Conductor
After successful response, permanently gain +20% to both attacks.
After maturing, it learned to control its emotions, maintaining gentlemanly composure. In pursuit of elegance and effortlessness, it gradually gained better control over flame release. Occasionally, excessive restraint leaves its head feeling dizzy.
After successful response, permanently gain +20% to both attacks.
Anticipate enemy attacks to counter, trigger 'Warm-up' 4x power + trait dual attack +20%, use 'Flame Cut' for devastating strike; normally use 'Power Boost' to strengthen or 'First Strike' for speed control
Centered on Warm-Up's 4x Counter power, paired with Flame Cut for burst damage. Power Boost provides stable Physical ATK buffs, while First Strike compensates for low Speed. Core strategy: Predict enemy attacks to trigger Warm-Up's 4x Counter + Trait dual ATK boost, then finish with Flame Cut; use Power Boost for buffs or First Strike for tempo on normal turns.
Core burst skill. 0 energy cost, next attack power doubled; becomes 4x power when countering defense. Perfectly matches trait 'Conductor's counter trigger condition, highest damage output method for Dizzy Chicken.
High-power Physical damage skill, 100 Energy cost. Combined with 'Warm-up' doubling effect can deal extremely high damage, serving as the main damage finisher.
0 Energy self-buff: P.ATK +100%, greatly boosting base output. Use before 'Warm-up' burst or when unable to respond, setting up for subsequent damage.
+1 priority Physical damage skill, 55 Energy cost, used to seize tempo or clean up low-HP targets; 88 Speed is relatively slow, +1 priority compensates for Speed disadvantage to ensure strike rights.
Use 'Warm-up' to activate combo bonuses, then chain 'Double Shot'/'Silk Wrap' for multi-stage suppression; against mark teams or when finishing off, use 'Burning Brand' to dispel and inflict Burn.
Multi-hit system built around Warm-up's +3 combo count. Double Cannon and Silk Wrap are both 2-hit low-cost skills, reaching 5 combos when combined, with extremely high total damage efficiency. Burning Brand has special effect against Mark teams while providing Burn DOT. Overall low Energy cost, sustainable output.
Core combo buff. 0 energy cost, self combo count +3. Synergizes with multi-hit skills to greatly boost total damage. The engine of the combo system.
25 energy cost 2-hit physical damage. Combined with 'Warm-up Exercise' +3 hits, actually deals 5 hits, extremely high total returns, core output skill of multi-hit build.
25 energy cost 2-hit physical damage. Same function as 'Double Cannon', can substitute when 'Double Cannon' PP is insufficient, also enjoys 'Warm-up Exercise' multi-hit bonus.
0 Energy Cost, dispels all marks from both sides, each dispelled layer gives enemy 5 Burn stacks. Highly effective against mark teams, while providing sustained Burn damage to supplement output, increasing tactical flexibility.
Anticipate enemy switch intent, use counter to trigger 'Warm-up' 4x, simultaneously activate 'Focus' and 'Roundhouse Kick', utilize triple stacking mechanic for devastating damage; use 'First Strike' to maintain pressure on regular turns
Extreme Burst Combo: Both "Focus" and "Roundhouse Kick" have extra benefits against enemy pet swaps, forming a swap-punishment system. "Warm-up" provides 4x reaction base, "Focus" provides power bonus, "Roundhouse Kick" provides swap double—these stack. Predict enemy swap and use reaction to trigger Warm-up 4x + Focus power bonus + Roundhouse Kick swap double for theoretical maximum damage.
Core response burst skill. 0 energy cost, 4x power when responding. Dizzy Chicken's highest damage method, must equip.
80 energy Physical damage. Power doubles if enemy switches this turn. Combined with Warm-up's 4x multiplier, can reach 8x theoretical cap. Has punishment mechanism against switches, suppressing enemy substitutions.
0 Energy Cost, all skills gain +40 Power this turn, additional +50 if enemy switches. Synergizes with "Roundhouse Kick": when enemy switches, "Focus Spirit" +50 + "Roundhouse Kick" doubled + "Warm-up" 4×, triple-stacked burst.
+1 priority Physical damage, used to seize tempo in normal turns, clean up low-HP targets, or maintain damage pressure when response/energy boost conditions cannot be triggered.
Deals physical damage to the enemy creature.
Self gains +100% Physical Attack.
Deals physical damage, 2 Combos.
Dispels all marks from both sides. For each layer dispelled, the enemy gains 5 layers of Burn.
Deals physical damage, 2 Combos.
Self gains +3 Combo Count.
Deals Physical DMG. Priority +1.
Self gains +40 All Skill Power, if the enemy switches Elves this turn, additionally gains +50 Power.
Deals physical damage to the enemy creature.
Deals Physical DMG. If the enemy switches Roco this turn, this skill's Power doubles.
On next attack, Skill Power doubles. Against Defense: instead becomes 4x Power.
Grass, Ice, Bug, Mech
Water, Earth
Grass, Ice, Cute, Bug, Mech
Progress: 7/7