Battery
Each time it enters the battle, permanently gains +30% to both Attack and Magic Attack.
Normally carries almost no electricity, discharging through its tail—touching it carelessly may result in electrocution. When it hears a beat, the faint electric sensation on its body surface jumps along with the rhythm, as if secretly keeping time.
Each time it enters the battle, permanently gains +30% to both Attack and Magic Attack.
Repeated entry to stack dual attack, look for opportunities to boost with Power Enhancement, then deal burst damage with Arc Burst or Flash Strike Return, Overload Circuit ensures skill cycling and trait activation.
Maximizes the entry buff stacking of the trait "Battery", repeatedly entering and exiting the battlefield through Overload Circuit, combined with Power Boost's doubled Physical Attack and Arc's Surge damage amplification to create burst windows, with Blitz Return providing finishing and survival tools.
Core damage skill with 80 Energy physical damage. +40 power in Surge state; combined with Battery trait's Physical Attack bonus can deliver high burst damage, serving as primary damage source.
Key support skill: 0 Energy Cost to return to field and gain +1 skill use next turn. This both triggers Traits to stack both ATK stats and provides extra uses for Arc Lightning or Flash Strike Return—the operational core of the entire strategy.
45 Energy 2-hit physical damage + self retreat. Paired with Overload Circuit's +1 use count, enables safe return after 4 hits. Combines damage and survival, suitable for finishing low HP enemies or avoiding type disadvantages.
0 Energy Physical Attack doubling, combined with Storage Battery's dual attack bonus can stack to extremely high Physical Attack values, providing burst foundation for Arc and Flash Return. Recommended to use at safe timings or after comeback setups.
Relies on speed advantage to preemptively seize health or finish. Remote Access forces field swap to disrupt enemy deployment. Sunbathing dispels key buffs. Overload Circuit adjusts positioning and stacks traits.
Use high Speed stat and priority skills to contest tempo, Remote Access and Sunbathing provide dual crowd control methods, Overload Circuit ensures flexible entry and exit, overall leaning toward disruption and tempo control rather than pure output.
55 Energy priority +1 physical damage. With 72 base Speed can contest priority. Used for finishing or interrupting enemy tempo. Core skill for speed attacker role.
0 Energy cost. Forces the enemy to return to the field. Can interrupt enemy buffing tempo or force unfavorable matchups. Combined with its own high-Speed trait, forms field control suppression.
0 Energy: Dispels all enemy buffs. Targets enhancement-reliant enemy Elves, combines with Remote Access for crowd control synergy.
Core rotation skill. 0 energy cost switch-out + next turn uses +1. Synergizes with First Strike for safe retreat after preemptive suppression, or triggers trait stacking.
After entering, prioritize Range Battery to stack marks, use Overload Circuit to return and adjust tempo while triggering trait, Continuous Claw Strike deals high-hit damage in counter state, Ion Spark for stable cleanup.
Use Extended Range Battery to stack Charged marks combined with the Battery Trait, forming a dual-buff stacking sustained damage mode, Continuous Claw Strike provides high hit count damage in counter states, Ion Spark as stable cleanup, overall leaning more toward sustained field presence.
80 energy Physical damage. High base power, serves as stable damage output. Used when unable to trigger Eruption or when conservative damage is needed.
30 Energy, 2-hit Physical damage. Under Counter state, hit count doubles to 4 hits. Low cost with high hit count, suitable for breaking shields or burst damage with buffs.
0 Energy cost to gain Charged Mark, providing extra buff stacks for Electric-type skills. Combines with Battery trait for double stacking, enhancing sustained combat ability.
Core rotation skill. 0 energy cost switch-out + uses +1. Provides counter trigger opportunity for Continuous Claw, or grants extra uses for Ion Spark, while stacking traits.
Deals physical damage to the enemy creature.
Returns to the field at the end of the turn. The selected skill gains +1 use count next turn.
Deals physical damage to the enemy creature.
Reduces damage taken by 70%. Counters attacks.
Dispels all buffs from the enemy.
Deals Physical DMG. Burst: This skill's Power increases by 40.
Self gains +100% Physical Attack.
Deals Physical DMG. Priority +1.
Returns the enemy sprite to the field.
Deals physical damage, 2 Combos. Self retreats.
Self gains 1 stack of Charge Mark.
Deals physical damage, 2 Combos. Counter state: This skill's Combo Count doubles.
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 physical 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 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.
Deals physical damage to the enemy creature.
Deals physical damage to the enemy creature.
Up to 1 skill per type gains +35 power.
Deals physical damage, 3 Combos. If HP is below 50%, this skill's Combo Count +2.
Deals physical damage, drains 50% HP. Counter state: This skill's power doubles.
Self gains 100% lifesteal.
Deals Physical Damage. The enemy gains Combo Count -3.
Deals Magic damage. If this attack is not countered by a defensive skill, dispels all marks from both sides.
Deals physical damage. Counter state: This skill's Power becomes 3x.
Each turn, randomly transforms into a skill from another creature on your team.
Self gains +60% Physical Attack and Physical Defense, Against Defense: additionally doubles own buffs.
Self gains +3 Combo Count.
Deals physical damage. Counter state: Enemy gains Physical Defense -80%.
Deals Physical DMG. If the enemy switches Roco this turn, this skill's Power increases by 100.
50% damage reduction. Counter: Next action gains Priority +1.
Returns to the field at the end of its own turn. The carried attack skill gains 1 previously triggered Burst effect next turn. Counter Defense: Instead gains all previously triggered Burst effects.
Retreat, Counter Defense: additionally increases enemy attack skill energy cost by 4.
Deals Physical Damage. The enemy gains 1 stack of Lightning Attraction.
Deals physical damage. Choice: This skill's Power +40, but own HP -10% after use, or this skill's Power +100 if own HP is below 50%.
Earth
Electric, Wing, Mech
Progress: 3 items