Battery
Each time it enters the battle, permanently gains +30% to both Attack and Magic Attack.
It loves being petted, but you must avoid its head, feet, and tail. It has poor night vision and usually sleeps at night; if it must act at night, it consumes energy to light up the electric orb on its head for illumination, and the brightness of the orb fluctuates with the rhythm it hears.
Each time it enters the battle, permanently gains +30% to both Attack and Magic Attack.
Repeated entry through Flash Strike Return to stack Battery buffs, activate Power Boost mid-game then finish with Arc Burst, Remote Access forces swap on key targets.
Utilize Blitz Return for frequent re-entry to stack Battery trait layers. After Power Boost enhancement, use Arc Burst for damage, with Remote Access providing crowd control flexibility.
Core damage skill with 80 Energy physical damage. +40 power when Surging; combined with trait-stacked Physical Attack can deal substantial damage.
Key enhancement skill with 0 energy cost that grants +100% Physical Attack, greatly boosting subsequent damage output. Recommended to activate first.
Return stacking core: 45 energy, 2 Combo then auto-exit. Combined with 'Battery' trait for multiple entries to stack dual Attack buffs.
Utility skill. 0 energy cost to force enemy return, can interrupt enemy buffing rhythm or control specific targets.
Open with Power Boost enhancement, utilize Overload Circuit to return to field and stack layers while ensuring continuous Arc output, use First Strike to deal with high-speed low-HP targets.
Centered around Overload Circuit to ensure continuous Arc release, First Strike to supplement preemptive measures, with Power Boost strengthening both damage skills for suppression.
Core damage skill with 80 Energy physical damage. Surge damage amplification mechanic suitable as primary damage source.
Key enhancement skill with 0 energy cost that doubles Physical Attack, ensuring Electric Arc Burst can deal fatal damage.
Priority skill, 55 Energy cost with +1 priority, allows striking first under speed advantage to counter high-speed threats or clean up low-HP targets.
0 Energy return skill, auto-return at turn end, +1 skill uses next turn, can stack traits and ensure continuous Arc output.
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