Soak
After using a Water-type skill, all skill energy costs are reduced by 1.

Swims freely in water, with antennae on its head sensing changes in the water, always carrying a ball-like object. Surrounded by special water elements, with magical energy fluctuations contained within the condensed water element bodies.
After using a Water-type skill, all skill energy costs are reduced by 1.
Early game: Use Magic Boost to startup and trigger trait, Bubble Shield blocks key damage and provides secondary boost. Mid game: Water Cannon stacks to reduce energy cost, Gushing Spring enjoys high power bonus. Late game: Extremely low-energy Water Cannon + high-power Gushing Spring form sustained pressure.
Centered on Water Cannon's permanent cost reduction, paired with Spring's cost-power linkage, Magic Boost for quick startup, Bubble Shield for survival. As battle progresses, Water Cannon cost continuously drops, Spring power continuously rises, forming a snowball effect that grows stronger.
Core damage skill. Energy Cost permanently -1 each use. Stacked with trait "Infiltration," cost drops extremely fast. Can become an ultra-low cost high-frequency damage source in late game.
Forms perfect synergy with "Water Cannon": Water Cannon reduces Energy Cost → Gushing Spring enjoys power bonus from reduced cost (Power +10 per -1 Energy Cost), further reduces whole team's Energy Cost after Trait triggers
Key startup skill: 0 energy cost for +70% Magic Attack, greatly increases subsequent Water skill damage, while triggering trait to reduce energy costs for following skills.
Reaction skill, 80% damage reduction ensures survival. Gains +70% magic attack again when reacting to attack. Can block damage after buffing and stack magic attack, creating counterattack opportunity
Turn 1 Magic Boost activation, turn 2 Baptism for energy cost reduction and clearing possible speed suppression debuffs; choose Foam Phantom for survival or direct Sky Flood damage based on situation; Sky Flood's energy cost plummets when countering status, can chain release with trait.
High burst build around Deluge. Through Magic Boost + Baptism + Trait triple Energy reduction methods, quickly reduce Deluge from 150 Energy cost to acceptable range. Bubble Phantom provides life-saving capability. Suitable for quick battles or targeting specific attributes.
0 Energy startup skill, gains Magic ATK +70% and triggers trait to reduce energy cost, creating release conditions for subsequent high-energy cost skills
High-power burst skill, 150 Energy cost can be reduced multiple times through traits, Baptism, Water Cannon, etc. Permanently -6 Energy cost when in Response state, serving as a core late-game finisher
0 Energy Cost support skill: Dispels self-debuffs and gains All Skills Energy Cost -1. Quickly reduces Heavenly Flood activation pressure while triggering Trait for dual Energy Cost reduction.
80% damage reduction life-saving skill. Leaves battlefield when responding to attacks; can safely retreat against countering types like Electric and Grass, preserving buffed status.
Turn 1 Rain Dance to change weather, subsequently Water Cannon damage and stack energy cost reduction, use Water Splash for energy recovery when energy is tight, Bubble Shield for damage reduction and buff when facing threats. Rain lasts 8 turns covering most matches, Water Cannon has extremely low energy cost late game for high-frequency release.
Use "Rain Dance" to initiate Rainy weather, enhancing overall Water-type skill performance; "Water Cannon" as core damage with sustained cost reduction; "Water Splash" for energy recovery and sustain; "Bubble Shield" for Rainy weather field survival. Suitable for scenarios requiring long-term battlefield control.
Weather control skill, 0 energy cost to change weather to Rain for 8 turns, Water-type skills usually have bonuses in Rain, can also cooperate with some skills' weather linkage effects
Core damage skill. Permanent energy cost reduction synergizes with its trait. Sustained output in Rainy weather, with significantly increased frequency after cost reduction.
Sustain skill: 30 energy cost deals Magic damage and recovers 1 Energy, can fill energy gaps in energy cost cycle systems, maintaining skill release tempo
Defensive counter skill, 80% damage reduction + 70% Magic Attack when responding to attacks, providing survival and second buff opportunity when fielding in Rain.




Deals Magic damage. Self recovers 1 Energy.

Deals Magic damage. For every -1 Energy Cost of this skill, Power +10.

Deals Magic damage. At end of turn, this skill's Power permanently +20.

Deals magic damage to the enemy creature.

Deals Magic damage. After each use, this skill's Energy Cost permanently -1.

Deals magic damage, Counter State: This skill's Energy Cost is permanently reduced by 6.

80% Damage Reduction. Counterattack: Gains +70% Magical Attack.

80% Damage Reduction. Counterattack: Withdraws.

Reduces damage by 60%, Counter Attack: gain 1 stack of Wet Mark.

Dispels the user's Debuffs and reduces the Energy Cost of all skills by 1.

Changes the weather to Rain, lasting for 8 turns.

Self gains +190% Magic Attack.

Deals Magic damage. Consumes all Energy on use; higher consumption increases damage.

Deals magic damage to the enemy creature.

Deals magic damage, Counter State: This skill's power becomes 3 times its original value.

70% Damage Reduction. Counterattack.

Reduces damage by 50%, Counter Attack: gain +1 Priority on the next action.

80% Damage Reduction. Counterattack: During this period, gains +40% to both Physical and Magical Attack for each instance of attack damage taken.

Reduces damage by 60%, Counter Attack: the enemy Disengages.

Self gains +70% Magic Attack.

Each turn, randomly transforms into a skill from another creature on your team.

Deals magic damage to the enemy creature.

Deals Magic damage. Enemy gains Magic DEF -50%.

80% Damage Reduction. Counterattack: Increases the energy cost of the countered skill by 3.

80% Damage Reduction. Counterattack: The enemy gains 2 stacks of Freeze.

The enemy gains 2 stacks of Slow Mark.

Deals magic damage, 1 Hit. For each stack of Starfall Mark the enemy has, this skill's hit count +1.

Deals magic damage to the enemy creature.

Deals magic damage to the enemy creature.

Deals magic damage, power +40 when this skill is in the 3rd slot, Drive 1.

Deals magic damage to the enemy creature.

Charge, deals Magical Damage to the enemy.

Deals physical damage, 2 Combos. If attacking after the enemy, changes to 3 Combos.

Deals physical damage to the enemy creature.

70% Damage Reduction. Counterattack: Gains +70% Physical Attack and Magical Attack.

80% Damage Reduction. Counterattack: Restores 3 energy.

70% Damage Reduction. Counterattack: The enemy gains 6 stacks of Burn.

80% Damage Reduction. Counterattack: The enemy's Combo Count is reduced by 3.

70% Damage Reduction. Counterattack: Restores energy equal to twice the energy cost of the countered skill.

80% Damage Reduction. Counterattack: Returns to the field at the end of own turn.

70% Damage Reduction. Emergency Retreat. Counterattack: The next Pet to enter the field gains Damage Reduction.

70% Damage Reduction. Counterattack: Gains +2 Combo Count.

80% Damage Reduction. Counterattack: Gains +70% Magical Defense.

90% Damage Reduction. Counterattack: Gains 50% Lifesteal.

80% Damage Reduction. Counterattack: The enemy gains 2 stacks of Starfall Mark.
Grass, Electric
Fire, Mech