Ley Line
Initial Energy is 0. Before entry, for each Earth-type skill used by your creatures, recover 3 Energy.
The hardness of its head is close to bedrock; ordinary rocks feel as soft as dirt to it. Its head seems completely numb to pain, only realizing what happened long after being struck.
Initial Energy is 0. Before entry, for each Earth-type skill used by your creatures, recover 3 Energy.
Bushiyan is a Ground-type Physical Tank with extremely high dual defenses (127 Physical Defense / 120 Magic Defense) and decent Physical Attack (108), but very low Speed (56). Its trait "Geothermal Vein" relies on teammates using Ground-type skills to restore Energy, making it suitable as a late tank or defensive pivot core. Its skill pool focuses on physical damage, high damage reduction defense, and field control—lacking explicit typing descriptions but functions can be inferred from effects. Recommended builds center on three approaches: "high-cost high-power offense," "damage reduction stalling," and "Sandstorm weather."
Late-game tank, stacks layers while on the field, grows stronger over time
Utilize Bushi Rock's high dual resistances for field presence, using 'Harden' to reduce damage taken and lower 'Earth Smash' energy cost, while 'Power Boost' strengthens output and 'Earthquake' serves as high-power supplement. The Geo Vein trait can be fueled by teammates' Earth skills, compensating for high energy costs.
Core damage skill. Initial 140 energy cost is relatively high, but permanently -1 energy per attack received. Combined with high damage reduction skills to stay on field, can quickly become a low-cost high-power skill, fitting the tank role.
90% damage reduction counter skill, Energy -2 if last used attack skill. Forms a cycle with Rock Smash: Attack → Harden (reduced Energy cost) → Get hit → Rock Smash Energy reduction, perfect closed loop
0 Energy Cost buff skill. Physical Attack doubled. Book is Rock-type with 108 Physical Attack, above average. Output considerable after buffing, and 0 energy cost doesn't consume action resources.
High-power Physical attack (190 Energy cost). Used for cleanup or shield-breaking. Employed when Earth Crit hasn't fully stacked or burst is needed. Also an Earth-type STAB (inferred) high-damage skill.
Weather Setter + Tank, Field Control and Suppression
Uses Sand Surge to initiate Sandstorm weather, pairs Barrier for frequent damage reduction to maintain field presence, Earthshatter for damage and layer stacking, and Stone Lock to restrict opponent switching. Ideal for weather-reliant teams, maximizing Ground-type tank’s battlefield control.
0 Energy Cost weather skill: 8-turn Sandstorm. Sandstorm typically provides bonuses or additional effects for Rock/Earth types, providing field support for the team, while 0 Energy Cost triggers the Earth Vein Trait teammate synergy window.
Core damage skill. Energy cost decreases when taking hits. Can synergize with Ground/Rock-type synergy effects in Sandstorm weather. Serves as a sustained field presence damage option.
90% damage reduction counter skill, Defense skill cooldown -1 when countering attacks. Compared to Harden, focuses more on frequent defense skill usage, combined with Sandstorm for sustained damage reduction
Deals physical damage and blocks the enemy from switching pets for 3 turns. Targets enemy teams that rely on rotation, forcing them to face Bushi Rock head-on in Sandstorm weather, leveraging tank advantages.
Utility Tank, Targeted Counter
Targets enemy teams that rely on status skills. "Earth Spike" provides unique interrupt capability, "Unmoving as Mountain" ensures survival, "Rock-Soil Critical" and "Power Enhancement" handle output. Suitable for countering specific opponents, functioning as a utility tank.
95 Energy physical damage skill, core effect is [Counter State: additionally interrupt countered skill]. Targets enemy pets reliant on state skills, late-turn counter to interrupt key skills
90% damage reduction counter skill, basic defense method, ensures survival for Earth Spike to perform its interrupt function
Core damage skill. Energy cost can be reduced to extremely low levels. After ensuring survival, suppress enemies with low-cost, high-power skills.
0 Energy Physical Attack buff, increasing damage output to compensate for tank creatures' insufficient damage.
Deals physical damage to the enemy creature.
Reduces damage taken by 70%. Counters attacks.
Self gains +100% Physical Attack.
Deals physical damage. This skill's Energy Cost is fixed at 4.
90% damage reduction, if last used skill was an attack, this skill energy cost -2, when responding to an attack.
Deals Physical Damage. The enemy gains Immobilize for 3 turns.
Self gains 1 stack of Buildup Mark.
Deals physical damage. The lower the enemy's Weight, the higher the Power.
90% damage reduction, when responding to an attack: defensive skill cooldown -1.
Deals Physical DMG. If the enemy switches Roco this turn, gains Physical DEF +100%.
Deals Physical DMG. Each time attacked, this skill's Energy Cost permanently decreases by 1.
Deals physical damage to the enemy creature.
Changes the weather to Sandstorm for 8 turns.
Deals physical damage. Counter state: Additionally interrupts the countered skill.
Reduces damage taken by 90%. Counter Attack: Gain +50% to Attack.
Reduces damage taken by 70%. Counter Attack: Gain +70% to Attack and Magic Attack.
80% damage reduction, when responding to an attack: restore 3 energy.
70% damage reduction, when responding to an attack: enemy gains 6 layers of Burn.
80% damage reduction, when responding to an attack: Magic Attack +70%.
Deals physical damage to the enemy creature.
Deals physical damage to the enemy creature.
70% damage reduction, when responding to an attack: restore energy equal to 2× the energy cost of the responded skill.
Charge up to deal magic damage to the enemy.
80% damage reduction, when responding to an attack: return to field at the end of your turn.
Deals physical damage to the enemy creature.
70% damage reduction, emergency retreat, when responding to an attack: next entering creature gains damage reduction.
Deals physical damage, 2 Combos. If attacking after the enemy, changes to 3 Combos.
Reduces damage taken by 70%. Counter Attack: Gain +2 to combo count.
Deals physical damage to the enemy creature.
80% damage reduction, when responding to an attack: Magic Defense +70%.
90% damage reduction, when responding to an attack: gain 50% Life Steal.
Deals physical damage. When this skill is in Slot 1, Power +60. Transmission 1.
80% damage reduction, when responding to an attack: enemy gains 2 layers of Starfall Mark.
Deals physical damage to the enemy creature.
Deals physical damage. Counter state: Causes the enemy to lose 6 Energy.
Enemy gains 1 stack of Spirit Descent Mark.
70% damage reduction, when responding to an attack: enemy loses 3 energy.
Deals Physical Damage. If own HP is above 50%, gain Attack -50% and Special Attack -50% after use.
80% damage reduction, when energy is insufficient, consume 5% HP in place of 1 energy, when responding to an attack.
Deals Physical DMG. Priority -1.
Deals physical damage. Counter state: This skill's Power becomes 3x.
Each turn, randomly transforms into a skill it doesn't have equipped, and that skill's energy cost -2.
50% damage reduction. Counter: Next action gains Priority +1.
50% damage reduction and retreat. Counter.
Reduces damage taken by 80%. Counter Attack: For each attack damage taken during this period, gain +40% to both Attack and Magic Attack.
60% damage reduction. Counter: Enemy retreats.
Self gains -20 Speed. Choice: Additionally gains +90% Physical Defense or +90% Magic Defense.
Grass, Water, Ice, Martial, Mech
Normal, Fire, Electric, Poison, Wing
Progress: 3 items