Windriding Combo
After using a Wing-type skill, gains +1 Combo Count.
Highland Form
Can only barely break through the shell at its head; the remaining eggshell accompanies the young griffin through childhood, protecting against the bitter cold of high mountains. Its skin is covered with tender yellow down that provides insulation and warmth.
After using a Wing-type skill, gains +1 Combo Count.
Stack Speed buffs to ensure first strike, triggering Gale Stab and Fan Wind's first-strike effects. Paired with the Riding Wind trait's combo, rapidly accumulate combo count for burst damage.
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Molt Acceleration provides power buffs and Swift, Triple Break greatly boosts Physical Attack and triggers trait combos, Counterstrike deals high power after status skills, and Flash Strike finishes based on speed difference.
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Feather disperses enemy buffs, Feathered Acceleration provides Swiftness and power boosts, Feather Blade forces the opponent to switch under Counter state, and Tornado doubles in power when countering skills, combining disruption with offense.
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Deals physical damage, 1 Combo. If attacking before the enemy, changes to 3 Combos.
Deals physical damage, 2 Combos.
Swift, dispels 1 buff from the enemy.
Self gains +120 Speed.
Reduces damage taken by 70%. Counters attacks.
Deals Physical DMG. If a Status skill was used last turn, this skill's Power increases by 55.
Self gains +20 All Skill Power, Swiftness.
Deals Physical DMG. If attacking before the enemy, this skill's Power increases by 50%.
Self gains +30% Physical Attack, 3 Combo Strikes.
Deals Physical DMG. The higher your Speed compared to the enemy's, the higher this skill's Power.
Self gains +80 Speed, Against Defense: changed to +160 Speed.
Deals physical damage. Counter state: Causes the enemy to Emergency Retreat at the end of the turn.
Deals Physical DMG. Swift. Counter State: This skill's Power becomes 1.5x.
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 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. If attacking after the enemy, changes to 3 Combos.
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 physical damage. When this skill is in Slot 1, Power +60. Transmission 1.
Deals physical damage to the enemy creature.
Deals physical damage, 2 Combos.
Deals physical damage, 1 Combo. After each use, this skill's Combo Count permanently +1.
Self gains +40 All Skill Power.
Self gains +40 All Skill Power, if the enemy switches Elves this turn, additionally gains +50 Power.
Deals physical damage, 3 Combos.
Up to 1 skill per type gains +35 power.
Deals physical damage, 2 Combos.
Deals Magic damage. If this attack is not countered by a defensive skill, dispels all marks from both sides.
Deals physical damage, 2 Combos. Counter state: This skill's Combo Count doubles.
Deals physical damage. Counter state: This skill's Power becomes 3x.
Enemy gains Physical Defense and Magic Defense -120%.
Each turn, randomly transforms into a skill it doesn't have equipped, and that skill's energy cost -2.
Self gains +3 Combo Count.
50% damage reduction. Counter: Next action gains Priority +1.
Deals Physical Damage, 2-hit combo. Choice: After each use, this skill's Power permanently +10 or Combo Count permanently +1.
Self gains +30 power to all skills. Choice: This use costs 1 less Energy, or when countering Defense, instead permanently gains +50 power to all skills.
Ice, Electric
Grass, Bug, Martial
Progress: 4 items