Windriding Combo
After using a Wing-type skill, gains +1 Combo Count.
Highland Form
The high mountain environment is even colder. The mountain griffin family has evolved body structures to resist the cold here. Besides the stiff flight feathers, their bodies also have large amounts of down—this down is water-repellent, wind-resistant, and extremely thick; even a young Roco blowing hard cannot part it.
After using a Wing-type skill, gains +1 Combo Count.
At the start, use [Ride the Wind] to seize Speed, then use [Peck] to stack combos or [Feather Flight] to dispel enemy buffs as needed. Once Speed advantage is established, use [Flash Strike] for high-power harvest. Energy management is easy with a brisk rhythm.
This build maximizes Sacred Griffin's Speed stat and trait, using [Ride the Wind] to establish Speed advantage, [Peck] to steadily stack combos, [Flash Strike] to finish off, and [Feather] for functional counterplay, forming a complete high-speed rush cycle.
Core damage skill with low Energy cost (15) and built-in 2 Combo Hits. With the trait "Riding Wind Combo," it effectively grants 3 Combo Hits, serving as the foundational skill for stacking Combo Hits and sustained damage.
Key Speed boost skill: 0 Energy Cost with +120 Speed ensures Divine Griffin's stable priority with 100 base Speed, triggering priority effects of "Gale Thrust" and "Fanning."
Core burst skill, 60 energy cost, higher speed than enemy increases power, after "Riding Wind" enhancement can easily deal high damage, core cleanup method for speed-attack builds.
Support utility skill, 0 energy cost, Swift trait ensures priority, can dispel enemy buffs, has strategic value against buff-reliant opponents, without disrupting output rhythm
At the start, choose "Molting Acceleration" or "Triple Break" for buffing (prioritize "Molting Acceleration" if Swift is available). On turn 2, use the other skill to complete buffs or directly use "Counter Every Move" to trigger power bonus. On turn 3, use "Fan Wind" for ultimate finishing. Slower tempo but extremely high burst.
This build abandons Speed racing, instead using [Triple Break] and [Feather Acceleration] to double buff Physical Attack and skill power, then using [Counter Move] and [Fan Wind] for ultra-high burst, suitable against slower but tankier opponents.
Core combo buff skill. 0 energy cost, provides ATK +30% and 3 combo hits. With trait, effectively gains 4 combo hits. Key buffing tool before burst, significantly boosting subsequent skill damage.
High energy cost high return skill, 75 energy, +50% power when moving first, used after 'Triple Break' boosts Physical Attack and stacks high Combo, can deal devastating damage, core burst skill of enhancement style.
Output skill for enhancement builds. 65 energy cost. When a status skill was used last turn (such as Triple Break, Molt Acceleration), power +55. Perfectly fits this "Enhance → Burst" rhythm.
A global power-boosting skill with 0 Energy cost, granting +20 Power to all skills and comes with Swift. Can be used before or after "Triple Break," further increasing the damage cap of "Fanning Wind" and "Counter Every Move."
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