Crackle!
On first action after entry, selected skill usage count +1.
Companions often fight, clashing with heads or fists, each collision sparking with electric light. Most Rats are taciturn but have a strong sense of justice, and they will step in to help Rocos and Spirits in trouble.
On first action after entry, selected skill usage count +1.
Lead or mid-switch in, prioritize Magic Boost buffing, Range Battery for mark stacking, Superconducting Acceleration for speed and Burst setup, finishing with Thunderstorm. High speed and ability secure turn priority.
Built around Thunderstorm's burst stacking mechanic. Acquire Marks through Extended Battery to trigger burst, Superconducting Acceleration provides Speed and additional burst, Magic Boost maximizes Magic Attack output. Trait gives Thunderstorm +1 initial use count to ensure burst stability.
Core burst skill, combined with trait for +1 initial use count, and burst effect can stack all previous bursts, extremely high late-game damage
Low-cost magic damage skill that grants +30 Speed buff, compensating for speed tier to ensure first strike, while setting up [Thunderstorm] for [Burst].
0 Energy gain Charge Mark. Mark can trigger Burst effects, providing resources for Thunderstorm and Superconduct's Burst mechanics.
0 Energy Cost buff skill. +70% Magic Attack greatly boosts output capability of Thunderstorm and Superconduct Acceleration. Core of buff-focused builds.
Enter with speed advantage, use Paralysis for speed control or Arc for output, Flash Strike deals damage then retreats, repeatedly enter to consume. Avoid hard fighting against ground-type counters, use retreat mechanic for trades
Leverage Ratt's base Speed of 100 for a hit-and-run attrition playstyle; Flash Strike + U-Turn forms the core all-in-one offensive/defensive skill; disengage immediately after use to avoid being OHKOed by Ground-types; Thunder Arc and Paralyze provide both damage and control, while Extended Battery supports the burst-oriented system.
2-hit Physical damage + Retreat. Only 45 Energy cost and benefits from trait use count +1. Hit and run to ensure survival—core to guerrilla tactics.
0 Energy gain Charge Mark. Provides resource support for Arc and other Burst skills. Zero cost prevents hand clog.
Physical damage skill: +40 power when surging; combines with Extended Range Battery's mark for high physical damage, moderate energy cost
0 Energy: Weakens enemy—priority -1 combined with its 100 Speed can contest first move priority. When responding to defense, dual attack -70% significantly reduces enemy output.
Anticipate enemy status skills to use 'Block' to interrupt rhythm, or 'Forced Restart' to switch out enemy's fully buffed creature, counter enemy core tactics through counter mechanics, 'Flash Strike Return' for finishing or safe exit, suitable for targeting specific compositions
Dual Counter skill combo. Targets enemy creatures that rely on status effects or need to stay on field. Blocks and interrupts key skills, Force Restart to swap out enemy core, Flash Strike and Return provide flexible damage and retreat, Extended Battery costs 0 energy to avoid hand clog.
Interrupts enemy skill when Countering. 80 Energy cost is moderate, highly effective against status-dependent enemy Elves.
Forces enemy return when Countering. 90 Energy cost, combined with Trait +1 first use count for continuous pressure, controlling enemy tempo.
0 Energy gain Charge Mark. Zero cost doesn't disrupt response skill rhythm while providing Burst resources.
2-hit Physical damage + Retreat. Low 45 Energy cost allows follow-up damage after Counter skills or safe disengagement.
Deals physical damage to the enemy creature.
Reduces damage taken by 70%. Counters attacks.
Self gains +70% Magic Attack.
Deals Magic damage. User gains Speed +30.
Returns to the field at the end of the turn. The selected skill gains +1 use count next turn.
Deals Magic damage. Burst: This skill's Energy cost -1.
Self gains 1 stack of Charge Mark.
Deals Physical DMG. Burst: This skill's Power increases by 40.
Enemy priority -1. When responding to Defense: Additionally, enemy gains -70% ATK and MATK.
Deals physical damage to the enemy creature.
Deals physical damage, 2 Combos. Self retreats.
Deals Magic damage. Burst: This skill gains all Bursts that have taken effect. For each Burst gained, this skill's Energy cost +1 and power +10.
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.
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.
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.
Deals physical damage to the enemy creature.
Deals physical damage, 2 Combos.
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. When this skill is in slot 3, Power +40, Transmission 1.
Deals physical damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals physical damage to the enemy creature.
Enemy gains Dual Defense -70%. When countering Defense: Self additionally gains Physical Attack +70%.
Deals physical damage. Counter state: Self gains Physical Attack +100%.
Self gains +40 All Skill Power, if the enemy switches Elves this turn, additionally gains +50 Power.
Deals Physical DMG. Gains Cute: This skill's Power increases by 60.
Deals Magic damage. When self has debuffs, this skill's Power +60.
The enemy gains Magic Attack -20%, Speed -20, 2-hit combo.
Deals Magic damage. Self recovers 1 Energy.
Deals Magic damage. For each Insect Chirp carried by party members, this skill's combo count +1.
Deals physical damage, 1 Combo. After each use, this skill's Combo Count permanently +1.
Deals Magic DMG. 1 Combo. Counter State: This skill becomes 3 Combo.
Each turn, randomly transforms into a skill from another creature on your team.
Self gains +30% Physical Attack, 3 Combo Strikes.
Self gains +100% Physical Attack.
Self gains +3 Combo Count.
Self and the enemy gain Adorify: Restores 40% HP.
Deals Physical Damage. The enemy gains 1 stack of Lightning Attraction.
Deals magic damage to the enemy creature.
Earth
Electric, Wing, Mech
Progress: 3 items