Hydro-Wing Propulsion
Each time an allied creature uses a Water skill, this creature's skill energy cost is reduced by 1 upon entry.
If you see them gathering in large numbers on the water surface, it often foretells impending rain. When their tails sway, they create tiny ripples, and the edges of their membranes vibrate gently in the airflow, producing a clear, pleasant sound.
Each time an allied creature uses a Water skill, this creature's skill energy cost is reduced by 1 upon entry.
Chime Shark is a Water + Wing dual-type creature, trait [Hydro-Wing Propulsion] grants all skill energy cost -1 when entering after ally uses Water-type skill. Stat distribution favors speed and dual defenses, balanced but low magic and physical attack, suitable as support disruptor or speed attacker. Skill pool includes weather control, energy management, multi-hit damage, and disengage tactics, but lacks powerful same-type high-power skills
Speed Attacker: Uses speed advantage to go first with Rain Dance or buff, triggers ability through teammate synergy to compress energy costs, stacks Water Cannon for sustained output, Deluge for cleanup
An energy cost compression system built around the trait 'Hydro-Wing Propulsion', using Rain Dance to activate weather, Magic Enhancement to boost damage, Water Cannon stacking layers for cost reduction becoming main damage, Deluge as high-burst finisher. In rainy weather with teammates' Water-type skills frequently used, Wind Chime Shark's rotation entry further reduces energy cost, forming a positive cycle.
Core damage skill. Energy Cost permanently -1 after each use. Combined with traits, can quickly reduce to low cost, becoming a stable damage source.
High-power burst skill, permanently reduces 6 Energy cost when in Response state. Combined with traits, it can be released at extremely low Energy cost, serving as a finishing move
0 Energy Cost weather skill: initiates Rain to boost Water-type skill damage, while creating a Water environment for teammates to trigger own Trait.
0 Energy Cost buff skill. Increases Magic Attack by 70% to compensate for low base Magic Attack stat. After buffing, Water Cannon/Sky Flood deal considerable damage.
Support disruption, uses Wind Hide to control battlefield tempo, Wet provides resources, multi-hit skills consume enemy, switch to teammates when necessary
A utility and disruption-focused support build, Wet provides mark resources, Wind Hide provides tactical escape ability, Splash and Energy Cannon provide multi-hit damage. Suitable as a team pivot, preparing for subsequent entries by frequently rotating to trigger Traits, with Wind Hide's forced escape having strategic value in specific matchups.
0 Energy cost to gain Wet Mark, which can synergize with certain Water-type skills or weather effects, while also serving as a free action to adjust tempo.
4-hit low energy cost skill. May have additional benefits with Wet Mark or Rainy weather. Used for breaking shields or stacking damage hits.
0 Energy cost. Forces both sides to withdraw. Priority -1 but Speed 75 is acceptable. Used for survival, switching teammates to trigger traits, or interrupting enemy tempo.
50 Energy 2-hit, stable power. Used as transitional damage before Water Cannon stacking or as a finishing move.
Self gains +70% Magic Attack.
Deals Magic damage. Self recovers 1 Energy.
Deals Magic damage, 4-hit combo.
Both enemy and self retreat, priority -1.
Deals magic damage to the enemy creature.
Self gains 1 stack of Wet Mark.
Deals Magic DMG. 2 Combo.
Each turn, randomly transforms into a skill from another creature on your team.
Deals Magic damage. Swift.
Changes the weather to Rain for 8 turns.
Deals Magic damage. After each use, this skill's Energy Cost permanently -1.
Self gains -2 All Skill Energy Cost, Against Defense: changed to -3 Skill Energy Cost.
Deals Magic damage. Counter status: This skill's Energy Cost permanently -6.
Electric, Ice
Progress: 7/7