Growth
At the end of the turn, restores 12% HP.
Grand Ball's petals continuously grow and replace themselves. Aging petals transform into scale-like armor covered in itch-inducing pollen. They delight in rubbing against other sprites while giggling. However, Roco researchers observed that their mischievous grins cause their scale-like armor to slightly open, facilitating better pollination.
At the end of the turn, restores 12% HP.
Early game: Use 'Spore' to inflict Parasite, 'Sunbathing' to dispel buffs. Mid game: Use 'Flower Cannon' for damage and stacking magic attack. Late game: Once 'Light Energy Gathering' layers are high, it becomes main damage output. Rely on trait and Parasite to stall turns.
Scaling damage archetype with 'Light Energy Gathering' as core, stack layers through frequent Grass-type skill use, paired with 'Flower Cannon' burst and 'Spore' sustain, 'Sunbathing' provides functional dispel.
Core growth damage skill. Power permanently +60 after each use of other Grass-type skills. Stack quickly with other Grass-type skills.
2 hits and each time gains +60% magic attack. High burst output, while triggering 'Light Energy Gathering' growth.
0 Energy Parasite skill. Drains enemy HP each turn. Combined with Trait for dual regeneration sustain.
0 Energy: Dispels enemy buffs. Targets buff-reliant enemies, while triggering 'Light Energy Gathering' Growth.
Start with 'Spore' parasite, use 'Root Absorption' for HP and energy recovery when under pressure, normally use 'Chlorophyll Beam' and 'Flower Cannon' for damage, wear down opponent through extremely high recovery ability
Sustain attrition build, abandons growth mechanics, relies on 'Root Absorption' + trait + Parasite for triple healing, uses 'Chlorophyll Beam' and 'Flower Cannon' for stable output, suitable for prolonged battles
High-power Grass-type Magic damage, stable damage skill.
2-hit high burst; damage is considerable with Magic Attack buffs.
0 Energy cost, restores 15% HP and 4 Energy. With trait, restores 27% HP per turn—extremely powerful sustain.
0 Energy Parasite. Continuously drains enemy HP. Combined with dual regeneration for attrition warfare.
Against mark teams, use 'Downpour' to clear marks. Against status skills, use 'Block' to interrupt. 'Sunbathing' dispels enemy buffs. 'Light Energy Gathering' serves as finisher output after stacking. Tactically specialized.
Utility counterplay style. Uses 'Downpour' for mark dispelling and 'Block' for interruption to create disruption. Both are Grass-type skills that stack 'Light Energy Gathering', while 'Sunbathing' provides additional dispel capability.
If not countered by a defensive skill, dispels both sides' marks—targeting mark-dependent enemies while also being a Grass-type skill that triggers Growth.
Core scaling damage skill. Stacks quickly with Grass-type skills like "Downpour".
Interrupts skill when Countering. Provides counter capability, Grass-type skill triggers Growth.
0 Energy: Dispels buffs. Utility skill, Plant-type skills trigger Growth.
Deals Physical DMG. Restores 5 Energy to self.
Dispels all buffs from the enemy.
Deals magic damage to the enemy creature.
Restore 15% HP and 4 energy to self.
Deals Magic damage. If this attack is not countered by a defensive skill, dispels all marks from both sides.
Enemy gains 1 stack of Parasite.
Deals magic damage to the enemy creature.
2-hit combo, each hit grants self Magic Attack +60%.
Deals Magic damage. After each other Grass-type skill used, this skill's Power permanently +60.
Self gains +30 All Skill Power, Against Defense: changed to +60 Power.
Deals Magic damage. Counter status: Additionally interrupts the countered skill.
Deals physical damage. Counter state: Restores 50% HP and 5 Energy to self.
Deals magic damage to the enemy creature.
Deals physical damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals physical damage to the enemy creature.
Deals magic damage to the enemy creature.
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 magic damage to the enemy creature.
Deals physical damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals Magic DMG. 2 Combo.
Deals Magic damage. When this skill is in slot 3, Power +40, Transmission 1.
Deals Magic DMG. 3 Combo.
Deals Magic damage. Enemy gains 2 Poison stacks.
Deals magic damage to the enemy creature.
Deals magic damage. This skill's Power +10 for each stack of poison the opponent has. Counter state: Changed to this skill's Power +40.
Enemy gains 5 stacks of Poison.
Deals magic damage to the enemy creature.
Up to 1 skill per type gains +35 power.
Deals physical damage to the enemy creature.
Deals Magic DMG. 1 Combo. Counter State: This skill becomes 3 Combo.
Deals Magic damage. Counter status: This skill's Power becomes 3x.
Each turn, randomly transforms into a skill from another creature on your team.
Enemy gains All Skill Energy Cost +3. When countering Defense: Additionally inflicts Interrupt, and enemy gains Daze next turn.
Self gains +70% Magic Attack.
Reduces damage taken by 70%. Counters attacks.
Deals Magic DMG. 3 Combo. If the enemy switches Roco this turn, this skill's Combo count increases by 3.
Deals magic damage. Choice: Power +50 if own HP is above 80%, or restore 35% HP when countering.
Deals magic damage. Choice: Power permanently +20 after each use, or this skill's Power +100% when countering.
Deals Magic damage, +50% damage against Hybrid Spirits.
Fire, Ice, Poison, Bug, Wing
Water, Light, Earth, Electric
Progress: 8 items