General skills: Creation materials: Raiden summons two red and blue balls facing each other in random directions at the same time, connecting himself, and the balls quickly approach Raiden. Balls can be killed, either by killing the ball or letting Raiden touch the ball, Raiden will absorb the remaining balls and will strengthen Raiden. Each ball touched/absorbed will increase Raiden's damage by 10% (any damage from Raiden's skills and damage caused by summoned units are affected by this BUFF), which can be infinitely stacked. The red and blue balls put Leden into different skill stages.
1. Anima Release: When absorbing the red ball, the health of the whole group will be increased by 100%, and the whole group will receive a DEBUFF of 7W damage per second, which will last until the blue ball is absorbed and enters the blue phase. The red stage can also clear the DEBUFF of life allergies in the blue stage (cannot conduct lightning again).
2. Summon the Blood Terror: Summon a Blood Terror. No one in the melee range will have unlimited AOE for the whole group. You need to stay calm and leave a pool of blood after death. The blood water can be neutralized by the 10-yard lightning AOE released when the Cracked Stalker dies in the blue ball phase. If it is not neutralized in the next red phase, the Blood Terror will resurrect.
3. Unstable Anima: The BOSS randomly names a player, causing him to burst out with an AOE of 100W damage every 15 seconds, which is shared by allies within an 8-yard range and cannot be shared by himself. Allies that have been shared will receive a BUFF so that they cannot be shared again. If there is no ally to share this damage, Raiden will cause a devastating blow of 1000W to the entire group.
4. Cruel Strike: After the BOSS absorbs the red ball, the resource bar changes to a red bar, growing at a rate of 3 points per second. When it reaches 100, it will release a Cruel Strike. The Cruel Strike will cause a hit to the tank that lasts for 10 seconds, one every 2 seconds. DOT damage per jump. The DOT damage value for each jump is the target's instant health value when the Cruel Strike is released. This damage cannot be reduced by damage reduction skills.
1. Life release: When absorbing the blue ball, Raiden instantly causes 66W natural damage to the whole group, and clears the BUFF of increasing the health of the whole group and 7W damage per second in the red stage.
2. Summon a Crack Tracker: Summon a Crack Tracker, which can fight hand to hand, needs to stay calm, and takes coma control. Every 8 seconds or so, it will release about 15W of group lightning to all players within 10 yards of itself. Upon death, a lightning AOE with 20W damage is released within 10 yards of itself, which can neutralize the blood and water generated by the blood demon.
3. Unstable life: The BOSS randomly names a player and forms an 8-second countdown DEBUFF on him. When the time reaches 0, he will transfer this DEBUFF to the ally farthest from his target and restart the 8-second countdown. And cause 40W natural damage to this ally. An electric chain will appear between the two, and any player who touches the electric chain will suffer 40W natural damage. After the body's DEBUFF is passed to an ally, it will leave behind a "life-allergic" DEBUFF. If it is passed on again with this DEBUFF, it will be instantly killed.
4. Fatal strike: After the BOSS absorbs the blue ball, the resource bar turns blue and grows at a rate of 10 points per second. When it reaches 100, it will release a fatal strike. The fatal strike will cause instant damage to the tank's current health value. It can be The tank's unique defensive skills (Righteous Shield, Shield Block, Drunken Trance, Brutal Defense, Blood Shield) reduce part of the damage. If the tank is not covered by these skills when it is used, it will be instantly killed regardless of any damage reduction enabled.
After the BOSS's health value drops below 40%, it will enter P2. No matter where Raiden is at this time, he will walk into the center of the field. Spheres rotating around Raiden appear around the field. The red is corrupted anima and the blue is corrupted life. The sphere moves towards Raiden regularly and can be killed.
1. Plague Arrow: When Raiden’s current target is not in the melee range, Raiden will melee other targets within the melee range. When there is no player in the melee range, Raiden will cast a plague arrow with 100W damage on the current target. This damage cannot be dealt with. Any skill reduction.
2. Destruction: Raiden periodically AOEs the whole group, causing 10W damage every 2 seconds. This damage is increased by BUFF damage.
3. Corrupted life: After the blue sphere touches Raiden in the P2 stage, Raiden's total damage will be increased by 10%. If the Orb of Corrupted Life is killed, it will cause Chain Lightning, which will deal increased damage with each additional target it bounces to.
4. Corrupted Anima: After the red sphere touches Raiden in the P2 stage, Raiden will recover 10% of his health and increase his maximum health by 10%.
A major HOTFIX for Raiden P1: Raiden can no longer absorb spheres of the same color during the red/blue phase, that is, red spheres cannot be absorbed during the red phase, and blue spheres cannot be absorbed during the blue phase.
A major HOTFIX of Raiden P2: After Raiden absorbs corrupted anima, he only increases his maximum health by 10% and no longer recovers 10% of his health.
Due to the changes in the above mechanism, the combat process has become simpler. The entire red stage in P1 can be directly ignored. In P2, there is no need to kill any spheres and the main body can be directly RUSHed.
The first ball shot: kill the red ball, absorb the remaining blue ball, enter the blue stage, and the BOSS strengthens BUFF to 10%.
The second shot: Kill the red ball. The blue ball cannot be absorbed. It continues in the blue phase. The BOSS strengthens the BUFF by 10%.
The third shot: Kill the red ball, the blue ball cannot be absorbed, and it will continue in the blue phase. The BOSS will strengthen the BUFF by 10%.
The fourth ball: absorb the red ball, absorb the remaining blue ball, enter the blue stage, the BOSS strengthens BUFF to 30%.
The fifth shot: Kill the red ball, the blue ball cannot be absorbed, and it will continue in the blue phase. The BOSS strengthens the BUFF by 30%.
The sixth shot: Kill the red ball, the blue ball cannot be absorbed, and it will continue in the blue phase. The BOSS will strengthen the BUFF by 30%.
The seventh ball: absorb the red ball, absorb the remaining blue ball, enter the blue stage, the BOSS strengthens BUFF to 50%.
The eighth shot: Kill the red ball. The blue ball cannot be absorbed. It continues in the blue phase. The BOSS strengthens BUFF to 50%.
The ninth shot: Kill the red ball. The blue ball cannot be absorbed. It continues in the blue phase. The BOSS strengthens BUFF to 50%.
Ignore any spheres, gather in the midfield, stand and RUSH to gain blood, assign damage-free skills and activate them in turn, until 5% is reached.
1. The P1 red ball has a high health value and requires a large amount of fire. You can stand in the distance and turn fire. In melee combat, you also need to consider the lightning connection and distance. If the fire is turned too slowly, the T will pull a lot of BOSS or even accidentally eat the ball. To destroy the group, the advantage of long-range is far greater than that of melee.
2. When eating blue balls for the 1st, 4th, and 7th time, the team pressure is relatively high, so pay attention to cover and reduce damage.
3. The reason for eating red balls for the 4th and 7th time: because the "unstable life" conduction in the blue stage will cause the whole group to obtain the "life allergy" DEBUFF. After experiencing the blue stage three times, 9 people in the whole group have obtained it. For this BUFF, continuing in the blue phase will cause someone to be unable to continue to conduct and be killed instantly, while eating the red ball will make the BOSS briefly enter the red phase, clear the "life allergy" DEBUFF to 0, and start a new blue phase again, and the cycle will continue.
4. The usage time of bloodthirsty is determined by the team’s DPS. If P1 can score P2 before the tenth shot without bloodlust, then bloodthirsty should be used decisively on P2. If P1 is under too much pressure, it will be difficult to score the goal on the tenth time. If you have reached P2 before, then using Bloodthirsty at the beginning is a good choice.
5. Unstable life transmission tactics: The whole group gathers behind the BOSS's right foot. The person with the BUFF goes behind the left foot. The next person without the life allergy and DEBUFF who is ready to receive the transmission goes to the far behind the left side of the BOSS (those with SS) Portal is very good). After the transmission is completed, the person behind the BOSS's left foot who has received the Life Allergy DEBUFF returns to the crowd behind the BOSS's right foot. The player who has received the transmission far behind the BOSS's left foot returns to the BOSS's left foot. The next person who does not have the Life Allergy DEBUFF is ready to receive the transmission. The people go to the far place behind the left side of the BOSS, and the loop continues endlessly.
6. There are huge advantages in choosing Monk T for tanks. First of all, Monk T itself has massive DPS. In this BOSS battle, Monk T’s DPS is usually the first in the team, much higher than other DPS. More importantly, Monk T's sobriety is easier to cover than other T's defensive skills (Righteous Shield, Shield Block, Brutal Defense, Blood Shield), reducing the chance of being instantly killed by "Fatal Strike".
7. The AOE of the Cracked Tracker in the blue stage when it dies. According to the pressure of the team, you can choose whether the whole group will take it hard or the crowd will take a step back before death and only let the T take a hard hit. In the later stage, the damage will become higher and higher. Be careful when the T takes a hard hit. Open skills.
8. When the BOSS's blood volume is close to 40% in the P1 stage, the tank should actively pull the BOSS to the center of the field to prevent the BOSS from killing other DPS before the tank has time to return to the melee range during the transition.