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.
After evolution, they remain fluffy with even more elegant and agile movements. In battle, they spin and dodge like a light war dance, their glowing tails trailing ribbons of light. Highly vigilant, they can sense distant movements simply by touching their tails to the ground.
At the start of the turn, if an enemy's skill is sufficient to defeat self, self gains SPD +50 and flees after acting.
Lead or mid-switch transition, Sunny Day opener for buff, Harden for survival or Quicksand Lock as needed, Sky Light for cleanup. Ability auto-ejects at death's door to preserve HP.
Clear Sky + Heavenly Light build the Light-type burst core, Harden provides survival insurance, Quicksand blocks switching to create damage windows. The Sentinel trait ensures safe retreat when near death, suitable as a lead to force retreats or mid-game pivot.
Core damage skill. 95 Energy cost. With Sunny Day, Light-type +50% power reaches 142.5 power. Type changes with weather for flexible adaptation.
Core buff. Permanently increases Light-type skill power by 50%, doubling to 100% when reacting to defense. Main damage source for Sky Light.
Key survival skill: 90% damage reduction to counter enemy burst. Combined with -2 energy cost after attack skills for low-cost usage, compensates for lack of healing.
Crowd Control skill, blocks enemy from switching pets for 3 turns, applies -60% DEF/RES debuff when responding to Defense, works with trait to force retreat and limit enemy counterplay
Switch in late against physical attackers; Junshi boosts Physical Defense, Harden counters burst, Hot Sand provides sustained damage. Damage becomes considerable after Diffuse Reflection buff, trait ensures safe retreat at low HP
Abandons Light-type core Clear Sky, shifts to Earth-type output + dual-defense tank route. Jun Force + Hardening build high Physical Defense + damage reduction composite defense. Diffuse Reflection dual-type gain. Hot Sand provides stable Earth-type output.
Dual defense buff skills. Physical Defense +140% strengthens physical side. Although speed reduced by 30, paired with high Magic Defense can become a quality special shield.
Used with Jun Momentum. 90% damage reduction to handle key damage. Energy cost reduction after attack skills improves rotation efficiency.
Ground-type damage skill with moderate 80 Energy cost. Serves as non-Light-type damage coverage to avoid being completely shut down by Light-resistant units.
Buff skill: up to 1 skill per type gains +35 power, can simultaneously boost Hot Sand (Earth) and Sky Light (Light) damage
Mud Shot opener triggers Harden cost reduction. Harden for survival. Clear Sky buff into Daylight Harvest. Extremely low energy cost cycle ensures sustained combat. Trait prevents sudden death.
Minimalist energy-saving route: Mud 40 energy cost triggers Harden cost reduction, achieving near 0-cost Harden usage. Clear Sky + Sky Light ensure damage ceiling, Harden provides survival, optimal energy management.
Low-cost Earth-type skill with 40 energy cost, used to trigger Harden's cost reduction effect while supplementing Earth-type coverage.
Core survival skill. Combined with low-cost attacks like Mud to achieve -2 Energy cost, making it nearly free to use.
Light-type core damage skill, extremely high power with Sunny Day buff, main finishing method
Light-type buff core, permanently increases Sky Light power, doubled effect when facing Defense
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