Rune Slayer: Difference between revisions

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! width="20%" |Damage
! width="20%" |Damage
|-
|-
| [[Image:Rs3.png]]
| [[Image:Rs3.png|520px]]
| '''Runes'''
| '''Runes'''
All fireballs used in combos are replaced with runes.
All fireballs used in combos are replaced with runes.
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|
|-
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| [[Image:Rs12.png]]
| [[Image:Rs1.png|520px]]
| '''Exploding Rune'''
Changes the fireball in [[Magic Knight]]'s {{CX}}{{CZ}}{{CZ}} to a rune. The rune has a heavier hitstun and doesn't launch enemies as high. If fully charged, the rune will not launch grounded opponents.
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{{CDeX}} 287% Phy. Damage <br>
{{CDeZ}} 303% Mag. Damage (4 MP) <br>
{{CDeHoldZ}} 394% ~ 592% Mag. Damage
|-
| [[Image:Rs11.png]]
| '''Aerial Rune'''
Changes the fireball in [[Magic Knight]]'s {{CDRU}}{{CX}}{{CZ}} combo to a rune. The rune will remain in place until an additional {{CZ}} is pressed, firing it down at a 45° angle, covering a moderate distance. The rune can be absorbed but not reflected and can pierce twice.
*It is possible to dash cancel the combo after the first {{CZ}}, allowing you to repeat the combo and remain in the air indefinitely. [http://www.youtube.com/watch?v=W7k8RJ4UX1g'''''Video''''']
|
{{CDRU}}<br>
{{CDeX}} 299% Phy. Damage <br>
{{CDeZ}} 341% Mag. Damage (4 MP) <br>
{{CDeZ}} 436% Mag. Damage
|-
| [[Image:Rs1.png]]
| '''Flame Swing'''
| '''Flame Swing'''
Modifies [[Elsword]]'s {{CZ}}{{CZ}}{{CZ}}{{CZ}}, engulfing the last two slashes in flames. The flames do magical damage and the final {{CZ}} no longer knocks down, now doing hitstun.
Modifies [[Elsword]]'s {{CZ}}{{CZ}}{{CZ}}{{CZ}}, engulfing the last two slashes in flames. The flames do magical damage and the final {{CZ}} no longer knocks down, now doing hitstun.
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+ 93% Mag. Damage x4
+ 93% Mag. Damage x4
|-
|-
| [[File:RSCombo4.jpg]]
| [[Image:Rs12.png]]
| '''Exploding Rune'''
Changes the fireball in [[Magic Knight]]'s {{CX}}{{CZ}}{{CZ}} to a rune. The rune has a heavier hitstun and doesn't launch enemies as high. If fully charged, the rune will not launch grounded opponents.
|
{{CDeX}} 287% Phy. Damage <br>
{{CDeZ}} 303% Mag. Damage (4 MP) <br>
{{CDeHoldZ}} 394% ~ 592% Mag. Damage
|-
| [[File:RSCombo4.jpg|520px]]
| '''Launch Burst'''
| '''Launch Burst'''
After launching with {{CX}}, explode a rune beneath the enemy to launch them up once more. The rune can be delayed for a short time by holding down {{CZ}}. If fully charged, the rune will not launch grounded opponents.
After launching with {{CX}}, explode a rune beneath the enemy to launch them up once more. The rune can be delayed for a short time by holding down {{CZ}}. If fully charged, the rune will not launch grounded opponents.
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{{CDeX}} 318% Phy. Damage <br>
{{CDeX}} 318% Phy. Damage <br>
{{CDeHoldZ}} 394% ~ 592% Mag. Damage <br>
{{CDeHoldZ}} 394% ~ 592% Mag. Damage <br>
|-
| [[Image:Rs11.png]]
| '''Aerial Rune'''
Changes the fireball in [[Magic Knight]]'s {{CDRU}}{{CX}}{{CZ}} combo to a rune. The rune will remain in place until an additional {{CZ}} is pressed, firing it down at a 45° angle, covering a moderate distance. The rune can be absorbed but not reflected and can pierce twice.
*It is possible to dash cancel the combo after the first {{CZ}}, allowing you to repeat the combo and remain in the air indefinitely. [http://www.youtube.com/watch?v=W7k8RJ4UX1g'''''Video''''']
|
{{CDRU}}<br>
{{CDeX}} 299% Phy. Damage <br>
{{CDeZ}} 341% Mag. Damage (4 MP) <br>
{{CDeZ}} 436% Mag. Damage
|}
|}
=== Updates ===
=== Updates ===
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