Ransom to the Demon
When defeating an enemy creature, the enemy loses 1 additional MP. When defeated by an enemy creature, you lose 1 additional MP.
The horn on its head is sharp and hard but contains no magic. The shed horns were first used by Locke to make daggers. 'What it sees is all black and white; its world has no color. Yet this monochromatic world has given it unwavering conviction and a loyal heart.'
When defeating an enemy creature, the enemy loses 1 additional MP. When defeated by an enemy creature, you lose 1 additional MP.
Late-game harvest + magic control snowball
Built around Other Shore Hand's low-HP execution mechanic, paired with Dark Raid's counter burst and sustain, First Strike ensures priority, Forged Bill provides counter-interference. Overall rhythm: early game use Forged Bill to interfere or First Strike to pressure HP, after low HP use Other Shore Hand's low-cost execution, triggering trait for Magic control, forming snowball.
Core finisher skill. Lower Energy Cost with more HP lost. Combined with Trait deducts 1 additional Magic from opponent when defeating enemy, forming kill-Magic control chain. Energy Cost can be reduced to extremely low in endgame, enabling continuous finishing.
Sustain and burst combined. When countering, power doubles + 50% life drain, combining with 'Rip' or teammate-applied statuses for high damage while healing, compensating for Palsas's medium Speed potential HP pressure.
Priority finishing/health pressure skill. Low 55 Energy, Priority +1 ensures action despite Speed disadvantage, combines with "Hand of the Other Shore" to clean up low-health targets or interrupt enemy tempo.
Key interference skill for countering healing. First strike +1 allows predictive release during enemy healing turns, converting healing to damage drain. Has strategic value against high-healing creatures, and creates response status trigger conditions for "Dark Raid".
Status Swap Disruption + HP Manipulation
Using Deceitful Contract as core engine, converting Extreme Tear's debuffs into enemy disruption, paired with Malice Swap for HP manipulation, and Rend for stable sustain. Rotation: Extreme Tear burst → Deceitful Contract transfers debuffs/plunders buffs → Malice Swap reversal or Rend sustain depending on HP, forming disruption - burst - sustain cycle.
High-power Physical attack. The -50% both offenses at full HP drawback can be transferred to the opponent via Deceitful Contract, or used as a one-time burst. 135 Power is the highest in the movepool, suitable for shield-breaking or HP pressure.
Exchanges own buffs/debuffs with the enemy, perfectly transferring Limit Tear's -50% ATK/MAG debuff while potentially stealing enemy boosts, achieving negative clearance + positive accumulation
Sustain core. 85 energy cost is moderate, drains 100% HP when countering status, stable healing when combined with teammates or 'Forged Bill' created status, compensates for 'Extreme Tear' negative downtime
Exchanges HP ratio with enemy, reverses HP disadvantage. After HP rises from "Tear" lifesteal, using "Malicious Exchange" can pressure enemy to low HP, or directly complements the low-HP high-burst "Other Shore Hand" build (this set as standalone option used for HP manipulation)
Dual Drain Sustain + Skill Lock + Emergency Escape
Builds dual life drain sustain with "Bat" + "Dark Ambush," "Malicious Escape" for survival and energy cost punishment, "Hidden Clause" for skill lockdown against specific opponents. Strategy: Sustained life drain attrition, use "Malicious Escape" when danger is anticipated, use "Hidden Clause" to disrupt skill cycles against key targets. Suitable for war of attrition and countering specific team compositions.
Core sustain skill. 65 Energy cost for 100% lifesteal, low cost with high recovery, maintains HP in prolonged battles to create conditions for "Otherworld Hand"'s low-HP burst or maintain safe HP threshold.
2x power + 50% lifesteal when Countering. The most efficient damage skill in the move pool. Combined with teammate status application or Fake Bill's Counter healing to create status for burst + sustain.
Evasion skill: when reacting to Defense, increases enemy attack cost by 4. Palsas has moderate-low Speed of 80; 'Malicious Escape' can evade when predicting enemy high-power skills, punishing their Energy cost, ensuring survival while creating opportunities for the next switch-in.
Exchanges skills with enemy, performs tactical disruption against core creatures reliant on specific skills (such as buffers, healers). Can coordinate with "Malicious Escape" retreat rhythm, enter battle to exchange key skills then retreat, forming interference loop
Evolution condition: Grows to 1-Star
Self gains +100% Physical Attack.
Deals physical damage and drains 100% HP.
Deals physical damage to the enemy creature.
If the enemy recovers HP this turn, they lose 2x instead. Priority +1.
Deals Physical DMG. Priority +1.
Swap buffs and debuffs with the enemy.
Deals Physical DMG. If HP is above 50%, gains Dual ATK -50% after use.
Swap equipped Skills with the enemy.
Deals Physical DMG. For every 10% HP lost, this skill's Energy Cost decreases by 1.
Retreat, Counter Defense: additionally increases enemy attack skill energy cost by 4.
Deals physical damage. Counter state: This attack drains 100% HP.
Deals physical damage, drains 50% HP. Counter state: This skill's power doubles.
Swap HP ratio with the enemy.
Poison, Cute, Ghost
Light, Martial, Bug, Cute
Ghost, Dark
Progress: 7/7