Conservative Faction
When total skill energy cost is less than 4, self gains DEF & RES +80%.
They have fairly high standards for appearance. Besides their teeth-grinding habit, they use secreted body oils to maintain their whiskers. Fluffy whiskers and sharp teeth represent status within their group; some otters seek out dry grass to fashion fake beards. They generally dislike getting close to Roco.
When total skill energy cost is less than 4, self gains DEF & RES +80%.
Field Attrition, maintain Trait bonuses through 0-cost skills, Water Cannon gradually reduces energy cost to form stable output, rely on high dual defenses and damage reduction skills to absorb damage, Roar suppresses Physical Attackers.
Use 'Conservative' trait as core, four skills total base Energy only 110 (Water Cannon), in actual combat reduce Energy through Baptism and Water Cannon self-reduction, can maintain +80% to both defenses long-term. Bubble Shield provides 80% damage reduction and Magic Attack buff, Roar suppresses physical attackers, Water Cannon as sustainably scaling damage core.
Core defense skill. 0 energy cost perfectly triggers trait. MATK +70% after countering attacks, synergizing with Water-type skills for offense-defense integration. 80% reduction is extremely high, forming field presence capital.
0 Energy: Dispels debuffs and grants -1 Energy Cost to all skills. Ensures Trait activation while reducing overall team energy pressure. A crucial survival skill against disruption-type opponents.
Core damage skill. Initial 110 energy cost is relatively high, but permanently -1 energy per use. Combined with energy reduction from Baptism and Water Ring, can drop to extremely low cost in late game while triggering traits to maintain high dual defenses.
0 Energy disruption skill. Greatly weakens enemy Physical ATK output. Extremely valuable against Physical attackers, and 0 Energy ensures Trait activation, forming 'ATK reduction + high dual DEF' extreme Physical bulk configuration.
Early game: Use Provoke for crowd control, Water Ring + Baptism to quickly stack Hydro Cannon layers and compress energy cost. Mid game: Sustain output with extremely low-cost Hydro Cannon. Maintain +80% dual defense tank build throughout.
Extreme energy compression system. Aqua Ring + Baptism rapidly reduce Water Cannon's energy cost, Provoke provides crowd control windows. All four skills are 0-cost or growth-type low-cost, with extremely high trait coverage. Late-game Water Cannon can be used frequently while maintaining dual defense bonuses.
0 Energy: High damage reduction response skill. Grants -2 Energy Cost to all skills after responding to attack. Combined with Baptism enables rapid energy compression. 60% damage reduction + energy recovery, core sustain for long-term field presence.
0 Energy dispel + Energy cost reduction, forms double Energy cost reduction stacking with Water Ring, rapidly pushes Water Cannon and other skills to low Energy cost range, while clearing enemy interference to ensure damage output tempo.
Core damage. High initial Energy cost but strong growth. Under dual Energy reduction of Water Ring + Baptism, can quickly drop to low Energy range, achieving positive cycle of "low-cost high damage + trait trigger".
0 Energy cost powerful disruption. Seals enemy skills not used this turn for 3 turns. The Energy cost +3 penalty is fatal to opponents relying on specific skills. Buys safe turns for self Water Cannon stack accumulation.
Anticipate enemy physical skills to alternate 'Effective Prevention' and 'Bubble Shield', 'Roar' suppresses physical attack values, 'Consecutive Claw Strikes' triggers 4-hit combo burst when counter status activates, specialized against physical damage compositions
Specialized configuration against physical attackers: Roar + Bubble Shield + Effective Prevention form triple physical defense lines, with Continuous Claw as low-energy damage output. Counter mechanics compensate for Speed disadvantage, suitable against physical-focused teams.
Low-cost physical damage skill (30 energy cost), 2 hits base, doubles to 4 hits when Adapted. One of the few multi-hit damage skills for this creature, capable of breaking certain shield/substitute mechanics.
0 Energy Response Skill: 50% damage reduction + priority +1 after response. Compensates for 80 Speed disadvantage, ensures Continuous Claw Strike initiative, while low energy cost supports trait activation
0 Energy: High damage reduction + Magic Attack buff. Forms dual response skill rotation with Effective Prevention, select response based on enemy attack type, maintain high damage reduction coverage throughout.
0 Energy: Physical Attack suppression, greatly reduces threat against Physical Attackers. Combined with dual counter skills, forms complete lockdown on Physical Attackers (attack reduction + damage reduction + high dual defense).
Enemy's skills except the one used this turn gain Energy Cost +3 for 3 turns.
Deals physical damage to the enemy creature.
Deals Physical DMG. Restores 1 Energy to self.
Dispels all debuffs from self and gains -1 Energy Cost for all skills.
Deals magic damage to the enemy creature.
Enemy gains Physical Attack -130%.
80% damage reduction, when responding to an attack: Magic Attack +70%.
Deals physical damage to the enemy creature.
Self gains +170% Magic Defense.
Deals physical damage to the enemy creature.
50% damage reduction. Counter: Next action gains Priority +1.
Deals Magic damage. After each use, this skill's Energy Cost permanently -1.
Deals physical damage, 2 Combos. Counter state: This skill's Combo Count doubles.
60% damage reduction, when responding to an attack: all skill energy cost -2.
Martial, Grass, Electric
Progress: 7/7