Directional Refinement
Each time an allied creature uses a Defense skill, this creature gains +10% Mechanical and Ground skill power upon entry.
Can levitate through magnetism and is extremely sensitive to things that destabilize magnetic fields. Occasionally attracts random small parts through magnetism. Can cause massive destruction by manipulating magnetic forces, often the culprit behind electrical failures.
Each time an allied creature uses a Defense skill, this creature gains +10% Mechanical and Ground skill power upon entry.
Through 'Bearing Support's passive and active effects, greatly reduce energy costs of 'Gear Slice' and 'Earthquake'. Place 'Gear Slice' in Slot 1 or 3 to enjoy position-based cost reduction, with 'Steel Drill' in the middle to receive power bonuses from both sides. Low speed going second, wait for teammates to stack traits or harvest after establishing field presence.
Use 'Bearing Support's passive cost reduction to let 'Gear Slice' enjoy double reduction in slot 1/3, 'Steel Drill' gains bonuses from high-power skills on both sides, 'Earthquake' as final cleanup tool
Core damage skill with 130 high Energy cost, but reduces to 108 when in slot 1 or 3. Combined with the passive 'Bearing Support', it can be further reduced. The 'Transmission 1' effect can synergize with 'Bearing Support' and 'Steel Drill'.
Core support skill with passive effect that reduces adjacent skills' energy cost by 1, with additional -1 energy cost when actively used. 'Transmission 1' synergizes with 'Gear Cut' and 'Steel Drill', forming the core of Dorsie's energy system.
Finisher/Linkage skill, power equals one-third of the combined power of adjacent skills. When 'Bearing Support' and 'Gear Slice' are both placed adjacent, 'Steel Drill' has considerable power. 'Transmission 1' further enhances the linkage.
High-power same-type skill (190 Energy), usable after Energy cost is greatly reduced. Pure damage skill, used for finishing.
Lead or mid-battle entry, Mesh Transmission first for speed/ATK boost and position change, Gear Torque to start stacking power. Barrier when attacked for damage reduction and ability damage boost, while reducing Earth Crash energy cost. Suits mid-speed builds needing field presence.
'Engage Transfer' provides Speed and Physical Attack buffs and triggers position changes, 'Gear Torque' gains power from position changes, 'Bulwark' ensures survival and stacks traits, 'Rock Smash' serves as a counterattack after being hit.
Core damage skill. Power permanently +20 each time position changes. Combined with "Mesh Transmission" speed boost and position adjustment, can quickly max out power.
Setup skill. Gain Speed +80 to compensate for low speed. When in slot 1 or 3, additionally gain Physical Attack +60% and 'Transmission 1'. Speed boost helps adjust turn order; position bonuses trigger 'Gear Torque'.
Defensive skill with 90% damage reduction and -1 cooldown to defensive skills on counter. Can stack 'Directional Refinement' trait damage while ensuring survival.
High power Earth-type skill. Energy cost permanently -1 each time attacked. Combined with Barrier's field presence, can quickly reduce energy cost to acceptable range.
Utilize Dorsi's high Physical Defense (82) advantage, using 'Singing Sand Trap' for defense-difference damage. 'Energy Conservation' provides field damage reduction and lowers energy costs for both offensive skills, enabling 'Earthquake' to finish after cost reduction. 'Earth Spike' interrupts enemy skills on key turns, suitable for countering Physical attackers.
'Energy Conservation' as defense core, reduces damage while lowering energy cost for 'Singing Sand Trap' and 'Earthquake'. 'Singing Sand Trap' uses high physical defense to deal damage, 'Earthquake' as high-power finisher after cost reduction, 'Earth Spike' provides tactical value for response interruption.
Core damage skill. Higher Physical Defense than enemy = higher power. Dossy's 82 Physical Defense is very high, easily triggering high power.
Defensive skill with 80% damage reduction and permanent -1 energy cost to adjacent skills on counter. Combined with 'Singing Sand Trap' and 'Earthquake', significantly reduces core damage skill costs.
High power Earth-type skill. 190 energy cost is very high, requires 'Energy Conservation' cost reduction for stable use.
Reaction skill, deals physical damage and additionally interrupts reacted skill when reacting to status. Used to counter enemy key skills, ensuring own field safety.
Deals Physical DMG. Priority +1.
Self gains +80 Speed, when this skill is in slot 1 or 3, additionally gains +60% Physical Attack, Transmission 1.
80% damage reduction, when responding to an attack: adjacent skills' energy cost permanently -1.
Deals physical damage. When position changes each turn, this skill's Power is permanently +20.
Active: This skill's passive cost -1 additional Energy. Passive: Skills on both sides cost -1 Energy. Transmission 1.
Deals Physical DMG. The higher your Physical DEF compared to the enemy's, the higher this skill's Power.
Self gains 1 stack of Buildup Mark.
90% damage reduction, when responding to an attack: defensive skill cooldown -1.
Deals physical damage. Skill Power is one-third of the sum of adjacent skills' Power. Transmission 1.
Deals physical damage. When this skill is in Slot 1 or 3, Energy Cost -2. Transmission 1.
Deals Physical DMG. Each time attacked, this skill's Energy Cost permanently decreases by 1.
Deals physical damage to the enemy creature.
Deals physical damage. Counter state: Additionally interrupts the countered skill.
Water, Martial
Progress: 7/7