Vigilance
At the end of the turn, if this sprite has 0 Energy, it withdraws.
Water-Storage Form
Living in arid regions, they have evolved special ear structures capable of storing water. When they breathe, moisture condenses into droplets in their nasal and oral cavities, which are then transported to their ears for storage.
At the end of the turn, if this sprite has 0 Energy, it withdraws.
Fast output after boosting, field control and lockdown, low-cost burst triggers trait for safe retreat.
Use 'Mud Armor' buff, then 'First Strike' to seize initiative and suppress, 'Stone Lock' to seal switching for forced kill, finally 'Vein Collapse' low-cost burst and trigger trait withdrawal. Overall tempo: buff → suppress → control → burst exit
Core physical output skill, 120 energy cost but fixed at 4, combined with trait can naturally retreat after use at low energy, achieving safe exit. High power suitable for burst finisher.
This type's Physical output, 55 Energy cost and priority +1, compensates for Speed 60 disadvantage, ensuring first move to suppress opponents.
Crowd Control skill, deals physical damage while blocking enemy from switching pets for 3 turns, pairs with high output to force kill or retreat, creating opportunities for teammates
Buff skill: increases P.ATK and P.DEF by 60%, with doubled buffs when defending, enhancing output and survivability to prepare for burst damage.
Dispels enemy buffs, blocks pet switching, handles interrupts; low-cost burst and exit
Using Sunbathing to clear enemy buffs for opportunities, Stone Lock to block switches, Earth Spike to counter and interrupt key skills, and Vein Collapse low-cost finisher to trigger Trait. Suited against buff-reliant opponents, creating damage windows through utility then exiting.
Core physical output, fixed 4 energy cost, can be used at extremely low energy, combined with trait to achieve 0 energy retreat, stable finishing method.
Response-type skill, deals physical damage and interrupts enemy skills in response state, has counter capability, can interrupt enemy key skills.
0 Energy: Dispel skill. Can clear all enemy buffs, targets enhancement-reliant opponents, and costs no energy for easy energy control.
Support control: Blocks enemy pet swap for 3 turns. Combined with Counter skills forms a suppression chain, limiting opponent's options.
Sustained output after boosting, locking switch to ensure skill growth, gradually reducing core skill energy cost.
After "Mud Armor" buffs dual defense and physical attack, "Preemptive Strike" for first strike; "Stone Lock" blocks switching to ensure "Rock Throw" continuous use for energy reduction, gradually making "Rock Throw" a low-cost high-power skill. This archetype requires some field time, slightly conflicting with trait, but "Rock Throw"'s reduced late-game energy cost prevents energy depletion
High-power Physical skill, 140 Energy cost but permanently -5 per use. Suitable for prolonged battles to reduce cost, eventually becoming a low-cost high-power skill.
Priority skill with 55 Energy and Priority +1 ensures the low-Speed mole can act first, combining with "Rock Throw" to form a tempo of suppression followed by cleanup.
Enhancement skill, boosts Physical Attack and Defense 60%, doubles when defending, greatly boosting "Rock Throw" and "First Strike" damage.
Field control skill, 3-turn switch block, ensuring 'Rock Throw's energy cost reduction effect continues to function, preventing enemy switch evasion
Deals Physical DMG. Restores 1 Energy to self.
Dispels all buffs from the enemy.
Deals damage. Enemy gains Combo Count -3.
Self gains +160% Physical Defense and -60% Magic Defense.
Deals Physical DMG. Priority +1.
Deals physical damage. Enemy cannot switch Elves for 3 turns.
Deals physical damage. This skill's Energy Cost is fixed at 4.
Self gains +60% Physical Attack and Physical Defense, Against Defense: additionally doubles own buffs.
Deals Magic damage. Consumes all Energy on use; higher consumption increases damage.
Deals physical damage. Counter state: Additionally interrupts the countered skill.
Self gains 1 stack of Buildup Mark.
Deals physical damage. Counter state: Enemy gains Physical Defense -80%.
Deals physical damage. At turn end, this skill's Energy cost permanently -5.
Fire, Ice, Electric, Poison
Grass, Water, Martial, Ice, Mech
Normal, Fire, Electric, Poison, Wing
Progress: 7/7