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Stone Fist

From Vortex Legends
Stone Fist
JobChampion
TypeActive (offensive)
TargetSingle enemy, 5×5 area
ElementWeapon
Max level5
SP cost15
Spirit Spheres2
Range7 cells
After-cast delay1 s
RequiresTempered Will Lv 5

Stone Fist

Overview

Stone Fist is a custom Vortex Legends skill and the Champion's half of the iron stance line. It slams a ki-charged fist into a target and everything around it, and it is written to reward a Champion who is holding ground rather than chasing damage. Under Tempered Will it hits considerably harder, drags monsters onto the caster and starts building a stacking damage reduction.

Mechanics

Damage formula: 80 × SkillLv + DEF (% of ATK), where DEF is the Champion's own defence.

Damage formula under Tempered Will: 100 × SkillLv + (DEF × Tempered Will level) ÷ 2 (% of ATK).

The Tempered Will bonus uses the level the buff was cast at, not the level learned. The blow is weapon property and strikes everything in a 5×5 area centred on the target.

Under Tempered Will only, the skill gains two further effects:

  • Every monster hit is provoked, pulling its attention onto the Champion. Players are not affected.
  • The Champion gains Stone Guard, a damage reduction that builds up as enemies are hit: 2% for each ordinary enemy and 10% for a boss, up to a maximum of 10%. It lasts 3 + SkillLv seconds and applies to physical, magical and miscellaneous damage alike.

Without the buff the skill is a plain area strike with the lower formula: no provoke and no Stone Guard.

Leveling

Level SP cost Damage (% of ATK) Under Tempered Will Stone Guard duration
1 15 80% + DEF 100% + DEF × TW ÷ 2 4 s
2 15 160% + DEF 200% + DEF × TW ÷ 2 5 s
3 15 240% + DEF 300% + DEF × TW ÷ 2 6 s
4 15 320% + DEF 400% + DEF × TW ÷ 2 7 s
5 15 400% + DEF 500% + DEF × TW ÷ 2 8 s

Notes

  • Because the damage scales with the Champion's own defence, gear taken for survival also raises the output of this skill.
  • A single boss hit reaches the Stone Guard cap in one cast, while ordinary monsters need five to get there.
  • The 7-cell range makes it a pull rather than a melee opener: the Champion can gather a group before the fight closes in.
  • Casting it without Tempered Will running is a waste of two spheres in most situations, since the whole tanking half of the skill is gated behind the buff.