Hustle Life
After using a Defense skill, disengages at the end of the turn.
Their fur is messy and coarse, blending colors of dirt and withered leaves, with black eyes revealing a clever gleam. They carry all their belongings on their backs, wandering long-term in the wild—always on the road, never reaching journey's end. Possessing robust bodies, they show low aggression, only showing intense interest in shiny objects.
After using a Defense skill, disengages at the end of the turn.
Hustlemouse is a Ground-type Special attacker with standout Magic Attack (93) and Speed (92), but low Physical Defense (67). The trait "Hustle Life" causes retreat at turn end after using a defensive skill, giving it a unique guerrilla role—safe retreat to avoid counters or preserve status. Its skill pool focuses on Ground-type Magic attacks, with dual defensive skills (Harden, Barrier, Immovable as Mountain) and weather skill Sand Surge, but lacks speed boost or sustain options. Recommended to build around "defense-triggered trait retreat" for guerrilla attrition or weather disruption strategies.
After entering, use Magic Enhancement as needed, output with Meteor/Hot Sand, use Harden for damage reduction and trigger trait retreat at critical moments, preserving state to re-enter later.
Use 'Harden' to trigger trait for safe withdrawal, paired with 'Magic Boost' buff for high-power Earth-type output. Heat Sand as energy cost alternative to Meteor, forming buff → output → defense withdrawal cycle tempo, suitable for guerrilla attrition
Core defensive skill with 0 energy cost and 90% damage reduction, triggering the trait 'Hard Life' for safe retreat. If last used an attack skill, energy cost -2, enabling flexible output pacing.
This type's high-power Magic Attack skill (100 Energy cost), main output method. Considerable damage when combined with Magic Boost.
0 Energy Cost Magic Attack buff, +70% Magic Attack greatly increases Meteor, Heat Sand and other skill damage, buff retained when triggering Hardened Retreat after buffing
Mid-high power Earth skill (80 Energy), lower cost than Meteor, can be used as finisher or Energy-saving option after buffs
Turn 1 Sand Surge to change weather, subsequently Magic Boost buff or Meteor damage, when facing threats use Bulwark to counter attack and trigger trait retreat, use cooldown reduction to frequently enter and disrupt.
Sand Surge initiates weather disruption, while Bulwark triggers the trait to retreat and reduce cooldown, forming an interference loop of "enter field → Sand Surge/output → Bulwark retreat". Magic Enhancement boosts damage, with Meteor as the finishing move.
0 Energy Cost weather skill: 8-turn Sandstorm. Though without direct power bonus, can disrupt opponents and synergize with Earth-type identity.
Core defensive skill that reduces defensive skill cooldown by 1 when responding to attacks. Combined with traits, enables high-frequency retreat disruption.
Main DPS skill, suppresses opponents with high base Special Attack under Sandstorm weather.
0 Energy Cost Magic Attack buff, compensates for Sand Rush's lack of direct returns, raises damage ceiling
Each turn use Unmoving as Mountain or Barrier to counter opponents, forcibly triggering trait to retreat, completely avoiding damage. Occasionally use Meteor/Hot Sand for chip damage, dragging opponents into a resource war.
Extreme defense configuration: dual 0-cost defense skills ensure [Hard Life] retreat triggers every turn, almost impossible to kill. Meteor/Hot Sand as the only damage methods, suitable for pure disruption or exhaustion tactics.
One of dual defense skills. 0 energy cost, 90% damage reduction. Forms double insurance with Harden, ensuring trait activation stability.
Another defense skill, -1 cooldown when countering attacks, dual defense skills can handle different turn requirements
Core damage skill. High-power Earth-type Magic Attack, deals damage in safe environments.
Mid-high power Earth skill, 80 Energy cost below Meteor, flexible DPS option needed for dual-DEF builds
Deals magic damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals magic damage to the enemy creature.
Self gains +70% Magic Attack.
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.
Self gains +160% Physical Defense and -60% Magic Defense.
90% damage reduction, when responding to an attack: defensive skill cooldown -1.
Deals magic damage to the enemy creature.
Deals Magic damage. Counter status: This skill's Power becomes 3x.
Changes the weather to Sandstorm for 8 turns.
90% damage reduction, when responding to an attack.
Fire, Ice, Electric, Poison
Grass, Water, Martial, Ice, Mech
Normal, Fire, Electric, Poison, Wing
Progress: 7/7