Knockback and knockback refer to delaying the enemy target's action bar, making it act later than originally planned.
Quality: SSR
Silver Fang mainly uses basic attacks to see through the debuff, and then determines the conditions under which the opponent will be knocked away according to the number of layers of see through on the enemy. When knocking the enemy away, you need to use a special skill. For example, enemies with only one layer of seeing through will be knocked away when their blood volume falls below 5%. Enemies with two levels of seeing through will be knocked away when their health volume falls below 10%. Enemies marked with three levels of seeing through will be knocked away when their health volume falls below 20. % was knocked back. As the skill level increases, you no longer need to wait for the enemy's health to be so low before knocking it away. Even 100% health will be knocked away.
Quality: SR
The stunt has a probability of knocking the enemy away, but if the hammer head has an AT BONUS on the action bar on the left during the current round when the stunt is used, then there is no chance of knocking the enemy away, but the target will definitely be knocked up.
Blocking skills mainly block the use of enemy skills, which is a fatal blow to characters who mainly rely on skills to deal damage.
Quality: SR
Qingyan uses his passive to give himself a chance to put the enemy into a blocked state when attacking the enemy, and at the same time, the enemy's resistance is reduced by 1 round. In addition, after using his special skills, the probability of being able to seal the enemy will increase, so don't be too happy if you don't hit Qing Yan's seal once, because the probability of sealing the second time will be higher than the first time. Much higher.
Stun means that the enemy can't do anything in this round and can only stay in place and wait for the next round. If the speed of your stunned character is always ahead of the opponent's main output, there is a chance that the opponent will be unable to do anything.
Quality: SSR
The special skill of Jinshu Bat can cause multiple skills to the enemy, and each skill has a certain probability of stun. Although it is a probabilistic stun, since the stunt itself is also a multi-stage attack, the overall stun probability is actually very high. In addition, the metal bat's skill control output is also very high and very powerful.
The main purpose of taunting is to draw all the opponent's attacks onto yourself, in order to control the opponent's firepower and help your teammates resolve the crisis.
Quality: R
After using the stunt, you can use taunts to attract the opponent's hatred, increase the enemy's critical strike but reduce the enemy's damage. The taunt of the black hole in the vest has a probability of successfully attracting hatred, and its passive effect has the effect of adding a life limit shield to it, which can strengthen its ability to resist beating to a certain extent.
Note: Regarding taunting, in fact, SSR-quality sexy prisoners can also taunt and attract hatred, but this character is included in the auxiliary role because it can restore blood.
Characters included in other types have more magical ways of controlling enemies, and some of them are more peculiar, such as the man with the big back.
Quality: R
This character is very interesting. He determines his own buff based on his own total health and the opponent's total health, and then when he has different buffs, he will bring additional effects to himself or the entire team. His control skill is the unique skill "Try to Persuade". The interesting thing about this skill is that depending on the buff that the big-backed man brings to him, the final control effect will be different. If the persuasion fails, you will be unable to act for one round; if the persuasion is successful, the other party will be unable to act for 2 rounds. Belongs to success as well as failure as well as his magical role.
Quality: SSR
Use active skills and passive skills to inflict fear on the enemy, reducing the opponent's energy points while enhancing the opponent's fear value. When the opponent enters a state of fear, the target in fear will suffer health damage equal to 25% of its maximum health, but no more than 350% of KING's attack value. In addition, every point of fear value will also cause the enemy to lose a lot of blood. It can effectively control the actions of enemy characters without consuming energy points.