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Dizzy Chick(晕晕鸡)
NO.267

Dizzy Chick(晕晕鸡)

Fire Phase II Original Form

After maturing, it learned to control its emotions, maintaining gentlemanly composure. In pursuit of elegance and effortlessness, it gradually gained better control over flame release. Occasionally, excessive restraint leaves its head feeling dizzy.

Dex Number
267
Category
Chick Sprite
Height
0.68~0.91 M
Weight
12.03~18.06 KG
Updated
2026-04-02
Distribution
Unknown
Trait

Combat Skill

After a successful counter, permanently gains +30 power to all skills.

Recommended Skill Sets

Counter Burst Build

Playstyle

Anticipate enemy attacks to counter, trigger 'Warm-up' 4x power + trait dual attack +20%, use 'Flame Cut' for devastating strike; normally use 'Power Boost' to strengthen or 'First Strike' for speed control

Why this set works

Centered on Warm-Up's 4x Counter power, paired with Flame Cut for burst damage. Power Boost provides stable Physical ATK buffs, while First Strike compensates for low Speed. Core strategy: Predict enemy attacks to trigger Warm-Up's 4x Counter + Trait dual ATK boost, then finish with Flame Cut; use Power Boost for buffs or First Strike for tempo on normal turns.

Warm-up

Why pick this skill

Core burst skill. 0 energy cost, next attack power doubled; becomes 4x power when countering defense. Perfectly matches trait 'Conductor's counter trigger condition, highest damage output method for Dizzy Chicken.

Flame Slash

Why pick this skill

High-power Physical damage skill, 100 Energy cost. Combined with 'Warm-up' doubling effect can deal extremely high damage, serving as the main damage finisher.

Power Boost

Why pick this skill

0 Energy self-buff: P.ATK +100%, greatly boosting base output. Use before 'Warm-up' burst or when unable to respond, setting up for subsequent damage.

First Strike

Why pick this skill

+1 priority Physical damage skill, 55 Energy cost, used to seize tempo or clean up low-HP targets; 88 Speed is relatively slow, +1 priority compensates for Speed disadvantage to ensure strike rights.

Combo Suppression Flow

Playstyle

Use 'Warm-up' to activate combo bonuses, then chain 'Double Shot'/'Silk Wrap' for multi-stage suppression; against mark teams or when finishing off, use 'Burning Brand' to dispel and inflict Burn.

Why this set works

Multi-hit system built around Warm-up's +3 combo count. Double Cannon and Silk Wrap are both 2-hit low-cost skills, reaching 5 combos when combined, with extremely high total damage efficiency. Burning Brand has special effect against Mark teams while providing Burn DOT. Overall low Energy cost, sustainable output.

Warm-up Exercise

Why pick this skill

Core combo buff. 0 energy cost, self combo count +3. Synergizes with multi-hit skills to greatly boost total damage. The engine of the combo system.

Double Cannon

Why pick this skill

25 energy cost 2-hit physical damage. Combined with 'Warm-up Exercise' +3 hits, actually deals 5 hits, extremely high total returns, core output skill of multi-hit build.

Silk Binding Force

Why pick this skill

25 energy cost 2-hit physical damage. Same function as 'Double Cannon', can substitute when 'Double Cannon' PP is insufficient, also enjoys 'Warm-up Exercise' multi-hit bonus.

Burning Brand

Why pick this skill

0 Energy Cost, dispels all marks from both sides, each dispelled layer gives enemy 5 Burn stacks. Highly effective against mark teams, while providing sustained Burn damage to supplement output, increasing tactical flexibility.

Switch Punishment

Playstyle

Anticipate enemy switch intent, use counter to trigger 'Warm-up' 4x, simultaneously activate 'Focus' and 'Roundhouse Kick', utilize triple stacking mechanic for devastating damage; use 'First Strike' to maintain pressure on regular turns

Why this set works

Extreme Burst Combo: Both "Focus" and "Roundhouse Kick" have extra benefits against enemy pet swaps, forming a swap-punishment system. "Warm-up" provides 4x reaction base, "Focus" provides power bonus, "Roundhouse Kick" provides swap double—these stack. Predict enemy swap and use reaction to trigger Warm-up 4x + Focus power bonus + Roundhouse Kick swap double for theoretical maximum damage.

Warm-up

Why pick this skill

Core response burst skill. 0 energy cost, 4x power when responding. Dizzy Chicken's highest damage method, must equip.

Spinning Kick

Why pick this skill

80 energy Physical damage. Power doubles if enemy switches this turn. Combined with Warm-up's 4x multiplier, can reach 8x theoretical cap. Has punishment mechanism against switches, suppressing enemy substitutions.

Gather Qi

Why pick this skill

0 Energy Cost, all skills gain +40 Power this turn, additional +50 if enemy switches. Synergizes with "Roundhouse Kick": when enemy switches, "Focus Spirit" +50 + "Roundhouse Kick" doubled + "Warm-up" 4×, triple-stacked burst.

First Strike

Why pick this skill

+1 priority Physical damage, used to seize tempo in normal turns, clean up low-HP targets, or maintain damage pressure when response/energy boost conditions cannot be triggered.

Notes
  • Dizzy Chicken is a Fire-type physical attacker, trait 'Conductor' permanently increases both offenses by 20% after successful response, encouraging response tactics
  • Base stats: Physical Attack 106 and Magic Attack 106 are equal, but the skill pool focuses on physical damage. Recommended to go Physical Attack route.
  • Speed 88 is moderately slow, needs to rely on initiative skills or counter mechanisms to compensate
  • Skill pool contains two different skills "Warm-up" and "Warm-up Exercise", note the distinction: "Warm-up" doubles power/4x when countering, "Warm-up Exercise" is combo count +3
  • Core mechanics revolve around defending-triggered traits, Warm-up burst, and Burn marks.
Gallery
Dizzy Chick(晕晕鸡) True Body
True Body
Dizzy Chick(晕晕鸡) Shiny Form
Shiny Form
Dizzy Chick(晕晕鸡) Pet Egg
Pet Egg
Dizzy Chick(晕晕鸡) Pet Egg Alternate Color
Pet Egg Alternate Color
Skills
Power Boost
Lv. Lv.1

Power Boost

Normal
Energy: 1 Status

Self gains +100% Physical Attack.

Double Cannon
Lv. Lv.1

Double Cannon

Fire
Energy: 1 Power: 25 Physical Attack

Deals physical damage, 2 Combos.

Flame Charge
Lv. Lv.1

Flame Charge

Fire
Energy: 1 Power: 60 Physical Attack

Deals physical damage to the enemy creature.

Burning Brand
Lv. Lv.5

Burning Brand

Fire
Energy: 3 Status

Dispels all marks from both sides. For each layer dispelled, the enemy gains 5 layers of Burn.

Silk Binding Force
Lv. Lv.10

Silk Binding Force

Martial
Energy: 1 Power: 25 Physical Attack

Deals physical damage, 2 Combos.

Warm-up Exercise
Lv. Lv.11

Warm-up Exercise

Normal
Energy: 2 Status

Self gains +3 Combo Count.

First Strike
Lv. Lv.16

First Strike

Normal
Energy: 2 Power: 55 Physical Attack

Deals Physical DMG. Priority +1.

Gather Qi
Lv. Lv.23

Gather Qi

Martial
Energy: 4 Status

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

Flame Slash
Lv. Lv.25

Flame Slash

Fire
Energy: 3 Power: 100 Physical Attack

Deals physical damage to the enemy creature.

Spinning Kick
Lv. Lv.27

Spinning Kick

Martial
Energy: 3 Power: 80 Physical Attack

Deals Physical DMG. If the enemy switches Roco this turn, this skill's Power doubles.

Warm-up
Lv. Lv.30

Warm-up

Fire
Energy: 1 Status

On next attack, Skill Power doubles. Against Defense: instead becomes 4x Power.

Slap
Lv. Normal Lineage

Slap

Normal
Energy: 1 Power: 65 Magic Attack

Deals magic damage to the enemy creature.

Floral Scent
Lv. Grass Lineage

Floral Scent

Grass
Energy: 1 Power: 60 Magic Attack

Deals magic damage to the enemy creature.

Flame Arrow
Lv. Fire Bloodline

Flame Arrow

Fire
Energy: 2 Power: 80 Physical Attack

Deals physical damage to the enemy creature.

Bubble
Lv. Water Bloodline

Bubble

Water
Energy: 1 Power: 60 Physical Attack

Deals physical 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.

Sand Whip
Lv. Earth Lineage

Sand Whip

Earth
Energy: 1 Power: 60 Physical Attack

Deals physical damage to the enemy creature.

Cold Wind
Lv. Ice Lineage

Cold Wind

Ice
Energy: 1 Power: 60 Magic Attack

Deals magic damage to the enemy creature.

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.

Ball Lightning
Lv. Electric Lineage

Ball Lightning

Electric
Energy: 1 Power: 60 Physical Attack

Deals physical damage to the enemy creature.

Festering Touch
Lv. Poison Bloodline

Festering Touch

Poison
Energy: 1 Power: 60 Physical Attack

Deals physical damage to the enemy creature.

Heart Devour
Lv. Bug Lineage

Heart Devour

Bug
Energy: 1 Power: 60 Physical Attack

Deals physical damage to the enemy creature.

Piercing Hand
Lv. Martial Bloodline

Piercing Hand

Martial
Energy: 2 Power: 80 Magic Attack

Deals magic damage to the enemy creature.

Wind Arrow
Lv. Wing Lineage

Wind Arrow

Wing
Energy: 2 Power: 80 Physical Attack

Deals physical damage to the enemy creature.

Charm
Lv. Cute Lineage

Charm

Cute
Energy: 1 Power: 60 Magic Attack

Deals magic damage to the enemy creature.

Illusion
Lv. Nether Bloodline

Illusion

Ghost
Energy: 1 Power: 60 Physical Attack

Deals physical damage to the enemy creature.

Dark Energy
Lv. Dark Lineage

Dark Energy

Dark
Energy: 1 Power: 60 Physical Attack

Deals physical damage to the enemy creature.

Ion Oscillation
Lv. Mechanical Lineage

Ion Oscillation

Mech
Energy: 3 Power: 90 Magic Attack

Deals Magic damage. When this skill is in slot 3, Power +40, Transmission 1.

Nebula Vortex
Lv. Phantom Lineage

Nebula Vortex

Phantom
Energy: 1 Power: 60 Physical Attack

Deals physical damage to the enemy creature.

Burst Rush
Lv.

Burst Rush

Martial
Energy: 3 Power: 65 Physical Attack

Deals physical damage. Counter state: This skill's Power becomes 5x.

Rage
Lv.

Rage

Fire
Energy: 1 Status

Self gains +120% Dual Attack and -40% Dual Defense.

Sunbathing
Lv.

Sunbathing

Normal
Energy: 1 Status

Dispels all buffs from the enemy.

Feather Blade
Lv.

Feather Blade

Wing
Energy: 2 Power: 75 Physical Attack

Deals physical damage. Counter state: Causes the enemy to Emergency Retreat at the end of the turn.

Eye of the Storm
Lv.

Eye of the Storm

Wing
Energy: 2 Status

Gains +100% Combo Count.

Rockfall
Lv.

Rockfall

Earth
Energy: 1 Power: 55 Physical Attack

Deals physical damage, 1 Combo.

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.

Duplication
Lv.

Duplication

Normal
Status

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

Quick Move
Lv.

Quick Move

Normal
Energy: 1 Status

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

Defense
Lv.

Defense

Normal
Energy: 1 Defense

Reduces damage taken by 70%. Counters attacks.

Matchups

受击伤害增加

Water, Earth

受击伤害降低

Grass, Ice, Bug, Cute, Mech

Stats
Total 521
HP 89
Physical Attack 96
Magic Attack 96
Physical Defense 82
Magic Defense 70
Speed 88
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