Maybe many Warriors Orochi children's shoes don't know the introduction to the attribute effects of Warriors Orochi 3 Yul Thor's Hammer. Let the editor of Sourcecode.com compile the "Introduction to the attribute effects of Warriors Orochi 3 Yul Thor's Hammer". Interested children can take a look below. Well, I hope it helps you.
Introduction to the attribute effects of Yul Thor's Hammer
Ordinary magic: releases four purple protective thunderballs. Anyone who touches the thunderballs will be hit very high. It is very helpful to improve safety and starting ability, but it may cause some problems for some people. Adverse effects. During the thunder ball protection period, the magic gauge can be restored naturally. When the normal magic is used again during the thunder ball protection, the four thunder balls will spin and be shot out far away. Characters whose judgment of the thunder balls will affect the protection can use this to release the thunder balls before starting. The protective thunder ball and the fired thunder ball can interrupt the movements of force-type generals. The protective thunder ball can continuously hit monsters hard and can quickly destroy the source of chaos. Very comprehensive common magic.
Charging Magic: Releases four golden thunderballs in all directions. The thunderballs surround themselves and rotate outward in a spiral. After pressing down/triangle/circle, a thunder ball will fall where each thunder ball is (if you don't press anything, thunder will fall automatically after a period of time). Charging magic can be linked with ordinary magic. When using the charging magic when the protective thunder ball exists, the purple thunder ball will spiral outward together with the golden thunder ball. After the attack is triggered, the purple thunder ball will The thunder ball will drop purple thunder, and the golden thunder ball will drop golden thunder. There are eight thunder balls in total, with a huge range and extremely exaggerated damage. When not linked with ordinary divine spells, use charged divine spells close to the body to quickly trigger lightning strikes. When lightning hits multiple times, you can cripple fighting spirit monsters (only with bravery and divine strike). When linked with ordinary divine spells, Multiple lightning strikes can instantly kill fighting spirit monsters. When carrying "Stretch", you don't need to use the power-charging magic close to your body. Multiple lightning strikes can be made from a slight distance. When fighting against generals, due to situations such as defense, short-term invincibility after falling to the ground, and temporary invincibility due to the body, it may not be possible to stably kill generals. When fighting against generals, you can wait for the thunder ball to spin out, and then drop the thunder when the enemy is defenseless to achieve an instant kill. (For example, when the enemy makes a move, or when the thunder ball knocks the enemy straight). If used properly, it is an extremely terrifying move. It has a large range and can achieve large-scale instant kills + clearing the field. It also accumulates the magic of fusion very quickly, allowing for perpetual motion play.