attribute
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Stackable Attributes
Aggression (A) - Attack increases when both of your weapons have same affinity.
I don't recommend using two weapons with the same affinity because you'll be at a disadvantage when facing certain officers.
Aggression (B) - Increases the damage inflicted by your Musou attack.
Awe - Your attacks may stun the enemy.
Stunned enemies will be stationary with a few stars over their head. If you really need to stun enemies, you can always perform a C3 attack instead with most weapons.
Barricade - Your defense increases greatly, but your attack decreases.
Chain - Increases the amount of time that chains can be linked together.
This increases the duration of time in between attacks before you lose a combo. A higher combo allows you to build up your Musou and Rage meters faster.
Cyclone - Inflict some damage on even enemies that are guarding.
Yeah, that description fails to mention a ton of things. Cyclone is the "Wind" element of past Warriors games. For one, it hits enemies even when they're guarding (actual damage, not chip damage). It's equivalent to the enemy never blocking. Cyclone activates on charge attacks and the final hit of the normal string. Next, it deals % damage based on the enemy's max health. This means that on higher difficulties where the enemies have more health, Cyclone will inflict more damage. Regardless of your attack stat, it'll take a certain % off of the enemy's health. Attacks that proc elements multiple times with Cyclone equipped are absolutely devastating on Chaos.
Enlightenment - Your Rage Gauge will recover somewhat with each successful attack.
Explosive - A powerful shockwave may be unleashed following a successful attack.
This is a damage multiplier with chance activation on every normal and charge attack. The proc rate is also very high. At level 10, it multiplies your damage by 1.5.
Fear - Your attacks may frighten enemies.
Enemies that are scared will have a few blue circles over their head and make frightened gestures. They're completely vulnerable to attacks while in this status. It's basically a longer version of a stun. However, proc rate is too low for this to be any useful.
Flash - Cause enemies that have accumulated damage to explode.
This activates on charge attacks and the final hit of the normal string. There's no visual explosion or anything, but it does deal extra damage. At the moment, I'm not sure whether it's a damage multiplier or simply direct damage. Either way, this attribute is great for attacks that proc elements multiple times.
Flurry - Increases the damage inflicted by consecutive attacks.
You'll do more damage as long as you can keep the combo going. This is a good attribute to use if you have a Musou-based setup.
Frenzy - Your attack increases greatly, but your defense decreases.
Frost - Your attacks may freeze the enemy, rendering them immobile.
This activates by chance on charge attacks and the final hit of the normal string. This time, enemies can even be frozen in midair!
Induction - Lightning may strike the enemy following a successful attack.
This is a damage multiplier with chance activation on every normal and charge attack. The proc rate is also very high. At level 10, it multiplies your damage by 2!
Inferno - Adds additional fire damage to your attacks.
This activates on charge attacks and the final hit of the normal string. Fire will burn enemies in the air and slowly drain their health.
Jolt - Lightning may be emitted when you take damage from the enemy.
This is basically the opposite of Induction in terms of effect and usefulness. The proc rate is too low for it to be used as a defensive attribute.
Jubilation - Recover a portion of your Health Gauge when you defeat an enemy.
This is one of the best attributes to use on Chaos Mode. It works during Musou and Rage attacks too to quickly refill your health (aside: Recovery doesn't).
Morass - Your attacks may decrease the enemy's speed and attack speed.
Pretty self-explanatory, but it's worth noting that their movement speed in the air also decreases, making it look like they're floating.
Protection - Defense increases when both of your weapons have the same affinity.
I don't recommend ever using two weapons with the same affinity. This is because you'll end up at a disadvantage when facing certain officers. If you really need defense, go with the Defense Boost skill and/or Barricade attribute instead.
Recovery - Your Health Gauge will recover somewhat with each successful attack.
The healing rate is inferior to Jubilation's, but the two can be stacked if you really need the health. Unlike Jubilation, this does not activate during Musou attacks or True Rage.
Roar - Recover a portion of your Musou Gauge when you defeat an enemy.
This is much better than it seems because it works to refill your Musou gauge even during Musou attacks! At high levels, if you perform a crowd-clearing Musou in a large crowd, you will earn back most of what you used. The thing that makes Roar shine, though, is that it can prolong your True Rage attack as long as you keep killing enemies (try it with Yueying).
Slash - Inflict additional damage against the enemy or even defeat them in a single blow.
This activates by chance on charge attacks and the final hit of the normal string. Slash deals % damage based on the enemy's max health. Thus, on the harder difficulties where the enemies have more health, Slash does more damage. You also have a chance at killing peons in one blow but not officers.
Spurt - Defeated enemies will drop Winged Boots.
By "will", the game means "may". Winged Boots are the items on the field that grant you temporary 2x running speed for 30 seconds.
Survival - The lower your health is, the more your attack increases.
Thorns - Returns a portion of damage suffered to the enemy.
At level 10, Thorns will flinch any enemy that attacks you. This prevents you from ever being combo'd, making it great on Chaos for non-Dive characters.
Thunder - Lightning will shoot out from enemies you attack.
This activates by chance on charge attacks and the final hit of the normal string. It deals % damage based on enemy's max health (like Cyclone and Slash). It also flinches grounded enemies and creates a small area of effect that can damage nearby enemies.
Triumph - Recover a portion of your Rage Gauge when you defeat an enemy.
Uplift - Your Musou Gauge will recover somewhat with each successful attack.
This is inferior to Roar because it does not activate during Musou attacks and True Rages. The only reason to ever use this is to stack it with Roar when building a Musou-based weapon.
Velocity - Increases your attack speed.
Venom - Inflict poison damage on enemies.
This activates by chance on charge attacks and the final hit of the normal string. The proc rate is decent. Enemies poisoned will turn green and have their defense stat lowered. The effect will eventually wear off over time.
Vigor - A shockwave may be emitted when you take damage from the enemy.
This is like the opposite of Explosive in terms of effect and usefulness. The proc rate isn't as high as it needs to be to protect you.
Whirlwind - Enemies knocked back by your attack will suffer additional damage.
Non-stackable Attributes
Agility - Unleash your fighting spirit when successfully executing a somersault.
When you perform a backflip while being juggled in the air (L1), your character will damage the ground below. This attack has terrible range and damage, making this attribute a waste of a slot.
Awareness - Able to guard attacks from behind.
Desperation - Attack doubles when near death and getting up from the groun[d.
Attack doubles for 30 seconds and "near death" means red health.
Fury - Able to use a True Musou attack at any time.
A True Musou attack normally occurs when your health is in the red. Your characters will get fire element on their Musou attacks (including Rage Musou). A True Musou attack is NOT the same as a True Rage attack, which happens when you perform a Musou attack in Rage mode and kill enough peons to activate stronger hits.
Greed - Obtain Gold when landing an attack on enemies who are guarding.
Once you have a few of your hits blocked, you'll gain either 5 gold or 100 gold. If you really need the gold, then I suggest selling your weapons instead.
Resolve - Defense doubles when near death and getting up from the ground.
Your defense doubles for 30 seconds, and "near death" means red health.
Rigidity - Your guard will become unbreakable.
Swiftness - Speed doubles when near death and getting up from the ground.
Your speed doubles for 30 seconds, and "near death" means red health.
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ambition tui mới chơi có 1 ít thôi nên chả biết

đi cấp chaos mà đánh toàn rớt đồ 2 3 sao .
vk rare thì ko fusion đc