Conservative Faction
When total skill energy cost is less than 4, self gains DEF & RES +80%.
It has high standards for its appearance. Besides its habit of gnashing its teeth, it uses oils secreted from its body to groom its whiskers. Fluffy whiskers and sharp teeth signify its status within the group, and some otters even seek out dried grass to wear as fake mustaches. They generally dislike getting close to Roco.
When total skill energy cost is less than 4, self gains DEF & RES +80%.
Field Attrition, maintain Trait bonuses through 0-cost skills, Water Cannon gradually reduces energy cost to form stable output, rely on high dual defenses and damage reduction skills to absorb damage, Roar suppresses Physical Attackers.
Use 'Conservative' trait as core, four skills total base Energy only 110 (Water Cannon), in actual combat reduce Energy through Baptism and Water Cannon self-reduction, can maintain +80% to both defenses long-term. Bubble Shield provides 80% damage reduction and Magic Attack buff, Roar suppresses physical attackers, Water Cannon as sustainably scaling damage core.
Core defense skill. 0 energy cost perfectly triggers trait. MATK +70% after countering attacks, synergizing with Water-type skills for offense-defense integration. 80% reduction is extremely high, forming field presence capital.
0 Energy: Dispels debuffs and grants -1 Energy Cost to all skills. Ensures Trait activation while reducing overall team energy pressure. A crucial survival skill against disruption-type opponents.
Core damage skill. Initial 110 energy cost is relatively high, but permanently -1 energy per use. Combined with energy reduction from Baptism and Water Ring, can drop to extremely low cost in late game while triggering traits to maintain high dual defenses.
0 Energy disruption skill. Greatly weakens enemy Physical ATK output. Extremely valuable against Physical attackers, and 0 Energy ensures Trait activation, forming 'ATK reduction + high dual DEF' extreme Physical bulk configuration.
Early game: Use Provoke for crowd control, Water Ring + Baptism to quickly stack Hydro Cannon layers and compress energy cost. Mid game: Sustain output with extremely low-cost Hydro Cannon. Maintain +80% dual defense tank build throughout.
Extreme energy compression system. Aqua Ring + Baptism rapidly reduce Water Cannon's energy cost, Provoke provides crowd control windows. All four skills are 0-cost or growth-type low-cost, with extremely high trait coverage. Late-game Water Cannon can be used frequently while maintaining dual defense bonuses.
0 Energy: High damage reduction response skill. Grants -2 Energy Cost to all skills after responding to attack. Combined with Baptism enables rapid energy compression. 60% damage reduction + energy recovery, core sustain for long-term field presence.
0 Energy dispel + Energy cost reduction, forms double Energy cost reduction stacking with Water Ring, rapidly pushes Water Cannon and other skills to low Energy cost range, while clearing enemy interference to ensure damage output tempo.
Core damage. High initial Energy cost but strong growth. Under dual Energy reduction of Water Ring + Baptism, can quickly drop to low Energy range, achieving positive cycle of "low-cost high damage + trait trigger".
0 Energy cost powerful disruption. Seals enemy skills not used this turn for 3 turns. The Energy cost +3 penalty is fatal to opponents relying on specific skills. Buys safe turns for self Water Cannon stack accumulation.
Anticipate enemy physical skills to alternate 'Effective Prevention' and 'Bubble Shield', 'Roar' suppresses physical attack values, 'Consecutive Claw Strikes' triggers 4-hit combo burst when counter status activates, specialized against physical damage compositions
Specialized configuration against physical attackers: Roar + Bubble Shield + Effective Prevention form triple physical defense lines, with Continuous Claw as low-energy damage output. Counter mechanics compensate for Speed disadvantage, suitable against physical-focused teams.
Low-cost physical damage skill (30 energy cost), 2 hits base, doubles to 4 hits when Adapted. One of the few multi-hit damage skills for this creature, capable of breaking certain shield/substitute mechanics.
0 Energy Response Skill: 50% damage reduction + priority +1 after response. Compensates for 80 Speed disadvantage, ensures Continuous Claw Strike initiative, while low energy cost supports trait activation
0 Energy: High damage reduction + Magic Attack buff. Forms dual response skill rotation with Effective Prevention, select response based on enemy attack type, maintain high damage reduction coverage throughout.
0 Energy: Physical Attack suppression, greatly reduces threat against Physical Attackers. Combined with dual counter skills, forms complete lockdown on Physical Attackers (attack reduction + damage reduction + high dual defense).
Deals physical damage to the enemy creature.
Enemy's skills except the one used this turn gain Energy Cost +3 for 3 turns.
Reduces damage taken by 70%. Counters attacks.
Deals Physical DMG. Restores 1 Energy to self.
Dispels all debuffs from self and gains -1 Energy Cost for all skills.
Deals magic damage to the enemy creature.
The enemy gains Physical Attack -60% and Speed -60.
80% damage reduction, when responding to an attack: Magic Attack +70%.
Deals physical damage to the enemy creature.
Self gains +170% Magic Defense.
Deals physical damage to the enemy creature.
50% damage reduction. Counter: Next action gains Priority +1.
Deals Magic damage. After each use, this skill's Energy Cost permanently -1.
Deals physical damage, 2 Combos. Counter state: This skill's Combo Count doubles.
60% damage reduction, when responding to an attack: all skill energy cost -2.
Deals magic damage to the enemy creature.
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.
Deals magic damage to the enemy creature.
Deals magic damage to the enemy creature.
80% damage reduction, when responding to an attack: enemy Combo Count -3.
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.
50% damage reduction, Swift. Counter.
Deals magic 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 Magic damage. When this skill is in slot 3, Power +40, Transmission 1.
80% damage reduction, when responding to an attack: enemy gains 2 layers of Starfall Mark.
60% damage reduction. Counter: When receiving fatal damage this turn, retain 1 HP.
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.
Each turn, randomly transforms into a skill from any enemy creature, and that skill's energy cost -2.
Energy cost of skills used by enemy this turn +7, lasts 3 turns.
Deals Magic damage. For every 5% HP lost, this skill's Power -10. Consumes all HP after use.
Deals magic damage. If energy is depleted after use, this skill's Power +120.
Deals Magic damage. Consumes all Energy on use; higher consumption increases damage.
60% damage reduction, when responding to an attack: gain 1 layer of Wet Mark.
Reduces damage taken by 70%. Counter Attack: Gain +70% to Attack and Magic Attack.
Deals physical damage to the enemy creature.
Deals Physical DMG. If this skill defeats an enemy, restores 6 Energy.
Deals Magic damage. Counter status: Additionally interrupts the countered skill.
Deals magic damage to the enemy creature.
Deals Physical Damage. The enemy gains Combo Count -3.
90% damage reduction, if last used skill was an attack, this skill energy cost -2, when responding to an attack.
Deals Magic damage, Adaptive: Magic Attack skills.
Deals Physical Damage. When the weather is Rain, this skill's Energy Cost -2.
Grass, Electric, Martial
Fire, Ghost, Mech
Progress: 8 items