Stone Balance
If the skill's energy cost is higher than the enemy's, the enemy loses energy equal to the difference at the end of the turn.
Draws powerful energy from the earth, capable of using Earth magic to manipulate soil and stone. Often collects soil and rocks as snacks, enjoying telling stories while munching on stones. Roco children sometimes hide nearby to eavesdrop on their tales.
If the skill's energy cost is higher than the enemy's, the enemy loses energy equal to the difference at the end of the turn.
High-energy skills trigger traits to deduct enemy energy, paired with Soul Hook for dual suppression, driving enemy into energy depletion; Immovable Mountain for key burst response, Sandstorm weather for sustained benefits. Suitable for mid-speed attrition battles.
Use Ghost Burst's high energy cost to trigger trait and suppress enemy energy, Soul Hook to maintain self energy sustain, Immovable Mountain to compensate for fragility, and Sand Surge to create weather advantage. Overall built around 'energy suppression + survival + environment control'.
Core high-energy output skill. 140 energy cost perfectly triggers trait 'Stone Balance', draining massive enemy energy at turn end to form energy suppression. 99 Magic Attack stat pairs well for solid damage.
0-cost steals 3 energy, both fills self energy gap and weakens enemy, cooperates with trait to form bidirectional energy suppression, key skill for sustainability and disruption
Defensive response skill. 90% damage reduction greatly compensates for low Magic Defense. Can save your life against high-burst skills, creating opportunities for counterattacks.
0 Energy cost. Activates Sandstorm weather for 8 turns. Earth-type creatures typically benefit from Sandstorm environments, creating favorable conditions for subsequent damage output. The 0 Energy cost also avoids triggering enemy trait counters.
At the start, use Weighty Stance to buff DEF and stay on field. Quicksand blocks enemy switching to prevent counter-picks. Rock Earth Critical Strike for damage and triggering trait to suppress Energy. When enemy Energy is suppressed below 2, use Through the Chest for 5x finishing. Suitable against teams lacking burst breakthrough.
Physical Attack oriented boosted damage, Heavy Stance greatly increases Physical Defense for field presence, Quicksand blocks enemy switching, Earth Critical becomes cheaper with use, Piercing Strike harvests low-energy enemies. Built around 'field presence boost + lockdown + harvest'
140 Energy Physical Attack ultimate, can drain enemy Energy with trait, and 'permanently -1 Energy per time attacked' special effect makes it stronger over time, can become low-Energy high-power skill in late game
0 Energy cost to gain +140% Physical Defense, compensating for the weakness of high but insufficient Physical Defense against super-effective types. The -30 Speed has limited impact on Golemite's mediocre Speed, making the trade for extreme Physical Defense highly cost-effective.
65 Energy Physical damage skill. Deals 5x damage to enemies with Energy ≤2. Extremely powerful finisher. Combined with trait that suppresses enemy Energy to low levels, can deliver explosive damage.
0 Energy Cost control skill. Blocks enemy creature switch for 3 turns. When used against Defense, also reduces enemy's both Defense stats. Can both prevent enemy from switching to counter creatures and create output environment for Piercing.
Start with Taunt to predict enemy swap or directly buff, gain magic attack and speed advantage; Ghost Burst's high cost suppresses energy, Mischief for flexible energy reduction, Meteor as mid-cost supplement. After speed buff can strike first, quickly establish advantage. Suitable against swap-reliant teams.
Mockery provides dual Magic Attack and Speed buffs. Spectral Burst and Meteor cover different Energy cost needs as dual Magic Attack outputs, while Prank offers flexible Energy disruption. Built around "speed-boost buffs + flexible damage output."
0 Energy Cost: Magic Attack buff +90%, gains Speed +70 when enemy switches, extremely powerful buff skill. Speed +70 compensates for Titan Rock's speed disadvantage, may even outspeed some mid-speed creatures
Core high-energy Magic Attack output. 140 energy cost triggers trait for energy pressure. Combined with Taunt's Magic Attack boost, deals massive damage.
0 Energy disruption skill. Enemy loses 3 Energy, 6 Energy when Defending. Compared to Soul Hook, focuses more on instant burst Energy drain. The 6 Energy loss when Defending is extremely lethal.
100 Energy cost Earth-type magic attack skill; lower Energy cost than Ghost Burst but with stable power, usable when Energy is tight, or for adjusting Energy rhythm to precisely trigger Ability
Deals Magic damage. Self recovers 1 Energy.
Steal 3 Energy from the enemy.
Deals magic damage to the enemy creature.
Self gains +90% Magic Attack, if the enemy switches Elves this turn, self gains +70 Speed.
Deals physical damage to the enemy creature.
Self gains +140% Physical Defense and -30 Speed.
90% damage reduction, when responding to an attack.
Deals magic damage to the enemy creature.
Changes the weather to Sandstorm for 8 turns.
Deals Physical DMG. If the enemy's Energy is 2 or less, deals 5x damage.
Enemy loses 3 energy. When responding to Defense: Changed to enemy loses 6 energy.
Deals magic damage to the enemy creature.
Enemy cannot switch creatures for 3 turns. When responding to Defense: Enemy gains -60% DEF and MDEF.
Deals Physical DMG. Each time attacked, this skill's Energy Cost permanently decreases by 1.
Grass, Water, Ice, Mech, Light, Ghost, Dark
Progress: 7/7