Overload Protection
Retreats after each action.
Always emits unintelligible "beep beep" sounds, seemingly using them to lure enemies. Its expression looks even more pained, as if the circulation of electricity within its body is a burden in itself.
Retreats after each action.
Hit-and-run guerrilla tactics, automatically retreating after each turn's action, actively controlling tempo through 'Increase Power' while charging teammates, using high-speed priority to suppress then switching out.
Maximize 'Overload Protection' trait: Auto-switch after each action, 'Power Up' actively controls switch timing and charges teammate. Dual physical skills (Cross Lightning + First Strike) with high speed form pressure, Manipulation provides control disruption. Positioned as high-speed guerrilla: hit and run, creating entry opportunities for teammates
Core utility skill. Actively triggers trait exit effect, while also restoring 8 Energy to the switched-in teammate, enabling team Energy cycling. The core of guerrilla tactics.
High-power Physical damage (100 Energy cost), serving as main damage skill, synergizing with Trait hit-and-run.
Priority +1 Physical damage skill with moderate 55 Energy cost, utilizing 120 high Speed to ensure priority suppression, synergizing with Trait for quick retreat.
0 Energy Interference Skill: Enemy's current skill costs +7 Energy for 3 turns. Using with priority greatly limits opponent's rhythm, then triggers trait to leave
Stack Falling Thunder power through repeated entry/exit, weaken opponent's key creatures with Paralysis, and let Falling Thunder grow into a high-threat output skill through frequent switching.
Magic DPS guerrilla setup. Thunderbolt's entry-based power stacking synergizes perfectly with frequent switching. Paralysis provides strong disruption, while Extended Battery enables low-cost charging. The overall strategy involves repeatedly entering and exiting battle to grow Thunderbolt's power while using Paralysis to weaken the opponent's key damage dealers.
Core utility skill. Actively triggers trait exit effect, while also restoring 8 Energy to the switched-in teammate. The foundation of any moveset.
High-power Magic output (100 Energy), permanently +20 Power per entry, suitable for guerrilla tactics with multiple entries, growing stronger with each battle.
0 Energy Interference Skill: Enemy priority -1, and when responding to Defense, additionally reduces both ATK by 70%. Effectively weakens opponent's output before leaving
0 Energy gain 1 Charge Mark, setting up for subsequent output. Low cost combines with trait for quick action then retreat.
Focus on utility skills, frequently entering and exiting to use Sunbath to clear buffs and Ionization Blast to reduce Speed, creating advantages for teammates without bearing primary damage responsibility.
A utility-focused hit-and-run setup: Sunny Day counters stat-boosting opponents; Ion Burst delivers team-wide slowdown support; Thunder Arc acts as burst damage. Overall role leans toward supportive disruption—frequent entry/exit enables low-cost utility skills to set up teammates’ damage windows, rather than focusing on personal DPS.
Core utility skill. Actively triggers trait exit effect, while also restoring 8 Energy to the switched-in teammate. The core foundation of all strategies.
0 Energy: Dispels all enemy buffs. Targets skill-enhancement-reliant opponents, clears first to trigger Trait retreat. Extremely functional.
80 energy Physical damage output. +40 power under Eruption condition. Combined with trait, opportunity to deal high burst then exit.
0 Energy Cost inflicts Speed -40 and 3-hit combo on enemy. Powerful speed reduction interference. Creates speed advantage for teammates before retreating.
Reduces damage taken by 70%. Counters attacks.
Energy cost of skills used by enemy this turn +7, lasts 3 turns.
Deals magic damage to the enemy creature.
Deals physical damage to the enemy creature.
Dispels all buffs from the enemy.
Deals Physical DMG. Burst: This skill's Power increases by 40.
The enemy gains Magic Attack -20%, Speed -20, 2-hit combo.
Deals Physical DMG. Priority +1.
Self gains 1 stack of Charge Mark.
Deals Magic DMG. 2 Combo. Burst: This skill's Power increases by 20.
User switches out; the incoming ally regains 8 Energy.
Deals physical damage to the enemy creature.
Enemy priority -1. When responding to Defense: Additionally, enemy gains -70% ATK and MATK.
Deals Magic damage. Each time it enters the battle, this skill's power permanently increases by 40.
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.
Deals magic damage to the enemy creature.
Deals physical damage. Counter state: Causes the enemy to lose 6 Energy.
Steal 3 Energy from the enemy.
Deals physical damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals physical damage, drains 50% HP. Counter state: This skill's power doubles.
Swap buffs and debuffs with the enemy.
Enemy gains 2 stacks of Slow Mark.
Enemy gains 5 stacks of Freeze. When countering Defense: Additionally gains 5 stacks.
Deals Magic damage. Consumes all Energy on use; higher consumption increases damage.
Deals physical damage. Counter state: This skill's Power becomes 3x.
The enemy gains Physical Attack -60% and Speed -60.
Each turn, randomly transforms into a skill from any enemy creature, and that skill's energy cost -2.
Enemy gains All Skill Energy Cost +1. When countering Defense: Instead becomes Energy Cost +3.
Deals Magic damage. If this attack is not countered by a defensive skill, dispels all marks from both sides.
Earth
Electric, Wing, Mech
Progress: 8 items