Dear Commander,
Good news! Considering the worsening environment in the wasteland, scientists made further researches into particle reconstructions and finally made it to greatly boost the following special abilities:
Fast Gather: Hero’s Formation +25% Gathering Speed, originally +10%;
Strike Combo: Starting from the fourth round, when the Hero’s squad is in action, there is a 25% chance that the number of normal attacks +1 (no more than 3 times per round), originally 15%;
Unyielding: When the Hero’s squad takes the Disarm effect, there is a 30% chance to be immune. Effective for 3 times max in each battle, originally 15% chance and 2 times.
Noisy: When the Hero’s squad takes the Silence effect, there is a 30% chance to be immune. Effective for 3 times max in each battle, originally 15% chance and 2 times.
Steadfast: When the Hero’s squad takes the Confuse effect, there is a 30% chance to be immune. Effective for 3 times max in each battle, originally 15% chance and 2 times.
Insight: When the Hero’s squad takes the Control effect, there is a 30% chance to be immune. Effective for 3 times max in each battle, originally 5% chance and 2 times.
Enhanced Counterattack: When the Hero’s squad uses the skill, deals +25% damage, originally +15%;
Enhanced Splash Damage: When the Hero’s squad uses the skill, deals +30% damage, originally +15%;
Self-Defense Instinct: When the Hero’s squad is in Disarm, Silence, Confuse or Suppress state, the damage taken -50%. Effective for 3 times max in each battle, originally -15%;
One Hit, One Hit: When the Hero’s squad deals damage, 45% chance to ignore the Dodge effect, originally 30%;
Fire Punch: After the hero’s squad normally attacks, 30% chance to cause the target to enter the Burning State (each round takes 100% damage for 1 round), originally 15%;
Poison Mist: After the hero’s squad attacked normally, 30% chance to cause the target to enter a poisonous state (inflicted 100% damage per round for 1 round), originally 15%;
Hour-Glass: When the Hero’s squad uses a skill that requires prepping, 50% chance to skip 1 turn of prepping. Effective for 2 times max in each battle, originally 25%;
Come Prepared: The Hero’s squad gains +15% Evasion Rate, originally +10%;
Potential Unleashed: When the Hero’s troops fall below 50% of the original amount, gains 100% additional Might and Resistance, originally 50%.
Share the good news with your allies now! Wish all Commanders can get what you want in particle reconstructions. Good luck!
Feel free to leave a comment for us for any issues or proposals. Looking forward to your feedback!
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