Fright
Sprites with 0 energy cannot deal damage to themselves.
The mask appears removable, and they avoid all creatures when feeding. A layer of mysterious fluorescent substance covers their body, with liquid possibly inside.
Sprites with 0 energy cannot deal damage to themselves.
Disruption Attrition/Late-game Finisher
An energy suppression system built around the trait 'Fright'. Using Soul Grasp, Clamor, and Retribution triple methods to quickly reduce/restrict enemy energy, triggering trait immunity + Backstab 20x burst when enemy energy reaches zero, forming a complete 'Control Energy → Immunity → Execute' chain.
Core disruption skill. 0 energy cost to steal 3 enemy energy, rapidly suppressing opponent's skill release frequency, creating conditions for trait 'Fright' activation.
0 Energy cost powerful disruption. Increases Energy cost of all enemy Attack skills by 3 for 3 turns, significantly limiting opponent damage output tempo. Forms dual Energy suppression with Soul Hook.
0 Energy Defensive Counter skill, 70% damage reduction and drains 3 Energy from enemy when countering attacks; combines survival with energy control, perfectly fitting attrition strategies.
40 Energy special attack skill, core burst method. Triggers 20x damage when enemy energy is reduced to 0, combined with the first three skills' energy control forms an execution loop.
Tactical Copy/Enhanced Output
A tactical mind-game system centered on Mind Capture. Using Mock to boost Magic ATK, Soul Grasp for Energy, Mind Capture to copy enemy key skills for turnabout, Wishing Star for stable damage floor. Suited against opponents with high-value skills.
0 Energy steal enemy skill with Energy Cost -2. Utilize opponent's high-value skills for counterplay, compensating for shallow skill pool.
0 Energy Cost: Magic Attack buff +90%, significantly boosts Mind Snatch copy skill output; gains additional Speed +70 when enemy switches, strengthening first-move advantage
0-cost steals 3 energy, ensuring self energy supply, guaranteeing copied skills from Mind Capture can be released smoothly
110 Energy high-power Special Attack, used as guaranteed output when Mind Read fails to copy quality skills, or used directly after Mockery enhancement
Mark Amplification/High-Damage Suppression
Pure damage system under Descent Mark amplification. Descent activates at 0 cost, Intimidate enjoys mark damage boost, Mischief counters defensive stance and disrupts energy, Ghost Burst as final finisher. Suitable for quick breakthroughs but high energy management pressure.
0 Energy: Applies Spirit Descent Mark, setting up damage amplification conditions for subsequent Ghost-type skills, zero-cost activation.
80 energy Special Attack skill. Combined with Spirit Mark for higher damage. Medium energy cost ensures deployment frequency.
0 Energy cost. When countering Defense, the enemy loses 6 Energy. A powerful counter against defensive creatures that disrupts the opponent's tempo.
140 Energy high-power Special Attack, finishing move after Spirit Descent + Intimidate health suppression, or used to break through high Magic Defense targets
Deals Magic damage. Self recovers 1 Energy.
Steal 3 Energy from the enemy.
Deals magic damage to the enemy creature.
Each turn, randomly transforms into a skill from any enemy creature, and that skill's energy cost -2.
Deals magic damage to the enemy creature.
Enemy gains All Attack Skill Energy Cost +3 for 3 turns.
70% damage reduction, when responding to an attack: enemy loses 3 energy.
Deals Magic damage. If the target's Energy equals 0, deals 20x damage.
Self gains +90% Magic Attack, if the enemy switches Elves this turn, self gains +70 Speed.
Deals magic damage to the enemy creature.
Enemy gains 1 stack of Spirit Descent Mark.
Enemy loses 3 energy. When responding to Defense: Changed to enemy loses 6 energy.
Light, Phantom, Ghost
Light, Ghost, Dark
Normal, Poison, Bug, Martial
Progress: 7/7