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Little Snipe(小鹬)
NO.231

Little Snipe(小鹬)

Wing Phase I Original Form

Little Snipe has grayish-white feathers. Its weak wings cannot yet harness the power of wind, but it can glide briefly using its still-soft leathery armor structure. Though young, it already knows to skim the water's surface to splash and attract fish and shrimp, sometimes catching prey larger than itself.

Dex Number
231
Category
Birdlet Sprite
Height
0.25~0.36 M
Weight
1.4~2.2 KG
Updated
2026-04-02
Distribution
Unknown
Trait

Takeoff Acceleration

The first skill used in this battle gains Swift.

Recommended Skill Sets

Priority Disruption Support Build

Playstyle

Turn 1 use trait + Feather dual Swift to dispel enemy buffs first, then choose Provoke for disruption, Keen Eye for defense reduction, or Ride the Wind for acceleration based on situation. Continuously suppress enemy tempo and assist teammates in securing kills.

Why this set works

Fully utilizes the 'Takeoff Acceleration' trait's first Swift, paired with Feather's dual Swift to ensure absolute first-move dispel, Provoke to disrupt enemy skill cycles, Keen Eye to weaken enemy defense, and Ride the Wind to maintain subsequent first-move priority. Overall positioned as a first-move support disruptor, creating damage output opportunities for teammates.

Flying Feather

Why pick this skill

The trait "Takeoff Acceleration" grants Swiftness to the first skill. Feather itself has innate Swiftness. Double Swiftness ensures absolute first action, prioritizing dispelling key enemy buffs (such as Attack boost, Shield, etc.) to create advantage.

Provoke

Why pick this skill

0 Energy Interference Skill: Limits enemy's subsequent skill usage. Best used on first turn or key turns with priority advantage to disrupt enemy rhythm, especially effective against creatures reliant on combos

Keen Eyes

Why pick this skill

0 Energy Cost: massively reduces enemy's dual defenses by 120%, creating opportunities for subsequent teammates or self to deal damage. Combined with Trait priority release, ensures defense reduction takes effect first.

Ride the Wind

Why pick this skill

0 Energy cost to gain +120 Speed; combined with high base Speed (69), ensures first action priority in following turns. Pairs with Blitz or teammate damage for speed-attack pressure.

Speed Attack Mixed Output Build

Playstyle

Turn 1 trait + Wing Strike dual Swift for first-strike damage, turn 2 Ride the Wind for acceleration, turn 3 choose Wing Strike or Blitz based on enemy defense type, use Stress Response for recovery when HP is critical, leverage speed advantage for guerrilla tactics.

Why this set works

Utilize the trait to give Wing Strike double Swift first-turn priority. After Wind Riding acceleration, pair with Flash Strike's speed difference damage boost for output. Stress Response provides sustain. Plover has identical dual attack stats (38), allowing flexible choice between Wing Strike (magic damage) or Flash Strike (physical damage) based on enemy defense type, forming a mixed speed-attack build.

Wing Strike

Why pick this skill

The trait "Takeoff Acceleration" grants Swiftness to the first skill. Wing Strike itself also has Swiftness. Double Swiftness ensures stable first-action output as this type's magic damage skill.

Ride the Wind

Why pick this skill

0 Energy cost to gain +120 Speed, boosting self Speed to secure first action in subsequent turns. Pairs with Blitz's power bonus mechanic.

Blitz

Why pick this skill

Physical damage skill, higher power the faster than opponent; combined with Riding Wind's speed boost and own high speed base stat, can deal considerable damage.

Stress Response

Why pick this skill

0 Energy cost, restores 25% HP, improving survival. If used anticipating enemy attack, triggers Defensive Response for 50% recovery—key survival in endgame or trades.

Priority Disruption Retreat Build

Playstyle

Turn 1 use trait Swift to release key skill among Feather (dispel), Provoke (disrupt), or Keen Eye (defense down). Turn 2 choose Wind Hide for safe retreat based on situation, leaving weakened enemies for teammates to clean up, or continue disrupting until Wind Hide cooldown completes.

Why this set works

Maximizes the First Swiftness trait, choosing two from Feather Shot/Provoke/Keen Eye as first-turn disruption tools, with Wind Concealment as a safe retreat skill. Positioned as a utility unit for early disruption followed by safe switching, suitable for scouting enemy setups or weakening specific targets before withdrawing.

Flying Feather

Why pick this skill

The trait "Takeoff Acceleration" grants Swiftness to the first skill. Combined with Feather's innate Swiftness, this ensures absolute first action to dispel enemy buffs while triggering pre-departure status adjustments.

Wind Veil

Why pick this skill

Both sides leave the battlefield, First Strike -1. In unfavorable matchups (such as facing Electric/Ice-type counters) or after completing disruption tasks, use the Swift + Wind Veil trait's retreat effect to safely exit, protecting yourself while disrupting the opponent's tempo.

Keen Eyes

Why pick this skill

0 Energy Cost: massively reduces enemy's dual defenses. Released before retreating to create damage conditions for teammates, or combined with Feather Dispel for double weakening.

Provoke

Why pick this skill

0 Energy Interference: Limits enemy's subsequent skills. Using before leaving maximizes interference effect, making it difficult for enemy to counter effectively next turn

Notes
  • As a Tier I creature, Pipling has low base stats (320), with both ATK and MATK at 38. Its SPD of 69 is relatively high, and its DEF of 67 is acceptable. The trait "Takeoff Acceleration" grants Swiftness to its first skill, making it suitable for preemptive suppression or auxiliary disruption.
  • Skill pool focuses on Wing-type utility, with dispel, Defense debuff, Speed buff, retreat, and damage reduction support options. However, damage skills have generally low power, making it better suited as a disruptor or fast support.
  • Due to base stat limitations, Little Snipe cannot serve as main damage dealer; recommended role: speed attack disruption/support, using trait to secure initiative and coordinate with teammates for kills.
Gallery
Little Snipe(小鹬) True Body
True Body
Little Snipe(小鹬) Shiny Form
Shiny Form
Little Snipe(小鹬) Pet Egg
Pet Egg
Little Snipe(小鹬) Pet Egg Alternate Color
Pet Egg Alternate Color
Skills
Chirp
Lv. Lv.1

Chirp

Wing
Power: 40 Magic Attack

Deals magic damage to the enemy creature.

Provoke
Lv. Lv.1

Provoke

Normal
Energy: 3 Status

Enemy's skills except the one used this turn gain Energy Cost +3 for 3 turns.

Defense
Lv. Lv.1

Defense

Normal
Energy: 1 Defense

Reduces damage taken by 70%. Counters attacks.

Eagle Claw
Lv. Lv.5

Eagle Claw

Wing
Energy: 1 Power: 60 Physical Attack

Deals physical damage to the enemy creature.

Flying Feather
Lv. Lv.9

Flying Feather

Wing
Energy: 1 Status

Swift, dispels 1 buff from the enemy.

Energy Cannon
Lv. Lv.13

Energy Cannon

Normal
Energy: 3 Power: 50 Magic Attack

Deals Magic DMG. 2 Combo.

Wind Veil
Lv. Lv.20

Wind Veil

Wing
Energy: 1 Status

Both enemy and self retreat, priority -1.

Wing Shelter
Lv. Lv.25

Wing Shelter

Wing
Energy: 2 Defense

Reduces damage taken by 70%. Counter Attack: Gain +2 to combo count.

Wing Strike
Lv. Lv.32

Wing Strike

Wing
Energy: 3 Power: 50 Magic Attack

Deals Magic damage. Swift.

Ride the Wind
Lv. Lv.36

Ride the Wind

Wing
Energy: 2 Status

Self gains +120 Speed.

Blitz
Lv. Lv.45

Blitz

Wing
Energy: 4 Power: 60 Physical Attack

Deals Physical DMG. The higher your Speed compared to the enemy's, the higher this skill's Power.

Keen Eyes
Lv. Lv.46

Keen Eyes

Normal
Energy: 2 Status

Enemy gains Physical Defense and Magic Defense -120%.

Windrise
Lv. Lv.47

Windrise

Wing
Energy: 4 Status

Self gains 1 stack of Windrise Mark.

Fanning Wind
Lv. Lv.49

Fanning Wind

Wing
Energy: 3 Power: 75 Physical Attack

Deals Physical DMG. If attacking before the enemy, this skill's Power increases by 50%.

Stress Response
Lv. Lv.50

Stress Response

Normal
Energy: 2 Status

Restore 25% HP to self, Counter Defense: instead restore 50% HP.

Rest and Recover
Lv. Normal Lineage

Rest and Recover

Normal
Energy: 2 Status

Restore 30% HP to self.

Etiolation
Lv. Grass Lineage

Etiolation

Grass
Energy: 2 Status

Restore 10 energy to self.

Ignite
Lv. Fire Bloodline

Ignite

Fire
Energy: 2 Status

Enemy gains 10 stacks of Burn.

Water Blaster
Lv. Water Bloodline

Water Blaster

Water
Energy: 2 Power: 80 Magic Attack

Deals magic damage to the enemy creature.

Rainbow Impact
Lv. Light Lineage

Rainbow Impact

Light
Energy: 3 Power: 100 Magic Attack

Deals magic damage to the enemy creature.

Mud Armor
Lv. Earth Lineage

Mud Armor

Earth
Energy: 2 Status

Self gains +60% Physical Attack and Physical Defense, Against Defense: additionally doubles own buffs.

Frost Descent
Lv. Ice Lineage

Frost Descent

Ice
Energy: 1 Status

Enemy gains 4 stacks of Freeze.

Rising Dragon Roar
Lv. Dragon Bloodline

Rising Dragon Roar

Dragon
Energy: 3 Power: 200 Magic Attack

Charge up to deal magic damage to the enemy.

Paralysis
Lv. Electric Lineage

Paralysis

Electric
Energy: 2 Status

Enemy priority -1. When responding to Defense: Additionally, enemy gains -70% ATK and MATK.

Toxic Spore
Lv. Poison Bloodline

Toxic Spore

Poison
Energy: 3 Status

Enemy gains 5 stacks of Poison.

Feigned Sleep
Lv. Bug Lineage

Feigned Sleep

Bug
Energy: 2 Status

Restore 2 energy to self; your team gains 1 Devotion: energy cost -2.

Neutralize
Lv. Martial Bloodline

Neutralize

Martial
Energy: 2 Status

Self gains +40 All Skill Power.

Wind Arrow
Lv. Wing Lineage

Wind Arrow

Wing
Energy: 2 Power: 80 Physical Attack

Deals physical damage to the enemy creature.

Sweetheart Endurance
Lv. Cute Lineage

Sweetheart Endurance

Cute
Energy: 3 Status

Self and the enemy gain Adorify: Restores 40% HP.

Soul Snare
Lv. Nether Bloodline

Soul Snare

Ghost
Energy: 1 Status

Steal 3 Energy from the enemy.

Greed
Lv. Dark Lineage

Greed

Dark
Energy: 2 Status

Self gains 100% lifesteal.

Mesh Transmission
Lv. Mechanical Lineage

Mesh Transmission

Mech
Energy: 1 Status

The user gains +30 Speed. If this skill is in slot 1 or 3, additionally gains +80% Physical Attack and Transmission 1.

Hyperdimensional Projection
Lv. Phantom Lineage

Hyperdimensional Projection

Phantom
Energy: 4 Status

Enemy gains 4 stacks of Starfall Mark.

Splashing Water
Lv.

Splashing Water

Water
Energy: 3 Power: 20 Magic Attack

Deals Magic damage, 4-hit combo.

Bubble
Lv.

Bubble

Water
Energy: 3 Power: 100 Magic Attack

Deals magic damage to the enemy creature.

Water Curtain Impact
Lv.

Water Curtain Impact

Water
Energy: 3 Power: 100 Physical Attack

Deals physical damage to the enemy creature.

Rainfall
Lv.

Rainfall

Water
Energy: 5 Status

Changes the weather to Rain for 8 turns.

Moisture
Lv.

Moisture

Water
Energy: 7 Status

Self gains +190% Magic Attack.

Air Wave
Lv.

Air Wave

Martial
Power: 40 Magic Attack

Deals magic damage to the enemy creature.

Counter Punch
Lv.

Counter Punch

Martial
Energy: 2 Power: 25 Physical Attack

Deals physical damage, 2 Combos. If attacking after the enemy, changes to 3 Combos.

Gather Qi
Lv.

Gather Qi

Martial
Energy: 4 Status

Self gains +40 All Skill Power, if the enemy switches Elves this turn, additionally gains +50 Power.

Defense Break
Lv.

Defense Break

Martial
Energy: 2 Status

The enemy gains Dual Defense -70%; Counter Defense: additionally causes the countered skill to cool down for 2 turns.

Through the Chest
Lv.

Through the Chest

Normal
Energy: 2 Power: 65 Physical Attack

Deals Physical DMG. If the enemy's Energy is 2 or less, deals 5x damage.

Duplication
Lv.

Duplication

Normal
Status

Each turn, randomly transforms into a skill it doesn't have equipped, and that skill's energy cost -2.

Warm-up Exercise
Lv.

Warm-up Exercise

Normal
Energy: 2 Status

Self gains +3 Combo Count.

Sunbathing
Lv.

Sunbathing

Normal
Energy: 1 Status

Dispels all buffs from the enemy.

Home Field Advantage
Lv.

Home Field Advantage

Normal
Energy: 3 Status

Self gains 1 stack of Attack Mark.

Quick Move
Lv.

Quick Move

Normal
Energy: 1 Status

Self gains +80 Speed, Against Defense: changed to +160 Speed.

Intimidate
Lv.

Intimidate

Normal
Energy: 2 Defense

60% damage reduction. Counter: Enemy retreats.

Mental Disruption
Lv.

Mental Disruption

Normal
Status

Enemy gains All Skill Energy Cost +1. When countering Defense: Instead becomes Energy Cost +3.

Cascade
Lv.

Cascade

Normal
Energy: 3 Power: 70 Magic Attack

Deals Magic damage. If this attack is not countered by a defensive skill, dispels all marks from both sides.

Dive
Lv.

Dive

Wing
Energy: 7 Power: 105 Physical Attack

Deals Physical damage, Priority +1.

Journey
Lv.

Journey

Wing
Energy: 2 Power: 50 Magic Attack

Deals magic damage. This skill's Power permanently +25 for each time self acts before the opponent.

Matchups

受击伤害增加

Ice, Electric

受击伤害降低

Grass, Bug, Martial

Stats
Total 364
HP 58
Physical Attack 59
Magic Attack 59
Physical Defense 67
Magic Defense 52
Speed 69
Handbook Tasks

Codex Project

Progress: 3 items

Catch 1 Pokémon
Target: 1
Catch 1 Pokémon with Amazing Talent
Target: 1
Successfully evolve a creature 1 time
Target: 1
Magic Experience x150
Research Points x5
Magic Experience x150
Research Points x10
Light-Splitting Crystal x50
Research Points x10