Rare Flowerling
Gains different effects upon entry based on its own bloodline.
The juvenile form of the Rare Flower Seed. Extremely light, it drifts with the wind. It has wing-like bracts behind it with special membranes that provide wind and water protection, ensuring their healthy growth.
Gains different effects upon entry based on its own bloodline.
Open with Magic Boost to increase Magic Attack, use Sunny Day to enhance Light-type or direct Drain depending on situation, Aromatic Lure used on key turns to interrupt enemy tempo.
Centered around magic attack, boosting output through Magic Boost + Clear Sky dual buffs, Drain for sustain, Aromatic Lure for control and combos
Core buff skill. +70% Magic Attack greatly increases damage output, setting up for subsequent magic damage skills.
This type's Magic damage + lifesteal, damage and healing combined after Magic Boost, strong sustainability.
Light-type core enhancement, permanently increases Light-type skill power by 50%, used with Light Spear or subsequent Light-type skills
Provides +3 Combo count and interrupt control, with bonus Stun when countering Defense, extremely versatile.
After Magic Boost, Chlorophyll Beam for burst damage, Root Absorption maintains HP and energy, use Grafting to escape when critical; suitable for prolonged battles
Pure Magic Attack Burst + Sustain combination, Chlorophyll Beam as the highest power magic skill combined with Magic Boost for burst damage, dual healing skills ensuring survival.
Core buff skill. +70% Magic Attack is the highest magnitude damage buff.
High-power Magic damage skill (120 Energy), extremely high burst after Magic Boost
Restores 15% HP + 4 Energy, ensuring sustained combat capability and alleviating high Energy cost pressure.
Restores 15% HP and leaves the battlefield, suitable for surviving at low HP or tactical rotation.
Diffuse Reflection opens with dual-typing boost, Light Spear for stable output, Closing In grows stronger with use, and Clear Sky enhances Light-type when responding to defense; suitable for mid-to-long games
Physical Attack growth build, abandoning boosting skills, relying on Diffuse Reflection's dual-type bonus + Closing Attack's scaling, Light Spear provides stable combo output
3-hit physical damage, combined with Sunny Day's Light-type power boost, also has decent physical attack output.
Light-type core enhancement, increases Light Spear power, doubled effect when facing Defense
Dual-type power +35, simultaneously boosting Light Spear (Light-type) and Closing Attack (Grass-type), increasing overall output.
Grass-type physical skill with permanent +45 power per use, growing stronger in prolonged combat—decent early damage when paired with Diffuse Reflection.
Deals Magic damage and drains 100% HP.
70% damage reduction, when responding to an attack: this skill becomes the responded skill.
Self gains +70% Magic Attack.
Deals physical damage to the enemy creature.
Restore 10 energy to self.
Deals physical damage, 3 Combos.
Restore 15% HP and 4 energy to self.
Deals physical damage to the enemy creature.
Enemy gains 1 stack of Cuteness.
Deals Magic damage. For each other-type skill used, this skill's Power permanently +30.
Up to 1 skill per type gains +35 power.
Deals physical damage. After each use, this skill's power permanently increases by 45.
Restore 15% HP to self, then retreat.
Deals magic damage to the enemy creature.
Light-type skill power permanently +50%, Counter Defense: changed to permanently +100%.
Self gains +2 Combo Count. Counter Defense: Additionally causes Interrupt, and the enemy gains Stun next turn.
Deals magic damage to the enemy creature.
Deals physical damage to the enemy creature.
Enemy gains 10 stacks of Burn.
Energy cost of next Skill used -6.
Deals physical damage to the enemy creature.
Self gains +60% Physical Attack and Physical Defense, Against Defense: additionally doubles own buffs.
Enemy gains 4 stacks of Freeze.
Charge up to deal magic damage to the enemy.
Enemy priority -1. When responding to Defense: Additionally, enemy gains -70% ATK and MATK.
Enemy gains 5 stacks of Poison.
Restore 2 energy to self; your team gains 1 Devotion: energy cost -2.
Self gains +40 All Skill Power.
Self gains +20 All Skill Power, Swiftness.
Deals physical damage to the enemy creature.
Steal 3 Energy from the enemy.
Self gains 100% lifesteal.
The user gains +30 Speed. If this skill is in slot 1 or 3, additionally gains +80% Physical Attack and Transmission 1.
Deals physical damage to the enemy creature.
Deals magic damage to the enemy creature.
Restore 4 energy to self, and gain MATK +70%.
Enemy gains 1 stack of Parasite.
Deals Magic damage. Carrying skills of other types grants this skill different effects.
Self gains +30 All Skill Power, Against Defense: changed to +60 Power.
Deals Physical DMG. If attacking before the enemy, this skill's Power increases by 50%.
Deals physical damage, 1 Combo. If attacking before the enemy, changes to 3 Combos.
Swift, dispels 1 buff from the enemy.
Deals Magic damage. For every 5% HP lost, this skill's Power -10. Consumes all HP after use.
Each turn, randomly transforms into a skill from another creature on your team.
Dispels all buffs from the enemy.
Self gains +100% Physical Attack.
Self gains +80 Speed, Against Defense: changed to +160 Speed.
Restore 25% HP to self, Counter Defense: instead restore 50% HP.
100% damage reduction. Counter: Convert reduced damage into HP recovery, and this skill's energy cost permanently increases by 2.
Reduces damage taken by 70%. Counters attacks.
Grass, Fire, Ice, Poison, Bug, Wing, Ghost
Water, Light, Earth, Electric, Dark, Phantom
Progress: 8 items