Fake Injury
After using a Dark-type skill, enemy loses 2 energy.
Its white fur is very fluffy, and its paw pads are soft, allowing it to move silently. Therefore, it excels at hiding in grasslands and on slopes. It has a quiet temperament, and members of its species often communicate by gently bumping horns.
After using a Dark-type skill, enemy loses 2 energy.
Use trait and skill synergy to continuously cut enemy energy, limiting opponent skill release while ensuring self output and survival.
An energy suppression flow built around the trait "Insurance Fraud." Dark Energy triggers the trait to reduce enemy energy, Soul Grasp replenishes own resources, False Bankruptcy ensures survival, and Bite provides low-HP burst. The rhythm: opening Soul Grasp to steal energy → Dark Energy output suppression → False Bankruptcy against key damage → low-HP Bite to finish.
Core damage skill. Combined with trait "Insurance Fraud," can additionally reduce enemy's Energy by 2 after dealing damage, forming an Energy suppression loop.
Defensive response skill. 80% damage reduction greatly boosts survivability. Can substitute HP for Energy when Energy is insufficient, ensuring skill activation.
Low-cost multi-hit damage that increases to 5 hits when HP below 50%, extremely high burst at low HP.
Energy control skill: 0 cost steals 3 energy, replenishing self resources while weakening enemy, forming dual energy suppression with trait
First use Power Boost for enhancement, pair with status skills to trigger Counter Seize's damage bonus conditions, dealing high physical damage.
Enhanced Burst Build that uses Power Boost + Spirit Descent/False Bankruptcy and other status moves to trigger Counterplay's +55 power condition, forming high-burst combos. False Bankruptcy ensures survival during enhancement turns, while Spirit Descent provides additional status effects.
Enhancement skill, doubles Physical Attack to boost all subsequent physical skill damage, preparing for burst
Core damage skill. If a status skill was used last turn (Power Boost/Spirit Descent/Power Devour, etc.), Power increases significantly, forming a combo.
Status skill, applies Spirit-Down Mark to enemy, triggering the damage boost condition of Counter for Every Move. Specific effects pending practical verification
Counter defense skill, 80% damage reduction ensures survival during enhancement period, avoiding being killed by preemptive strike.
Limit Tear opens with high power, using Prank and Malicious Escape to control enemy energy and actions, Bite handles low-health execution.
High energy cost pressure style, uses Extreme Tear's high power to open, Prank and Malicious Escape form dual control over energy and retreat, Bite handles endgame. This playstyle has high energy demands, requires careful energy management, and relies on Prank's energy reduction to create damage windows.
Core damage skill with 135 Energy cost dealing high-power Physical damage. The negative effect when HP is above 50% can be avoided or accepted through subsequent skills.
Energy control skill: 0 cost causes enemy to lose 3 energy, doubled to 6 when responding to defense, strongly limiting enemy skill release
Defensive response skill. Exits battlefield and increases enemy attack skill Energy cost when responding to defense. Combined with Mischief forms dual Energy cost suppression.
Low-cost multi-hit damage that becomes 5 hits when HP below 50%, supplements damage after [Extreme Tear]'s attack reduction or at low HP.
Deals physical damage to the enemy creature.
Self gains +100% Physical Attack.
Deals physical damage to the enemy creature.
Steal 3 Energy from the enemy.
80% damage reduction, when energy is insufficient, consume 5% HP in place of 1 energy, when responding to an attack.
Enemy gains 1 stack of Spirit Descent Mark.
Deals physical damage, 3 Combos. If HP is below 50%, this skill's Combo Count +2.
Enemy gains All Skill Power -20; self gains All Skill Power +20.
Deals Physical DMG. If a Status skill was used last turn, this skill's Power increases by 55.
Enemy loses 3 energy. When responding to Defense: Changed to enemy loses 6 energy.
Deals Physical DMG. If HP is above 50%, gains Dual ATK -50% after use.
Retreat, Counter Defense: additionally increases enemy attack skill energy cost by 4.
Deals physical damage. For every 1 Energy the enemy has, this skill's Power -10%.
Light, Phantom, Ghost
Light, Ghost, Dark
Normal, Poison, Bug, Martial
Progress: 7/7