Sanji (Osoba Mask)

Talent Translation:

Level 20: Every time the team's characters (except Sanji) release the final move or ultimate move, Sanji will gain 2 layers of energy. When Sanji gains energy in this way, his hit rate will increase by a certain percentage, which will last for 2 rounds and can be stacked 2 times. His speed will increase by a certain percentage of his current speed, which can be stacked 5 times. The acceleration effect will last until the end of his action. Every time the team's characters (except Sanji) release the final move or ultimate move, Sanji will gain 2 layers of energy. When Sanji gains energy in this way, his hit rate will increase by a certain percentage, which will last for 2 rounds and can be stacked 2 times. His speed will increase by a certain percentage of his current speed, which can be stacked 5 times. The acceleration effect will last until the end of his action.

Level 40: Targets that already carry energy at the start of the round have a certain percentage chance of directly receiving energy shock. Targets that receive energy through Sanji active skills will also receive energy shock. If the energy is not less than 2 layers during the attack, the hit rate of this attack will increase by a certain percentage. If the energy is not less than 6 layers, this attack will invalidate the target's invincibility effect.
Energy shock (can be stacked 5 times): toughness is increased by a certain percentage. If the health value is not greater than a certain percentage after being hit by an attack, all energy shocks are cleared.

Level 50: At the start of the battle, Sanji gains immunity to control effects for 1 round, gains an additional 5 soul jades at the start of the round, gains an additional 50 rage points when Sanji attacks normally, and when Sanji attacks, there is a certain percentage of chance to convert 10 times his own defense into attack.

Level 60: After a teammate other than Sanji takes action, if this action has attacked and Sanji is not in control, there is a certain percentage of chance to release a gust of wind buckwheat kick. In this way, each time a gust of wind buckwheat kick is released, the next gust of wind buckwheat kick will be strengthened into a meteor buckwheat kick. When the teammate's energy shock is cleared, Sanji is not in control, and Sanji will release a meteor drop for the entire range.

Level 80: When the number of rounds is not greater than 4 and energy exists, the Filling effect will be obtained. For each layer of energy Sanji gains, the final damage bonus is permanently increased by a certain percentage, which can be stacked up to 30 times. For each layer of energy lost, the defense is permanently increased by a certain percentage, which can be stacked up to 30 times.
Replenishment: Health is locked at 30%.

Level 100: At the start of the battle, all of Shanzhi's damage bonuses, all of his damage reductions, and final damage reduction increase by a certain percentage, and his attack, speed, life, defense, and toughness increase by a certain percentage. His dodge and hit rate increase by a certain percentage. Before the start of the first round, Shanzhi and the character with the highest attack except Shanzhi gain 5 layers of energy. At the start of the battle, Sanji gains an additional layer of energy for every 3,000 points of defense, up to a maximum of 5 additional layers.
Skill Translation:

Skill Description: Causes a certain percentage of your own attack power as attack damage to a single enemy, and an additional percentage of skill damage. Additional effect: Energy transfer: When releasing Buckwheat Strike, if the energy is not less than 4 levels at this time, reduce your own energy by 3 levels, and there is a certain percentage of chance to choose the character with the highest attack except yourself and give 3 levels of energy. Energy (except Sanji, only 1 target can carry it, and it can be stacked up to 15 times): Each layer of energy provides a certain percentage of all damage bonus. During the existence of energy, the excess healing amount will be converted into a shield. The shield can be stacked and exists for 2 turns. After being hit by a skill, 1 layer of energy is cleared. When the energy is consumed, a certain percentage of health is restored.

Skill Description: Causes a certain percentage of your own attack power as attack damage to a single enemy, and an additional percentage of skill damage.
Additional effect: Energy transfer: When releasing Buckwheat Shock, if the energy is not less than 4 levels at this time, reduce your own energy by 3 levels, and there is a certain percentage of probability to choose the character with the lowest current health value other than yourself and give 3 levels of energy.
Energy (except Sanji, only 1 target can carry it, and it can be stacked up to 15 times): Each layer of energy provides a certain percentage of all damage bonus. During the existence of energy, the excess healing amount will be converted into a shield. The shield can be stacked and exists for 2 turns. After being hit by a skill, 1 layer of energy is cleared. When the energy is consumed, a certain percentage of health is restored.

Skill Description: Causes a certain percentage of your own attack power as attack damage to a single enemy, and an additional percentage of skill damage.
Additional effect: Severe Injury: When releasing the Gale Buckwheat Kick and hitting the target, there is a certain percentage of chance that the target will be unable to recover health for 2 turns (ignoring the negative status of immunity).

Skill Description: When releasing a skill, there is a certain percentage of chance to clear the current energy and regain it.

Skill Description: Causes a certain percentage of your own attack power as attack damage to a single enemy, and an additional percentage of skill damage.
Additional effect: Damage bonus: When releasing a meteor attack, each layer of energy provides a certain percentage of the final damage bonus for this skill. If the energy exceeds 5 layers during the action, this skill will be replaced by an all-around attack.

Skill Description: Causes a certain percentage of your own attack power as attack damage to a single enemy, and an additional percentage of skill damage.
Additional effect: Energy acquisition: When releasing Meteor Strike, if the current round number is not greater than 3, there is a certain percentage of probability that all characters with energy will gain 5 layers of energy, and the skill cooldown time will be increased by 1 round.
Energy (except Sanji, only 1 target can carry it, and it can be stacked up to 15 times): Each layer of energy provides a certain percentage of all damage bonus. During the existence of energy, the excess healing amount will be converted into a shield. The shield can be stacked and exists for 2 turns. After being hit by a skill, 1 layer of energy is cleared. When the energy is consumed, a certain percentage of health is restored.

Skill Description: Causes skill damage equal to a certain percentage of the enemy's own attack power to all enemies, and adds a certain amount of additional fixed damage.
Additional Effect: Flaw: When releasing Meteor Buckwheat Kick, there is a certain percentage chance to restore 2 layers of energy to the target, and there is a certain percentage chance to add 1 layer of Flaw to the target when the attack hits. When hitting, if the energy is not less than 5 layers, it will be accompanied by a 1-round stun effect. The stun effect triggered when it is first released will not be considered an effect from the enemy.
Flaw (ignoring negative effects of immunity): Reduces the target's critical strike rate, toughness and dodge by a certain percentage, and all damage bonus by a certain percentage, and reduces the target's attack by a certain percentage based on Sanji attack this time. The effect lasts for 3 rounds and can be stacked up to 5 times.
Stun (control, non-negative): Unable to act, will not be considered a negative effect, but will be affected by immunity or removal of control effects.
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