Takeoff Acceleration
The first skill used in this battle gains Swift.
It possesses a relatively large brain capacity, making it a strategic hunter. Its hard cap-shaped structure provides excellent heat dissipation. It uses its massive head and wings to cast a shadow over the water's surface, attracting aquatic creatures that prefer shade, then waits patiently for fish and shrimp seeking coolness to enter its hunting range.
The first skill used in this battle gains Swift.
At the start, use Ride the Wind to boost Speed. Choose Wing Strike (Magic damage) or Flash Strike (Physical damage) for output based on enemy type. Use Keen Eye to weaken enemy defense on key turns, utilizing Speed advantage to suppress the opponent.
Use high Speed and trait to ensure move priority, use Ride Wind to widen Speed gap and boost Flash Strike power, Keen Eye breaks both defenses serving both Physical and Magic output, Wing Strike provides stable Swift magic damage output.
Core damage skill. 50 Energy cost with built-in Swift. With trait 'Takeoff Acceleration', first use grants double Swift protection, ensuring first-turn action. Magic Attack output covers type coverage when Physical skills are insufficient.
High base Speed (115) with +120 Speed boost can significantly widen speed gap with enemies, creating high-power conditions for Blitz while improving overall first strike capability
Core Physical DMG skill. Higher speed than enemy increases power. Combined with Ride the Wind's speed buff, can deal extremely high damage as the main finisher.
0 Energy disruption skill. Greatly reduces enemy dual DEF, providing damage amplification support for Wing Strike (Magic damage) and Flash Strike (Physical damage), while weakening enemy output.
At the start, use Provoke to disrupt enemy energy consumption; use Feather Shelter for damage reduction and to accumulate combo counts depending on the situation; Flash Strike for damage output; Stress Response heals while in defensive stance; defeat opponents through attrition.
Provoke disrupts enemy tempo, Feather Shelter provides damage reduction and combo buffs, Flash Strike for damage output, Stress Response ensures sustain, forming a complete "disruption-defense-output-recovery" cycle.
0 Energy disruption skill. Increases Energy cost of enemy other skills for 3 turns. Extremely suppressive against skill-cycle-reliant enemies, and 0 Energy allows flexible usage.
0 Energy Defense skill, 70% damage reduction provides excellent survival; gains +3 Combo Count when countering attacks, first use with trait grants Swiftness, ensuring first-move Defense activation.
Core Physical DMG skill. Higher speed than enemy increases power. Stilt Sandpiper's 115 base Speed combined with Provoke's disruption makes maintaining speed advantage easy for high damage output.
0 Energy Cost recovery skill, recovery amount doubles to 50% when defending, synergizing with Feather Shelter to greatly improve sustainability.
Open with Ride the Wind for speed boost, Feather to dispel enemy key buffs and confirm first strike, Keen Eye for defense break, Gust for first-strike damage boost burst output, pursuing quick kills.
Extreme priority burst build: Riding Wind ensures speed lead, Flying Feathers dispels enemy buffs and steals speed, Sharp Eyes breaks defense, Fanning Wind deals +50% power burst damage when moving first.
0 Energy Cost with built-in Swiftness. Can dispel enemy buffs, highly effective against buff-reliant enemies. Combined with trait, first use provides double Swiftness assurance.
Core Physical DMG skill. Power +50% if attacking before the enemy. Combined with Feathery's Swiftness and trait, ensures first strike to trigger damage boost conditions for high burst damage.
0 Energy Speed buff, ensuring Speed line advantage, providing guarantee for Gust's first-strike damage bonus condition while improving overall priority capability.
0 Energy disruption skill. Reduces enemy dual DEF, providing damage amplification for Fan Wind (Physical damage), while weakening enemy output and survival.
Deals magic damage to the enemy creature.
Enemy's skills except the one used this turn gain Energy Cost +3 for 3 turns.
Reduces damage taken by 70%. Counters attacks.
Deals physical damage to the enemy creature.
Swift, dispels 1 buff from the enemy.
Deals Magic DMG. 2 Combo.
Both enemy and self retreat, priority -1.
Reduces damage taken by 70%. Counter Attack: Gain +2 to combo count.
Deals Magic damage. Swift.
Self gains +120 Speed.
Deals Physical DMG. The higher your Speed compared to the enemy's, the higher this skill's Power.
Enemy gains Physical Defense and Magic Defense -120%.
Self gains 1 stack of Windrise Mark.
Deals Physical DMG. If attacking before the enemy, this skill's Power increases by 50%.
Restore 25% HP to self, Counter Defense: instead restore 50% HP.
Restore 30% HP to self.
Restore 10 energy to self.
Enemy gains 10 stacks of Burn.
Deals magic damage to the enemy creature.
Deals magic damage to the enemy creature.
Self gains +60% Physical Attack and Physical Defense, Against Defense: additionally doubles own buffs.
Enemy gains 4 stacks of Freeze.
Charge up to deal magic damage to the enemy.
Enemy priority -1. When responding to Defense: Additionally, enemy gains -70% ATK and MATK.
Enemy gains 5 stacks of Poison.
Restore 2 energy to self; your team gains 1 Devotion: energy cost -2.
Self gains +40 All Skill Power.
Deals physical damage to the enemy creature.
Self and the enemy gain Adorify: Restores 40% HP.
Steal 3 Energy from the enemy.
Self gains 100% lifesteal.
The user gains +30 Speed. If this skill is in slot 1 or 3, additionally gains +80% Physical Attack and Transmission 1.
Enemy gains 4 stacks of Starfall Mark.
Deals Magic damage, 4-hit combo.
Deals magic damage to the enemy creature.
Deals physical damage to the enemy creature.
Changes the weather to Rain for 8 turns.
Self gains +190% Magic Attack.
Deals magic damage to the enemy creature.
Deals physical damage, 2 Combos. If attacking after the enemy, changes to 3 Combos.
Self gains +40 All Skill Power, if the enemy switches Elves this turn, additionally gains +50 Power.
The enemy gains Dual Defense -70%; Counter Defense: additionally causes the countered skill to cool down for 2 turns.
Deals Physical DMG. If the enemy's Energy is 2 or less, deals 5x damage.
Each turn, randomly transforms into a skill it doesn't have equipped, and that skill's energy cost -2.
Self gains +3 Combo Count.
Dispels all buffs from the enemy.
Self gains 1 stack of Attack Mark.
Self gains +80 Speed, Against Defense: changed to +160 Speed.
60% damage reduction. Counter: Enemy retreats.
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.
Deals Physical damage, Priority +1.
Deals magic damage. This skill's Power permanently +25 for each time self acts before the opponent.
Ice, Electric
Grass, Bug, Martial
Progress: 9 items