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Wika

Classes

Sniper

Hunter

Skills

  • Enhanced Elemental Trap

    Max Level 10, SP 25, Cooldown 12s, Range 8m

    SupportBuffTrap

    Increases the range of the next Claymore Trap, Blast Mine, Land Mine, or Freezing Trap and grants an enhanced effect;
    Claymore Trap: Explosion range increases to 5 m, and deals 80% additional damage;
    Blast Mine: Explosion range increases to 4.5 m, trigger delay is reduced to 0.2 sec; and after exploding, leaves a whirlwind for 4 sec, dealing 100%+110 Wind Ranged PDMG every sec to up to 5 enemies within 4.5 m;
    Land Mine: Explosion range increases to 5 m, and applies Vulnerable to enemies for 4.5 sec;
    Freezing Trap: Explosion range increases to 4.5 m, and on HIT, has a 60% chance to Freeze for 2.5 sec.

  • Focused Arrow Strike

    Max Level 10, SP 25, Cooldown 0.5s, Range 14m

    DMGBurstBow

    Bow-only skill. Fires a powerful Arrow, dealing 1400%+1200 Neutral Ranged PDMG to up to 5 enemies in a 14 m line. This damage can CRIT and inherits 25% of CRIT ratio.
    After Focused Arrow Strike exceeds Lv.10, increases the burst skill damage of the Special Skill: Burst Shot. Current increase: 0%.

  • Falcon Eyes

    Max Level 10, SP 29, Cooldown 10s, Range 8m

    SupportBuff

    Increases all stats by 5, HIT and CRIT by 30, and Physical Skill DMG by 10% for 600 sec.

  • Falcon Assault

    Max Level 10, SP 30, Cooldown 15s, Range 8m

    SupportBuffFalcon

    Passive: Increases Blitz Beat multiplier by 90% and enables CRIT, inheriting 15% of the CRIT rate. After reaching Lv.5, ASPD +25%;
    Active: Enters Hunting Mode. For the next 10 sec, Blitz Beat inflicts Hunt Mark on enemies hit for 6 sec. Hunt Mark increases damage taken from Falcon skills by 20%.

  • Flasher

    Max Level 5, SP 12, Cooldown 4s, Range 6m

    SupportControlFieldTrap

    Sets a Flasher at the target location, activates after a 1.5-sec delay, and lasts for 30 sec; when an enemy enters within 2 m of the trap, it emits an intense light, with a 60% chance to Blind the target for 3.5 sec.

  • Anklesnare

    Max Level 5, SP 12, Cooldown 4s, Range 6m

    SupportControlFieldTrap

    Sets an Anklesnare at the target location, activates after a 1.5-sec delay, and lasts for 30 sec; when an enemy enters within 2 m of the trap, activates a powerful snare, with a 80% chance to Root the target for 2.5 sec.

  • Wind Walker

    Max Level 10, SP 30, Cooldown 12s, Range 30m

    SupportMobility

    Increases MSPD for self and allies by 30% for 6 sec; increases MSPD effect on self to 60%, and grants a 80% chance to be immune to DMG for the first 2 sec; this skill has 2 charges.

Career Traits

  • Arrow Repel

    SP 15, Cooldown 13s, Range 10m

    DMGMoveBow

    Steps back 7 m and fires an arrow, dealing 100% Ranged PDMG to the target and having a 100% chance to Root them for 2 sec.

  • Falconry Mastery

    PassiveFalcon

    Gains a falcon for coordinated combat.

Unique Skills

  • Falcon Strike

    Max Level 100, Cooldown 120s, Range 15m

    Charges natural energy with a bow, then fires 1 falcon spirits. Falcon spirits create whirlwinds that last 4 sec, dealing 1229%+1000 Neutral PDMG per sec to enemies in contact and inflicting Slow that reduces the enemies' MSPD by 44.8%. The whirlwind's first and last damage has a 49.8% chance to pull hit enemies toward the center of the whirlwind.

  • Meteor Arrow Shower

    Max Level 100, Cooldown 180s, Range 9m

    Continuously rain arrows on the target area for 4s, dealing 29850%+14925Neutral Ranged Pdmg to up to 10 enemies within 10m of the target area every second and reducing their P.DEF and M.DEF by 59.7% for 5s. This skill damage cannot be reflected, and PVP skill multiplier is reduced by 50%.
    Adaptive damage is determined by the highest value among your current damage type attributes (Pdmg Bonus%, Mdmg Bonus%), damage range type attributes (Melee Pdmg%, Ranged Pdmg%, Ranged Mdmg%), and elemental type attributes (Neutral Dmg%, Water Dmg%, Earth Dmg%, Fire Dmg%, Wind Dmg%, Poison Dmg%, Holy Dmg%, Shadow Dmg%, Ghost Dmg%, Undead Dmg%), which determines the damage type and bonus calculation method. Damage dealt will not trigger elemental or Size advantages, remaining constant at 100%.