Man, I am so excited for this character's skillbooks.
As everyone probably knows, the skillbreakthrough system is poised to change the meta.
Old will become new again as characters that you would normally ditch in the 50's/60's come out seemingly out of nowhere to comepete with Kage class ninjas; At least until those Kage characters get their own breakthroughs.
In this post, we'll be taking look at Rock Lee's breakthroughs. All breakthrough may be subject to change as they have had numerous changes throughout the skillbook system in China.
Let's start with his mystery.
Mystery: Eight Inner Gates : During this round, you can launch 1 extra Standard attack. Simultaneously, your Critical Hit Rate will increase by 15%, lasts one round.Battlefield Entrance Cooldown: 0 round Cooldown: 2 roundsChakra Consumption: 0Mystery +1: Eight Inner Gates +1 : During this round, you can launch 2 extra Standard attacks. Simultaneously, your Critical Hit Rate will increase by 15%, lasts one round.Mystery +2: Eight Inner Gates +2 : During this round, you can launch 3 extra Standard attack. Simultaneously, your Critical Hit Rate will increase by 15%, lasts one round.No changes in Chakra Consumption or Cooldown
Lee's mystery really speaks for itself. FOUR ATTACKS in a round. Lee becomes a pocket lightning main for earth teams. Dishing out four potential 5 combos round one can potentially cripple enemy tanks before they can begin to sustain the dps. Clones, gone. Shields, depleted. The first hit gets parraied? No worries, there's 3 more behind that. The only downside is that this skill can be interupted, defeating the bonus of having Lee in the first place.
GRADE: A
Standard: Taijutsu Attack: Attacks the opponent’s front row with a Taijutsu attack and Ninjutsu damage, and has a chance of Quintuple Combo and High Float Standard +1: Taijutsu Attack +1: Attacks the opponent’s front row with a Taijutsu attack and Ninjutsu damage, and has a chance of Quintuple Combo and High Float. When starting a combo, reduce Mystery cooldown by 1
Reducing cool downs is awesome. The lack of bonus control procs really hurts Lee in the long run. The focus remains on Lee's ability to attack multiple times and dish out crits. Good synergy with all of his other breakthroughs. This won't be the first breakthrough I go for but it synergizes too well with the other upgrade too well to be forgotten completely.
GRADE: B
Passive 1: Primary Lotus: Chases and Attacks a High Floated unit to cause Knockdown and Ignition.Passive 1 +1: Primary Lotus +1: Chases and Attacks a High Floated unit to cause Knockdown and Ignition. This chase can be triggered twice per round, but undergoes a 30% damage reductionPassive 1 +2: Primary Lotus +2: Chases and Attacks a High Floated unit to cause Knockdown and Ignition. This chase can be triggered three times per round, but undergoes a 40% damage reduction
Synergizes with the standard breakthrough but I wouldn't lose sleep over not having it. Extra chases are a bonus but not really worth spending fragments on right away.
GRADE: C
Passive 2: Fighting Spirit: This unit will not be defeated upon receiving damage which would defeat him. Instead, this unit will immediately recover 10% of its Life. This skill can only be used once per battle.Passive 2 +1: Fighting Spirit +1: This unit… him. Instead, this unit will immediately recover 20% of its Life. This skill can only be used once per battle.Passive 2 +2: Fighting Spirit +2: This unit… him. Instead, this unit will immediately recover 30% of its Life. This skill can only be used once per battle.
On it's own, 30% pretty 'meh' in the age of Izinagi. Don't count this upgrade out as it synergizes with the next passive.
GRADE: C+
Passive 3: Dying Awareness: The lower the life, the higher the Combo Rate.Passive 3 +1: Dying Awareness +1: For every 1% of life lost, increase Combo Rate and Attack by 0.6%Passive 3 +2: Dying Awareness +2: For every 1% of life lost, increase Combo Rate and Attack by 1.2%
This is where Lee truly begins to shine. This breakthrough ties Lee's kit up perfectly. Combine this with fighting spirit, mystery and throw Guy in your team; Lee becomes a drain-tank/blitz lightning main on a *. A 1.2:1 ratio attack/combo gain to health loss is huge. Lee get's killed and comes back to life low at low hp? GOOD! That means more damage, more combo and even more drain.
GRADE: A
PREDICTIONS:
Lee retakes his crown as the top Taijustu DPS-chainsaw, hands down. His main weakness is his inability to avoid interupts and crowd control. If you use him, expect Lee to be the victim of Turn 1 counters as they tend to take Lee out of the fight. Don't let that fool you into not using him though. Lee has one of the highest attack growth rates in the game. In the long run, I don't see him hanging out with the top spacetime teams. However, I do see him dominating 9t/summon earth teams with breakthrough Guy and Yamato.
Overall grade: B+
What do you think? Do you think Lee is worth spending trial points on?
Special thanks to whoever made the skillbreakthrough google doc.
Source link: https://docs.google.com/do*ent ... JDLdaWFY_V610/edit#
Let me know if you want to see more of these guides. I'm open to critisim, let me know if you feel that I'm reading the meta wrong.
Go to the reveiw portal to see other guides:
http://forum.naruto.oasgames.com/en/forum.php?mod=viewthread&tid=21356
This post was last edited by Hatsu - S599 at 2017-7-13 16:03