비소

비소
비소명사비소
희귀도RaritystrRaritystrRaritystrRaritystrRaritystr
운명의 길Class 수렵
전투 속성Class 바람
n/a
신용 포인트308K
공조 기계 부품15
공조 톱니바퀴15
만취의 시대 한잔65
공조 환류 심장15
행적 재료
신용 포인트3M
운철 탄환18
공조 기계 부품41
숙명적인 사인69
공조 톱니바퀴56
시간을 역행하는 일격139
공조 환류 심장58
무한한 가짜의 여한12
운명의 발자취8
스토리선주 「요청」의 천격 장군. 천궁의 7대 장군 중 하나로, 격식에 얽매이지 않으며 솔직하고 소탈하다.
각종 무예에 정통하고 신체를 극한으로 단련하여 「대첩 장군」이라는 명성을 얻었으며, 선주 군인과 백성의 사랑을 받고 있다.
그러나 「달의 광기」 증상을 겪고 있으며, 제한된 시간 내에 흉물을 모두 사냥하기 위해선——비소의 유일한 적은 바로 자신뿐이다

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속성

레벨공격력방어력HP속도치명타 확률치명타 피해도발에너지n/a
181.8452.81431125%50%7512
20159.59102.962781125%50%7512
신용 포인트4000
공조 기계 부품5
20+192.32124.083351125%50%7512
30233.24150.484061125%50%7512
신용 포인트8000
공조 기계 부품10
30+265.98171.64631125%50%7512
40306.91985351125%50%7512
신용 포인트16000
공조 톱니바퀴6
만취의 시대 한잔3
40+339.64219.125921125%50%7512
50380.56245.526631125%50%7512
신용 포인트40000
공조 톱니바퀴9
만취의 시대 한잔7
50+413.29266.647201125%50%7512
60454.21293.047911125%50%7512
신용 포인트80000
공조 환류 심장6
만취의 시대 한잔20
60+486.95314.168481125%50%7512
70527.87340.569201125%50%7512
신용 포인트160K
공조 환류 심장9
만취의 시대 한잔35
70+560.6361.689771125%50%7512
80601.52388.0810481125%50%7512
레벨n/a
1
20
신용 포인트4000
공조 기계 부품5
20+
40
신용 포인트16000
공조 톱니바퀴6
만취의 시대 한잔3
40+
50
신용 포인트40000
공조 톱니바퀴9
만취의 시대 한잔7
50+
60
신용 포인트80000
공조 환류 심장6
만취의 시대 한잔20
60+
70
신용 포인트160K
공조 환류 심장9
만취의 시대 한잔35
70+
80

전투 스킬

섬렬섬렬 - 일반 공격 | 단일 공격
에너지 회복 : 0
약점 격파 : 단일 공격 : 30
지정된 단일 적에게 비소 공격력의 만큼 바람 속성 피해를 가한다

단일 적에게 소량의 바람 속성 피해를 가한다
레벨 9
꿰뚫는 도끼꿰뚫는 도끼 - 전투 스킬 | 단일 공격
에너지 회복 : 0
약점 격파 : 단일 공격 : 60
지정된 단일 적에게 비소 공격력의 만큼 바람 속성 피해를 가하고, 그 후 즉시 해당 목표에게 특성의 추가 공격을 1회 추가로 발동한다

단일 적에게 바람 속성 피해를 가하고, 그 후 특성의 추가 공격을 1회 추가로 발동한다
레벨 15
천지 격쇄천지 격쇄 - 필살기 | 단일 공격
에너지 회복 : 0
약점 격파 : 단일 공격 : 90
지정된 단일 적에게 최대 비소 공격력의 만큼 바람 속성 피해를 가한다. 해당 공격 중에는 약점 속성을 무시하고 목표의 강인성을 감소시키며, 목표가 약점 격파 상태가 아닐 시 비소의 약점 격파 효율이  증가한다.
비소는 먼저 해당 목표에게 [섬렬의 검무] 또는 [하늘을 꿰뚫는 도끼]를 총 회 발동하고, 마지막으로 해당 목표에게 비소 공격력의 만큼 바람 속성 피해를 가한다

필살기 발동 중엔 약점 속성을 무시하고 적의 강인성을 감소시킬 수 있으며, 목표가 격파되지 않았을 시 비소의 약점 격파 효율이 증가한다.
단일 적에게 [섬렬의 검무] 또는 [하늘을 꿰뚫는 도끼]를 #3[i]회 발동하며, 마지막으로 바람 속성 피해를 가한다
레벨 15
뇌정의 수렵뇌정의 수렵 - 특성 | 단일 공격
에너지 회복 : 0
약점 격파 : 단일 공격 : 15
[비황] pt 도달 시 필살기를 활성화할 수 있으며, 최대 pt 누적된다. 아군이 공격을 회 발동할 때마다 비소가 [비황]을 1pt 획득하며, 비소의 필살기 공격은 횟수에 계산되지 않는다.
비소의 동료가 적에게 공격 발동 후 비소가 즉시 주목표에게 추가 공격을 발동하고, 비소 공격력의 만큼 바람 속성 피해를 가한다. 공격 가능한 주목표가 없을 시 랜덤 단일 적을 공격한다. 해당 효과는 턴마다 최대 1회 발동하며, 비소의 턴 시작 시 발동 횟수가 초기화된다. 해당 공격 발동 시 자신이 가하는 피해가  증가한다, 지속 시간: 

[비황] #3[i]pt 도달 시 필살기를 활성화할 수 있으며, 최대 #4[i]pt 누적된다. 아군이 공격을 #2[i]회 발동할 때마다 비소가 [비황]을 획득한다.
동료가 공격 발동 후 비소가 주목표에게 추가 공격을 발동하고 바람 속성 피해를 가한다. 해당 효과는 턴마다 최대 1회 발동하고, 해당 공격 발동 시 자신이 가하는 피해가 증가한다
레벨 15
공격공격
에너지 회복 : 0
약점 격파 : 단일 공격 : 30
적을 공격하며, 전투 진입 후 적에게 대응하는 속성의 강인성을 감소시킨다
레벨 1
폭풍의 몸폭풍의 몸 - 비술 | 강화
에너지 회복 : 0
약점 격파 : 0
비술 사용 후 초 동안 지속되는 [적진 돌격] 상태에 진입한다. [적진 돌격] 상태에서는 일정 범위 내의 적을 끌어당기고 자신의 이동 속도가  증가하며, 전투 진입 후 [비황]을 pt 획득한다.
[적진 돌격] 상태에서 선공하면 끌어당긴 모든 적을 전투에 진입시킨다. 전투 진입 후 웨이브가 시작될 때마다 모든 적에게 비소 공격력의 만큼 바람 속성 피해를 가하고, 해당 피해는 반드시 치명타를 가한다. 끌어당긴 적이 1기를 초과하면 1기를 초과할 때마다 해당 피해의 배율이  증가하고, 최대 까지 증가한다

[적진 돌격] 상태에 진입한다. 지속적으로 적을 끌어당기고 이동 속도가 증가하며, 전투 진입 후 [비황]을 획득한다.
[적진 돌격] 상태에서는 끌어당긴 모든 적을 선공할 수 있고, 웨이브가 시작될 때마다 모든 적에게 바람 속성 피해를 가하며, 해당 피해는 반드시 치명타이다. 끌어당긴 적이 많을수록 피해 배율이 증가한다
레벨 1
섬렬의 검무섬렬의 검무 - 필살기 | 단일 공격
에너지 회복 : 0
약점 격파 : 단일 공격 : 15
선택한 목표에게 비소 공격력의 만큼 바람 속성 피해를 가한다. 목표가 약점 격파 상태일 경우 피해 배율이  증가한다

단일 적에게 소량의 바람 속성 피해를 가하고, 격파된 목표에게 가하는 피해 배율이 증가한다
레벨 15
하늘을 꿰뚫는 도끼하늘을 꿰뚫는 도끼 - 필살기 | 단일 공격
에너지 회복 : 0
약점 격파 : 단일 공격 : 15
선택한 목표에게 비소 공격력의 만큼 바람 속성 피해를 가한다. 목표가 약점 격파 상태가 아닐 경우 피해 배율이  증가한다

단일 적에게 소량의 바람 속성 피해를 가하고, 격파되지 않은 목표에게 가하는 피해 배율이 증가한다
레벨 15
천지 격쇄천지 격쇄 - 필살기 | 단일 공격
에너지 회복 : 0
약점 격파 : 0
n/a

필살기 발동 중엔 약점 속성을 무시하고 적의 강인성을 감소시킬 수 있으며, 목표가 격파되지 않았을 시 비소의 약점 격파 효율이 증가한다.
단일 적에게 [섬렬의 검무] 또는 [하늘을 꿰뚫는 도끼]를 #3[i]회 발동하며, 마지막으로 바람 속성 피해를 가한다
레벨 15

행적

통천통천
캐릭터를 회 승급해야 합니다 2
전투 시작 시 [비황]을 3pt 획득한다.
턴 시작 시, 이전 턴에서 특성으로 추가 공격을 발동하지 않은 경우 [비황] 획득에 필요한 공격 횟수가 1회 계산된다
신용 포인트5000
운철 탄환3
무한한 가짜의 여한1
치명타 확률 강화치명타 확률 강화 (치명타 확률)
캐릭터를 회 승급해야 합니다 2
치명타 확률 2.7% 증가
신용 포인트5000
운철 탄환3
공조 기계 부품6
공격 강화공격 강화 (공격력)
캐릭터를 회 승급해야 합니다 3
공격력 4% 증가
신용 포인트10000
숙명적인 사인3
공조 톱니바퀴3
해형해형
캐릭터를 회 승급해야 합니다 4
필살기를 발동해 적에게 피해를 가하면 추가 공격을 발동한 것으로 간주한다. 추가 공격의 치명타 피해가 36% 증가한다
신용 포인트20000
숙명적인 사인5
운명의 발자취1
무한한 가짜의 여한1
공격 강화공격 강화 (공격력)
캐릭터를 회 승급해야 합니다 4
공격력 6% 증가
신용 포인트20000
숙명적인 사인5
공조 톱니바퀴4
치명타 확률 강화치명타 확률 강화 (치명타 확률)
캐릭터를 회 승급해야 합니다 5
치명타 확률 4% 증가
신용 포인트45000
시간을 역행하는 일격3
공조 환류 심장3
섬전섬전
캐릭터를 회 승급해야 합니다 6
전투 스킬 발동 시 공격력이 48% 증가한다. 지속 시간: 3
신용 포인트160K
시간을 역행하는 일격8
운명의 발자취1
무한한 가짜의 여한1
방어 강화방어 강화 (방어력)
캐릭터를 회 승급해야 합니다 6
방어력 7.5% 증가
신용 포인트160K
시간을 역행하는 일격8
공조 환류 심장8
치명타 확률 강화치명타 확률 강화 (치명타 확률)
캐릭터 레벨 Lv.을(를) 달성해야 합니다 75
치명타 확률 5.3% 증가
신용 포인트160K
시간을 역행하는 일격8
공조 환류 심장8
공격 강화공격 강화 (공격력)
캐릭터 레벨 Lv.을(를) 달성해야 합니다 80
공격력 8% 증가
신용 포인트160K
시간을 역행하는 일격8
공조 환류 심장8
공격 강화공격 강화 (공격력)
공격력 4% 증가
신용 포인트2500
공조 기계 부품2
방어 강화방어 강화 (방어력)
캐릭터를 회 승급해야 합니다 3
방어력 5% 증가
신용 포인트10000
숙명적인 사인3
공조 톱니바퀴3
공격 강화공격 강화 (공격력)
캐릭터를 회 승급해야 합니다 5
공격력 6% 증가
신용 포인트45000
시간을 역행하는 일격3
공조 환류 심장3

성혼

극지 평정극지 평정극지 평정
[섬렬의 검무] 또는 [하늘을 꿰뚫는 도끼] 발동 후 비소가 가하는 필살기 피해가 기존 피해의 10%만큼 추가로 증가한다. 최대 5스택 중첩되며, 필살기 행동이 종료될 때까지 지속된다
별과 달에 올리는 예별과 달에 올리는 예별과 달에 올리는 예
특성 효과에서 아군이 추가 공격을 1회 발동할 때마다 비소가 [비황]을 1pt 획득한다. 해당 효과는 턴마다 최대 6회 발동한다
서성 출현서성 출현서성 출현
필살기 레벨+2, 최대 Lv.15. 일반 공격 레벨+1, 최대 Lv.10
대담하고 신중하게대담하고 신중하게대담하고 신중하게
특성 추가 공격의 강인성 감소 수치가 100% 증가하고, 발동 시 자신의 속도가 8% 증가한다, 지속 시간: 2
드높은 하늘에 올라드높은 하늘에 올라드높은 하늘에 올라
전투 스킬 레벨+2, 최대 Lv.15. 특성 레벨+2, 최대 Lv.15
수구초심수구초심수구초심
비소가 가하는 필살기 피해의 모든 속성 저항 관통이 20% 증가한다. 특성의 추가 공격 피해는 동시에 필살기 피해로 간주되며, 피해 배율이 140% 증가한다

광추

명사희귀도운명의 길공격력방어력HP전투 스킬n/a
화살촉
화살촉3
RarstrRarstrRarstr
the-hunt-class317.52264.6846.72전투 시작 시 장착한 캐릭터의 치명타 확률이 12% 증가한다. 지속 시간: 3턴
별 쫓는 화살
짓밟힌 의지
시위를 떠난 화살
시위를 떠난 화살3
RarstrRarstrRarstr
the-hunt-class370.44264.6740.88장착한 캐릭터는 적을 처치한 후 공격력이 24% 증가한다. 지속 시간: 3턴
별 쫓는 화살
철위대 훈장
대립
대립3
RarstrRarstrRarstr
the-hunt-class370.44264.6740.88장착한 캐릭터는 적을 처치한 후 속도가 10% 증가한다. 지속 시간: 2턴
별 쫓는 화살
고대 엔진
침묵만이
침묵만이4
RarstrRarstrRarstrRarstr
the-hunt-class476.28330.75952.56장착한 캐릭터의 공격력이 16% 증가한다. 필드 위의 적이 2명 이하일 경우, 장착한 캐릭터의 치명타 확률이 12% 증가한다
별 쫓는 화살
철위대 훈장
논검
논검4
RarstrRarstrRarstrRarstr
the-hunt-class476.28330.75952.56장착한 캐릭터가 동일한 적을 여러 회 명중 후 매번 가하는 피해가 8% 증가한다. 해당 효과 최대 중첩수: 5스택. 공격 목표에 변화가 생길 경우 현재 버프 효과가 해제된다
별 쫓는 화살
꿈틀대는 코어
팔로우를 부탁해!
팔로우를 부탁해!4
RarstrRarstrRarstrRarstr
the-hunt-class476.28330.75952.56장착한 캐릭터의 일반 공격 혹은 전투 스킬이 가하는 피해가 24% 증가하며, 장착한 캐릭터의 현재 에너지가 에너지 최대치일 시, 해당 효과는 추가로 24% 증가한다
별 쫓는 화살
공조 환류 심장
움트는 봄물
움트는 봄물4
RarstrRarstrRarstrRarstr
the-hunt-class476.28396.9846.72전투 진입 후 장착한 캐릭터의 속도가 8% 증가하고, 가하는 피해가 12% 증가한다. 장착한 캐릭터가 피해를 받은 후 해당 효과는 사라지며 다음 턴이 종료되면 해당 효과는 회복된다
별 쫓는 화살
고대 엔진
또다시 저승으로
또다시 저승으로4
RarstrRarstrRarstrRarstr
the-hunt-class529.2330.75846.72장착한 캐릭터의 치명타 확률이 12% 증가한다. 치명타 발동 후 16%의 고정 확률로 피격된 적이 보유한 버프 효과를 1개 해제한다. 해당 효과는 턴마다 1회만 발동할 수 있다
별 쫓는 화살
영생의 가지
야경 속에서
야경 속에서5
RarstrRarstrRarstrRarstrRarstr
the-hunt-class582.12463.051058.4장착한 캐릭터의 치명타 확률이 18% 증가한다. 장착한 캐릭터의 전투 중 속도가 100보다 높을 경우, 10pt 초과할 때마다 일반 공격 및 전투 스킬이 가하는 피해가 6% 증가하고, 필살기의 치명타 피해가 12% 증가한다. 최대 중첩수: 6스택
별 쫓는 화살
짓밟힌 의지
깊게 든 단잠
깊게 든 단잠5
RarstrRarstrRarstrRarstrRarstr
the-hunt-class582.12463.051058.4장착한 캐릭터의 치명타 피해가 30% 증가한다. 장착한 캐릭터의 일반 공격 혹은 전투 스킬 피해가 치명타를 발동하지 않으면 자신의 치명타 확률이 36% 증가한다. 지속 시간: 1턴. 해당 효과는 3턴마다 1회만 발동할 수 있다
별 쫓는 화살
짓밟힌 의지
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702 responses to “비소”

  1. No need to go “no life” and argue with a random person on the internet. The chad-der approach is to build chars, beat endgames, and test things myself

    Here’s Fei vs FF (who I have. I don’t have others), very f2p investment, as my account is:
    – Fei’s team: Fei e0, Robin e0 (don’t look at my name lol I didn’t activate her e1 prior to the test), Lynx e2 and Hunt March e6. Total: 2 cost
    – FF’s team: FF e0, HTB e6, RM e0, Gallagher e3. Total:

    Target: current Moc 12 first side
    Result:
    – Fei used 2 cycles, and could even 1 cycle if I lucky (there was nearly a 1 cycle run but Lynx was dead so… 🗿). Notably many times she 0 cycle the first wave.
    – FF: used 4 cycles, sometimes 5.

    It’s weakness diff? Lol isn’t FF a brute forcer with her type implantation? And there’re imaginary weaknesses which’s great for HMC?
    It’s turbulence diff? Nah how much did it carry Fei? Cringy 100k dmg aoe per cycle? And FF could make some use of it cuz she attacked a lot.
    Not to mention FF diffed Fei in terms of Aoe and investment (yes, built FF since 2.3, but only built Fei recently) (Fei and March didn’t even max traces (only stay 6-8/10, while the whole FF’s team had 9-10/10 traces)
    Okay so just assume that Fei diffed FF in the first 2. Are they enough to… let Fei use 2-3 times less cycles than FF? I don’t think so.

    The only reason to explain, and to conclude too, is: Fei > FF. Don’t hate her tho. FF has also helped me, alongside with Fei, beat Moc and AS full star for the first time. But, when 3.x come, the first dps I think of to be replaced would be FF, not Fei.

    Can’t do further test cuz Robin is now e1.

    That’s it!

      
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    • I understand enthusiasm to share own findings, but I don’t understand why you’d choose current MoC as testing ground for such direct comparison.

      First of all, unless you don’t care who you are presenting your data to, weakness matters.
      Second, the current MoC favors rapid attacking teams, gaining dmg% bonus faster, turbulence dealing AoE damage, something Feixiao’s team usually doesn’t have access to, while providing nothing meaningful to break teams.
      Third is that your FF’s team result differs vastly from what I observed from my own, especially since break teams don’t scale with RNG multiplier like critical, most players’ team should perform very close to each other. My FF’s team takes 2 cycle at most, and 1 cycle with DDD on HTB.

      I also hard disagree on your conclusion with Fei > FF for a very simple reason that it’s Feixiao+Robin. And my god, does it have a lot to do with Robin.
      It had already been well discussed among community that Robin can easily warp players perception in MoC because of how her AV interact with cycle reset. And Feixiao is currently her best DPS.

      For example, both my Yunli and Feixiao team can 0 cycle current floor 12 but I’d never be bold enough to say Yunli == Feixiao, let alone Yunli > Firefly.
      I also don’t know what kind of insight do you have to forsee into patch 3.X, but if you can plan that far ahead, you’re probably far smarter than me so I guess I should shut up.

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      • Sorry but Firefly depends on HTB just as much as Fei does Robin. In fact i’d say even more so. Fei can at least work without her to an extent. Firefly without HTB is literally unplayable to the point i don’t even think it could do any MoC in 5 turns which is the breaking point for failure Imo.

        While i agree using this times MoC to gauge the two a mistake since it heavily favors Fei and greatly disfavors both Firefly and Acheron. There really isn’t any other way to compare the two since overworld bosses are just too easy.

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    • It’s not rare that the MoC will favor the newer teams and leave the precursors fight with their own might should they were not intentionally or unintentionally opposed against by the MoC configuration.

      By the time of Acheron she outperforms everyone else in the MoC, and by the time of FF she outperforms Acheron, and by the time of Feixiao she outperforms FF. Hoyo insiduously differs the performance of DPS by MoC configurations and let us argue about the dellusion of power and nobody see the fact that even the weakest Jing Yuan (or he was so-called) can still earn a full star. You seek who’s the strongest and you end up getting a bunch of new DPS you don’t like.

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      • Yeah that why Dps are a dime a dozen. Once you get a few good ones. It better to get supports. Which given supports do offer some powerful bonuses for getting a extra copy. Fu xuan more crit damage to add to her crit rate bonus. Gamble Man, has a easier time keeping his shields at 100% up time. HuoHuo, more skill point positive and a speed boost. Robin becomes a second copy of Mei with ultimate up. With many of these bonuses being universally useful. It can make more sense to go for extra copies of Supports over the new dps of the month.

        Unless a support is for a very niche role or a dps has very good early e1 and e2. Can normally get way more value out of a support or possibly even open new play styles for one of your existing dps.

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  2. so I ended up looking crazy with Feixiao just like I did with Jiaoqiu. First I wanted them, then they got nerfed. So I changed my opinion daily. Pull vs don’t pull. I doomposted and I also coped.

    In the end, I pulled for them both lmao. I also got Robin (🙄) for my Feixiao. Foxians keep making me look bipolar and it’s probably gonna happen with Tingyun too if she ends up being a fucking break support.

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  3. protip: prydwen farms clicks, their tier list is based on who is loved most by communities, mainly reddit, and i assume you know reddit are a small groups of F2P each owns 100s alt accounts to downvote (they are uneducated, they can’t make bots, they downvote by manual HANDS)

    thats why they put acheron+firefly on top of everything and put argenty+boothill low because reddit are F2P and didn’t roll BH+A

    and i assume you also know wich country redditors are from because they aggresively insisted Ruanmei is the absolute best harmony for years now and kill who ever put robin up

    ☠☠☠☠☠💢

      
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    • It’s exactly what’s happening. The tierlist seems governed by ownership rate funnily enough.

      There isn’t a SINGLE character which is unloved yet does well in their eyes. No wonder the 15%ly owned Boothill is looked down upon, meanwhile the 90% Singature Lightcone Acheron is considered godly for F2Ps. The exact same story goes for Yunli in all 3 endgames and Argenti overall. Because let’s be honest, they can’t bother to be impartial towards unpopular chars they don’t care.

      It took them half a year to bump Ratio up. He went from being below DHIL to above him in one patch lol. Never knew he got such a sweeping buff. They’ll be forced to update their tierlist as people realise how good these 5 stars are. Just wait untill F2P BH dealing 1 million dmg vs Hoolay gets posted eveywhere. And suddenly he won’t be underrated anymore.

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      • yunli is a specific case where she is the loli favorite of majority whales, thus the consensus about she is strong is widespread and they have no choice but to put her high, but you can still notice notable reluctancy and inconsistency because reddit SKIP yunli

        i remmeber you talked about no yunli discussion on reddit so you obviously knew that lmao but i can explain further why: reddit are mostly addicted day 1 f2p so they all had high cons Clara, no matter how strong yunli is they will 100% skip her, oh my did i made the impression reddit is large? no from what i observerd they are only 300-400 day 1 f2p at max (with multipler alt accs to farm karma of course)

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        • Alot of tier list feel pointless. Like alot of characters it simple enough to get at least a decent idea of how good they are in game. Unless your that special someone that build Seele as a tank. Or are newer to gaming in general. There doesn’t seem much reason to use a tier list. Good ah yes they might be great for current content, if you can build them up well enough in time. However throw them against x that is heavily resistance to the damage type they do and well. Suddenly they drop off like a rock or become anything but the ideal choice.

          Given here your normal tier list. Make it. Add a character every so often to it. Then never update it again. That or change the rules, so they can randomly move characters up and down, due to changing the rules. Heck, the more knowledge you have of the game in general. the less you have any need of a tier list and can make your own best choice.

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  4. Very powerful character, but god damn does it get annoying real fast with how frequent and long animation sequences are that also require inputs.
    It’s a shame, but I honestly I can’t see myself using Feixiao as often as Yunli even though they are both pretty well rounded.

      
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