Convection
Own energy cost increases become decreases; energy cost decreases become increases.
Solitary creatures that keep their distance from each other and do not infringe on one another's space. They often talk to themselves, laughing maniacally and jumping around. Research shows that the lamp on their head contains over a million luminescent bacteria, barely visible to the naked eye. Each bacterium seems to have its own consciousness, able to communicate with the host, and may even erode the host's brain.
Own energy cost increases become decreases; energy cost decreases become increases.
Field Output, use Trait to make high-cost skills cheap, stack permanent growth damage through Thunderbolt and Water Wave in late game, Forced Restart to force key enemy pets back and disrupt rhythm, Energy Cannon as stable two-stage output
Maximize 'Convection' trait: Select 90-100 cost high-power skills to reduce actual consumption, dual growth skills Thunderbolt + Water Wave allow infinite late-game scaling, Force Restart provides control counter
Core damage skill with 100 energy cost, actual consumption reduced under trait. Permanently +20 power per entry, growing stronger with each battle. Combined with high base Magic Attack stat, can deal explosive damage.
90 Energy becomes reduced cost under trait, forces enemy to switch out when countering, has strong crowd control ability, use against key targets
90 Energy becomes reduced cost under trait, permanently +20 Power at turn end, forms dual growth skill combo with Thunderbolt, terrifying late-game output
50 Energy becomes increased cost under trait (disadvantage), but the 2-hit mechanic with high magic attack can deliver stable burst. Relatively low energy cost means not too much loss even if reversed. Used for finishing and shield breaking.
Lead with Rain Dance for weather, opportunity Moisturize for buff, then Thunder for field presence and power stacking, Hydro Impact as highest burst finisher. Ability makes 0-cost skills expensive, energy management required.
Thunderbolt serves as the core to build a Rain team damage dealer, Moisture provides ultra-high Magic Attack boost, Water Light Impact as highest power Water STAB cleanup, Rain Dance creates weather environment. Note Moisture and Rain Dance have increased energy cost under the trait, requiring careful timing.
Core field presence skill. 100 Energy cost actually reduced under trait. +20 power per entry. Combined with Rainy weather Water-type bonus can deal extremely high damage.
0 Energy Cost becomes increased Energy Cost under trait, but as a necessary skill for weather setter, Rain can strengthen Water-type skill power, creating environment for self Water STAB output.
140 highest power Water same-type, actual cost reduced under trait, used as ultimate burst method, can one-shot most targets with Rain and Magic Attack boost
0 Energy Cost becomes increased Energy Cost under trait, but +190% MATK boost is extremely high, worth carrying even with increased cost, as burst setup buff.
Start with Magic Boost for enhancement, Superconduct Acceleration for speed and damage, Downpour targets mark teams or key targets, Thunderbolt for sustained field cleanup. 70 energy cost skills have extremely high cost-performance under trait, smooth rhythm
Balanced moveset, Superconducting Acceleration compensates for low Speed, Downpour provides functional dispel, Magic Boost as pre-buff, Thunderbolt as main damage. Uses Trait to make 70 Energy skills cheap, faster tempo
100 Energy cost reduced under Ability; core scaling damage skill, power increases the longer it stays on field
70 energy cost reduced under trait, magic damage + +30 Speed compensates for 105 Speed base stat, initiative is crucial for attackers
70 energy cost reduced under trait, dispels both sides' marks if not responded to by defense, highly effective against mark-dependent creatures, also serves as moderate power output
0 Energy Cost increases under trait, but +70% MATK boost is the foundation for setup burst, and even with increased cost it's still more cost-effective than directly using high-cost skills.
Self gains +70% Magic Attack.
Deals magic damage to the enemy creature.
Deals Magic damage. User gains Speed +30.
Self retreats; replacement entering精灵 restores 8 energy.
Deals Magic DMG. 2 Combo.
Self gains +190% Magic Attack.
Deals Magic damage. If this attack is not countered by a defensive skill, dispels all marks from both sides.
Changes the weather to Rain for 8 turns.
Deals magic damage to the enemy creature.
Deals Magic damage. Burst: This skill's usage count +1.
Deals Magic damage. Each time entering battle, this skill's Power permanently +20.
Deals magic damage to the enemy creature.
Deals Magic damage. Counter status: At end of turn, returns enemy Sprite to the field.
Deals Magic damage. At end of turn, this skill's Power permanently +20.
Grass, Earth
Progress: 7/7