The Lien Quan badge system has been updated from battlefield version 3.0. Combining a reasonable system of badges will help players significantly increase the strength of their champions. Let's learn more about this badge system in more detail to be able to thoroughly apply this feature to the Lien Quan arena.
Table of contents of the article
What are insignia in Lien Quan?
Concept
Badges are a new feature updated from Battlefield 3.0, this feature will fully unlock for accounts from level 5 and up.
The badge system will not replace the jade board but will exist in parallel with the jade board. The jade table aims to work Enhance general attributes Meanwhile, Badges are left Enhance the gameplay of champions.
The Lien Quan insignia system includes 4 forces: Tower of Light, Primeval Forest, City of Origin and Abyss of Chaos.
How to access the badge system
Once level 5 is reached, players can access the badges feature by entering equipment, select Badges to arrange badges for the generals you currently own.
In case you don't know how to use badges, you can apply the badge system that Lien Quan Mobile suggests in the section Nomination.
Insignia branches
The badge system will include 1 main branch and 2 secondary branches so gamers can adjust it to suit the champion they use.
- Main branch: The player chooses one of four forces, each force will have a completely different system of uses, depending on the play style and general quality of the hero the player chooses.
Note that only the master branch can be unlocked Level III badge. Level III badges will have superior power compared to badges level II and level I.
- Sub-branch 1: Once a force has been selected as the main branch, it cannot be selected again in the secondary branch. Players can only choose 1 of the 3 remaining forces.
Sub-branch 1 allows players to choose 1 level 1 badge.
- Sub-branch 2: Similar to sub-branch 1, players can only choose 1 badge in 1 of the 3 remaining powers.
Especially if sub-branches 1 and 2 have the same power, sub-branches 2 will be used level 2 badge.
Badge system in Lien Quan
Tower of light
The insignia of the Light Tower tends to match generals Gunner, Mage.
Level I badge
- Contrast: Damage dealt to enemy champions increases by 3% but damage received also increases by 2% (melee champions only increase by 1%).
- Prolific: Casting a move or basic attack that hits an enemy champion will restore 8% of lost energy. Cooldown 5 seconds.
- Holy Pearl: Ultimate has its cooldown reduced by 10% (but cannot exceed the maximum 40%).
Level II badge
- Tip: You gain 12% extra critical hit and 8% extra magic power from equipment.
- Radial: Gain 18 (per level +3) armor penetration/magic armor penetration.
Level III badge
- Spirit: The 3rd consecutive normal attack that hits an enemy champion will receive a ring of angelic light around the body for 5 seconds. The little angel will automatically attack enemies attacked by the owner within a range of 8.5m. Attack speed is equal to the owner's attack speed and attack power is equal to 0.2 physical attack plus 15% armor penetration. Cooldown 10 seconds.
- Holy shield: In a short period of 3 seconds, receiving damage exceeding 30% of your health will immediately increase your movement speed by 50% for 1.5 seconds, receive a 550 immunity shield (+60 per champion level) and 15% magic lifesteal. During this time, the minion and sub will prolong the spell lifesteal for an additional 3 seconds. Cooldown 30 seconds.
- Divine light: The first attack or basic attack that hits an enemy champion will cause lightning damage, dealing 100 (+10 per champion level) (0.4 additional physical attack) (0.3 magic attack) damage. Subsequent moves or basic attacks will reduce the cooldown time by 1 second (hitting multiple enemy champions will only reduce the cooldown by 1 second). Cooldown 15 seconds.
Origin city
This is considered the most “horror” badge of all four forces because it requires high personal skills from the player, it brings breakthrough and bold gameplay that the opponent cannot predict. Specifically:
Level I badge
- Frost ball: 3 minutes after the match starts, you will receive the Ice Frost Orb. After use, you will be immune to damage but cannot attack or move and can only be used once.
- Death: 3 minutes after the match starts, you receive the ability to avoid fatal damage and increase movement speed by 20% for 1 second. Can only be used once.
- Password: Your summoner spells have their cooldown reduced by 15%.
Level II badge:
- Pressure: After launching a skill or normal attack on a minion, if the minion's health is below 200, it will be destroyed immediately.
- Hunter: Starting the battle with one stack, killing or sub-killing an enemy champion will grant an additional stack of 10 physical attack and 15 magic attack. Each champion killed only gives a maximum of one stack.
Level III badge
- Reincarnation: After death, you will receive the badge: “Revived”. After use, it will revive in the altar. “Reviving” later will increase the cooldown time. Cooldown: 100 / 310 seconds. Maximum use 3 times/match.
- Both advantages and disadvantages: Start the battle at level 2. Before level 12, you will receive 50% more natural experience (gained over time), but the amount of experience and gold received from killing minions and jungle monsters will be reduced by 50%.
Abyss of chaos
The Abyss of Chaos is a badge that is suitable for generals Assassin, Fighter.
Level I badge
- Bleeding: The sub or sub will restore 9% of lost health and 15% of lost mana.
- Afterimage: Every time you swipe, you will accumulate 1 afterimage in 2 seconds, with a maximum accumulation of 3 afterimages. The next normal attack will consume all remaining images. Each afterimage deals 30 (+5 / champion level) physical damage.
- Demon fire: Hitting an enemy champion with a move or basic attack will deal 50 (+5 / champion level)(+0.25 magic attack) (+0.35 bonus physical attack) magic damage. Cooldown 8 seconds.
Level II badge
- Strength: Gain 12~40 physical attack and 18~60 magic attack (increases with champion level).
- Entrenched: Gain 10% effect resistance.
Level III badge
- Mantra: Launching a move or basic attack that hits an enemy champion will accumulate marks for 1.5 seconds, adding up 3 marks will immediately deal 50 (+5 / champion level) (+0.25 extra physical attack) (+0.2 magic attack) damage. Magic damage around the marked enemy's position within a range of 2.5m. After 1 second, continue to deal 100 (+10 per champion level) (0.5 additional physical attack) (+0.4 magic attack) magic damage. Cooldown 15 seconds.
- Demon nature: After casting the ultimate attack, 30% of the cooldown time of moves 1 and 2 are refunded and cooldown reduction is reduced by 20%, and you receive 10% damage immunity for 6 seconds. Dropping or sub-falling will extend the effect for an additional 3 seconds. Cooldown 30 seconds.
- Fighting Qi: Hitting an enemy champion with a basic attack or attack will increase movement speed by 2 for 3 seconds (for ranged champions, each basic attack stacks 1 level, for close-attack champions, each attack and move accumulates 2 levels), with a maximum stack of 10. floor. When reaching 10 floors, you will immediately recover 15% of lost health and receive 15% more armor penetration & magic armor penetration (ranged generals only get 5% more) while Dou Qi still exists.
Primeval forest
The final force is the Primeval Forest, it is suitable for generals Block, Assistant. It helps these champions deal more damage through Bindor increase resistance through Wood armorbringing a certain advantage to the Dragon line.
Level I badge
- Sensitive: On the river, you gain 10 extra movement speed and restore 20 extra health and 10 energy every 5 seconds.
- Intimidation: In the grass, launching a normal attack will add 4% true damage based on the enemy's health at that time. Leaving the bush after 4 seconds will still get this effect. Cooldown 20 seconds.
- Watch: When standing near a tower (4m range), you will receive 15% effect resistance and 10% damage immunity.
Level II badge
- Blood pump: Self-healing and shield effectiveness increased by 10%. If the target's health is below 30%, this effect will increase by another 10% (including equipment and auxiliary skills).
- Survival: Soldiers and jungle monsters are defeated nearby, causing you to permanently increase your maximum health (soldiers plus 1 floor, small jungle monsters plus 2 floors, large jungle monsters plus 3 floors, each floor gets 8 health, maximum plus 100 floor).
Level III badge
- Bind: When using control moves that hit an enemy champion (taunt, knock up, knock back, stun, petrify…) you will receive a burning effect, dealing magic damage equal to 1% of your maximum health every 0.5 seconds. 5 seconds. Burned enemy champions will have their magic resistance reduced by 50 (+5 per champion level). Cooldown 25 seconds.
- Wood armor: Taking damage will stack up, 20 times will remove the controlled state and deal magic damage equal to 10% of your maximum health with a range of 3.5 m and stun for 0.75 seconds and increase healing by 30%. for 3 seconds.
- Travel: Leaving combat every 5 seconds restores 20 health and 10 mana every 5 seconds, and the next basic attack will slow the enemy by 30% for 1 second and reduce enemy damage by 30% for 2 seconds.
Hope through the article Details about the Lien Quan badge system Now you can clearly understand the properties of each badge. Through that, you can arrange the most suitable set of badges for the generals you own.