Toxic Mushroom
At the end of the turn, steals 1 Energy from all creatures on the enemy field.
Simply gazing at the fluorescent glow of its antennae induces severe headaches, making research extremely difficult. It shows no signs of life yet moves freely—impossible to classify as plant or creature. Only the ring around its neck seems to contain powerful vital energy.
At the end of the turn, steals 1 Energy from all creatures on the enemy field.
Late defensive stall, using high damage reduction and healing to drag out turns, trait continuously drains enemy energy, look for damage opportunities after buffing
Utilize the high damage reduction + healing of "Enzyme Concentration Adjustment" to establish a defensive system, combined with the trait's energy steal per turn to suppress the enemy. After boosting Magic Attack through "Oxygen Delivery", use "Divine Light" to catch swap timing or "Chlorophyll Beam" for burst damage. Suitable for prolonged battles and energy suppression tactics.
Core response skill. 80% high damage reduction ensures survival. Recovers 20% HP when responding to attacks. Combined with trait stealing 1 energy per turn, forms extremely strong attrition and sustainability.
0 Energy Cost Magic Attack buff skill, restores 4 Energy and boosts Magic Attack +70%, prepares for follow-up damage while replenishing energy to support high-cost skills
Low-cost magic attack skill with 3-hit combo design. If the enemy switches creatures, combo doubles to 6 hits. Combined with low-speed traits, triggers doubling when enemy switches first, compensating for speed disadvantage.
High-power Magic Attack skill, 120 Energy cost but ample Power. Used after Oxygen Delivery enhancement, as the main burst damage method.
Team support disruption: focuses on energy suppression and status application, counters enemy attacks through response skills, creates damage output environment for teammates.
Extreme Energy Control Support Route: [Retaliation] + trait can reduce enemy 4 energy per round. [Spirit Descent] provides mark support for the team. [Drain] ensures sustain. [Mockery] enhances self or speeds up counter when predicting pet swap. Suitable for disruption and support roles in team battles.
Core response skill. 70% damage reduction when responding to attacks, and causes enemy to lose 3 energy. Stacked with trait, can cause enemy to lose 4 energy in a single turn. Extremely strong energy control method.
0 Energy Cost, enemy gains Spirit-Down Mark. Creates output conditions for teammates, self doesn't consume Energy allowing synergy with traits for sustained operation.
Magic damage + 100% lifesteal, low 30 energy cost. Used when healing is needed to secure HP safety. Combined with high Magic Defense, can stay on field longer.
0 Energy Cost, gains 90% Magic Attack enhancement, additional 70% Speed if enemy switches Elves. Used to strengthen self when predicting enemy switches, compensating for Speed shortcomings.
Dual Counter skills cover offense and defense. Flexibly choose Retaliation or Jack-in-the-Box based on enemy actions. Physical damage combined with extreme energy control for suppression.
Mixed damage disruption route, "Vine Strangle" as regular physical output, "Jack-in-the-Box" for burst Energy control in response state. "Retaliation" provides defensive response option, "Oxygen Transfer" ensures Energy cycling. Dual response skills cover different situations, trait provides sustained pressure, suitable for predictive players.
High-power Physical skill, 80 Energy cost, restores 5 Energy. ATK base stat of 98 matches MATK, serving as a Physical damage option with excellent energy recovery.
0 Energy Cost, Magic Attack boost + Energy restore: Initiator skill, providing Energy support for [Vine Strangle] or [Jack-in-the-Box].
Physical damage skill with 80 energy cost; when reacting, causes enemy to lose 6 energy. Combined with trait can achieve terrifying suppression of 7 energy steal in a single turn, and its reaction trigger condition complements 'Retaliation'
Core response skill. 70% damage reduction + enemy loses 3 energy. Forms a dual-response system with [Jack-in-the-Box], selecting response type based on enemy action.
Deals Magic damage. Self recovers 1 Energy.
Restore 4 energy to self, and gain MATK +70%.
Deals Physical DMG. Restores 1 Energy to self.
Deals Magic damage and drains 100% HP.
Self gains +90% Magic Attack, if the enemy switches Elves this turn, self gains +70 Speed.
Deals Physical DMG. Restores 1 Energy to self.
Enemy gains 1 stack of Spirit Descent Mark.
70% damage reduction, when responding to an attack: enemy loses 3 energy.
Deals physical damage to the enemy creature.
80% damage reduction, when responding to an attack: restore 20% HP.
Deals Physical DMG. Restores 5 Energy to self.
Deals Magic DMG. 3 Combo. If the enemy switches Roco this turn, this skill's Combo count doubles.
Deals magic damage to the enemy creature.
Deals physical damage. Counter state: Causes the enemy to lose 6 Energy.
Deals physical damage. Counter state: Restores 50% HP and 5 Energy to self.
Ghost, Dark, Fire, Ice, Wing
Progress: 7/7