Vigilance
At the end of the turn, if this sprite has 0 Energy, it withdraws.
Water-Storage Form
Its plump, oversized ears are filled with water. When fully hydrated, they swell into spherical shapes—soft and elastic to the touch like water balloons. As it walks, they sway gently with faint sounds of sloshing water.
At the end of the turn, if this sprite has 0 Energy, it withdraws.
Use Mud Armor to quickly boost attack and defense. Utilize Vein Collapse for stable output. Scratch replenishes energy to prevent forced withdrawal. Stone Lock controls enemy actions.
Use Vein Collapse's fixed low energy cost trait to avoid Vigilance's negative effects, boost offense and defense with Mud Armor for field output, Scratch to maintain energy sustain, and Stone Lock to block enemy pet swaps and create kill opportunities.
Core damage skill with fixed Energy cost of 4, ignoring normal Energy calculations. Can be safely used at low Energy when paired with traits, avoiding forced switch from Alert.
Core buff skill that grants +60% Physical Attack and Physical Defense, doubling when used as a defense response, greatly boosting sustained damage and survivability.
Low-cost sustain skill that deals physical damage while restoring 1 Energy, maintaining energy cycling and preventing [Vigilance] from triggering due to energy depletion.
Control skill, prevents enemy creature switching for 3 turns, combined with buffed high Physical Attack to pressure opponents, locking down key targets for elimination
Early game: Use Vein Collapse and First Strike for damage and control. Late game: Once Rock Throw's energy cost is reduced, it becomes core damage output. Use Scratch throughout to maintain energy.
Dual output skill combination. Rock Vein Collapse ensures early stable output and energy safety. Rock Throw scales into a core high-power skill late-game. First Strike provides preemptive pressure, Scratch ensures energy sustainability.
Core damage skill with fixed Energy cost of 4, the safest high-damage skill for Energy management.
Priority skill with Priority +1 ensures turn priority, used for finishing off or interrupting enemy tempo.
Low-cost sustain skill, the fundamental means of maintaining energy cycling.
High-cost, high-power skill. Permanently reduces Energy cost by 5 after each turn. Can become main DPS late-game, but use cautiously early to avoid triggering Alert.
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