on enemies within the range of the Soul Banner attack range, the banner will release the souls at the same time to inflict 5 (25% Power Ability) magical damage to the targets. Soul Array Cooldown: 8/8/8/8/8 Cost: 60/70/80/90/100 Shirou releases the soul in the neighborhood to deal with 60 (50% Power Ability) magical damage and inflict 40% slow effect for 1.5 seconds to get enemies within range. If the Banner of the Soul is on the battlefield, it can release souls into the environment at the same time to inflict 60 (50% power ability) magical damage within the range and apply a 40% slow effect for 1.5 seconds. If it hits the same target as Shirou, the last damage will be reduced 75%. Wandering Soul Cooldown: 60/60/60 Cost: 100/100/100 Shirou causes souls to fly to their Soul-Shortening Banner to knock down enemies on the way and deal 260 (80% Power Ability) magical damage. Shirou MujouMageSoul Hunting Cooldown: 5 Passive Effect: When Shirou Mujou KO the enemy, he causes an imp in place of the enemy. Imp deals magic damage 26 (40% Ability Power) in the vicinity when it explodes. This effect can cause once every 5 seconds. Soul Reap Cooldown: 12/11/11/10/10 Cost: 50/55/60/65/70 Shiro Mujou releases imp in the designated direction, which lures the soul of the target out of his body if it hits the enemy shikigami. Attacking the soul will cause equivalent damage to the enemy shikigami. Soul has a Max HP 100 (20% Target Max HP). When the soul is 1,000 meters away from the original host, it will disappear and cause damage equal to the remaining HP, and stun the enemy for 1.5 seconds. Immolation Cooldown: 11/11/11/11/11 Cost: 50/60/70/80/90 Shiro Mujou causes Hellfire in the designated direction, dealing 20 (16% Power Ability) magical damage to enemies in a rectangular area every 0.5 seconds for 4 seconds. Ghost Shield Cooldown: 20/18/17/15/14 Cost: 50/50/50/50 Shirou Mujou transforms into his spirit form, enhancing immune shield control and getting a 20% Haste effect. The shield disappears after taking 100 (70% Power Ability) magical damage. Hands of Hell Cooldown: 60/55/50 Cost: 100/100/100 Shirou Mujou causes a heartbreaking banner in the designated place, dealing with 70 (25% Power Ability) magical damage every 0.5 seconds and 50% reducing the healing effects of enemies in the range within 5 seconds. When Shiro Muju moves, he is followed by the banner of the soul, keeping the same distance. ShishioSamuraiBolster When the enemy is killed within 1000 yards of Shishio, its damage ability is enhanced, to a maximum of 20%, 5% for each non-Shikigu unit killed and 20% for each killed enemy by shikigami. The increase slowly decreases over time. Antler Gore Cooldown: 14/14/14/14/14 Cost: 30/35/40/45/50 Shishio dash forward and receives a 60% motion rate bonus that gradually decreases within 3 seconds. Enemies, getting during this period, will receive 90 (110% bonus attack) physical damage and 55% slow effect within 2.5 seconds. Forest Fury Cooldown: 11/11/11/11/11 Cost: 40/45/50/55/60 Shishio launches a flurry of 15 random explosions within 4.5 seconds within a certain range, each explosion deals 5 (8% Bonus Attack) (1.4% Target Max HP) physical damage to the enemies they hit. This skill has a limit to the damage to monsters. Cooldown Life Circle: 14/13/13/12/12 Cost: 40/45/50/55/60 Shishio creates a shield that can absorb 20 (7% Max HP) damage and lasts for 3 seconds. When the shield disappears, it causes 20 (6% target Max HP) physical damage to its surrounding enemies. maximum damage to monsters). Deer Stampede Stampede 60/55/50 Cost: 100/100/100 Shishio charges in the assigned direction, case 180 (120% Bonus Attack) physical damage to enemies hit and knocks them in the hand. Joken Doji SamuraiMadness Shuten Doji has a chance to get 1 Madness every time he attacks enemies or is attacked. He gets 1 Madness when the ability hits the enemy shikigami. Accumulate 4 Madness to get into a state of rage that adds bonus effects when using Crying and Demonic Punch. Crying Cooldown: 5/5/5/5 5 (30% Bonus Attack) (2.5% Max HP) HP is recovering in Shuten Doji, and the next 2 main attacks will be more powerful, dealing 50 (100% Attack) (30% Bonus Attack) physical damage and increasing the range of attack by 50 yards. When in a state of rage, 10 (60% Bonus Attack) (3.75% Max HP) HP recovers, and the next 3 main attacks will be more powerful, dealing 50 (100% Attack) (40% Bonus Attack) physical damage. The third main attack will also have a 34% slowdown effect. Demonic Kick Cooldown: 12/11/10/9/8 Shuten Doji throws a demonic blow in the designated direction, dealing 15 (140% attack) physical damage. When in a state of rage, it will throw a furious blow after a delayed moment, inflicting 90 (180% attack) physical damage and inflicting a 14% effect of penetration of the armor within 4 seconds. Rampage Cooldown: 14/14/14/14/14 After Shuten Doji evades the attack, he rushes in the designated direction, causing 75 (60% Bonus Attack) physical damage and a brief Knockup effect for enemies in the range. New Boss in Cooldown: 70/65/60 Shuten Doji turns into the King of Spirits, and increases Max HP by 375. It causes the calabash to attack the enemy, with each attack inflicted 80 (15% Bonus Attack) magical damage. The conversion lasts 12 seconds. Joken Doji gets 1 Madness for every 2 seconds that it lasts. SusabiMageCelestial Body Passive Effect: Every time Susabi hits an opponent with shikigami with ability, it accumulates 1 celestial energy. Once it has 5 celestial energy, it receives a shield that lasts for 3 seconds. If a new celestial energy is not acquired in 15 seconds, the remaining celestial energy dissipates. Falling Star Cooldown: 10/9/9/8/8 Cost: 50/60/70/80/90 Susabi fires three beams of starlight in designated position, each dealing with 45 (35% Power Ability) magical damage to the effects of enemies. Each beam that hits the target provides Susabi with 1 celestial energy. Celestial Chain Cooldown: 14/13/12/11/10 Cost: 50/55/60/65/70 Susabi throws the celestial chain in the designated direction, stunning the first enemy it touches for 1.5 seconds and dealing 75 (40% power ability) magical damage. The impact gives him one heavenly energy. Sky Cooldown: 14/13/12/11/10 Cost: 60/65/70/75/80 Susabi Teleports in the designated direction and causes two balls to attack nearby enemies after re-appearance. Each star ball deals 45 (30% Power Ability) magical damage and provides Susabi Susabi 1 heavenly energy. Star Justice Cooldown: 70/65/60 Cost: 100/100/100 Susabi is a tool of divine justice, raining asteroids down on enemies in its vicinity. Each attack inflicts magical damage of 90 (25% ability), and each enemy can only be struck (3 - the amount of celestial energy) once. If The Retribution is caused with 5 celestial energy, it will cause an astronomical boundary, doubling the speed of entry of asteroids and increasing the speed of Susani by 30%. TamamonomaeMageSessho-seki Passive Effect: Tamamonomoe will turn into Sesho Seci within a certain period after being sealed and traded (7.5% Target Max HP) magical damage and inflict a slow effect that can gradually strengthen to surrounding enemies every 0.5 seconds. It does up to 350 magical damage to monsters. Soul Explosion Cooldown: 8/7/7/6/6 Cost: 40/45/50/55/60 Tamamonae throws Soul Blast to the specified direction to address 50 (15% Power Ability) magical damage to enemies along the way. After hitting the first enemy Shikigami or reaching the most remote point, he will divide everything around into a nearby area and cause 100 (60% Ability Power) magical damage to enemies on the way again. During the duration of Soul Burst, if the ability is used again, it will be divided into all surroundings. Fox Fire Cooldown: 10/10/10/10 Cost: 50/50/50/50/50 Tamamonae releases Fox Fire in the specified direction to deal with 130 (60% Power Ability) magical damage to the first target of impact and causes a slow effect that gradually increases. In 3 seconds it will effect the immobilization effect on the target and the enemies around the target for 1.4 seconds. During the slow, if Tamamonomoneae hits the target with other abilities, immobilization will work in advance. Demon Anger Cooldown: 15/15/15/15 Cost: 60/60/60/60/60 Tamamonae bursts demon force in a neighborhood that beats off enemies within reach and deals with 80 (40% Power Ability) magical damage. Fall can Cooldown: 18/18/18 Cost: 60/80/100 Tamamonomea selects an area in a wide range around itself and causes the Fall in 1.75 seconds to deal with 400 (85% Power Ability) magical damage to all enemy shikigs within range. Choosing this area, all enemy shikigami around Tamamoname will receive a warning. The ability will be updated instantly if it hits enemy shikigami. TanukiTankWine Power Cooldown: 12 Passive Effect: Tanuki will jump to the target location with the next main attack, inflicting 15 (100% attack) (level 15) physical damage and inflicting 45% slow effect for 2 seconds on enemies within reach when it lands. This effect has a cooling of 12 seconds, which will be reduced by 2 seconds for each 6 levels of shikigami, to at least 8 seconds. Drunk Stupor Cooldown: Cost: 30/35/40/45/50 Tanuki absorbs strong liquor, constantly enhancing his defensive capabilities, increasing his armor Magic Resist at 16 for each layer, up to a maximum of 5 layers. Tanuki falls to the ground in a drunken stupor after using the ability for a second time or 2 seconds, inflicting 140 (40% power ability) magical damage and inflicting 1.3 seconds to stun nearby enemies. When under Century Brew, resistance triples and the speed increases by 30%. Fire Moonshine Cooldown: 8/7/7/6/6 Cost: 40/45/50/55/60 Tanuki spits fire in designated direction after drinking alcohol, case 40 (40% Power Ability) (4% Target Max HP) magical damage to all enemies in the arc area. When under the influence of Century Brew, the fire it spits will continue to burn on the ground, inflicted 5 (10% Power Ability) (1% Target Max HP) magical damage and 35% Slow effect on enemies in fire per second. The damage will have a limit on the monsters. Century Brew Cooldown: 12/11/10/9/8 Cost: 10/15/20/25/30 Active Effect: Alcohol in a Tanuki jug ages in Century Brew, strengthening the following ability, which includes the Century Brew effect for 8 seconds. Passive Trigger: Whenever Tanuki drinks liquor, he recovers (1.6% Max HP) hp per second for 5 seconds. Terrifying Guest Cooldown: 50/45/40 Cost: 100/100/100 Tanuki jumps into designated area, inflicted 300 (80% Power Ability) magical damage and temporary knockup on enemies within reach. UbumeNinjaCo-op Cooldown: 5 Passive Effect: When the main allied attack strikes and damage enemy shikigami within 900 yards of Ubum, it will immediately launch one attack on the same target, rubbing (50% of the attack) damage. Night Hunting Passive Trigger: Every time uses the ability, it gets 1 layer of wing shadow that can be stacked to 4 layers. Each layer adds 2% hp Steal to major attacks and increases vision. Umbrella Sword Cooldown: 5/4/4/4/4 Cost: 35/40/45/50/55 Ubume sends the phenomenon in the designated direction, inflicting 65 (80% attack) physical damage to enemies along the way, and inflicting 60% slow within 1 second on the first enemy shikigami it hits. After hitting the shikigames, the ghost returns to Ubuma. This ability has the main effects of attack. Night visitors Cooldown: 14/13/12/11/10 Cost: 60/60/60/60 Ubume charges in the assigned direction, case 105 (90% Bonus Attack) physical damage to enemies on its way. After a while, the phenomenon that Ubume leaves in its original position, is charged forward along the same path, dealing 30 (40% Bonus Attack) physical damage and 65% slowly for 2 seconds on enemies on their way. Hack and Slash Cooldown: 50/45/40 Cost: 100/100/100 Ubume hacks in designated area three times in quick succession, with each onslaught dealing with 120 (40% Bonus Attack) physical damage to enemies within reach. Ubume cuts in the center of the area, making a small impact Knockback and 120 (40% Bonus Attack) (12% Target HP Lost) Lost) damage to enemies. UmibozuTank/SupportBig Catch Passive Effect: Every time Umibozu uses an ability that damages enemy shikigami, a fish appears. Ingestion of fish restores HP Umiboza by 4% Max HP. Sashimi Snack Cooldown: 15/15/15/15 Cost: 60/65/70/75/80 Umibozu swallows fresh fish, instantly restoring 75 (40% Power ability) (15% HP Lost) HP, and get 40 Armor and Magic Resist in 5 seconds. Waterspout Cooldown: 12/11/11/10/10 Cost: 70/75/80/85/90 Umibozu causes an underground watering hole in the designated position, which causes 90 (40% power ability) magical damage after a short delay with enemies that have suffered and knocks them for 1 second. Deadly Cooling Splash: 5/5/5/5 Cost: 40/45/50/55/60 Umibozu inflames underwater currents by unleashing three waves on nearby targets. Each wave inflicts 80 (40% power power ability) magical damage to enemies who are amazed, and inflicts 30% slow effect on them within 2 seconds. Tsunami Cooldown: 60/55/50 Cost: 100/100/100 Umibozu uses its special tsunami capability to send three huge waves in the specified direction. Each wave inflicts 150 (40% power power) magic damage to enemies in its path and causes a temporary knockdown effect. 30% Slow effect is observed in areas through which waves pass. VampiraTankBloodline Passive Effect: Vampire Attack Damage increases by 0.2% for every HP lost. Blood Bats Cooldown: 9/8/7/6/5 Passive Trigger: When a vampire takes damage from an enemy shikips or monster, it causes bats to attack its attacker, dealing 36 (4% HP Lost) (16% Power Ability) magical damage per second for 2 seconds. During this period, Vampire restores 18 (3% HP Lost) (10% of HP power) per second. Blood Boost Cooldown: 9/8/8/7/7 Vampire Bats called Vampire Fly in the designated direction, dealing 80 (60% Power Ability) magical damage to enemies in their path. 10 (5% Power Ability) HP recovers for every hit on the enemy. This effect is multiplied by 3 if the enemy is hit by shikigami. Bloody blight Cooldown: 14/13/13/12/12 Vampire surrounds itself with bloody blinds, disassembling 35 (22.5% power ability) magical damage every 0.5 seconds to neighboring enemies and increasing its speed of movement by 20% within 4 seconds. Major attacks extend Blood Blight by 0.5 seconds to 6 seconds. Blood Embrace Cooldown: 60/50/40 Vampire turns into a swarm of vampire bats in goal position, deal 350 (65% Power Ability) magical damage to enemies within reach, and get a 15% HP Steal effect. The HP Steal effect increases by 3% for each enemy shikigami strike. Lasts 12 seconds. YamakazeNinjaHaze Passive Effect: When Yamakaze leaves the vision of his current goal, he The effect is invincible in a short time, and its HP will be recovered by 18% of the damage received in 2 seconds (on Lv 5/10/15, HP recovery rate increases to 24%/30%/36%).) The next base attack will deal with 5 (25% (25% (25% (25% Attack) (level 10) physical damage and cause 40% slow effect. Violent cooling: 18/17/17/16/16 Cost: 70/70/70/70/70 Yamakace dispels any control effects for itself and enters an invisibility state within 0.75 seconds. Wind cool: 10/10/10/10/10 Cost: 50/50/50/50 Yamakaze throws rotating blades in the direction of the specified direction and adds a tear sign to enemies on the way, causing 40 (55% Bonus attack) physical damage and inflicting 30% slow effect for 1.5 seconds. Slash Cooldown: 15/15/15/15/15 Cost: 16/17/18/19/20 Yamakase jumps to the specified position and slash to deal with 40 (50% Bonus Attack) physical damage to hit enemies on the way and major attacks will have a special effect. If the tear-hit opponent is hit, the Tear effect will trigger and cause 25 (20% Bonus Attack) physical damage and significantly reduce slash cooling. If Yamakase uses Slash while in the jungle, he will add a tear to the enemy's strike and immediately trigger his action. King of the Forest Cooldown: 70/60/50 Cost: 100/100/100 Passive Trigger: If Yamacas uses Slash when entering the jungle or prickly bush, the cooling slash will be greatly reduced. Active effect: Yamakase continues to create spikes that can last 10.0 seconds in a given direction, during which its speed in the jungle or prickly bush will be increased by 30%. It will become invisible to enemies without vision in a prickly bush. YamausagiSupporte Justice Passive Effect: Every 15 seconds, Yamausagi will not waste any deputy throw ability, and casting will increase the level of ability by 1. Bunny Dance Passive Trigger: Yamusagi dances to boost the morale of the team, increasing the speed of movement of all allied shikigami in the range by 26% each time the ability is used, lasting 1.5 seconds. Be a good cooldown: 7/7/7/7 Cost: 40/45/50/55/60 Yamausagi pulls out a fan to teach your enemies a lesson by sending a powerful burst of wind in the designated direction, dealing 90 (60% Power Ability) magical damage to enemies that have suffered, and reducing their speed of movement by 40% for 1.5 seconds. Bless Cooldown: 13/12/11/10/9 Cost: 60/65/70/75/80 Yamausagi blesses her teammates by adding a shield for all shikigami allies within reach. The shield can absorb 80 (50% capacity capacity) damage and lasts for 4 seconds. Ring Toss Cooldown: 60/60/60 Cost: 100/100/100 Yamausagi throws Lucky Rings into a cone, dealing 225 (65% Power Ability) magically damaging all enemy units in the area and turning them into harmless paper dolls within 1.5 seconds. YamawaroTankMountain Shelter Passive Effect: Yamavaro's defensive capabilities are constantly increasing if he is within 280 yards walls, up to a maximum of 30% extra armor and magical resistance. Hammer Smash Cooldown: 17/17/17/17/17 Cost: 60/60/60/60/60 Yamavaro smashes the ground in the designated direction, inflicts 120 (40% Bonus Attack) physical damage to enemies together together path and formation of a wall that inflicts a 25% slow effect on enemies near the wall for 3 seconds. Kwijk Cooldown: 6/6/5/5/4 Cost: 30/35/40/45/50 Yamavaro stomps the ground to deal with 90 (75% Bonus Attack) (Every 125.00BonusArmor increases 1%) Target HP) physical damage and inflict 40% slow effect on surrounding enemies. Causes up to 900 physical damage to monsters. Hammer Charge Cooldown: 12/11/11/10/10 Cost: 50/50/50/50/50 Yamawaro is hurting in the designated direction, inflicting 100 (50% Bonus Attack) physical damage and knocking on enemies in a small range after hitting the game with shik. 100 (50% Bonus Attack) physical damage is also inflicted by non-schigue units along the way. Heavy Bludgeon Cooldown: 60/55/50 Cost: 100/100/100 Yamavaro swings his mighty hammer in the designated direction. This ability can be used three times in quick succession. The first two attacks cause 120 (90% bonus attack) physical damage and 50% slow effect. The third attack has a longer range of attack, which can shoot down the enemy and cause 120 (90% bonus attack) physical damage. YashaNinjaDeadly Pursuit Passive Effect: When Yasha damages enemy shikigami with its ability, its attack will be increased by 5% Bonus Attack). The attack can be increased to 5 times. After exceeding the limit, he will receive 15% (level 0.8%) Infiltration of the armor within 4 seconds. Shura Cooldown: 10/10/10/10/10 Cost: 16/17/18/19/20 Yasha launches an attack in the specified direction, dealing with 20 (30% Bonus Attack) physical damage and the addition of the Shura sign. If it attacks the same target again, the mark is triggered, inflicts 65 (55% bonus attack) physical damage and reduces the cooling of the Shura to 1.5 seconds, and instantly refreshes the Phantom. Phantom Cooldown: 12/11/11/10/10 Cost: 20/25/30/35/40 Yasha rotates in the direction of a given direction to cause 30 (30% Bonus Attack) physical damage and forms a shield that can absorb 30 (45% Bonus Attack) damage within 3 seconds. Bloodbath Cooldown: 10/10/10/10 Cost: 40/45/50/55/60 Yasha waves her long spear to inflict 60 (60% Bonus Attack) physical damage and inflicts 40% slow effect on surrounding enemies for 1.5 seconds. Enemies hit will also receive the Shura sign. Underworld Sea Cooldown: 60/60/60 Cost: 100/100/100 Yasha causes Underworld Waters in the specified direction to shoot down the first enemy shikigami hit case 50 (35% Bonus Attack) physical damage and forms a long spear over enemy shikigs. The long spear will fall and attack the target within 3 seconds, causing 200 (120% Bonus Attack) physical damage. The damage will be increased depending on a certain ratio of the lost HP target. When hp targets are less than 35%, the damage will be increased to 2 times. Yoto HimeSamurai/NinjaMorale If She Uses attack to hit the same shikigami 3 times in 4 seconds, her speed increases by 15% and she she 50% Slow immunity for 3 seconds. En Gard! Cool: 16/15/14/13/12 Cost: 30/35/40/45/50 Active Effect: Yoto Hime is part of En Garde! state, becoming unbeaten within 0.75 seconds. If Yoto Hime blocks the ability to control while in En Garde! State, it will counterattack, stunning the enemy within 1 second and deal 120 (100% Power Ability) magical damage with a refreshing Saber Strike. Passive effect: Every 3 Yoto Hime attacks will gain 30 (35% attack) of additional physical damage and recover 15 (30% bonus attack) HP. If the target is enemy shikigami, HP recovery will be increased by 150%. Cooldown Eater: 12/12/12/12/12 Cost: 30/35/40/45/50 Active Effect: Yoto Hime attack rate increases by 20% within 5 seconds of using the ability. Each of the next three strikes deals only 60% of the base damage, but each of them inflicts an additional 10 (10% bonus attack) physical damage. The first strike is also 30% slow, which lasts 1 second. Passive effect: Yoto Hime attack damage is constantly increased by 10. Saber Strike Cooldown: 17/16/15/14/13 Cost: 50/55/60/65/70 Yoto Hime charges forward in the designated direction, causing 90 (80% Bonus Attack) physical damage to enemies on its way. If this KO ability is the enemy, it will be reset and the 35'c39b54a MP will be restored. Sinister Blade Cooldown: 90/80/70 Cost: 100/100/100 Yoto Hime attacks the designated target, repeatedly cutting into the target and nearby enemy shikigami. Each slash causes 140 (80% attack) physical damage, followed by damage on the same shikigami is limited to 40%. A maximum of 6 slashes. YoukoMarksmanKi Focus Passive Effect: Every time one of Youko's abilities hits an enemy unit, it gets one layer of Demon strength, increasing its damage from attack by 1.5% and attack speed by 5%. Each demon force layer lasts 8 seconds, and a new layer resets the timer. A maximum of 5 demon force layers can be stacked at a time. Harmful Wind Passive Trigger: Every 3 main attacks, Youko turns into a destructive cyclone, attacking the target and 3 nearby enemy units to inflict an additional 5 physical damage. It also reduces the cooling of all your own abilities by 1 second. Does 50% damage to hit enemies. Wind Blade Cooldown: 5/5/5/4/4 Cost: 30/30/30/30/30 Youko shoots the blade of energy from its fan, Case 50 (70% Attack) Physical damage to the first enemy block it comes into contact with. If the enemy shikigami hit, the subsequent blade automatically shoots, deal 10 (60% Attack) Physical damage with the additional baseline effect of the attack. Wind Rider Cooldown: 14/13/12/11/10 Cost: 30/40/50/60/70 Youko moves with the wind, becomes blur and teleportation in the designated position. His speed increases by 15% within 4 seconds, and another demon force layer is added. Cyclone Cooldown Blade: 60/60/60 Cost: 100/100/100 Youko activates The Demon Force that stuns him with his unleashing a flurry of Wind Blades consisting of 4/9/13/20 N/R/SR/SSR blades of rarities. Each Wind Blade causes (45% attack) physical damage and causes the main effect of the attack. Each demon force raises the chance of getting an SSR by 1%. YukiSamuraiSnow Chaser Passive Effect: Every 10 seconds (s), Yuki's next main attack will make it dask to goal at a certain distance and deal (130% Attack) (level 8) Physical damage to all enemies in the rectangular range. When Yuki reaches Lv 7/12, the cooling time will be reduced to 8.5/7 seconds (s). Each time Yuki uses the ability to do damage to enemy shikigami, the cooling time of this attack will be reduced by 0.75 seconds (c). Snow Weaver Cooldown: 6/5/4/3 Passive Trigger: When Yuki deals damage to enemy shikigs or monsters with a major attack or ability, it will cause 1 layer of Frost. If one target has 4 Frost layers, the target will be frozen for 0.9 seconds. Once the target is frozen for 6 seconds, Yuki can't stack more layers of Frost on shikigami or monsters. Yuki will mark the enemy Shikigami in a freezing state for 1,200 yards in 4 seconds, and when Yuki uses the main attack on them, Yuki will jump to the goal and deal 40 (65% Attack) (6% Target Max HP) Magical goal damage. Icebreak Cooldown: 12/11/11/10/10 Cost: 40/45/50/55/60 Yuki Dash to designated direction and deals 20 (40% Attack) physical damage to enemies on the way. Yuki can use this ability again for 4 seconds to inflict 70 (100% attack) physical damage and inflict the effect of freezing enemies in the form of a fan area to the front for 0.4 seconds. SnowFall Cooldown: 24/21/19/16/14 Cost: 60/70/80/90/100 Yuki cleans itself with warm wind, dissipation control effect and recovery of 60 (10% Lost HP) (60% HP Bonus Attack) HP. December Snow Cooldown: 75/65/55 Cost: 100/100/100 After a short period of activation, Yuki pulls out snow, charges to the target of enemy shikigami and attacks 3 times. The first attack causes 60 (70% bonus attack) physical damage and freezes the target for 1 second. The second attack causes 60 (70% bonus attack) physical damage, and the third attack causes 120 (150% bonus attack) physical damage. Three attacks won't stack Frost. Yuki receives a 60% reduction in damage when using this ability. Yuki OnnaMageDusk Snows Passive Effect: Yuki Onna's abilities inflict an additional 10% of magical damage on slow-motion enemies. Snow Maiden Passive Trigger: Every time Yuki Onna uses the ability, she gets 1 Snowflake. When 3 Snowflakes are collected, it gets a snow shield that breaks after blocking 105 (45% Power Ability) damage. When the shield collapses, it deals magical damage to 100 (35% Ability Power) and 1.25-second immobilize to the nearest enemies. If not applied for 8 seconds, the shield is reset. Marshmallow Cool: 8/7/7/6/6 Cost: 40/50/60/70/80 Yuki Yuki throws a snowball in the designated direction. Snowball inflicts 80 (55% Power Ability) magical damage to enemies it strikes. When an enemy shikigami hit or a snowball drove the maximum distance, it explodes, rubbing up to 100 (80% power ability) magical damage to the target and nearby enemies. Frost Breath Cooldown: 10/9/8/8 Cost: 80/85/90/95/100 Yuki Onna sends an explosion of icy air in the designated direction, knocking back targets within range, and dealing 80 (60% Power Ability) magical damage and slowing them down by 35% within 1.5 seconds. White Out Cooldown: 60/55/50 Cost: 100/100/100 Yuki Onna causes a powerful blizzard at a designated position that launches 5 attacks on enemies in the range, dealing with 130 (30% power ability) magical damage and 30% slow with each attack. Damaged enemies will be frozen for 3 times for 1.5 seconds. YumekuiTankDream Devourer Cooldown: Yumekui's first major attack aims to sleep. This effect is effective against the same target once every 10 seconds. Fast Spin Cooldown: 16/16/16/16 Cost: 60/60/60/60 Yumekui curls up a roll and gradually gets a 100% Haste effect within 5 seconds. Yumekui stops rolling when hitting the enemy and inflicts the effect of AoE Knockback, inflicting 70 (50% Power Ability) Magical damage to enemies. The base attack cannot be used while rolling. Dreamy Cooldown Foam: 8/7/7/6/6 Cost: 35/40/45/50/55 Yumekui releases foam in the designated direction, which dissipates when hit by the enemy. The foam inflicts 50 (60% power ability) (5% Target Max HP) Magical damage to the target and nearby enemies, also slows them down by 20% for 1.5 seconds and acquires its vision within 3 seconds. The damage from this monster ability increases to 150%. Nightmare Cooldown: 15/15/15/15 Cost: 40/50/60/70/80 Yumekui sends the spread of a hypnotic wave, deal 80 (45% Power Ability) (6%BonusMax HP) Magical damage to enemies and put them to sleep for 0.9 seconds. Dream Invader Cooldown: 60/55/50 Cost: 100/100/100 When the enemy has suffered from sleep effect or was affected within 2 seconds, Yumekui can enter the enemy's dreams, deal 40 (15% Power Ability) (3% Target Max HP) Magic damage to the enemy every 0.5 seconds and slow down the enemy by 30% while restoring 50 (25% Power Ability) (5% Lost HP) HP for yourself. After 2 seconds at most, Yumekui leaves the dream goal. The direction in which Yumekui comes out of the dream can be chosen by hand. EnmaMarksman/MageSoul Plunder Passive Effect: When Enma strikes enemy shikigami with her abilities, she gets 1 Spirit. When there are enemy shikigami sealed near Enma, she receives 2 Spirits. Enma automatically receives 1 Spirit at regualar intervals. Spirit Command Cooldown: 10/9.5/9/8.5/8 Cost: 30/35/40/45/50 Enma Commands Soul In the designated direction, deal 90/145/200/255/310 (60% Bonus Attack) (65% Power Ability) (6/7/8/9/10% (Every 100 Ability Ability Ability 1%) The goal of HP Lost) Magical damage to enemies caught in its path. If the enemy Shikigami is struck, the soul will dissipate in all directions, dealing 90/145/200/255/310 (60% Bonus Attack) (65% Power Ability) (6/7/8/9/10% (Every 100 Power Power Increases by 1%) The purpose of HP Lost) Magical damage to other enemies within reach. Realm Cooldown Demon: 10 Cost: 35/40/45/50/55 Enma calls the Demon Realm in a designated position, which effects silence on enemies within reach for 0.7/0.78/0.85/0.93/1 seconds. Demon Realm lasts 3 seconds, inflicted 20/35/50/65/80 (20% Bonus Attack) (20% Power Ability) Magic Damage every 0.6 seconds and 25/32.5/40/47.5/55% Slow effect on all enemies within range. Meditation Cooldown: 14/12.5/11/9.5/7.5 Cost: 14/12.5/11/9.5/7.5 Enma receives shield, which can absorb 60/1 20/180/240/300 (60% Bonus Attack) (50% Power Ability) and the 60/80/80/90/100% haste effect for 1.5 seconds. Shredded Cooldown Complaints: 6.5/5.5/4.5/3.5 Cost: 20 When the Enma Spirit count reaches 5, it enters a state of pressure. In this state, Enma will not be able to change the direction she faces. Each major attack will consume 1 Spirit to release three souls in this direction, case 8/12/16/20 (43% Attack) (14% Power ability) (0.3/0.6/0.9/1.2% (Every 400 Power increases by 1%) Goal Max HP) Magical damage to the first enemy they hits. The Command of the Spirit and the Demon Kingdom can only be used in the direction they face. If Enma does not use the main attack for 3 seconds, 1 Spirit will be automatically consumed. TessoMarksmanTrait: Prosperity Growth Passive Effect: Tesso gets incense money whenever he seals a monster or minion. He gets even more money for incense when he helps seal or seal the enemy's shikips. Each particular amount of incense Money gives Tesso additional coins. Ability 1: Jingle Jungle Tesso tosses a coin in the designated direction, inflicts physical damage on the enemy's first strike. It also physically damages one of your closest opponents. The more incense Money Tesso has, the more targets the splash effect will cause. Ability 2: The abundant Fortune Tesso throws a cup of alms to the designated area, dealing with physical damage and slow enemies within reach. At the same time, incense money is stolen from enemies. Stolen incense money will last for a certain period of time. Ability 3: Rolling in Tesso's money quickly rotates into his coin wheel, increasing its speed of movement for some time. It also leaves behind a trail of golden wealth that slows enemies within the path. When his speed increases, Tesso can use and major attacks while driving. The effects of increasing the speed of movement and slowly increase depending on the amount of incense Money Tesso has. Final ability: Tesso's insurance policy issues coins that surround it. Coins are automatically chasing for around him. Each coin deals physical damage to the target. The more incense Tesso has, the more coins he will release. Tesso will be available for the first time during the Shikigame fight this week. Updated January 17, 2020. 2020.

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