Breakwater Block
For each Water-type skill brought into battle, Earth-type skill energy cost -1.
After evolution, its shell grows faster and requires more careful maintenance—they regularly polish their shells on rocks. Individuals also stack and rub against each other, making 'thump thump' sounds. If not polished for extended periods, their movement noticeably slows.
For each Water-type skill brought into battle, Earth-type skill energy cost -1.
Slow war of attrition: use Harden and Sandstorm to stall turns, with Earthquake Pit as core damage, using traits to reduce energy costs for skill cycling
Utilize the trait to reduce Earthquake energy cost. Harden provides high damage reduction and sustain. Sandstorm weather assists output, Tidal Surge both triggers trait and secures kills.
Core Earth-type damage skill. Power doubles when countering and DEF +70%, extremely cost-effective after Trait reduces Energy cost.
Water-type skill triggers the trait "Breakwater," reducing Earthquake energy cost by 1, while providing physical damage options.
Core sustain skill, 90% damage reduction and only -2 Energy cost when last used attack skill, can be nearly free when paired with Earth Trap/Tidal Surge
Weather skill, Sandstorm can cooperate with Earth-type output, 8-turn long duration, suitable for slow attrition battles
Early game: Use Bubble Shield and Water Storage for setup. Mid game: Once Earth Smash energy cost is reduced, it becomes main damage output. Foam supplements Water-type coverage.
Maximize trait benefits with dual Water-type skills. Earth and Rock Critical as scaling output, Bubble Shield provides Defense + Magic Attack buffs, Water Storage accelerates skill activation.
Core Earth-type damage. Permanent -1 Energy cost per hit taken, works with tank-oriented positioning to quickly become a low-cost high-power skill.
Water-type skill, triggers trait to reduce Rock Smash's energy cost, while providing physical damage output.
Water-type defensive skill, 80% damage reduction and +70% Magic Attack when responding to attacks. Combined with trait, satisfies both offensive and defensive needs.
Support energy reduction skill, reduces next skill's energy cost by 6, allowing Rock-Earth Critical or Foam to activate early
Use Water Ring to actively counter enemy attacks, triggering Sinkhole's doubled power. Rock Throw becomes a free output method in the late game. Dual Earth-type skills for suppression.
Sinkhole and Water Ring form a counter synergy (Water Ring counter → Sinkhole counter state trigger). Rock Throw serves as late-game cleanup. Bubble triggers trait.
Core Earth-type damage. Power doubles + DEF +70% when countering, the skill with strongest burst potential.
Water-type skill, triggers trait to reduce Fissure's energy cost, providing basic physical damage output.
Water-type defensive skill, 60% damage reduction and -2 energy cost to all skills when responding to attacks. Forms synergy with Fissure's Response state.
Another Earth-type output, permanent -5 energy cost at turn end, can become 0 cost late game, forms dual core output with Earth Sink
Deals physical damage to the enemy creature.
Energy cost of next Skill used -6.
Deals magic damage to the enemy creature.
Changes the weather to Sandstorm for 8 turns.
Deals physical damage to the enemy creature.
90% damage reduction, if last used skill was an attack, this skill energy cost -2, when responding to an attack.
Deals magic damage to the enemy creature.
Deals physical damage. The lower the enemy's Weight, the higher the Power.
80% damage reduction, when responding to an attack: Magic Attack +70%.
Deals magic damage to the enemy creature.
Deals Physical DMG. Each time attacked, this skill's Energy Cost permanently decreases by 1.
60% damage reduction, when responding to an attack: all skill energy cost -2.
Deals physical damage. At turn end, this skill's Energy cost permanently -5.
Deals Physical DMG. Gains Physical DEF +70%. Counter State: This skill's Power doubles, and Physical DEF increases by an additional 70%.
Grass, Water, Martial, Ice
Progress: 7/7