Crackle!
On first action after entry, selected skill usage count +1.
Capable of high-speed movement using electrical energy, occasionally colliding with its own kind by accident. When communicating, it emits "crackle-crackle" sounds.
On first action after entry, selected skill usage count +1.
Lead with ability granting extra uses to Superconducting Acceleration or Superconducting. Open with Superconducting Acceleration for speed steal and damage; Magic Boost if needed or direct Superconducting damage. Paralysis for countering defensive skills or suppressing enemy speed.
Maximize 125 base Speed: Superconduct Acceleration establishes speed advantage, Magic Boost enhances output, Superconduct as main magic damage, Paralysis provides speed control and dual attack reduction on reaction defense. 'Crackle!' trait grants +1 use to Superconduct or Superconduct Acceleration first use, enhancing sustained combat
Core Magic Attack output skill. 95 energy cost is high, but Eruption reduces cost by 1. Combined with trait 'Crackle!', first use gains +1 count, alleviating energy pressure.
High-Speed core skill, 125 base Speed with +30 Speed boost ensures first strike. Dual value of Magic Attack damage + Speed gain, moderate 70 energy cost
0 Energy Cost buff skill. +70% Magic Attack greatly boosts subsequent output. Combined with high-speed priority to burst after buffing.
0 Energy disruption skill. Priority -1 suppresses opponent Speed line. When Defending, additionally reduces enemy both ATK by 70%, combining Speed control and weakening.
Frequently enter and exit battlefield, utilize 'Flash Strike Return' disengage + trait return count boost, play attrition war. Not suitable for staying on field, gain skill count advantage through multiple entries triggering trait
Utilize Blitz Return's 'retreat' property for frequent re-entry. Each re-entry triggers the trait 'Crackle!' granting +1 use to the next turn's first skill. Forms a 'Blitz Return → Re-entry → Trait trigger → Superconduct/Magic Boost +1 use → Blitz Return again' loop rhythm. Extended Battery serves as a 0-cost filler action.
Low-cost (45) physical damage skill. 2-hit combo + retreat effect. Can be used for safe return after chip damage, or combined with trait's first use count +1 to achieve 4-hit combo.
Core Magic Attack output. Eruption reduces energy cost. Serves as main output method after re-entry.
0 Energy Cost Magic Attack buff, quickly establishes damage output after re-entry
0 Energy cost to gain Charged Mark; though lacking consumption methods, serves as a 0-cost action for tactical tempo or reserved for future mechanics.
Choose output method based on opponent's attribute. Against non-resistant attributes, use Flying Kick or Block. Against troublesome opponents, use Forced Restart to force re-entry, with Paralysis for speed control. Use trait to give Flying Kick or Forced Restart +1 first use count, enhancing key turn pressure.
Dual-Attack hybrid set. Flying Kick provides physical burst (+1 use with trait), Block and Forced Restart offer powerful disruption in Counter state (interrupt + switch), Paralysis controls speed and reduces opponent output. Flexibly switch between physical/magic based on opponent attribute; against Ground types, use Flying Kick directly or Forced Restart to force out.
High-cost (110) pure Physical damage skill with high power. Combined with trait's first use count +1, can deal 2 high-damage hits. Compensates for Electric-type's Ground-type weakness matchup.
Magic Attack damage alternative, can interrupt skills when in response state,兼具 output and disruption
Forces enemy return when Countering. Combined with high Speed for proactive tempo control, targeting field-dependent Elves.
0 Energy Cost speed control + both Attack reduction when used against Defense, creating environment for Physical/Magic Attack output.
Deals physical damage to the enemy creature.
Self gains +70% Magic Attack.
Deals Magic damage. User gains Speed +30.
Returns to the field at the end of the turn. The selected skill gains +1 use count next turn.
Deals Magic damage. Burst: This skill's Energy cost -1.
Self gains 1 stack of Charge Mark.
Deals Physical DMG. Burst: This skill's Power increases by 40.
Enemy priority -1. When responding to Defense: Additionally, enemy gains -70% ATK and MATK.
Deals physical damage to the enemy creature.
Deals physical damage, 2 Combos. Self retreats.
Deals Magic damage. Burst: This skill gains all Bursts that have taken effect. For each Burst gained, this skill's Energy cost +1 and power +10.
Deals Magic damage. Counter status: Additionally interrupts the countered skill.
Deals Magic damage. Counter status: At end of turn, returns enemy Sprite to the field.
Water, Wing
Earth
Wing, Electric, Mech
Progress: 7/7