Upright Sword
Can only use Slot 1 skill.
Artisans of the Golden Age once considered astrology and alchemy as two languages of the same discipline. Thus they forged holy swords with wind as the core, and power and law as the bone. Only a handful remain today.
Can only use Slot 1 skill.
Holy Sword Squire (NO.285) is a Steel-type Tier I creature. Its trait "Upright Sword" restricts it to using only Slot 1 skills, greatly limiting its moveset options. Stat-wise, it has balanced but unremarkable Attack (116) and Magic Attack (111), high dual defenses (139), and extremely low Speed (52). The core strategy is to utilize the special bonuses of Slot 1 skills, paired with support skills for self-buffing or disrupting opponents. Due to the trait restriction, you must choose the highest-value Slot 1 skill as core damage, with remaining slots dedicated to low-cost or zero-cost buff/heal skills to sustain survival and enhancement.
Using Mechanical Combat in slot 1 as core damage, with passive support skills in other slots. However, most skills lack passive effects, making this build suboptimal.
This build attempts to utilize the trait, but a critical issue was discovered: the trait "Can only use slot 1 skills" means slots 2-4 skills cannot be clicked to activate at all, only functioning as passives. Therefore slots 2-4 can only select skills with passive effects.
Core damage skill with +60 Power and Transmission 1 when in slot 1, the highest Physical damage output under Trait conditions. 116 Physical Attack stat combined with this bonus can deal considerable damage.
Zero-cost Magic Attack boost skill. When in slots 2-4, although it cannot be actively used, can it trigger before entry or under specific mechanics? Actually the trait restricts to only slot 1 skill usage, so this skill in slots 2-4 is completely unusable. But this is the only Magic Attack boost; if considering special circumstances... Re-analysis: the trait states "can only use slot 1 skill", meaning slots 2-4 skills cannot be clicked to use at all. Therefore if carrying this skill it must be in slot 1, but slot 1 is already occupied by械斗.→Mech Brawl. This skill is actually unusable, but as a filler slot there are no better options, or replacement could be considered.
Zero-cost recovery skill. Placed in non-slot 1, it cannot be actively used, but... same issue. Actually all non-slot 1 skills cannot be used. This analysis is incorrect and needs reconsideration: the trait means only slot 1 skill is usable, so slot 2-4 skill selection criteria become: ① zero-cost passive effects; ② or completely放弃.→abandon. Bearing Support has passive effects (adjacent skills -1 Energy cost), making it a good filler choice.
Zero-cost, passive effect is adjacent skills -1 Energy cost. Even though it cannot be used in non-slot 1, it can reduce Energy cost for slot 1械斗.→Mech Brawl (45→44,实际.→actual收益.→returns有限.→limited). The active effect's additional -1 Energy cost passive on this skill itself is meaningless. One of the few filler skills with passive value.
Accepting trait limitations, slot 1 for Mecha Combat output, slots 2-4 prioritize zero-energy skills to reduce waste, Bearing Support provides minor energy cost reduction
Re-evaluation: Trait forces single-skill operation, slots 2-4 can only select passive skills. But among available skills, only "Bearing Support" has a clear passive effect (adjacent skills -1 energy cost). Does "Linkage Device" have a passive effect? Checking description: "After use, adjacent skills permanently gain +20 power" — this is an active effect, not passive. "Mesh Transmission": "When this skill is in slot 1 or 3, additionally gains +60% Physical Attack" — position-limited active effect. "Gear Torque": +20 power when position changes — active effect. In fact, most skills have no passive effects!
Core damage. When in Position 1, +60 Power and Transmission 1, strongest Physical damage under trait. 45 Energy cost, becomes 44 under Bearing Support passive.
Key passive skill: When in slots 2-4, the passive effect "Energy Cost -1 for adjacent skills" reduces the Energy Cost of slot 1's Brawl. Though unusable by itself, this is one of the few skills with passive value.
Zero-cost, but no passive effects, completely useless in non-slot 1. This choice is poor, but among available skills there are no other passive skills
Zero-cost Magic Attack boost, no passive effects, unusable in non-slot 1. Filler slot.
Utilize Magnetic Storm's magic damage and slot 1 bonus, but overall weaker than Mecha Brawl build.
Magic Attack-oriented build, but Magnetic Storm's Slot 1 bonus (Power +30) is inferior to Mech Fight (Power +60), and Physical Attack base stat is higher, making this build inferior.
Position 1: +30 power and Transmission 1, magic damage output. Magic attack 111 slightly lower than physical attack 116, but Magnetic Storm energy cost 70 lower than Mechanical Combat 45? No, 70>45. Actually Mechanical Combat position 1 +60 power is better. But Magnetic Storm is magic damage, can target opponents with high physical defense.
The only filler skill with passive effect, reducing Energy cost for adjacent skills.
Zero-cost filler.
Zero-cost filler.
Self gains +70% Magic Attack.
Deals physical damage. When this skill is in Slot 1, Power +60. Transmission 1.
Deals magic damage to the enemy creature.
Self gains +80 Speed, when this skill is in slot 1 or 3, additionally gains +60% Physical Attack, Transmission 1.
Deals Physical DMG. Priority +1.
Restore 30% HP to self.
Deals physical damage. When position changes each turn, this skill's Power is permanently +20.
Self gains +100% Physical Attack.
Deals physical damage. This skill's position will not change.
Self gains +170% Magic Defense.
Deals Magic damage. When this skill is in slot 1 or 3, Power +30, Transmission 1.
Active: This skill's passive cost -1 additional Energy. Passive: Skills on both sides cost -1 Energy. Transmission 1.
Deals physical damage. Skill Power is one-third of the sum of adjacent skills' Power. Transmission 1.
After use, the power of skills on both sides permanently increases by 20. When dealing with Defense: changes to power permanently increases by 30.
Deals physical damage. When this skill is in Slot 1 or 3, Energy Cost -2. Transmission 1.
Ice, Earth, Cute
Fire, Water, Martial
Normal, Poison, Ice, Wing, Bug, Cute, Grass, Mech, Dragon, Phantom
Progress: 7/7