Bioelectricity
Equipped Electric-type skills gain Surge: -2 Energy Cost.
A spirit renowned for its powerful electric discharges, yet the eels of this species seem oblivious to their own fame. Often timid and hesitant, even the weakest opponents can make them tremble with fear. There was once a timid eel that played dead and fainted on a shoal—because a Crawlie happened to pass by.
Equipped Electric-type skills gain Surge: -2 Energy Cost.
Magic Attack user, uses trait to reduce Electric-type skill energy cost, controls speed with Ionization Blast then Thunderstorm output, Foam Mirage for survival and re-entry
An Electric-type core special attacker team built around the trait 'Bioelectricity', with Thunderstorm as main damage enjoying cost reduction and Surge stacking, Ionization Blast for speed control and combos, Splashing for Water-type coverage, and Bubble Illusion for survival. This build fully utilizes the Cowardly Eel's trait and skill synergy.
Core Electric-type output skill. Only 53 Energy cost under trait buff (55-2). Eruption effect can stack all previously activated eruptions, considerable late-game power.
Electric-type support skill, with trait bonus Energy Cost becomes 0 (originally 2-2=0, minimum 0), 3-hit combo + 40% Speed reduction, combining speed control and damage output.
Low-cost Water special attack: 4 hits suitable for breaking shields and finishing off, forming attribute synergy with Electric-type.
A powerful survival skill with 80% damage reduction + return to field after countering attacks; compensates for Timid Eel's fragility, enabling safe switches or charging
Dual-Attack output, choose physical Arc or special Hydro Impact based on opponent defense type, Electromagnetic Deflection creates burst turns.
Mixed damage output build: Arc Lightning serves as the physical attack core with reduced cost from its trait, Ionization Blast provides speed control and multi-strike, Hydro Impact supplements high-power Water-type special damage, and Electromagnetic Deflection offers both defense and burst amplification. With both Attack stats at 92, you can flexibly switch output methods based on opponent's defensive tendencies.
Electric-type high-power physical attack, with trait bonus Energy Cost 78 (80-2), +40 power when Surging, main physical damage output.
With trait buff, energy cost becomes 0; 3-hit combo + speed reduction, creates offensive environment for Arc and supplements damage.
High-power Water special attack, 140 Energy. Used against opponents with high Electric resistance, complementary attribute.
70% damage reduction + skill count +1 next turn after countering attacks. Can combo with Electric Arc or Hydro Impact for burst damage.
Speed Attack Suppression: Uses Water Storage and ability double cost reduction for low-cost high-frequency output, with Ion Blast for speed control to secure first move
Extreme energy compression speed attack plan: Water Storage combined with trait can achieve 0-cost Arc Discharge (80-2-6=72, actual minimum affected by other mechanisms but significantly reduced), Ionization Blast 0-cost speed control, dual Electric-type physical attack skills form damage cycle. Suitable for quick suppression and sustained combat.
With trait buff, energy cost 78; Burst power +40, stable high-power physical attack output.
0 energy cost 3-hit speed control skill, weakening enemy speed first makes Arc Strike easier to move first
0 Energy Cost, next skill's Energy Cost -6, can combo with high-cost skills or enable Arc/Cross Lightning to be cast at 0 or low cost
With trait buff, energy cost 98 (100-2); high-power Electric-type physical attack, serves as supplementary damage for Arc.
Deals physical damage to the enemy creature.
Energy cost of next Skill used -6.
Deals Physical DMG. Burst: This skill's Power increases by 40.
Enemy gains Speed -40, 3-hit combo.
Deals Physical DMG. If the enemy switches Roco this turn, this skill's Power increases by 100.
80% damage reduction, when responding to an attack: return to field at the end of your turn.
Deals physical damage to the enemy creature.
Deals Magic damage, 4-hit combo.
70% damage reduction, when responding to an attack: selected skill usage count +1 next turn.
Deals Magic damage. Burst: This skill's usage count +1.
Deals magic damage to the enemy creature.
80% damage reduction, when responding to an attack: retreat.
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: At end of turn, returns enemy Sprite to the field.
Earth, Grass
Progress: 7/7