Kaka Dash
If acting before the enemy, gain Combo Count +1 after acting.
It possesses two beautiful large tails. Though unable to fly, it can glide for a distance by holding onto its tails. Its body emits a fragrant scent during gliding because this species is generally somewhat afraid of heights, releasing nerve-soothing pheromones when nervous to bolster its courage.
If acting before the enemy, gain Combo Count +1 after acting.
At the start, Ecdysis Acceleration buffs self and grants Swiftness; after securing first move, use Gale Stab to trigger 3 combos + trait +1 combo, combined with Storm Eye doubling combo count to deal burst damage; Feather Blade is used for cleanup or responding to status to force a switch.
Maximize 120 base Speed and 'KaKa Dash' trait combo bonus: Molt Acceleration ensures first strike, Gale Thrust + Storm Eye for extreme combo burst, Feather Blade provides reaction option. Strong skill synergy, reasonable energy distribution (0/0/25/75)
Core damage skill. Low 25 Energy cost. Base 1 combo, changes to 3 combos if attacking before enemy. With trait 'KaKa Dash', +1 additional combo when going first, achieving 4-combo high burst. Core of speed-attack builds.
Enhancement skill, provides +20 power to all moves and Swift tag. Power boost increases all output skill damage, Swift ensures first strike to trigger Gale Thrust's 3-hit condition and trait effect, key support for speed attack build
Combo amplifier: +100% combo count (doubles) when acting. Combined with Trait +1 combo and Gale Stab's 3 combos, achieves terrifying (3+1)×2=8 combo burst. Core skill for maximum damage output
Finisher and Counter skill, 75 energy cost for physical damage, forces enemy emergency switch when in Counter state. Provides tactical finishing ability, can force switch when Counter triggers, creating advantage for the team
Molt Acceleration opening for buffs, prioritize Gale Stab for first-strike high combos, use Heavy Slam for stable output when energy is sufficient, use Peck when low on energy or for finishing, overall flexible and stable playstyle
More stable physical attack configuration, retaining core speed components (Molt Acceleration + Gale Thrust), substituting Violent Impact for Storm Eye as stable damage, with Peck providing low-cost option. Suitable for energy management or matches requiring consistent performance
High-power Physical attack, 65 Energy cost dealing Physical damage. An unconditional stable damage skill used when priority cannot be guaranteed or stable damage is needed, filling the damage gap when Gale Thrust's condition isn't met.
Core damage skill. Low 25 Energy cost. 3 combos when going first, +1 combo from trait for 4 combos total. Stable returns even without Storm Eye trigger. Main source of combos.
Enhancement skill, provides +20 power and Swift. Ensures first strike to trigger Gale Thrust effect, while boosting Heavy Slam damage, foundation of speed attack system
Low-cost cleanup skill with 15 Energy cost and 2 hits. Used when energy is tight or to finish off low-HP targets; 2 hits can become 3 hits with trait synergy, extremely cost-effective.
At the start, Ecdysis Acceleration; then use Rewrite: Adapt each turn, with Gale Stab as stable damage output interspersed; Sonic Bullet for situations requiring Magic Attack; overall playstyle is unpredictable, relying on random luck.
An entertainment build centered on Rewrite, gaining random new skills each turn, paired with Eclosion for speed priority, Gale Thrust as stable damage backup, and Sonic Bullet for Magic damage option. Low stability but high fun factor, ceiling depends on random outcomes.
Special mechanic skill: each turn randomly becomes an unequipped skill with -2 energy cost. Extremely high ceiling, may become high-power skill or practical support, but poor stability, suitable for casual or luck-based play
Core combo damage. Preemptive 3 combo hits + trait +1 combo. Serves as stable damage insurance, providing output even when Rewrite randomizes to unfavorable skills.
Enhancement skill, provides +20 power and Swift. Ensures first strike to trigger Gale Thrust, while boosting damage when Rewrite randomizes to attack skill
Magic Attack Chain Strike skill, 60 Energy cost for 1 chain hit. Expands type coverage, used when Rewrite rolls undesirable skills or Magic Attack output is needed; 1 chain hit becomes 2 with trait synergy
Deals physical damage, 2 Combos.
Reduces damage taken by 70%. Counters attacks.
Each turn, randomly transforms into a skill it doesn't have equipped, and that skill's energy cost -2.
Deals physical damage to the enemy creature.
Self gains +70% Magic Attack.
Deals Magic DMG. 1 Combo.
Gains +100% Combo Count.
Deals physical damage, 3 Combos.
Self gains +20 All Skill Power, Swiftness.
Deals physical damage, 1 Combo. If attacking before the enemy, changes to 3 Combos.
Self gains +80 Speed, Against Defense: changed to +160 Speed.
Deals magic damage to the enemy creature.
Deals Magic damage. Swift.
Deals physical damage. Counter state: Causes the enemy to Emergency Retreat at the end of the turn.
Deals Magic DMG. 1 Combo. Counter State: This skill becomes 3 Combo.
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.
Deals physical damage to the enemy creature.
Deals physical damage to the enemy creature.
Charge up to deal magic damage to the enemy.
Deals physical damage to the enemy creature.
Deals physical damage to the enemy creature.
Deals physical damage to the enemy creature.
Deals physical damage, 2 Combos.
Deals physical damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals physical damage to the enemy creature.
Deals physical damage. When this skill is in Slot 1, Power +60. Transmission 1.
Deals physical damage to the enemy creature.
On next attack, Skill Power +70.
Self gains +30% Physical Attack, 3 Combo Strikes.
Self gains +3 Combo Count.
Deals physical damage, 1 Combo. After each use, this skill's Combo Count permanently +1.
Deals Magic DMG. 3 Combo. If the enemy switches Roco this turn, this skill's Combo count increases by 3.
Deals physical damage, 2 Combos. Counter state: This skill's Combo Count doubles.
Deals Physical DMG. Swift. Counter State: This skill's Power becomes 1.5x.
Restore 25% HP to self, Counter Defense: instead restore 50% HP.
Deals Magic DMG. 2 Combo.
2-hit combo. Each hit restores 8% of own HP. After use, this skill's hit count permanently increases by 1.
Deals physical damage, 2 Combos.
Deals magic damage to the enemy creature.
Deals physical damage. Counter state: Restores 50% HP and 5 Energy to self.
2-hit combo, each hit grants self Magic Attack +60%.
Deals physical damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals magic damage, 3 combo hits. Shift: Wing-type defense skill.
Deals Physical Damage, 2-hit combo. Choice: After each use, this skill's Power permanently +10 or Combo Count permanently +1.
Ice, Electric
Grass, Bug, Ghost
Progress: 7 items