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Dizzy Chick
NO.267

Dizzy Chick

Fire Phase II Original Form

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.

Dex Number
267
Category
Chick Sprite
Height
0.68~0.91 M
Weight
12.03~18.06 KG
Updated
2026-04-02
Distribution
Commonly found in mountainous areas
Trait

Conductor

After successful response, permanently gain +20% to both attacks.

Recommended Skill Sets

Counter Burst Build

Playstyle

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

Why this set works

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.

Warm-up

Why pick this skill

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.

Flame Slash

Why pick this skill

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.

Power Boost

Why pick this skill

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.

First Strike

Why pick this skill

+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.

Combo Suppression Flow

Playstyle

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.

Why this set works

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.

Warm-up Exercise

Why pick this skill

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.

Double Cannon

Why pick this skill

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.

Silk Binding Force

Why pick this skill

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.

Burning Brand

Why pick this skill

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.

Switch Punishment

Playstyle

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

Why this set works

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.

Warm-up

Why pick this skill

Core response burst skill. 0 energy cost, 4x power when responding. Dizzy Chicken's highest damage method, must equip.

Spinning Kick

Why pick this skill

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.

Gather Qi

Why pick this skill

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.

First Strike

Why pick this skill

+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.

Notes
  • Dizzy Chicken is a Fire-type physical attacker, trait 'Conductor' permanently increases both offenses by 20% after successful response, encouraging response tactics
  • Base stats: Physical Attack 106 and Magic Attack 106 are equal, but the skill pool focuses on physical damage. Recommended to go Physical Attack route.
  • Speed 88 is moderately slow, needs to rely on initiative skills or counter mechanisms to compensate
  • Skill pool contains two different skills "Warm-up" and "Warm-up Exercise", note the distinction: "Warm-up" doubles power/4x when countering, "Warm-up Exercise" is combo count +3
  • Core mechanics revolve around defending-triggered traits, Warm-up burst, and Burn marks.
Gallery
Dizzy Chick True Body
True Body
Dizzy Chick Fruit
Fruit
Dizzy Chick Pet Egg
Pet Egg
Skills
Flame Charge
Lv. LV1

Flame Charge

Energy: 60

Deals physical damage to the enemy creature.

Power Boost
Lv. LV1

Power Boost

Self gains +100% Physical Attack.

Double Cannon
Lv. LV1

Double Cannon

Energy: 25

Deals physical damage, 2 Combos.

Burning Brand
Lv. LV5

Burning Brand

Dispels all marks from both sides. For each layer dispelled, the enemy gains 5 layers of Burn.

Silk Binding Force
Lv. LV10

Silk Binding Force

Energy: 25

Deals physical damage, 2 Combos.

Warm-up Exercise
Lv. LV11

Warm-up Exercise

Self gains +3 Combo Count.

First Strike
Lv. LV16

First Strike

Energy: 55

Deals Physical DMG. Priority +1.

Gather Qi
Lv. LV23

Gather Qi

Self gains +40 All Skill Power, if the enemy switches Elves this turn, additionally gains +50 Power.

Flame Slash
Lv. LV25

Flame Slash

Energy: 100

Deals physical damage to the enemy creature.

Spinning Kick
Lv. LV27

Spinning Kick

Energy: 80

Deals Physical DMG. If the enemy switches Roco this turn, this skill's Power doubles.

Warm-up
Lv. LV30

Warm-up

On next attack, Skill Power doubles. Against Defense: instead becomes 4x Power.

Matchups

Strong Against

Grass, Ice, Bug, Mech

Weak Against

Water, Earth

Resists

Grass, Ice, Cute, Bug, Mech

Stats
HP 86
Physical Attack 106
Magic Attack 106
Physical Defense 74
Magic Defense 70
Speed 88
Total 530
Handbook Tasks

Dizzy Chicken'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