Fake Injury
After using a Dark-type skill, enemy loses 2 energy.
During the day, it lazily rests on the grasslands, mainly active at dawn and dusk. It usually lives alone, separate from its herd. Its jumping ability is astonishing, moving across slopes as if on flat ground, and it can leap from heights of 100 meters without injury.
After using a Dark-type skill, enemy loses 2 energy.
Start with 'Prank' or 'Dark Energy' to trigger the energy-reducing trait, then use 'Soul Hook' to continuously suppress the enemy's energy; after lowering HP, use 'Bite' with 5-hit combo for burst finisher, or use 3-hit combo for stable output while keeping HP healthy. Prioritize targeting energy-dependent pets.
An energy suppression burst build centered on the trait 'Insurance Fraud', frequently triggering energy reduction effects through Dark-type skills, combined with 'Soul Grasp' to create a two-way energy gap, with 'Bite' providing extremely high burst output at low HP.
Dark-type skill that triggers the 'Insurance Fraud' trait to make the enemy lose 2 Energy while dealing physical damage; a core trigger for Energy Suppression tactics
Dark-type skill, 0 cost makes enemy lose 3 energy (6 when responding to defense), combined with trait can form strong energy pressure, also triggers 'Insurance Fraud' to reduce 2 more energy
Core burst skill, 30 Energy cost for 3 hits, increases to 5 hits when HP is below 50%. Combined with Power Boost's Physical Attack doubling, it can deal extremely high damage.
0-cost steals 3 enemy energy, combines energy suppression with self sustainability, forms energy control chain with 'Mischief', 'Evil Energy'
Turn 1 apply status with 'Spirit Descent' or 'Power Devour', turn 2 'Counter' enjoys +55 Power bonus for heavy damage; 'Dark Energy' as filler to maintain damage and energy drain pressure. Suits mid-speed aggressive tempo.
Utilize status skills to trigger Counter's power boost, forming a 'Spirit Descent/Power Devour → Counter' combo rhythm, while 'Dark Energy' maintains trait activation and base output.
Dark-type skill that triggers the 'Insurance Fraud' trait to drain energy while dealing damage, serving as a standard offensive option
0 Energy Cost, enemy all skill power -20, self all skill power +20. Strengthens own output while weakening enemy, paving way for subsequent burst.
65 Energy Physical damage. Power +55 if a status skill (such as 'Power Devour' or 'Spirit Descent') was used last turn. Forms high-power output when combined.
0 Energy cost to apply Soul Mark on the enemy. Creates conditions for 'Counter Every Move' to trigger power bonuses, while providing disruption.
Early game: Use 'False Bankruptcy' to tank damage and actively lower HP. Once HP drops below 50%, activate 'Power Boost', use 'Bite' for 5-hit burst damage. 'Evil Energy' for energy drain and cleanup. Note: Control HP precision carefully to avoid sudden death.
Using False Bankruptcy for survival, actively controlling HP below 50% to trigger Bite's 5-hit combo, paired with Power Boost for maximum burst, and Dark Energy for Trait triggers and regular damage.
0 Energy: 80% damage reduction; when Energy is insufficient, HP can be used instead. Core survival skill that creates a safe HP threshold for low-HP 'Bite'.
Core burst skill, 5 hits at low HP combined with Power Boost's Physical Attack doubling, the damage is extremely considerable.
0 Energy: Physical Attack +100%, greatly boosts "Bite" damage, key amplification for burst output.
Dark-type skill used to trigger the Energy Drain trait while providing basic physical damage, compensating for Bite's inability to trigger traits due to not being Dark-type
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