Mourning
For each exhausted sprite in either team, gains +30% Dual Attack.
The Demon Wolf King emerges through duels among the pack's strongest. The victor establishes new rule through a ritual of licking the defeated's forehead. When the pack faces powerful enemies, the Demon Wolf King covers the retreat, never backing down even when gravely wounded.
For each exhausted sprite in either team, gains +30% Dual Attack.
Early game: Use Bat Siphon for sustain, Bite for damage to lower opponent HP. Mid game: Use First Strike to secure kills or continue operating as situation demands. At low HP, trait triggers high bonus, Other Shore Hand low-energy burst execution. Note: Control HP balance between safety and burst.
Late-game burst system built around Lament trait. Sustain through Bat to maintain HP management, Bite to lower HP, First Strike to seize tempo, finally Other Shore Hand low-cost execution at low HP. Suitable for prolonged battles and late-game comebacks.
Core burst skill, energy cost can drop to extremely low when at low HP (minimum ~75), combined with the Mourning trait's physical attack bonus can deal devastating damage, key for late-game cleanup and comeback
Stable lifesteal sustainability skill, 100% lifesteal ensures survival, moderate energy cost. Can be used before Otherworld Hand to maintain healthy HP, or at low HP combined with trait for high damage.
When at low health, combo count increases to 5. Combined with high physical attack and trait bonuses, can quickly lower opponent's health, creating finishing conditions for Otherworld Hand, also serving as main early-game output.
Priority +1 Physical damage skill that compensates for Demon Wolf King's lack of Speed buffs, used for HP sniping, finishing blows, or disrupting opponent tempo; reasonable Energy cost allows frequent use
At the start, prioritize Power Devour to weaken the opponent and self-buff. On turn 2, use Power Boost to max out Physical Attack. Afterwards, output with Bite or Loot the Burning House, prioritizing Loot the Burning House to kill low-HP targets and trigger permanent strengthening, forming a chain kill rhythm. Note the need to protect during the two-turn vacuum period at the start.
Extreme Enhancement Snowball System: Stack physical attack to the limit through "Power Devour" + "Power Boost" dual buffs, with "Bite" and "Kick 'Em While Down" as core damage skills. Defeating opponents permanently enhances Kick 'Em While Down, forming a chain of kills. Suitable for fast attacks and favorable matchups.
Permanently boosts entire team's skill power and weakens opponents. Earlier use yields higher returns. Provides stable damage boost for all subsequent damage skills, core of buff-focused builds.
Physical Attack doubled boost, combined with Power Devour's dual-direction buff, can push Demon Wolf King's Physical Attack to extremely high levels, greatly increasing Bite and Loot While Fire's damage
Permanently increases combo count after defeating opponent, snowball harvest skill, combined with dual-enhanced high physical attack enables rapid consecutive kills, grows stronger with each battle
5-hit combo at high HP, 5-hit combo at low HP (base 3 + low HP 2). Extremely high damage after double buffs. Main DPS when Looting doesn't trigger, also used for quick HP pressure.
Predict opponent actions to use Malicious Escape or Forged Bill for disruption; after successful disruption with limited enemy skills, counter with Dark Raid (doubled in response state) or Hand of Beyond (low energy when HP is low). Requires accurate judgment of opponent skills and tempo, high ceiling but demanding execution.
Counter-interference counter-attack system: uses Malicious Escape's energy interference and Forged Bill's healing counter to disrupt opponent rhythm, Dark Raid deals high damage lifesteal counter when responding to status, Other Shore Hand cleans up endgame. Suitable for targeting specific opponents and tactical mind games.
When responding to defense, increases opponent's attack skill Energy cost by +4. A key disruption and survival skill. Use when anticipating opponent's burst to disrupt their rhythm and create counterattack windows.
Powerful counter against recovery-type opponents. Priority +1 allows predictive use, converting opponent recovery to double damage. Has fatal suppression against sustain-type pets.
2x power and 50% lifesteal when Countering. Core counter-attack skill. Used after Malicious Escape's disruption, can deal high damage and heal when opponent's skill Energy cost is increased.
Low-HP low-cost burst skill. Combined with trait Lament's high late-game bonus, it serves as a finishing move after successful counter-attacks, or can safely charge when opponents struggle to act after Malicious Escape.
Deals physical damage and drains 100% HP.
Self gains 100% lifesteal.
Deals physical damage, 3 Combos. If HP is below 50%, this skill's Combo Count +2.
Self gains +100% Physical Attack.
Deals Physical DMG. Priority +1.
If the enemy recovers HP this turn, they lose 2x instead. Priority +1.
Deals physical damage, 2 Combos. If defeating the enemy, this skill's Combo Count permanently +2.
Enemy gains All Skill Power -20; self gains All Skill Power +20.
Deals physical damage, drains 50% HP. Counter state: This skill's power doubles.
Retreat, Counter Defense: additionally increases enemy attack skill energy cost by 4.
Deals physical damage. Counter state: This attack drains 100% HP.
Deals Physical DMG. For every 10% HP lost, this skill's Energy Cost decreases by 1.
Poison, Cute, Ghost
Light, Martial, Bug, Cute
Ghost, Dark
Progress: 7/7