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Storm of Ukko The Void answers Kullervo’s invocation with a storm of daggers that rain down upon his enemies. Introduced in Update 33.5 (2023-06-21) |
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Misc:
1 storm limit |
Info
- Kullervo expends
100 Energy to unsheathe his daggers and sends them skyward to invoke a Void storm at the casting location, spanning a radius of
7 / 8 / 9 / 10 meters and lasting for
10 / 12 / 13 / 15 seconds. Kullervo can only summon 1 storm at a time, with a new cast dissipating the previous active storm.
- Deadly knives fall from above in a constant downpour, stabbing all enemies within the storm to inflict
1,000 / 1,500 / 2,000 / 2,500
Slash damage per second, divided between 2 damage ticks with each tick dealt every half-second; each damage tick also inflicts guaranteed
Slash status and a ?% chance to large
Stagger the enemy causing them to stumble with a longer recovery animation.
- Each knife hit increases Kullervo's Melee Combo Counter by 1 hit.
- Combo gain is increased by Combo Count Chance effects such as
Quickening,
True Punishment,
Exodia Triumph, and Naramon's
Opening Slam.
- Combo gain is increased by Combo Count Chance effects such as
- Storm of Ukko is a spherical area-of-effect despite its ring-like aura visual effect, which enables the ability to strike enemies above and below the ring.
- The falling knives require direct line of sight between Storm of Ukko's center and enemies inside the storm to strike.
- Each knife hit increases Kullervo's Melee Combo Counter by 1 hit.
- Can be recast while active, but doing so will dispel the previous instance and replace it with the new one.
- Casting Storm of Ukko is a full-body animation that interrupts grounded movement and other actions.
- Ability Synergy:
- Builds Melee Combo to amplify
Wrathful Advance's melee Heavy Attack. - Storm of Ukko's direct damage and
Slash status damage spread to other cursed enemies when striking an enemy under
Collective Curse.
- Builds Melee Combo to amplify
- Storm of Ukko is dispelled by Kullervo falling out of bounds, but not when he enters an ability nullification zone. The storm is dispelled when its center touches a null zone.
See Also[]
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9 comments
Really good with its augment. You can get away with low duration because of the duration refresh his augment gives and because Storm of Ukko can keep the combo counter maxed reliably you can forgo combo counter chance/duration mods on your melee of choice.
Rather meh for a 4th even with the augment, and has one of the silliest line of sight restrictions in the game, too.
It's me again. Turns out this (with the augment) will comfortably keep the combo counter maxed at all times by itself, so I guess it's alright?
Some more notes about combo generation...
Strength doesn't impact combo chance. It can have an inverse effect on combo generation by killing targets. i.e., Targets that survive longer, generate more combo.
Duration obviously can impact combo generation, given targets that survive long enough.
Curse doesn't compound combo generation. Like Strength, it can be a negative by killing targets before they generate some of their potential combo.
Enduring Strike's additional combo generation chance on Lifted doesn't seem to apply. Eventually I'll try this with Exodia Valor for a more sure result, but I don't have it yet.
Grouping doesn't matter as long as range is sufficient to cover targets. Tested against both ragdoll grouping and standing.
Relentless Combination?
Unless it changed this week, Relentless Combo doesn't work.
There seems to be something odd occuring if you are using a pistol/glaive combo. when focused on the pistol, this ability won't gain combo count but will start working again if you quick melee.
That's a general problem with glaives, not specific to Storm.
I added this note: Combo gain is increased by Combo Count Chance on Quickening, True Punishment, Exodia Triumph, Naramon Opening Slam, and rivens.
I've tested these but not Guardian Derision or the lifted status combo gain options.
Thanks to KnightmareFrame for clueing me in on this.
Suomi!!! Torille 💪💪💪💪💪
You MUST use it with his 3 in SP, if your objective is to kill with this. Otherwise, it stacks melee combo very fast.
You're supposed to use this in combination with his 3. It will melt stuff and build your melee combo count real fast. Build him for Strength and Range.
Unless there's a gimmick or synergy that I'm missing earlier when levelling (excluding, you cast an armor strip debuff and then this), unfortunately this is the ability I'll be subsuming.
Ahh alright so this builds Melee Combo Counter real fast to synergize with either its 1st skill or if you're a melee/incarnon main. I see
Also really works well with his 3 for bouncing around damage since at higher power strength more damage gets sent.
You're wrong, the combo does nothing with efficiency.