Overload
Attack skills gain Burst: Enemy gains +1 energy cost for all skills.
Often appear in groups to absorb more abundant electrical energy. In the folklore of cold region residents, large gatherings of Elec-Penguins often foretell extreme weather approaching. There is also a local custom—if thunderstorm weather occurs, place Elec-Penguins on the roof to prevent lightning from damaging the house.
Attack skills gain Burst: Enemy gains +1 energy cost for all skills.
At the start, use Clamor to disrupt enemy energy rhythm. Find opportunities to use Frost to weaken Magic Defense. Then alternate between Ice Edge Sweep and Polar Domain. The higher enemy energy cost, the stronger Ice Edge Sweep becomes, forming snowball effect.
An energy cost suppression burst build centered on the trait 'Overload'. Using Clamor and the trait to stack enemy energy costs, boosting Ice Edge Sweep's power; after Frost reduces magic defense, Arctic Domain deals burst damage.
Core damage skill with power scaling on enemy's total skill energy cost. Combined with Trait 'Overload' continuously increasing enemy energy costs, reaches extremely high power in late game.
0 Energy Cost Magic Defense debuff, creates damage conditions for Ice Edge Sweep and Polar Domain, -100% Magic Defense means effective damage doubled
High power Ice-type skill. Combined with Frost's magic defense reduction can deal extremely high damage; response state doubles Freeze, with crowd control potential.
0 Energy disruption skill. Directly increases enemy all attack skills Energy cost by 3. Stacks with Trait 'Overload' for Energy suppression, limiting enemy output tempo.
Utilize Frost to reduce Magic Defense before damage. Timely retreat allows Thunderbolt to stack power and Electrify to stack uses, with Mist Surround ensuring energy sustain. After multiple entries, Thunderbolt and Electrify become high-power, high-use stable damage sources.
Repeated entry guerrilla attrition build: Falling Thunder and Electrified both benefit from exit/entry mechanics, combined with Frost damage boost and Mist Surround energy sustain to form continuous attrition.
Power permanently +20 on each entry, suitable for tactics requiring multiple switches. Can become high-power stable output in late game.
Use count increases with field exit count, matching Thunder's multiple entry strategy, forming guerrilla attrition.
0 Energy Cost Energy recovery, recovery value equals half of enemy's total skill Energy Cost, in Energy Cost suppression tactics Energy recovery efficiency is extremely high.
0 Energy Cost Magic Defense debuff, provides damage amp for Thunderbolt and Electrify, ensures effective damage on every entry
At the start, use Superconduct Acceleration to seize Speed. Frost reduces M.DEF. Follow with Wind-driven Snow for stable damage, Clamor for continuous disruption. Speed advantage ensures control and damage initiative, suitable against opponents with similar Speed tiers.
Speed Attack Buff Field Control Build. Superconduct Acceleration ensures absolute first move, Frost reduces enemy Magic Defense, Wind-Blown Snow provides low-cost sustain, Clamor disrupts enemy tempo.
70 energy cost magic damage skill, provides +30 Speed boost, compensates for Elepenguin's high Speed being potentially countered, ensures initiative
30 Energy low-cost output with built-in 1 Energy restore, used when stable output and Energy sustainability are needed.
0 Energy Interference: Limits enemy output rhythm, creates buffing and output space for self
0 Energy Cost Magic Defense debuff, combines with Superconduct Acceleration's high speed and output to quickly establish advantage
Deals Magic damage. Self recovers 1 Energy.
Deals Magic damage. User gains Speed +30.
The enemy receives +2 Energy cost for all attack skills for 3 turns.
Deals Magic damage. Enemy gains Magic DEF -50%.
Reduces damage taken by 70%. Counters attacks.
Deals magic damage to the enemy creature.
Enemy gains Magic Defense -100%.
Deals Magic damage. This skill's Power equals 10x the total Energy Cost of enemy Sprite's skills.
Self gains 1 stack of Charge Mark.
Deals Magic damage. Each time leaving the field, this skill's uses permanently +1.
Restores Energy equal to half of the enemy's total skill Energy cost.
Deals Magic damage. Each time it enters the battle, this skill's power permanently increases by 40.
Deals Magic damage. If the target has Freeze, this skill's power +60. Counter Status: Doubles Freeze.
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.
Energy cost of next Skill used -6.
Deals magic 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.
70% damage reduction, emergency retreat, when responding to an attack: next entering creature gains damage reduction.
Deals physical damage, 2 Combos.
Reduces damage taken by 70%. Counter Attack: Gain +2 to combo count.
Deals physical damage to the enemy creature.
Deals magic damage to the enemy creature.
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 magic damage to the enemy creature.
Restore 2 energy to self, swap positions of skills on both sides.
Deals magic damage to the enemy creature.
Enemy gains All Skill Energy Cost +3. When countering Defense: Additionally inflicts Interrupt, and enemy gains Daze next turn.
Self gains +70% Magic Attack.
Each turn, randomly transforms into a skill from any enemy creature, and that skill's energy cost -2.
Deals Magic damage. Counter status: This skill's Power becomes 3x.
Deals Magic damage. Counter status: Additionally interrupts the countered skill.
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.
Returns to the field at the end of the turn. The selected skill gains +1 use count next turn.
Enemy gains 5 stacks of Freeze. When countering Defense: Additionally gains 5 stacks.
Deals Magic DMG. 3 Combo. If the enemy switches Roco this turn, this skill's Combo count increases by 3.
Deals magic damage. The opponent gains 1 stack of Freeze. Counter state: Gains an additional 4 stacks of Freeze. Shift: Freeze-related skill.
Deals magic damage. Choice: Power permanently +20 after each use, or this skill's Power +100% when countering.
Returns to the field at the end of its own turn. The carried attack skill gains 1 previously triggered Burst effect next turn. Counter Defense: Instead gains all previously triggered Burst effects.
Earth, Fire, Martial
Water, Light, Ice, Electric, Wing
Progress: 7 items