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.
At the start, buff with Mud Armor; use Scratch to regain energy and maintain momentum; use First Strike to secure kills or Mountain Collapse for burst depending on the situation; try to end the battle within 3-4 turns.
Use Mud Armor to boost dual defense and physical attack. Scratch maintains energy cycle. First Strike seizes tempo. Vein Collapse serves as fixed low-cost high-power burst point. Overall tight rhythm, avoiding zero energy to prevent trait trigger.
Core Energy recovery method. Low 35 Energy cost, deals damage while recovering 1 Energy, maintaining skill cycles and avoiding forced retreat from Trait triggers.
+1 priority Physical damage skill, moderate 55 Energy cost, used to seize tempo, cleanup, or interrupt enemy key skills, combined with medium Speed stat to fight for strike rights.
High-power Physical damage skill, fixed Energy cost of 4, ignores Energy cost increase mechanics. Core burst option, suitable for stable output after buffs or when Energy is abundant
Enhancement skill, 0 energy cost for +60% Physical Attack and Defense, buff doubles when defending, greatly boosting output and survival, providing damage foundation for Rock Vein Collapse and Rock Throw.
Stone Lock opens by blocking enemy rotation, Earth Spike responds to interrupt key skills, Rock Throw gradually reduces energy cost to become main output, Scratch interspersed for energy recovery, use lock period to grind HP or clean up.
Stone Lock blocks pet swaps, Earth Spike interrupts key skills, Rock Throw as late-game scaling main damage, Scratch ensures energy supply, forming a control + growth attrition suppression system.
Low-cost energy recovery skill that ensures uninterrupted energy supply, key to maintaining field presence under the Vigilance trait.
Control skill, 50 energy cost deals physical damage and blocks enemy creature switching for 3 turns, targeting rotation-reliant teams, forcing enemies to take damage
High-power reactive skill with 95 energy cost. When reacting to status, additionally interrupts enemy skills. Combines damage and disruption, effective against charging or buff-type enemies.
High power skill. 140 energy but permanently -5 energy at end of each round. Becomes cheaper the longer the fight goes, suitable for sustained pressure after Stone Lock lockdown.
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