Sentinel
At the start of the turn, if an enemy's skill is sufficient to defeat self, self gains SPD +50 and flees after acting.
During the day, they raise their fluffy tails and hop about on the sand. At night, they stand guard at their burrow entrances, their tail tips glowing with a soft warm yellow light, gently tapping the ground with their tails to silently communicate messages to their companions.
At the start of the turn, if an enemy's skill is sufficient to defeat self, self gains SPD +50 and flees after acting.
Yoyo is a Ground+Light dual-type magic attacker with high Magic Attack (89) and Magic Defense (104), but extremely low Attack (35). Its trait "Sentinel" grants it +50 Speed when facing lethal damage and allows it to retreat after acting, providing excellent survivability and hit-and-run capability. Its movepool focuses on Ground-type magic attacks, with Light-type skills including Sunny Day and Sky Light, which can boost multi-type move power when combined with Diffuse Reflection.
Start with Sunny Day to activate light type amplification, then use Sky Light as main damage, Heat Sand to supplement earth damage, Diffuse Reflection passively boosts both type skill power. Use trait to survive, guerrilla warfare.
Clear Sky + Heavenly Light serve as the core for building a Light-type burst system. Diffuse Reflection buffs both Light and Earth skills simultaneously, Heat Sand provides stable Earth-type damage. This build fully utilizes Youyou's Light skill advantages and dual-type characteristics.
Core Light-type damage skill. Power greatly increases under Sunny weather, and its typing changes with weather, flexibly adapting to different situations.
Light-type skill power permanently +50%, +100% when facing Defense, Sky Light's core damage amplification method, greatly increases damage ceiling
Earth-type Magic damage skill. Moderate Energy cost. Gains power boost from Diffuse Reflection, covering damage types outside of Light.
Up to 1 skill per type gains +35 power, can simultaneously boost Heavenly Light (Light-type) and Hot Sand (Earth-type), maximizing dual-type output returns.
Start with Sunny Day, after Sky Light damage switch to Harden to counter enemy retaliation and reduce energy cost, then switch to Heat Sand or continue Sky Light damage. Use Harden + attack skill synergy to optimize energy cost, trait for survival.
Clear Sky + Heavenly Light serve as the core, Harden provides defense and energy cost optimization, Heat Sand supplements damage output. Harden reduces damage and energy cost under Counter Defense stance, working with attack skills to form smooth offense-defense transitions.
High energy cost Light-type ultimate, becomes the strongest damage source after Sunny Day, with higher Sunny Day amplification when countering Defense.
Light-type skill power permanently increased, doubled when facing Defense, Sky Light's core support skill
Defensive response skill. 90% damage reduction. If an attack skill was used last, Energy cost -2. Can chain with Sky Light to form an attack-defense combo.
Earth-type Magic damage skill. 80 Energy cost is moderate. Serves as supplementary damage outside of Sky Light, and can also trigger Harden's Energy cost reduction condition.
Start with Sunny Day, use Quicksand to limit enemy pet swaps and weaken defense depending on situation, or directly use Sky Light for damage. When Quicksand counters defense it weakens enemy dual defense, then Sky Light/Heat Sand for finishing. Trait ensures survival.
Clear Sky + Heavenly Light serve as the damage core, Quicksand provides control (prevent switching) and weakening (-60% DEF/RES), Heat Sand supplements Earth damage. Quicksand's Counter Defense effect can drastically weaken enemies, creating opportunities for follow-up damage.
Core Light-type damage. Combined with Sunny weather to form high-power strikes.
Light-type amplification core, permanently increases Light-type skill power
Defensive response skill. Enemy cannot switch pets for 3 turns. When responding to defense, reduces enemy's dual defenses by 60%. Combines control and debuff functions.
Ground-type damage skill, covers damage types outside of Light, with moderate Energy cost.
Deals magic damage to the enemy creature.
Self gains +160% Physical Defense and -60% Magic Defense.
Deals magic damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals magic damage to the enemy creature.
Self gains +140% Physical Defense and -30 Speed.
90% damage reduction, if last used skill was an attack, this skill energy cost -2, when responding to an attack.
Light-type skill power permanently +50%, Counter Defense: changed to permanently +100%.
Up to 1 skill per type gains +35 power.
Deals Magic damage. This skill's type matches the Weather type.
Self gains 1 stack of Buildup Mark.
Enemy cannot switch creatures for 3 turns. When responding to Defense: Enemy gains -60% DEF and MDEF.
Grass, Water, Martial, Ice, Mech, Ghost
Progress: 7/7