Camu: Crocotta: Difference between revisions

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|- <!--Orbs-->
|- <!--Orbs-->
|Red Orb=RedOrbName
|Red Orb=RedOrbName
|Red Orb Detail=Perform a spinning attack and launch the enemy, dealing 2 instances of <span style="color:#FF6549;">300% / 600% / 900% </span> Physical DMG. DMG is converted to Dark element when it is a 3-Ping.
|Red Orb Detail=Performs a spinning attack and launches the enemy, dealing 2 instances of <span style="color:#FF6549;">300% / 600% / 900% </span> Physical DMG. DMG is converted to Dark element when it is a 3-Ping.
Berserk mode: Swiftly deal 2 instances of <span style="color:#FF6549;">520%</span> Dark DMG, followed by a heavy attack dealing <span style="color:#FF6549;">520%</span> Dark DMG.
Berserk mode: Swiftly deals 2 instances of <span style="color:#FF6549;">520%</span> Dark DMG, followed by a heavy attack dealing <span style="color:#FF6549;">520%</span> Dark DMG.
|Yellow Orb=YellowOrbName
|Yellow Orb=YellowOrbName
|Yellow Orb Detail=Rush and slash twice, dealing a total of <span style="color:#FF6549;">280% / 560% / 840%</span> Physical DMG. DMG is converted to Dark element when it is a 3-Ping. Berserk mode: Crush the enemy in a flash, dealing <span style="color:#FF6549;">360%</span> Dark DMG, followed by rising spikes from the ground, dealing <span style="color:#FF6549;">600%</span> Dark DMG.
|Yellow Orb Detail=Rushes and slashes twice, dealing a total of <span style="color:#FF6549;">280% / 560% / 840%</span> Physical DMG. DMG is converted to Dark element when it is a 3-Ping.
Berserk mode: Crushes the enemy in a flash, dealing <span style="color:#FF6549;">360%</span> Dark DMG, followed by rising spikes from the ground, dealing <span style="color:#FF6549;">600%</span> Dark DMG.
|Blue Orb=BlueOrbName
|Blue Orb=BlueOrbName
|Blue Orb Detail=Immediately break out of incoming attacks, dealing <span style="color:#FF6549;">270% / 540% / 810%</span> Physical DMG to the surroundings. Gain <span style="color:#FF6549;">5% / 10% / 15%</span> HP worth of shield for 5 seconds. DMG is converted to Dark element when it is a 3-Ping.
|Blue Orb Detail=Immediately breaks out of incoming attacks, dealing <span style="color:#FF6549;">270% / 540% / 810%</span> Physical DMG to the surroundings. Gains <span style="color:#FF6549;">5% / 10% / 15%</span> HP worth of shield for 5 seconds. DMG is converted to Dark element when it is a 3-Ping.
Berserk mode: Pull the enemy towards self, striking twice and dealing a total of <span style="color:#FF6549;">920% </span> Dark DMG.
Berserk mode: Pulls the enemy towards self, striking twice and dealing a total of <span style="color:#FF6549;">920% </span> Dark DMG.
|- <!--Abilities-->
|- <!--Abilities-->
|Basic=BasicAttackName
|Basic=BasicAttackName
|Basic Attack Detail=Basic Attack: Continuously attack, dealing a total of <span style="color:#FF6549;">800%</span> Physical DMG.
|Basic Attack Detail=Basic Attack: Continuously attacks, dealing a total of <span style="color:#FF6549;">800%</span> Physical DMG.
Berserk mode: Continuously perform swift attacks, dealing a total of <span style="color:#FF6549;">1240%</span> Dark DMG.
Berserk mode: Continuously performs swift attacks, dealing a total of <span style="color:#FF6549;">1240%</span> Dark DMG.
|Signature=SignatureMoveName
|Signature=SignatureMoveName
|Signature Detail=Signature move: Expend 80 energy to enter Berserk mode and gain a Berserk gauge. Gain invincibility during the transition and mode. Dark DMG is increased by <span style="color:#FF6549;">20%</span>. Utilize special Red, Yellow and Blue signal orbs, all are considered as 3-Pings. Only 1 of each may be present at any time. Orbs will be generated again after 2s from expending them, up to 3 times. The gauge will drain over time as well as when DMG is taken. The gauge freezes when Matrix is triggered. Exit Berserk mode when the gauge is empty.
|Signature Detail=Signature move: Expends 80 energy to enter Berserk mode and gain a Berserk gauge. Gains invincibility during the transition and mode. Dark DMG is increased by <span style="color:#FF6549;">20%</span>. Utilizes special Red, Yellow and Blue Signal Orbs, all are considered as 3-Pings. Only 1 of each may be present at any time. Orbs will be generated again 2 seconds from expending them, up to 3 times. The gauge will drain over time as well as when DMG is taken. The gauge freezes when Matrix is triggered. Exit Berserk mode when the gauge is empty.
|QTE=QTEName
|QTE=QTEName
|QTE Detail=QTE: Rush towards the enemy, clawing them for a total of <span style="color:#FF6549;">640%</span> Dark DMG.
|QTE Detail=QTE: Rush towards the enemy, clawing them for a total of <span style="color:#FF6549;">640%</span> Dark DMG.

Revision as of 11:31, 6 November 2021

← Vera: Rozen Rosetta: Rigor →
100%

Debuts in the Grand Blue patch. · Rank: S-Rank · Class: Pioneer · Element: Physical (20%) Dark (80%) 50%

                                                                                                                                                                                                                                                                                                                                                                                                       

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Physical (20%) Dark (80%)
Camu
Crocotta
23 Oct
180cm
72kg
B
19
Review
1954
274
433
192
S-Rank
--
Str. Hawk
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Skills & Passives

Red Orb

RedOrbName

Performs a spinning attack and launches the enemy, dealing 2 instances of 300% / 600% / 900% Physical DMG. DMG is converted to Dark element when it is a 3-Ping.

Berserk mode: Swiftly deals 2 instances of 520% Dark DMG, followed by a heavy attack dealing 520% Dark DMG.

Yellow Orb

YellowOrbName

Rushes and slashes twice, dealing a total of 280% / 560% / 840% Physical DMG. DMG is converted to Dark element when it is a 3-Ping.

Berserk mode: Crushes the enemy in a flash, dealing 360% Dark DMG, followed by rising spikes from the ground, dealing 600% Dark DMG.

Blue Orb

BlueOrbName

Immediately breaks out of incoming attacks, dealing 270% / 540% / 810% Physical DMG to the surroundings. Gains 5% / 10% / 15% HP worth of shield for 5 seconds. DMG is converted to Dark element when it is a 3-Ping.

Berserk mode: Pulls the enemy towards self, striking twice and dealing a total of 920% Dark DMG.

Basic Attack

BasicAttackName

Basic Attack: Continuously attacks, dealing a total of 800% Physical DMG.

Berserk mode: Continuously performs swift attacks, dealing a total of 1240% Dark DMG.

Core

CorePassiveName

Core Passive: Attack increases by 80% while in Catastrophe Zones. Gain 1 stack of Rage during 3-Pings, up to a maximum of 3 stacks. 3-Pings grant 8 energy during 3 stacks of Rage. All stacks are consumed when entering Berserk mode, granting 6% / 12% / 20% DMG increase for the duration.
Signature

SignatureMoveName

Signature move: Expends 80 energy to enter Berserk mode and gain a Berserk gauge. Gains invincibility during the transition and mode. Dark DMG is increased by 20%. Utilizes special Red, Yellow and Blue Signal Orbs, all are considered as 3-Pings. Only 1 of each may be present at any time. Orbs will be generated again 2 seconds from expending them, up to 3 times. The gauge will drain over time as well as when DMG is taken. The gauge freezes when Matrix is triggered. Exit Berserk mode when the gauge is empty.
QTE

QTEName

QTE: Rush towards the enemy, clawing them for a total of 640% Dark DMG.
Leader

LeaderName

Leader - All team members' Dark DMG increases by 10%, Pioneer Compositers' attack increases by 5%.
Class

Pioneer

Error: Please set a category for the character.
Awakening

Ultima Awaken

Gains 3 Signal Orbs when entering battle.
SS-Rank

SSRankName

Passive: DMG increases by 10% for 8 seconds when expending Yellow Orbs.
SSS-Rank

SSSRankName

Passive: DMG increases by 15% during Berserk mode. Gain 80 Energy and 3 stacks of Frenzy at the start of the battle.
SSS+ Rank

SSSPlusRankName

Passive: 3-Ping DMG increases by 20%
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