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Little Snipe
NO.231

Little Snipe

Wing Phase I Original Form

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.

Dex Number
231
Category
Birdlet Sprite
Height
0.25~0.36 M
Weight
1.4~2.2 KG
Updated
2026-04-02
Distribution
Commonly found in sandy areas
Trait

Takeoff Acceleration

The first skill used in this battle gains Swift.

Recommended Skill Sets

Priority Disruption Support Build

Playstyle

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.

Why this set works

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.

Flying Feather

Why pick this skill

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.

Provoke

Why pick this skill

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

Keen Eyes

Why pick this skill

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.

Ride the Wind

Why pick this skill

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.

Speed Attack Mixed Output Build

Playstyle

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.

Why this set works

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.

Wing Strike

Why pick this skill

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.

Ride the Wind

Why pick this 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.

Blitz

Why pick this skill

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.

Stress Response

Why pick this skill

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.

Priority Disruption Retreat Build

Playstyle

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.

Why this set works

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.

Flying Feather

Why pick this skill

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.

Wind Veil

Why pick this skill

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.

Keen Eyes

Why pick this skill

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.

Provoke

Why pick this skill

0 Energy Interference: Limits enemy's subsequent skills. Using before leaving maximizes interference effect, making it difficult for enemy to counter effectively next turn

Notes
  • As a Tier I creature, Pipling has low base stats (320), with both ATK and MATK at 38. Its SPD of 69 is relatively high, and its DEF of 67 is acceptable. The trait "Takeoff Acceleration" grants Swiftness to its first skill, making it suitable for preemptive suppression or auxiliary disruption.
  • Skill pool focuses on Wing-type utility, with dispel, Defense debuff, Speed buff, retreat, and damage reduction support options. However, damage skills have generally low power, making it better suited as a disruptor or fast support.
  • Due to base stat limitations, Little Snipe cannot serve as main damage dealer; recommended role: speed attack disruption/support, using trait to secure initiative and coordinate with teammates for kills.
Gallery
Little Snipe True Body
True Body
Little Snipe Fruit
Fruit
Little Snipe Pet Egg
Pet Egg
Skills
Chirp
Lv. LV1

Chirp

Energy: 40

Deals magic damage to the enemy creature.

Provoke
Lv. LV1

Provoke

Enemy's skills except the one used this turn gain Energy Cost +3 for 3 turns.

Eagle Claw
Lv. LV5

Eagle Claw

Energy: 60

Deals physical damage to the enemy creature.

Flying Feather
Lv. LV9

Flying Feather

Swift, dispels 1 buff from the enemy.

Energy Cannon
Lv. LV13

Energy Cannon

Energy: 50

Deals Magic DMG. 2 Combo.

Wind Veil
Lv. LV20

Wind Veil

Both enemy and self retreat, priority -1.

Wing Shelter
Lv. LV25

Wing Shelter

70% damage reduction, when responding to an attack: Combo Count +3.

Wing Strike
Lv. LV32

Wing Strike

Energy: 50

Deals Magic damage. Swift.

Ride the Wind
Lv. LV36

Ride the Wind

Self gains +120 Speed.

Blitz
Lv. LV45

Blitz

Energy: 60

Deals Physical DMG. The higher your Speed compared to the enemy's, the higher this skill's Power.

Keen Eyes
Lv. LV46

Keen Eyes

Enemy gains Physical Defense and Magic Defense -120%.

Windrise
Lv. LV47

Windrise

Self gains 1 stack of Windrise Mark.

Fanning Wind
Lv. LV49

Fanning Wind

Energy: 75

Deals Physical DMG. If attacking before the enemy, this skill's Power increases by 50%.

Stress Response
Lv. LV50

Stress Response

Restore 25% HP to self, Counter Defense: instead restore 50% HP.

Matchups

Strong Against

Grass, Martial, Bug

Weak Against

Electric, Ice

Resists

Grass, Martial, Bug

Stats
HP 56
Physical Attack 38
Magic Attack 38
Physical Defense 67
Magic Defense 52
Speed 69
Total 320
Handbook Tasks

Little Snipe's Tome Mission

Progress: 7/7

Catch 1 Pokémon
Target: 1
Catch 1 Pokémon with Amazing Talent
Target: 1
Successfully evolve a creature 1 time
Target: 1