Takeoff Acceleration
The first skill used in this battle gains Swift.
Little Snipe has grayish-white feathers. Its weak wings cannot yet harness the power of wind, but it can glide briefly using its still-soft leathery armor structure. Though young, it already knows to skim the water's surface to splash and attract fish and shrimp, sometimes catching prey larger than itself.
The first skill used in this battle gains Swift.
Turn 1 use trait + Feather dual Swift to dispel enemy buffs first, then choose Provoke for disruption, Keen Eye for defense reduction, or Ride the Wind for acceleration based on situation. Continuously suppress enemy tempo and assist teammates in securing kills.
Fully utilizes the 'Takeoff Acceleration' trait's first Swift, paired with Feather's dual Swift to ensure absolute first-move dispel, Provoke to disrupt enemy skill cycles, Keen Eye to weaken enemy defense, and Ride the Wind to maintain subsequent first-move priority. Overall positioned as a first-move support disruptor, creating damage output opportunities for teammates.
The trait "Takeoff Acceleration" grants Swiftness to the first skill. Feather itself has innate Swiftness. Double Swiftness ensures absolute first action, prioritizing dispelling key enemy buffs (such as Attack boost, Shield, etc.) to create advantage.
0 Energy Interference Skill: Limits enemy's subsequent skill usage. Best used on first turn or key turns with priority advantage to disrupt enemy rhythm, especially effective against creatures reliant on combos
0 Energy Cost: massively reduces enemy's dual defenses by 120%, creating opportunities for subsequent teammates or self to deal damage. Combined with Trait priority release, ensures defense reduction takes effect first.
0 Energy cost to gain +120 Speed; combined with high base Speed (69), ensures first action priority in following turns. Pairs with Blitz or teammate damage for speed-attack pressure.
Turn 1 trait + Wing Strike dual Swift for first-strike damage, turn 2 Ride the Wind for acceleration, turn 3 choose Wing Strike or Blitz based on enemy defense type, use Stress Response for recovery when HP is critical, leverage speed advantage for guerrilla tactics.
Utilize the trait to give Wing Strike double Swift first-turn priority. After Wind Riding acceleration, pair with Flash Strike's speed difference damage boost for output. Stress Response provides sustain. Plover has identical dual attack stats (38), allowing flexible choice between Wing Strike (magic damage) or Flash Strike (physical damage) based on enemy defense type, forming a mixed speed-attack build.
The trait "Takeoff Acceleration" grants Swiftness to the first skill. Wing Strike itself also has Swiftness. Double Swiftness ensures stable first-action output as this type's magic damage skill.
0 Energy cost to gain +120 Speed, boosting self Speed to secure first action in subsequent turns. Pairs with Blitz's power bonus mechanic.
Physical damage skill, higher power the faster than opponent; combined with Riding Wind's speed boost and own high speed base stat, can deal considerable damage.
0 Energy cost, restores 25% HP, improving survival. If used anticipating enemy attack, triggers Defensive Response for 50% recovery—key survival in endgame or trades.
Turn 1 use trait Swift to release key skill among Feather (dispel), Provoke (disrupt), or Keen Eye (defense down). Turn 2 choose Wind Hide for safe retreat based on situation, leaving weakened enemies for teammates to clean up, or continue disrupting until Wind Hide cooldown completes.
Maximizes the First Swiftness trait, choosing two from Feather Shot/Provoke/Keen Eye as first-turn disruption tools, with Wind Concealment as a safe retreat skill. Positioned as a utility unit for early disruption followed by safe switching, suitable for scouting enemy setups or weakening specific targets before withdrawing.
The trait "Takeoff Acceleration" grants Swiftness to the first skill. Combined with Feather's innate Swiftness, this ensures absolute first action to dispel enemy buffs while triggering pre-departure status adjustments.
Both sides leave the battlefield, First Strike -1. In unfavorable matchups (such as facing Electric/Ice-type counters) or after completing disruption tasks, use the Swift + Wind Veil trait's retreat effect to safely exit, protecting yourself while disrupting the opponent's tempo.
0 Energy Cost: massively reduces enemy's dual defenses. Released before retreating to create damage conditions for teammates, or combined with Feather Dispel for double weakening.
0 Energy Interference: Limits enemy's subsequent skills. Using before leaving maximizes interference effect, making it difficult for enemy to counter effectively next turn
Deals magic damage to the enemy creature.
Enemy's skills except the one used this turn gain Energy Cost +3 for 3 turns.
Deals physical damage to the enemy creature.
Swift, dispels 1 buff from the enemy.
Deals Magic DMG. 2 Combo.
Both enemy and self retreat, priority -1.
70% damage reduction, when responding to an attack: Combo Count +3.
Deals Magic damage. Swift.
Self gains +120 Speed.
Deals Physical DMG. The higher your Speed compared to the enemy's, the higher this skill's Power.
Enemy gains Physical Defense and Magic Defense -120%.
Self gains 1 stack of Windrise Mark.
Deals Physical DMG. If attacking before the enemy, this skill's Power increases by 50%.
Restore 25% HP to self, Counter Defense: instead restore 50% HP.
Grass, Martial, Bug
Electric, Ice
Grass, Martial, Bug
Progress: 7/7