Alkaloid
When using a Grass-type skill, the enemy gains 2 stacks of Poison.
Ivory Orb Form
Growing under intense ultraviolet radiation in arid regions, this form of Bouncing Seed has evolved cream-white flowers. They are sluggish during the day, mainly relying on absorbing trace moisture from the air when temperatures drop at night.
When using a Grass-type skill, the enemy gains 2 stacks of Poison.
Slow attrition type: quickly stack poison to suppress enemy offense and defense, use Corruption to weaken opponents then sustain with low-cost Venom Infiltration, with Root Absorption to maintain HP, suitable for prolonged battles
With poison stacking as core, rapid startup via Poison Spore, Corruption to suppress enemy output, Venom Infiltration as main magic damage output with sustained poison renewal, Root Absorption for sustain. Alkaloid trait causes Grass-type skills to stack additional poison, but this build carries no Grass-type damage skills, focusing purely on poison-type system operation.
Core damage skill. 120 Energy cost is high, but with trait Alkaloid and skills like Toxic Spores and Severe Poison for rapid Poison stacking, actual Energy cost is greatly reduced. Each use adds 1 Poison layer, creating a positive cycle. Magic damage type matches 66 base Magic Attack.
Quick Poison stack startup skill, 0 energy cost directly grants 5 Poison layers, creates conditions for Venom Infiltration cost reduction. Trait Alkaloid makes Grass-type skills grant additional +2 Poison layers, but Poison Spore itself is not Grass-type, extremely efficient as pure Poison stacking method.
Core disruption skill. Reduces enemy P.ATK and M.ATK based on their Poison stacks, -30% per layer. Combined with Toxic Spore's 5 Poison layers, this can directly reduce 150% of enemy dual attack (actual effect may be capped or heavily reduced by mechanics), greatly suppressing enemy damage output and creating survival space for slower builds.
Sustain and energy management skill: 0 energy cost recovers 15% HP and 4 Energy. Bouncing Seed has slow Speed, requiring guaranteed energy cycle; meanwhile low Physical Defense (44) needs recovery methods to maintain field presence, supporting poison stacking attrition tactics.
Prediction defensive counterattack, use Wax Membrane to block damage and recover energy, trigger Deadly Poison responding to defense effects for quick poison stacking, Kick Them When Down doubles stacks then Venom Infiltration for low-cost high output, suitable against burst-type opponents.
Centered around Wax Membrane for defense, combined with Severe Poison (Defensive Response) to quickly stack high poison layers, Kick 'Em When They're Down to double layers for burst, and Venom Infiltration as main damage output. Utilize speed disadvantage to predict enemy actions, turning passivity into poison stacking advantage.
0 Energy Defense skill, provides 80% damage reduction against enemy burst, and recovers 3 Energy when countering attacks. Bouncing Seed has only 44 Physical Defense, urgently needs damage reduction against physical attackers (especially Fire, Dark and other super-effective types), while Energy recovery assists skill cycling.
Core damage skill with 120 Energy cost dealing Magic damage, with Energy cost reduced by Poison stacks. With Wax Film equipped, Poison can be stacked during safe turns, then use the reduced-cost Venom Infiltration to counterattack next turn, forming a defensive counter rhythm.
0 Energy Poison Stacking skill, upgrades to 8 stacks of Poison when responding to Defense, synergizes with Wax Membrane: predict enemy attack to activate Wax Membrane, next turn Toxic (triggers 8 stacks when responding to Defense), rapidly stacking high-level poison.
Finisher that doubles enemy debuff stacks, use after Toxic 8 stacks or Poison Spore 5 stacks to double Poison stacks to 16 or 10, greatly increasing Venom Infiltration's cost reduction space and Corruption's (if present) attack reduction, or simply accelerate Poison damage to kill opponents
Continuous suppression type: uses Spore Parasite + Poison Spore double DOT to cut enemy HP each turn, Drain for instant lifesteal to sustain self, Venom Infiltration as main damage source, suitable against opponents lacking dispel capabilities
Triple recovery system (Drain lifesteal, Spore parasitism, Root Absorption/this build actually uses Drain+Spore dual recovery) ensures field presence, dual DoTs (Poison+Parasite) apply sustained pressure, Venom Infiltration as main damage. Sacrificing Root Absorption for Drain's instant lifesteal provides more direct recovery against high-burst opponents.
Lifesteal skill. Deals Magic damage and recovers 100% of damage as HP. Bouncing Seed's 66 Magic Attack is decent; Drain provides stable sustain, compensating for Root Absorption's lower recovery (15%). Critical for maintaining HP against high-output opponents.
0 Energy Cost: Grants 1 Parasite stack. Sustained drain effect combines with Drain and Root Absorption for triple recovery, greatly enhancing field presence. Parasite and Poison can coexist, with dual DoT suppressing enemy HP.
Core damage skill with Energy cost reduction based on Poison stacks. This build quickly stacks Poison through Spore + Poison Spore/Severe Poison, ensuring Venom Infiltration runs at low Energy. Magic damage type matches base stats.
Quick Poison stack startup, 0 energy cost 5 Poison layers, creates conditions for Venom Infiltration. Forms dual DoT opening with Spore, stronger suppression.
Restore 15% HP and 4 energy to self.
Deals Magic damage and drains 100% HP.
Deals physical damage to the enemy creature.
Enemy gains 5 stacks of Poison.
Deals physical damage, 2 Combos.
Enemy gains 1 stack of Parasite.
80% damage reduction, when responding to an attack: restore 3 energy.
Deals magic damage to the enemy creature.
Deals Physical DMG. If the enemy switches Roco this turn, restores 7 Energy to self.
For each Poison stack the enemy has, enemy gains -30% ATK and MATK.
Deals Magic damage. For each Poison stack on enemy, this skill's Energy Cost -1, and enemy gains 1 Poison stack.
Enemy gains 3 stacks of Poison. When countering Defense: Instead gains 8 stacks.
Deals physical damage to the enemy creature.
Self gains +3 Combo Count, Against Defense: additionally causes Interrupt, and enemy gains Daze next turn.
Doubles the number of debuff stacks on the enemy sprite.
Fire, Ice, Wing, Phantom, Dark
Progress: 7/7