Vigilance
At the end of the turn, if this sprite has 0 Energy, it withdraws.
Water-Storage Form
Its ears are fully developed, with hydrophilic protrusions and hydrophobic grooves that better absorb water droplets, granting extreme drought adaptability. Its hind limbs and foreclaws are more developed, allowing it to evade predators and terrain obstacles in caves.
At the end of the turn, if this sprite has 0 Energy, it withdraws.
Use precise energy control to reach zero at turn end, triggering trait battlefield exit, avoiding enemy counterattacks, achieving safe output.
Use Vein Collapse's fixed low energy cost trait, paired with 0-cost utility skills for precise energy control, triggering 'Vigilance' to disengage and avoid damage after outputting. Mud Armor boost makes Vein Collapse damage considerable, with First Strike securing move priority.
Core damage skill. Fixed 4 energy cost, high-power Physical damage. Combined with traits, can control energy to reach zero at turn end to trigger Evasion.
+1 priority Physical damage skill, compensates for medium Speed disadvantage, critical for priority strikes.
Dual Physical Attack and Defense 60% boost, doubled against defensive opponents, significantly improving damage output and survivability
0 Energy: Dispels enemy buffs. Utility skill, costs no energy for easy energy control to trigger Trait.
After self-enhancement, locks enemy pet swaps, utilizing high Physical Defense and enhancement buffs for sustained field output without relying on trait escape.
Abandon characteristic-triggered retreat, choose field presence pressure. Mud Armor + Stone Lock form an enhancement-lockdown combination, Rock Vein Collapse for stable damage, Scratch for energy fine-tuning.
Core damage skill. Fixed 4 energy cost, low consumption, can be used frequently.
Physical Attack and Defense +60% boost, doubled when facing defensive opponents, significantly improving field presence
Blocks enemy pet swap for 3 turns, combined with high physical defense for field suppression.
0 Energy cost, restores 1 Energy. Used for fine-tuning energy or finishing blows.
Early game: Use low-energy skills to transition. Once Rock Throw's energy cost is reduced, it becomes core damage output. Rely on high-power physical attack to overwhelm opponents.
Rock Throw serves as the core late-game weapon. Early game uses First Strike and utility skills to transition, Mud Armor ensures survival and damage output, and Rock Throw becomes the main damage source as its energy cost decreases with use.
High energy cost but high power, permanently reduces energy cost at turn end, grows stronger in later stages.
Physical Attack and Defense boost, increasing Rock Throw damage and self-survivability
+1 priority strike, compensates for turn order disadvantage caused by Rock Throw's high Energy cost.
0 Energy: Dispel, does not interfere with Rock Throw's energy accumulation rhythm.
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