Combustion Aid
After using a Fire-type skill, gains +20% to both Attack stats.

It has grown a pair of large wings, but they don't seem to be used for flight. It can release even more powerful flames with both hands, though not very proficiently.
After using a Fire-type skill, gains +20% to both Attack stats.
Sustained field presence, prioritize using Ember or Flame Cut each turn to stack Wildfire layers, harvest with Wildfire when sufficient, or use Flash Combustion to counter burst damage
With Mountain Fire as the core, rapidly stack layers by frequently using other Fire-type skills (Ember, Flame Cut), with Flash Ignition as the burst method. Ember provides Energy sustainability, Flame Cut has medium Energy cost balancing damage and layer stacking.
Core damage skill. Each time another Fire-type skill is used, Power permanently doubles. Quickly stacks with other Fire-type skills.
Low-cost Fire-type skill that triggers Wildfire stacking, while recovering 1 energy to ensure sustainability.
High-power Fire-type skill used to stack Mountain Fire layers, also benefiting from the Combustion trait's buffs
4x power when Countering. Can serve as burst finisher, or deal extremely high damage when combined with Warm-up.
Find opportunity to activate Power Boost, next turn use Warm-up + Flash Burn to respond to enemy status, or Warm-up + Fire Cloud Chariot for conventional burst, pursuing one-hit KO.
Extreme Burst Archetype: Achieve theoretical maximum damage through "Power Boost" + "Warm-up" + "Flash Burn" triple amplification. Fire Cloud Chariot serves as regular high-power skill, with Warm-up and Flash Burn combo to react to key targets.
This type's high-power Physical skill, main output method
Doubles next attack power, 4x when responding to defense. Combined with Fire Cloud Chariot to deal extremely high burst.
4x power when Countering. Combined with Warm-up for theoretical 16x power, ultimate burst.
Gains +100% Physical Attack, greatly boosting damage output. Forms an enhancement chain with Warm-up and Flash Burn.
At the start, activate Rage or Fire Blow depending on the situation. Use Sunbathing to suppress enemy buffs. Fire Blow becomes main damage output after stacking. Ember maintains Energy.
Stall battle archetype, Fire Blow grows stronger with use, Rage quickly maxes Attack, Sunbathing targets enemy buffs, Fire Seed provides sustain. Suitable against buff teams requiring dispel or for long-term stall.
Power permanently +20 after each use, grows stronger with battle, suitable for attrition warfare.
Dispels all enemy buffs, targeting strengthened opponents to secure output environment
Gains +120% to both attacks but -40% to both defenses. High risk, high reward. Combines with Fire Blow for rapid setup.
Low-cost Fire-type skill that triggers the Combustion trait, while recovering energy to maintain field presence after Rage.




Deals physical damage. For every other Fire-type skill used, this skill's Power is permanently doubled.

Deals Physical DMG. Restores 1 Energy to self.

Deals Physical Damage. Counter State: This skill's Power is quadrupled.

Deals physical damage. After each use, this skill's Power is permanently +20.

Deals physical damage to the enemy creature.

Deals physical damage to the enemy creature.

Deals magic damage, Counter State: Next attack skill's power is doubled.

Self gains +120% Dual Attack and -40% Dual Defense.

On the next attack, the skill's power is doubled. Counter Defense: changes to quadrupling the power.

Deals physical damage to the enemy creature.

Deals physical damage to the enemy creature.

Deals magic damage, Counter State: Additionally Interrupts the countered skill.

70% Damage Reduction. Counterattack.

Self gains +100% Physical Attack.

Dispels all Buffs from the enemy.

Enemy gains Physical Defense and Magic Defense -120%.

Each turn, randomly transforms into a skill it doesn't have equipped, and that skill's energy cost -2.

The enemy gains +1 energy cost for all skills. Counter Defense: changed to +3 energy cost.

Deals Physical Damage, Swift. Counter State: This skill's Power is multiplied by 1.5.

Deals Physical DMG. If attacking before the enemy, this skill's Power increases by 50%.

Deals physical damage to the enemy creature.

Self gains +120 Speed.

Deals Physical Damage, Lifesteal 50%. Counter State: This skill's Power is doubled.

Deals physical damage to the enemy creature.

Enemy gains All Skill Power -20; self gains All Skill Power +20.

If the enemy restores HP this turn, changes to losing 2 times the amount (including overheal). Priority +1.

Charge, deals Physical Damage and Lifesteals 50%.

Deals physical damage, 2 Combos.

Deals physical damage. When this skill is in Slot 1, Power +60. Transmission 1.

Deals physical damage to the enemy creature.

Deals physical damage to the enemy creature.

Deals physical damage to the enemy creature.

Deals physical damage to the enemy creature.

Deals physical damage to the enemy creature.

Deals physical damage to the enemy creature.

Deals physical damage to the enemy creature.

Deals physical damage to the enemy creature.

Deals physical damage to the enemy creature.

Deals physical damage to the enemy creature.

Deals physical damage to the enemy creature.

Deals physical damage to the enemy creature.

Deals magic damage to the enemy creature.

Deals magic damage to the enemy creature.

Deals magic damage to the enemy creature.

Charge, deals Magical Damage to the enemy.
Water, Earth
Grass, Ice, Bug, Cute, Mech