Current Stimulation
Equipped attack skills gain Surge: +40 Power.
Moonlight Energy Form
The mane on its head consists of numerous semi-transparent keratin filaments with light-conducting properties, efficiently channeling moonlight energy. When fully charged, the tail mane displays a continuous flowing silver mist visual effect.
Equipped attack skills gain Surge: +40 Power.
At the start, use Magic Boost to buff. Then choose Superconduct (Electric) or Rainbow Impact (Light) for same-type damage based on enemy attribute. Use Overexposure stacking to finish the endgame. Trait ensures all attack skills have +40 power, making damage extremely impressive.
Maximize the trait [Electric Stimulation]'s burst power bonus. Build an Electric-Light dual-type high burst output system. Superconduction and Rainbow Impact as dual-native high-damage skills, combined with trait for stable output; Overexposure quickly stacks layers through dual-type skills to become stronger the longer the battle; Magic Boost provides key strengthening window, making burst even more terrifying.
Core burst skill, 95 Energy cost Magic damage. The trait "Electric Stimulation" grants +40 Power after Surge, and the skill's innate Surge effect reduces Energy cost by 1, forming a virtuous cycle of high damage and low consumption. This is the preferred choice for Electric-type damage output.
Light-type high-damage skill, 100 energy magic damage, with trait Eruption +40 power, serves as Light-type same-type damage supplement coverage, counters Electric-resistant targets.
A powerful stacking damage skill; 60 energy cost Magic damage, permanently +30 power per other-type skill used. This set carries Electric + Light dual-types; Overexposure can quickly stack layers, with extremely high late-game power—an endgame harvesting tool
0 Energy Cost buff skill. +70% Magic Attack greatly boosts output capability. Using at the start or on key turns causes subsequent skill damage to undergo qualitative change. Standard configuration for special attackers.
Use Sky Light to gain corresponding attribute output based on weather. Extended Range Battery stores energy for sustain. Superconduct as stable Electric output. When unfavorable or mission complete, use Power Up for safe retreat, creating entry opportunities for teammates.
Build a flexible guerrilla playstyle, utilize Sky Light's weather synergy for versatile attribute strikes, Extended Battery ensures energy sustain, Power Up enables safe switching. Suitable for tactical environments requiring frequent switches and tempo control.
Special mechanic skill: 95 energy magic damage, type matches weather type. Can change to corresponding attribute under specific weather, combined with Electric+Light dual typing achieves triple-type coverage, flexibly handles different resistance targets.
Core burst skill, with +40 burst power under trait buff, and innate burst cost reduction, forms a dual high-damage magic damage skill combo with Sky Light to ensure stable output.
0 Energy cost Energy Storage skill, gain 1 Charged Mark layer. Can pair with subsequent high-cost skills or specific mechanics, providing Energy sustain assurance for more comfortable high-cost skill usage.
0 Energy Cost switch skill. User exits and restores 8 Energy to the switching-in creature. Suitable for guerrilla tactics—safely retreating after dealing key damage or charging Energy, assisting teammate entry.
Find safe turns to use Magic Boost, then choose between Superconduct/Rainbow Impact for suppression or Thunderstorm for limit burst kills depending on the situation. Thunderstorm's terrifying power under trait effects makes it the core method for eliminating high-threat targets.
Extreme Special Attack Burst Build: Thunderstorm combined with trait can achieve single-skill limit damage (trait burst + skill innate burst stacking), an OHKO-oriented playstyle. Superconduct and Rainbow Impact provide stable dual-type output, with Magic Boost ensuring burst quality.
Extreme burst skill: 55 cost magic damage, Eruption effect inherits all active Eruptions (including trait's +40 power), each Eruption gained +1 cost +10 power. Trait Electric Stimulation directly provides 1 Eruption, base power is already extremely high, the skill with theoretically highest damage ceiling.
Core Electric-type output. Forms dual Electric-type skill combo with Thunderstorm. Sufficient power under trait buff with built-in cost reduction, complementing Thunderstorm's high Energy cost.
Light-type damage supplement, 100 energy magic damage, trait Eruption +40 power, counters Electric-resistant targets, ensures not limited by single attribute.
0 Energy Cost buff. Magic Attack +70% is a transformative skill for special attackers. Thunderstorm and Superconduction as high-power skills heavily rely on Magic Attack bonus. Buff-then-burst is standard procedure.
Self gains +70% Magic Attack.
Deals physical damage to the enemy creature.
Deals Magic damage. Burst: This skill's Energy cost -1.
Up to 1 skill per type gains +35 power.
Reduces damage taken by 70%. Counters attacks.
Deals physical damage to the enemy creature.
Self gains 1 stack of Charge Mark.
Deals magic damage to the enemy creature.
User switches out; the incoming ally regains 8 Energy.
Deals Magic damage. This skill's type matches the Weather type.
Deals magic damage to the enemy creature.
Deals physical damage, 3 Combos.
Deals Magic damage. For each other-type skill used, this skill's Power permanently +30.
Deals Magic damage. Burst: This skill gains all Bursts that have taken effect. For each Burst gained, this skill's Energy cost +1 and power +10.
Deals Magic damage. Counter status: At end of turn, returns enemy Sprite to the field.
Deals magic damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals physical damage to the enemy creature.
Deals physical damage to the enemy creature.
Deals physical damage to the enemy creature.
Deals physical damage to the enemy creature.
Enemy gains 4 stacks of Freeze.
Charge up to deal magic damage to the enemy.
Deals magic damage to the enemy creature.
Deals physical damage to the enemy creature.
Deals physical damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals physical damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals physical damage to the enemy creature.
Deals physical damage to the enemy creature.
Deals Magic damage. When this skill is in slot 3, Power +40, Transmission 1.
Deals physical damage to the enemy creature.
Deals physical damage, 2 Combos. Self retreats.
Deals magic damage to the enemy creature.
Deals physical damage to the enemy creature.
Enemy gains Dual Defense -70%. When countering Defense: Self additionally gains Physical Attack +70%.
Self gains +40 All Skill Power, if the enemy switches Elves this turn, additionally gains +50 Power.
Deals Magic damage. If the target's Energy equals 0, deals 20x damage.
Deals physical damage. For every 1 Energy the enemy has, this skill's Power -10%.
Deals Magic DMG. 3 Combo. If the enemy switches Roco this turn, this skill's Combo count increases by 3.
Deals Magic damage. Counter status: Additionally interrupts the countered skill.
Deals physical damage, 1 Combo. After each use, this skill's Combo Count permanently +1.
Each turn, randomly transforms into a skill it doesn't have equipped, and that skill's energy cost -2.
On next attack, Skill Power +70.
Dispels all buffs from the enemy.
Self gains +30% Physical Attack, 3 Combo Strikes.
Enemy priority -1. When responding to Defense: Additionally, enemy gains -70% ATK and MATK.
Self gains +3 Combo Count.
Deals Magic damage, +50% damage against Hybrid Spirits.
Deals physical damage. Choice: Power +50 if the opponent has a Light-type skill, or the countered skill becomes Piercing when countering.
Grass, Earth, Ghost
Electric, Wing, Dark, Mech, Phantom
Progress: 9 items