Overtone Series
After using a status skill, the enemy gains the effect of the Clamor skill for 3 turns.
It has a hollow-structured tail that produces trumpet-like sounds when air and water flow through. A highly social creature, it frequently hosts grand concerts where different Trumpet Sprites take turns showcasing their musical talents, creating breathtaking ensemble performances.
After using a status skill, the enemy gains the effect of the Clamor skill for 3 turns.
Frequently use 0-energy status skills to trigger traits for enemy energy disruption, while boosting self Magic Attack, use Water Cannon for sustained output.
Utilize Provoke and Salt Bath, two 0-energy status skills, to frequently trigger trait and disrupt enemies. Moisturize provides Magic Attack boost, and Water Cannon as a scaling main output becomes cheaper over time. This build balances disruption, buffs, output, and endurance, making it the most comprehensive moveset for Haor Fish.
Core disruption skill. 0 energy cost use triggers trait [Overtone Series], inflicting [Noise] on enemy (+3 energy cost), greatly limiting enemy skill cycles, especially countering high-energy cost skill systems.
Core buff skill. 0 energy cost for massive +190% Magic Attack boost. Combined with trait disruption triggers, foundation for Haor's damage output.
Main DPS skill, 110 power Water-type Special Attack, permanently reduces Energy cost by 1 per use, grows stronger over time, considerable damage with Moisture's Special Attack boost.
0 Energy gain All Skill Energy Cost -2, -3 when responding to Defense. Greatly reduces skill cycle pressure while triggering trait to disrupt enemy. Key to sustain and prolonged combat.
At the start, use Rain Dance to set weather; after Moisturize buff, use Water Cannon for burst damage; Provoke disrupts enemy rhythm.
Rain Dance activates Rainy Day weather to boost Water-type damage; Moisture provides Magic Attack buff. With dual amplification, Water Cannon output is extremely high. Provoke provides disruption and trait triggering. This build pursues extreme output but lacks sustain, suitable for speed attack playstyle.
0 Energy Interference: Triggers trait to apply [Noisy] to enemy, limiting enemy actions
Changes weather to Rain (8 turns). Water-type skill power increases. Synergizes with own Water-type output to boost damage.
Main DPS, 110 power, scalable Energy reduction, higher damage under Rain.
Core buff. 0 Energy cost for +190% Magic Attack. Under Rain + buff dual amplification, Water Cannon damage explodes.
Enemy's skills except the one used this turn gain Energy Cost +3 for 3 turns.
Reduces damage taken by 70%. Counters attacks.
Deals Magic damage. Self recovers 1 Energy.
Deals magic damage to the enemy creature.
Dispels all debuffs from self and gains -1 Energy Cost for all skills.
Deals magic damage to the enemy creature.
Self gains 1 stack of Wet Mark.
80% damage reduction, when responding to an attack: retreat.
Deals Magic damage. After each use, this skill's Energy Cost permanently -1.
Self gains +190% Magic Attack.
Deals Magic damage. For every -1 Energy Cost of this skill, Power +10.
Changes the weather to Rain for 8 turns.
Self gains -2 All Skill Energy Cost, Against Defense: changed to -3 Skill Energy Cost.
Restore 30% HP to self.
Restore 10 energy to self.
Enemy gains 10 stacks of Burn.
Deals magic damage to the enemy creature.
Deals magic damage to the enemy creature.
Self gains +60% Physical Attack and Physical Defense, Against Defense: additionally doubles own buffs.
Enemy gains 4 stacks of Freeze.
Charge up to deal magic damage to the enemy.
Enemy priority -1. When responding to Defense: Additionally, enemy gains -70% ATK and MATK.
Enemy gains 5 stacks of Poison.
Restore 2 energy to self; your team gains 1 Devotion: energy cost -2.
Self gains +40 All Skill Power.
Self gains +20 All Skill Power, Swiftness.
Self and the enemy gain Adorify: Restores 40% HP.
Deals Magic damage. Self recovers 1 Energy.
Self gains 100% lifesteal.
The user gains +30 Speed. If this skill is in slot 1 or 3, additionally gains +80% Physical Attack and Transmission 1.
Enemy gains 4 stacks of Starfall Mark.
Deals magic damage to the enemy creature.
Deals magic damage to the enemy creature.
Steal 3 Energy from the enemy.
Self gains +90% Magic Attack, if the enemy switches Elves this turn, self gains +70 Speed.
Enemy loses 3 energy. When responding to Defense: Changed to enemy loses 6 energy.
Deals physical damage. This skill's position will not change.
Restore 2 energy to self, swap positions of skills on both sides.
Each turn, randomly transforms into a skill from any enemy creature, and that skill's energy cost -2.
Energy cost of skills used by enemy this turn +7, lasts 3 turns.
Enemy gains 1 stack of Thorn Mark.
Self gains +80 Speed, Against Defense: changed to +160 Speed.
Self gains +70% Magic Attack.
Enemy gains All Skill Energy Cost +1. When countering Defense: Instead becomes Energy Cost +3.
Grass, Electric
Fire, Mech
Progress: 3 items