Ley Line
Initial Energy is 0. Before entry, for each Earth-type skill used by your creatures, recover 3 Energy.
A formidable creature with a massive build that rarely strays far from its territory. Though it appears heavy, most of its weight is concentrated in the rocky portions of its head and hands.
Initial Energy is 0. Before entry, for each Earth-type skill used by your creatures, recover 3 Energy.
Late-game entry, uses trait to charge energy, field damage reduction attrition, counter harvest after buffing.
Use high dual defenses to stay on field, survive through Harden's damage reduction, get attacked to reduce Rock Smash's energy cost, then boost and pair with Weight Suppression for output against enemies of different weights.
Core damage skill. Initial 140 energy cost is relatively high, but permanently -1 energy per attack received. As a tank that gets attacked frequently, can become a low-cost high-power skill in mid-to-late game.
90% damage reduction defense skill, Energy -2 if last used attack skill. Combined with Rock Smash can form an 'Attack → Defense' cycle, only 2 Energy cost when defending, extremely Energy-efficient
Damage scales with enemy weight; extremely effective against lightweight enemies. Book Prism Rock's own extremely high weight creates a distinct advantage, expanding coverage.
0 Energy Cost buff skill. Physical Attack doubled. Book Prism Rock has low Speed, needs to defeat enemies in one hit after buffing, combined with high-power skills to burst.
Stable output with fixed energy cost skills after boosting, Barrier ensures survival, Earthquake finishes.
Abandon variable energy cost mechanics, pursue stable high damage. 'Bulwark' provides stable damage reduction and cooldown reduction, 'Rock Vein Collapse' has fixed low cost, 'Earthquake' as a finishing move.
High-power Physical ATK skill, fixed Energy cost of 4, unaffected by other factors, stable output
90% damage reduction, Defense skill cooldown -1 when countering attacks. Suitable for tactics with frequent defense skill usage, more suitable for pure defensive counterattacks than 'Harden'
Physical Attack doubled boost, providing damage output guarantee for Rock Vein Collapse and Earthquake.
Highest power Physical Attack skill (190 Energy cost), used for finishing off enemies or breaking shields. Deals considerable damage when combined with buffs.
Use Stone Lock to restrict enemy actions. Sand Surge changes weather to create advantage. Earth Spike interrupts key skills. Immovable as Mountain ensures survival.
A utility-support disruption build: use ‘Stone Lock’ to block switches, ‘Sand Surge’ to alter weather, and ‘Earth Spike’ to interrupt key moves—paired with high bulk for sustained control.
Deals physical damage and locks enemy pet swap for 3 turns. Combined with high tankiness can forcibly retain enemies that counter you or key targets.
90% damage reduction defense skill, counters attacks. Most basic defense skill, 0 Energy cost suitable for forming rhythm with Stone Lock's 50 Energy cost
Changes weather to Sandstorm for 8 turns, potentially providing extra benefits with Earth or Rock-type skills while disrupting the enemy
Additionally interrupts the countered skill when in Counter state, possessing interrupt function, targeting enemies reliant on state skills.
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: 8 items