Thirst
Upon entry, gain 50% Life Steal.
Its body seems full of mischief, easily slipping from Rocos trying to catch it. They snatch things from Rocos' hands in groups of three or five, dropping the items and flying away giggling. If angered, they will huff and puff before charging at Rocos.
Upon entry, gain 50% Life Steal.
Open with [Ride the Wind] to seize speed priority, maintain first-strike suppression; use [Gale Thrust] for low-cost damage, [Gust] for execution; switch to [Bite] for lifesteal counter-kill at low HP.
Utilize [Ride the Wind] to secure first strike, triggering [Gale Stab]'s 3-hit combo and [Fanning] power boost to apply pressure. At low HP, use [Bite]'s 5-hit combo + trait lifesteal for comeback kills. Low energy cost, high burst, strong sustain—best fits Demon Dingle's speed attack role.
Core damage skill. Low 25 energy cost, 3-hit combo when going first. Combined with [Ride the Wind]'s +120 Speed, extremely easy to trigger. Demon Dingle's most stable burst method.
Core speed boost. 0 Energy cost +120 Speed, ensures trigger conditions for [Gale Thrust] 3-hit combo and [Gust] +50% power, first-move priority is crucial for Imp.
High power finisher/burst skill. 75 energy. +50% power when moving first. Combined with [Ride the Wind] forms powerful suppression, used for execution or shield breaking.
Low-HP comeback god skill. 30 Energy, 3 hits, becomes 5 hits when HP below 50%. Combined with trait's 50% lifesteal, instantly refills HP from critical levels to reverse the battle.
Priority: use [Ride the Wind] to seize speed advantage, [Gale Stab] to pressure HP, and [Loot the Burning House] to secure kills and activate Growth; against status teams or when burst is needed, use [Dark Raid]; after Growth, [Loot the Burning House] becomes the main damage source.
With [Loot the Burning House] as core, use [Gale Thrust] to reduce HP then harvest for permanent growth startup, [Dark Ambush] for damage and life drain against status teams, [Ride the Wind] ensures priority throughout. Suitable for prolonged combat and endgame cleanup.
Growth-type cleanup skill: 35 energy, 2 combos. After a kill, permanently +2 combos (becomes 4 combos, then 6 combos on next kill), growing stronger over time, suitable for late-game cleanup
Speed buff assurance. Ensures priority activation of 【Gale Stab's】 3-hit combo, while letting 【Loot the Burning House】 act faster to secure kills and activate growth.
Low-cost Stable DPS. 25 Energy cost, First Strike + 3-hit combo, used to pressure HP thresholds for [Loot the Burning House] to finish off, or to deal with high-speed enemies.
Counter state specialized burst. 70 Energy cost, doubled power + 50% lifesteal when enemy has states, targeting state-inflicting teams or cooperating with teammate states to deal massive damage and sustain.
【Ride the Wind】opening for speed advantage, then choose【Dark Raid】(if enemy has status)or【Fan Wind】(if no status)for high-power strikes, with【Gale Thrust】filling damage gaps.
Dual high-power skills [Dark Raid] [Fan Wind] combined with [Ride the Wind] first-strike bonus form extremely strong single-target burst; [Gale Stab] supplements low-cost damage. Suitable for countering status teams or situations requiring quick breakthrough against high-defense targets.
Counter state specialized high damage. 70 Energy cost, doubled power when enemy has states, with 50% lifesteal forming high damage high sustain, targeting specific compositions.
Speed buff. Ensures priority, lets 【Dark Raid】 and 【Gale Stab's】 priority effects trigger stably, while improving overall move priority.
Low-cost First Strike Burst. 25 Energy cost for First Strike + 3-hit combo, used for regular damage and HP pressure, creating conditions for [Dark Ambush] or finishing off low-HP targets.
High power priority execution. 75 energy, +50% power when moving first. Combined with [Ride the Wind] forms powerful single-target burst, used for quick elimination or shield breaking.
Deals Physical DMG. Restores 1 Energy to self.
Self gains +120 Speed.
Deals Physical DMG. Restores 1 Energy to self.
Self gains 100% lifesteal.
Deals physical damage to the enemy creature.
Deals physical damage, 3 Combos. If HP is below 50%, this skill's Combo Count +2.
Self gains -100% Dual Attack and Dual Defense, Against Defense: changed to enemy gains -100% Dual Attack and Dual Defense.
Deals physical damage, 1 Combo. If attacking before the enemy, changes to 3 Combos.
Deals Physical DMG. If attacking before the enemy, this skill's Power increases by 50%.
Deals physical damage, 2 Combos. If defeating the enemy, this skill's Combo Count permanently +2.
Deals physical damage, drains 50% HP. Counter state: This skill's power doubles.
Deals Physical DMG. Swift. Counter State: This skill's Power becomes 1.5x.
Light, Cute, Electric, Ice
Progress: 7/7