Give an Inch, Take a Mile
When the weather is rainy or in other Water-type environments, gains +100% to both Attack stats.
Its physique resembles that of a Roco, with hollow eyes that seem lost in thought. The fur on its head is exceptionally soft and naturally curly, quite rare among duck sprites.
When the weather is rainy or in other Water-type environments, gains +100% to both Attack stats.
Quickly gains Physical Attack boosts via Power Boost; leverages Burst Rush and Scattered Hand’s response-triggered burst; Initiator Strike secures priority control or finishes weakened foes. Requires predicting opponent actions to activate response effects—suited for mid-tempo exchanges.
Startup enhancement with [Power Boost], [Blast Rush] at 5x power in response state as core finisher, [Freeform] multi-hit defense break in response state, [First Strike] ensures action priority. Direct and aggressive playstyle, relies on predicting opponent pet swap or skills to trigger response state.
Core burst skill, 5x Power in Counter state. Combined with trait or [Power Boost]'s Physical Attack bonus, it can deal extremely high damage. This is Curly Duck's most threatening execution method.
6-hit multi-attack in counter status, combined with [Warm-up Exercise] +3 hits reaches 9 hits, has armor-breaking potential against high-defense units, and only 35 energy cost is very flexible
0 Energy: Physical Attack +100% buff, provides base damage guarantee for skills like [Burst Rush], [Scattered Hands], [One Punch], key to initiating burst.
Priority +1 Physical damage, used for HP pressure, finishing off, or interrupting enemy tempo, mitigating the risk of Curly Duck being outsped despite high Speed.
First turn: activate [Bloom] + [Warm-up] simultaneously to gain dual buffs to Power and Combo. Follow up with sustained multi-hit damage from [Sanshou] and [Thorn Vine]. Does not rely on Counter status triggers, offering strong stability and suppression against high-defense teams, but lacks burst one-shot potential.
Dual 0-cost startup with [Bloom] + [Warm-up Exercise], gaining permanent +30 power and +3 combo count buffs, [Freeform] and [Thorn Vine] as multi-hit damage core, extremely high total damage without needing to predict response state. Stable playstyle, suitable for prolonged combat.
0 Energy Cost provides all skill Power +30, +60 when used against Defense. Permanent damage increase without turn startup, higher returns when combined with multi-hit attacks.
0 energy cost +3 hits, directly increasing total damage of multi-hit skills like [Scatter Strike] and [Thorn Vine], multiplicatively stacking with [Full Bloom]'s power bonus.
6 hits in counter status, combined with [Warm-up Exercise] reaches 9 hits, each hit enjoys [Blossom] power bonus, has extremely strong armor-breaking and HP-shredding ability against high-defense units
2-hit low-Energy skill; combined with [Warm-up], reaches 5 hits. Serves as stable multi-hit damage when [Sanda] fails to trigger Counter, with only 45 Energy cost for great flexibility.
After Power Boost, seeks openings to OHKO with One-Punch; Root Absorption and Vine Constrict maintain healthy Energy and HP—enabling One-Punch every 2–3 turns. Best against frail or low-HP targets; lacks bonus effects when used in response to status conditions.
With [Power Boost] enhanced [One Punch] as core finisher, [Root Absorption] and [Vine Bind] dual sustain ensure high energy cost cycling, [Vine Bind] also provides stable damage. Simple and direct playstyle, suitable for endgame cleanup and one-hit KO tactics.
140 Energy high-power Physical damage, highest base damage, used for finishing low-health targets or one-shot kill after boost
0 Energy cost, restores 15% HP and 4 Energy. Ensures sustain after [One Punch]'s high energy cost, maintaining healthy HP.
0 Energy: Physical Attack +100%, provides necessary damage bonus for [One Punch], otherwise 140 Energy Cost for raw damage has poor cost-performance.
80 energy Physical damage + restores 5 energy. Serves as transitional damage during 【One Punch】 downtime, alleviates energy pressure, and ensures an alternative sustain method besides 【Root Absorption】.
Restore 15% HP and 4 energy to self.
Deals physical damage, 2 Combos.
Deals physical damage. Counter state: Self gains Physical Attack +100%.
Self gains +100% Physical Attack.
Deals physical damage to the enemy creature.
Self gains +3 Combo Count.
Deals Physical DMG. Restores 5 Energy to self.
Self gains +30 All Skill Power, Against Defense: changed to +60 Power.
Deals Physical DMG. Priority +1.
Deals Physical DMG. If the enemy switches Roco this turn, restores 7 Energy to self.
Deals physical damage. Counter state: This skill's Power becomes 5x.
Deals physical damage to the enemy creature.
Deals physical damage, 2 Combos. Counter state: This skill changes to 6 Combos.
Deals physical damage. Counter state: Restores 50% HP and 5 Energy to self.
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 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 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 physical damage. When this skill is in Slot 1, Power +60. Transmission 1.
Deals physical damage to the enemy creature.
Changes the weather to Rain for 8 turns.
Deals Physical Damage. Counter Status: This skill's Energy Cost permanently -3.
Energy cost of next Skill used -6.
Deals physical damage, 1 Combo. If attacking before the enemy, changes to 3 Combos.
Deals Physical DMG. If a Status skill was used last turn, this skill's Power increases by 55.
Deals physical damage, 2 Combos. Counter state: This skill's Combo Count doubles.
Deals physical damage. Counter state: This skill's Power becomes 3x.
Each turn, randomly transforms into a skill from any enemy creature, and that skill's energy cost -2.
Dispels all buffs from the enemy.
Restore 25% HP to self, Counter Defense: instead restore 50% HP.
Reduces damage taken by 70%. Counters attacks.
Deals physical damage. Counter state: Additionally interrupts the countered skill.
Deals physical damage. Counter state: This skill's Power becomes 2x.
50% damage reduction. Counter: Next action gains Priority +1.
60% damage reduction, when responding to an attack: all skill energy cost -2.
Deals Physical Damage. When the weather is Rain, this skill's Energy Cost -2.
This skill has -1 priority. Choose: If your HP is below 20%, restore 60% HP; or if your HP is above 80%, gain +150% Physical Attack.
Wing, Fire, Ice, Poison, Cute, Phantom
Water, Light, Electric, Dark, Earth
Progress: 8 items