Immortal
Revive after 3 turns of exhaustion.
When first discovered, the Big-Headed Ancient Dragon slumbered deep within underground rock strata, knowing nothing of the modern world or creature society. Its skeleton is not only hard but regenerative—even broken bones can regrow in short time. Though its bony wings appear fragile, they are remarkably resilient.
Revive after 3 turns of exhaustion.
Use Dragon Blood's 70% damage reduction and Stance healing to stay on field, intentionally sell HP to trigger Immortal resurrection, after resurrection use full status + Dragon Blood/Stance's charge-free mechanism for counterattack, Dragon Claw lifesteal maintains HP line, forming infinite attrition loop.
A drain revival build centered around trait 'Immortal' and extremely low speed, using Dragon Blood + Stance dual recovery/damage reduction system to delay until revival, Dragon Claw as core damage with lifesteal sustainability, and Deceptive Thorn as low-cost cleanup means.
Core damage reduction skill. 70% damage reduction usable during Charge state. After countering an attack, next skill requires no Charge. Combined with low-Speed trait to overcome Charge disadvantage. The core survival skill for tank positioning.
This type's Physical output, 40 Energy cost is low, serves as stable output without charge requirement, can be used directly after Dragon Blood Response, forming attack-defense tempo.
Restores 20% HP and removes next charge. Combined with Immortal trait forms extremely strong sustainability, usable before or after revival to maintain HP.
High-power same-type Physical output, 130 Energy with 50% lifesteal. After Stance or Dragon Blood Counter, can be released directly without charging, balancing output and sustainability.
Predict opponent special attack skill use Etherealization for damage reduction and trigger Magic Defense, then Stance to recover and cancel Flame Breath charge, release doubled-power Flame Breath next turn; against high-speed opponents, first use First Strike to steal HP, then choose Etherealization or Dragon Blood field presence based on situation.
Counter-burst flow against special attackers: Etherealization provides highest damage reduction and Magic Defense targeting, First Strike compensates for Speed disadvantage, and Flame Blow combines with Stance/Etherealization counter mechanics for doubled burst damage.
80% high damage reduction. Gains +70% Magic Defense after countering attacks. Extremely strong survival against special attackers, forming a dual damage reduction option with Dragon Blood.
Priority +1 Physical damage with moderate 55 Energy cost, compensating for the extreme disadvantage of 48 Speed, used for HP sniping or disrupting opponent tempo.
High-power charge output, 170 energy cost, power doubles when Responding; combined with Intangibility/Dragon Blood response mechanics can deal extremely high burst damage
Low Energy cost recovery + no charge, combined with Fire Blow's charge requirement, using Stance after Illusion Counter can immediately release doubled power Fire Blow.
70% damage reduction, this skill can be used while charging, when responding to an attack: next skill requires no charging.
Deals physical damage to the enemy creature.
Enemy gains 1 stack of Spirit Descent Mark.
Deals physical damage. For every 1 Energy the enemy has, this skill's Power -10%.
Restore 20% HP to self; next skill requires no charging.
Deals physical damage to the enemy creature.
Self gains 1 stack of Dragon Devour Mark.
80% damage reduction, when responding to an attack: Magic Defense +70%.
Deals physical damage to the enemy creature.
Deals Physical DMG. Priority +1.
Deals physical damage to the enemy creature.
Charge up to deal physical damage and drain 50% HP.
Charge up to deal physical damage. Counter state: This skill's power is doubled.
Ice, Dragon, Cute, Light, Ghost, Dark
Progress: 7/7