Nani's health is very low and her speed of action is moderate. Many times, she can't face the enemy directly. Nani's general attack is triangle attack, with medium loading speed, long range and high damage, 700? 3, its trajectory is strange, the starting point and key points can cause triple damage, and hitting the enemy sideways is 700 damage. The standard damage is very high. It is difficult for a hero to stand up when he hits 2 100*3, but the problem is that it is difficult to hit all of them.
And what about its big move? Manual control? It's even more interesting Damage 2000, the range is close. Nani manually operated Pippi to let him rush to the enemy and detonate when he met the enemy. When releasing the big move, Nani can't move himself, but he can manipulate Pippi, and it will detonate as long as he doesn't touch the enemy or obstacles.
Nani's carry-on bag allows Nani to teleport to Pipi's detonation site, which can be used three times at a time. The farther the Star Emblem 1 Pippi runs, the higher the damage to the enemy, and the maximum additional damage can reach 2500 points. When Star Emblem 2 uses the big move, Nani's physical damage is reduced by 80%.
Obviously, the planner also realized that Nani's big move was to become a stock, so he gave the Star Emblem 2, which increased Nani's viability and gave Nani more opportunities to play. At present, most people still think Nani is more suitable for eating chicken, that is, fighting wild and fighting one? Voldemort? When the prey comes near, the third hair is taken away. But considering Nani's blood volume, this kind of play is also limited. Nani, on the other hand, has a strong anti-killing and anti-beating ability when being pursued, which can lure the enemy into depth and fight back.