Directional Refinement
For every 1 Defensive skill used by an allied spirit, upon entering the field, the power of Mechanical-type and Earth-type skills +10%.
Can levitate through magnetism and is extremely sensitive to things that destabilize magnetic fields. Occasionally attracts random small parts through magnetism. Can cause massive destruction by manipulating magnetic forces, often the culprit behind electrical failures.
For every 1 Defensive skill used by an allied spirit, upon entering the field, the power of Mechanical-type and Earth-type skills +10%.
Through 'Bearing Support's passive and active effects, greatly reduce energy costs of 'Gear Slice' and 'Earthquake'. Place 'Gear Slice' in Slot 1 or 3 to enjoy position-based cost reduction, with 'Steel Drill' in the middle to receive power bonuses from both sides. Low speed going second, wait for teammates to stack traits or harvest after establishing field presence.
Use 'Bearing Support's passive cost reduction to let 'Gear Slice' enjoy double reduction in slot 1/3, 'Steel Drill' gains bonuses from high-power skills on both sides, 'Earthquake' as final cleanup tool
Core damage skill with 130 high Energy cost, but reduces to 108 when in slot 1 or 3. Combined with the passive 'Bearing Support', it can be further reduced. The 'Transmission 1' effect can synergize with 'Bearing Support' and 'Steel Drill'.
Core support skill with passive effect that reduces adjacent skills' energy cost by 1, with additional -1 energy cost when actively used. 'Transmission 1' synergizes with 'Gear Cut' and 'Steel Drill', forming the core of Dorsie's energy system.
Finisher/Linkage skill, power equals one-third of the combined power of adjacent skills. When 'Bearing Support' and 'Gear Slice' are both placed adjacent, 'Steel Drill' has considerable power. 'Transmission 1' further enhances the linkage.
High-power same-type skill (190 Energy), usable after Energy cost is greatly reduced. Pure damage skill, used for finishing.
Lead or mid-battle entry, Mesh Transmission first for speed/ATK boost and position change, Gear Torque to start stacking power. Barrier when attacked for damage reduction and ability damage boost, while reducing Earth Crash energy cost. Suits mid-speed builds needing field presence.
'Engage Transfer' provides Speed and Physical Attack buffs and triggers position changes, 'Gear Torque' gains power from position changes, 'Bulwark' ensures survival and stacks traits, 'Rock Smash' serves as a counterattack after being hit.
Core damage skill. Power permanently +20 each time position changes. Combined with "Mesh Transmission" speed boost and position adjustment, can quickly max out power.
Setup skill. Gain Speed +80 to compensate for low speed. When in slot 1 or 3, additionally gain Physical Attack +60% and 'Transmission 1'. Speed boost helps adjust turn order; position bonuses trigger 'Gear Torque'.
Defensive skill with 90% damage reduction and -1 cooldown to defensive skills on counter. Can stack 'Directional Refinement' trait damage while ensuring survival.
High power Earth-type skill. Energy cost permanently -1 each time attacked. Combined with Barrier's field presence, can quickly reduce energy cost to acceptable range.
Utilize Dorsi's high Physical Defense (82) advantage, using 'Singing Sand Trap' for defense-difference damage. 'Energy Conservation' provides field damage reduction and lowers energy costs for both offensive skills, enabling 'Earthquake' to finish after cost reduction. 'Earth Spike' interrupts enemy skills on key turns, suitable for countering Physical attackers.
'Energy Conservation' as defense core, reduces damage while lowering energy cost for 'Singing Sand Trap' and 'Earthquake'. 'Singing Sand Trap' uses high physical defense to deal damage, 'Earthquake' as high-power finisher after cost reduction, 'Earth Spike' provides tactical value for response interruption.
Core damage skill. Higher Physical Defense than enemy = higher power. Dossy's 82 Physical Defense is very high, easily triggering high power.
Defensive skill with 80% damage reduction and permanent -1 energy cost to adjacent skills on counter. Combined with 'Singing Sand Trap' and 'Earthquake', significantly reduces core damage skill costs.
High power Earth-type skill. 190 energy cost is very high, requires 'Energy Conservation' cost reduction for stable use.
Reaction skill, deals physical damage and additionally interrupts reacted skill when reacting to status. Used to counter enemy key skills, ensuring own field safety.
The user gains +30 Speed. If this skill is in slot 1 or 3, additionally gains +80% Physical Attack and Transmission 1.
Deals Physical DMG. Priority +1.
80% damage reduction, when responding to an attack: adjacent skills' energy cost permanently -1.
Deals Physical Damage. When position changes each turn, this skill's Power permanently +15.
Active: This skill's passive permanently costs an additional -1 energy. Passive: Adjacent skills cost -1 energy, Transmission 1.
Deals Physical DMG. The higher your Physical DEF compared to the enemy's, the higher this skill's Power.
Self gains 1 stack of Buildup Mark.
90% damage reduction, when responding to an attack: defensive skill cooldown -1.
Deals physical damage. Skill Power is one-third of the sum of adjacent skills' Power. Transmission 1.
Deals physical damage. When this skill is in Slot 1 or 3, Energy Cost -2. Transmission 1.
Deals Physical DMG. Each time attacked, this skill's Energy Cost permanently decreases by 1.
Deals physical damage to the enemy creature.
Deals physical damage. Counter state: Additionally interrupts the countered skill.
Reduces damage taken by 70%. Counter Attack: Gain +70% to Attack and Magic Attack.
80% damage reduction, when responding to an attack: restore 3 energy.
70% damage reduction, when responding to an attack: enemy gains 6 layers of Burn.
80% damage reduction, when responding to an attack: Magic Attack +70%.
Deals physical damage to the enemy creature.
Deals physical damage to the enemy creature.
70% damage reduction, when responding to an attack: restore energy equal to 2× the energy cost of the responded skill.
Charge up to deal magic damage to the enemy.
80% damage reduction, when responding to an attack: return to field at the end of your turn.
Deals physical damage to the enemy creature.
70% damage reduction, emergency retreat, when responding to an attack: next entering creature gains damage reduction.
Deals physical damage, 2 Combos. If attacking after the enemy, changes to 3 Combos.
Reduces damage taken by 70%. Counter Attack: Gain +2 to combo count.
Deals physical damage to the enemy creature.
Deals magic damage to the enemy creature.
90% damage reduction, when responding to an attack: gain 50% Life Steal.
Deals magic damage to the enemy creature.
80% damage reduction, when responding to an attack: enemy gains 2 layers of Starfall Mark.
Reduces damage taken by 90%. Counter Attack: Gain +50% to Attack.
50% damage reduction and retreat. Counter.
Deals Physical DMG. For every 10% HP lost, this skill's Energy Cost decreases by 1.
80% damage reduction, when energy is insufficient, consume 5% HP in place of 1 energy, when responding to an attack.
Deals physical damage. After each use, this skill's Energy Cost is permanently +1.
Deals physical damage, 2 Combos. Counter state: This skill's Combo Count doubles.
Each turn, randomly transforms into a skill from any enemy creature, and that skill's energy cost -2.
Enemy gains 1 stack of Thorn Mark.
Reduces damage taken by 80%. Counter Attack: For each attack damage taken during this period, gain +40% to both Attack and Magic Attack.
50% damage reduction. Counter: Next action gains Priority +1.
60% damage reduction. Counter: Enemy retreats.
70% damage reduction, when responding to an attack: enemy Physical Attack -70%.
Reduces damage taken by 70%. Counters attacks.
Reduces damage by 50%. When this skill is in Slot 1 or Slot 3, it reduces damage by an additional 40%. Counters attacks. Transmission 1.
Self gains -20 Speed. Choice: Additionally gains +90% Physical Defense or +90% Magic Defense.
Deals Physical Damage. For each resisted skill attack received (excluding combos), this skill's Energy Cost permanently -1.
Water, Martial
Dragon, Electric, Bug, Cute, Phantom, Normal, Poison, Wing
Progress: 3 items