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Okita1

[Q]


  • Damage: 1881  (AGI * 28)
  • Stun time: 2s
  • LV: 2
  • Range: 1200
  • Cast time: 0.5s
  • Cooldown: 18s
  • Additional info: Counterable. Increases mana by 15. Meeting a wall discontinue this skill, but not increases mana. Ignores combo break before the damage is done, removes afterwards stun. Activates duel mode if encounter accours with either Yomu's [D] or Saber's [E], or Dark Yato's [D]. Duel mode is rock, paper, scissors game. Loser receives 56% of max health damage (~7000). (Not choosing anything or ESC leads to lose too)


Okita2

[W]


  • Damage: 1881  (AGI * 28)
  • Stun time: 2s
  • Range: 150
  • Cooldown: 24s
  • Additional info: Increases mana by 15. If used after [D] this skill will have 500 range, deal 1478 (AGI * 22) additional dmg and increase mana by 10 more. Mana won't increase if enemy died before end of last strike (Or from first strike).


Okita3

[E]


  • Damage: 1881  (AGI * 28)
  • Stun time: 2s
  • LV: 3
  • AOE: 600
  • Cast time: 0.6s (initial) + 1.4s (after slash)
  • Cooldown: 22s
  • Additional info: Increases mana by 15. If Okita gets stunned before skill ends (wholly, not just slash animation) damage won't be dealt. Ignores combo break after slash (but if it touched Okita there will be no damage) and doesn't remove stun afterwards.


Okita4

[R]


  • Damage: 3024 max | 336 min  (AGI * 45)
  • Stun time: 2s
  • LV: 2
  • Range: 1200
  • Cast time: 0.5s
  • Cooldown: 32s
  • Additional info: Counterable. Increases mana by 15. Damage depends from how close the enemy was from start of the skill.


Okita5

[D]


  • Duration: 2s
  • Cooldown: 12s
  • Additional info: Can be used to do four different effects:
  • ①: Blink anywhere in 400 range. Increases mana by 10.
  • ②: Reduce [Q] cast time to 0.15s.
  • ③: Upgrade [W] skill.
  • ④: Remove initial cast time from [E].


Okita54

[D - R]


  • Damage: 4159  (2000 + 30% of Okita current health)
  • Stun time: 2s
  • Range: 150
  • Cooldown: 35s
  • Additional info: This skill shows up for 4s after using [D], but only when you are at full health and don't have combo break. Activating skill will damage Okita for 30% of her current health at start (even if skill is interrupted by something) and will always set her mana to max by the end of it (which will reduce 10% more and stun).


Okita6

[T]


  • Additional info: Max mana 100. Upon reaching 100 or more mana Okita is damaged for 15% (1875) of her max health and stunned for 1s. The damage can't kill and instead leaves with 1 hp. Afterwards mana is reduced to 20.
  • ①: Okita receives 7% more damage from any magical attack.
  • ②: Mana decreases by 1 per second.
  • ③: When over 40 mana movement speed is decreased by 100. (Does not work as for 1.72 vers)


Okita7

[F]


  • Stun time: 0.5s
  • Cast range: 800
  • AOE: 1500
  • Duration: 12s
  • Cooldown: 50s
  • Additional info: Increases mana by 10. Stuns only in 500 range. Increases attack speed by 200% and adds 50 health regeneration per second for all allies in AOE. Also, at start of the ability it will remove any stuns (but not pauses) on allies in 200 AOE.


OkitaA

Art


  • ①: Allows the use of [G].
  • ②: Adds +200 attack and 25% chance to do 2x crit.
  • ③: Increases max mana to 120. [T] effect becomes from 60 mana onwards (still not working)


OkitaG

[G]


  • Damage: 4032  (AGI * 60)
  • Stun time: 2
  • Range: 150
  • Cooldown: 160s

Basic combo:[]

  1. D + Q - F - E - R - D + W
  2. D - D + W - R - F - Q - D - E
  3. D - D + E - R - F - Q - D + W
  4. D + Q - E - R - W - ESC+ESC - D - R
Example
ACG_Arena_Okita_basic_1

ACG Arena Okita basic 1

ACG_Arena_Okita_basic_2

ACG Arena Okita basic 2

ACG_Arena_Okita_basic_3

ACG Arena Okita basic 3

ACG_Arena_Okita_basic_4

ACG Arena Okita basic 4

Tricks:[]

  • Balling with [W], [D - W]
  • [F] ministun can be used to block some skills.
  • Triggering [T] at start of the round (when character is invulnerable) won't deal damage.
  • [E] have animation skip.
  • Some skills can be countered with [D - W].
Example
ACG_Arena_Okita_tricks

ACG Arena Okita tricks

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