Jump to content

Tiger Fist: Difference between revisions

From Vortex Legends
wiki-sync: local -> vps 2026-07-23
Tag: Manual revert
class-wiki: Champion rework 1:1
 
Line 1: Line 1:
[[Category:Champion skills]][[Category:Active skills]]
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Tiger Fist</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Tiger Fist</caption>
<tr><th style="text-align:left">Job</th><td>Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active — Offensive</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (offensive)</td></tr>
<tr><th style="text-align:left">Target</th><td>Single enemy</td></tr>
<tr><th style="text-align:left">Target</th><td>Single enemy</td></tr>
<tr><th style="text-align:left">Element</th><td>Weapon</td></tr>
<tr><th style="text-align:left">Element</th><td>Weapon</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">SP cost</th><td>4 / 6 / 8 / 10 / 12 (Lv 1–5)</td></tr>
<tr><th style="text-align:left">SP cost</th><td>4 &rarr; 12</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>1</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>1</td></tr>
<tr><th style="text-align:left">Range</th><td>Melee (touch)</td></tr>
<tr><th style="text-align:left">Range</th><td>2 cells</td></tr>
<tr><th style="text-align:left">Cast delay</th><td>ASPD-based</td></tr>
<tr><th style="text-align:left">Cast time</th><td>0.5 s (uninterruptible), instant in a combo</td></tr>
<tr><th style="text-align:left">Requires</th><td>Combo Finish Lv 3</td></tr>
</table>
</table>
= Tiger Fist =


== Overview ==
== Overview ==
Tiger Fist is a Champion combo blow that follows [[Raging Quadruple Blow]] or another combo opener. The attack drives concentrated force into a single point, briefly locking the target in place while marking them with '''Pressure Point''' — making them take increased physical damage from the caster for a short window. It can chain forward into [[Chain Crush Combo]] or [[Asura Strike]] without an additional cast time.
 
Tiger Fist strikes twice in quick succession with the ferocity of a tiger. The first blow throws the target off balance and the second drives home, with a chance of leaving it unable to move. It works as an ordinary attack, but it is built for the combo chain: used as a follow-up it hits harder, gains its immobilizing effect, and comes out instantly.


== Mechanics ==
== Mechanics ==


=== Damage ===
'''Damage formula (normal cast):''' 40 + 100 &times; SkillLv (% of ATK), split over two hits.
Tiger Fist deals a single physical weapon-property hit:
 
'''Damage formula (as a combo):''' 40 + 100 &times; SkillLv + 3 &times; AGI (% of ATK).


: '''Damage = (40 + 100 × SkillLv) % ATK'''
Used as part of a combo, the strike also has a '''(10 + 10 &times; SkillLv)%''' chance to immobilize the target. The base duration grows with the skill level, but the real duration is shortened by the target's AGI and is far shorter against boss monsters.


{| class="wikitable" style="text-align:center"
'''Combo chain.''' Tiger Fist follows [[Chain Combo]], [[Combo Finish]] or [[Chain Crush Combo]]. From it the chain can continue into [[Chain Crush Combo]] with at least 2 spirit spheres, or into [[Asura Strike]] with [[Explosion Spirits]] active and at least 1 sphere.
! Level !! ATK Modifier
|-
| 1 || 140%
|-
| 2 || 240%
|-
| 3 || 340%
|-
| 4 || 440%
|-
| 5 || 540%
|}


=== Immobilization ===
The 0.5-second cast cannot be interrupted, and it disappears entirely when the skill is used as a combo follow-up. Tiger Fist can land critical hits.
On hit, the target has a chance of being immobilized, replicating the [[Ankle Snare]] trap status:


: '''Immobilize chance = (1 + SkillLv) × 10%'''
== Leveling ==


{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
! Level !! Chance !! Base Duration
! Level !! SP cost !! Damage (% of ATK) !! As a combo !! Immobilize chance
|-
|-
| 1 || 20% || 2 s
| 1 || 4 || 140% || 140% + 3 &times; AGI || 20%
|-
|-
| 2 || 30% || 4 s
| 2 || 6 || 240% || 240% + 3 &times; AGI || 30%
|-
|-
| 3 || 40% || 6 s
| 3 || 8 || 340% || 340% + 3 &times; AGI || 40%
|-
|-
| 4 || 50% || 8 s
| 4 || 10 || 440% || 440% + 3 &times; AGI || 50%
|-
|-
| 5 || 60% || 10 s
| 5 || 12 || 540% || 540% + 3 &times; AGI || 60%
|}
|}


The actual duration is reduced by the target's AGI. The minimum possible duration is always at least '''15 × (caster Base Level + 100) ms'''.
== Notes ==
 
=== Pressure Point ===
On every successful hit (regardless of the immobilize result), '''Pressure Point''' is applied to the target for '''5 seconds'''. While the debuff is active, the marked target takes '''10% additional physical damage''' from the specific Champion who applied it.


This bonus is '''caster-exclusive''': other characters attacking the same target during those 5 seconds do not benefit.
* Casting it outside a combo deliberately gives up the AGI bonus and the immobilize, so it is normally reserved as a link in the chain.
* Together with [[Chain Crush Combo]] it forms a loop: each one can feed the other as long as spheres remain, which is the Champion's way of holding a target while spending its reserve.
* AGI is worth a large share of its damage in a combo, which pairs well with the attack-speed side of the class.


== Leveling table ==
[[Category:Champion skills]]
 
[[Category:Offensive skills]]
{| class="wikitable" style="text-align:center"
! Level !! SP Cost !! ATK Modifier !! Immobilize Chance !! Immobilize Base Duration
|-
| 1 || 4 || 140% || 20% || 2 s
|-
| 2 || 6 || 240% || 30% || 4 s
|-
| 3 || 8 || 340% || 40% || 6 s
|-
| 4 || 10 || 440% || 50% || 8 s
|-
| 5 || 12 || 540% || 60% || 10 s
|}
 
== Notes ==
* Costs 1 Spirit Sphere on use.
* The cast delay is ASPD-based; higher ASPD shortens the delay.
* Pressure Point's +10% bonus applies only from the caster who set it, not from any other attacker.
* Both effects (immobilize and Pressure Point) are applied after the hit resolves.

Latest revision as of 20:41, 8 September 2026

Tiger Fist
JobChampion
TypeActive (offensive)
TargetSingle enemy
ElementWeapon
Max level5
SP cost4 → 12
Spirit Spheres1
Range2 cells
Cast time0.5 s (uninterruptible), instant in a combo
RequiresCombo Finish Lv 3

Tiger Fist

Overview

Tiger Fist strikes twice in quick succession with the ferocity of a tiger. The first blow throws the target off balance and the second drives home, with a chance of leaving it unable to move. It works as an ordinary attack, but it is built for the combo chain: used as a follow-up it hits harder, gains its immobilizing effect, and comes out instantly.

Mechanics

Damage formula (normal cast): 40 + 100 × SkillLv (% of ATK), split over two hits.

Damage formula (as a combo): 40 + 100 × SkillLv + 3 × AGI (% of ATK).

Used as part of a combo, the strike also has a (10 + 10 × SkillLv)% chance to immobilize the target. The base duration grows with the skill level, but the real duration is shortened by the target's AGI and is far shorter against boss monsters.

Combo chain. Tiger Fist follows Chain Combo, Combo Finish or Chain Crush Combo. From it the chain can continue into Chain Crush Combo with at least 2 spirit spheres, or into Asura Strike with Explosion Spirits active and at least 1 sphere.

The 0.5-second cast cannot be interrupted, and it disappears entirely when the skill is used as a combo follow-up. Tiger Fist can land critical hits.

Leveling

Level SP cost Damage (% of ATK) As a combo Immobilize chance
1 4 140% 140% + 3 × AGI 20%
2 6 240% 240% + 3 × AGI 30%
3 8 340% 340% + 3 × AGI 40%
4 10 440% 440% + 3 × AGI 50%
5 12 540% 540% + 3 × AGI 60%

Notes

  • Casting it outside a combo deliberately gives up the AGI bonus and the immobilize, so it is normally reserved as a link in the chain.
  • Together with Chain Crush Combo it forms a loop: each one can feed the other as long as spheres remain, which is the Champion's way of holding a target while spending its reserve.
  • AGI is worth a large share of its damage in a combo, which pairs well with the attack-speed side of the class.