Vigilance
At the end of the turn, if this sprite has 0 Energy, it withdraws.
Dry-Season Form
With a small and delicate body, its sensitive tail is its greatest weakness. The species has a large population, extremely strong vitality, and almost never needs to drink water.
At the end of the turn, if this sprite has 0 Energy, it withdraws.
Enhanced Field Suppression
Utilize Mud Armor + Stone Skin dual buffs to achieve extreme Physical Defense, suppressing while fielded and using Stone Lock to block enemy rotation, with Vein Collapse providing stable high damage output. The Vigilance trait allows automatic retreat when energy is depleted, avoiding being finished off at low HP.
Core buff skill that grants +60% Physical Attack and Physical Defense, doubling when used as a defense response. Combined with Stone Skin, it creates extremely high Physical Defense for a safe damage-dealing environment.
Extreme Physical Defense Enhancement: +160% physical defense combined with Mud Armor's double effect reaches terrifying physical defense. The -60% magic defense side effect can be mitigated through quick kills or trait-based field exit.
High-power Physical attack. Fixed 4 Energy cost ignores Energy pressure, can burst directly after buffing. Trait retreat mechanism also allows automatic retreat at 0 Energy after use.
Prevents enemy switching for 3 turns. After locking down key targets, combines with high Physical Defense for field suppression, or prevents enemy rotation to clear status conditions.
Energy Control and Rhythm Disruption
Scratch maintains the energy cycle, First Strike secures speed, Ground Spike provides counter-interruption, and Rock Throw serves as the late-game finisher. Overall energy control is flexible—can choose to finish and retreat or continue fighting based on the situation.
Low-cost sustain skill with 35 Energy cost and 1 Energy restoration, maintains the damage cycle when energy is tight, coordinating with traits to control energy tempo.
Priority +1 Physical skill with moderate 55 Energy cost, used for speed-based cleanup or interrupting enemy tempo, compensating for average Speed disadvantage.
High-power attack with Energy cost decreasing per turn. In prolonged battles, it can reach extremely low Energy cost in the late game, suitable as a finisher.
Interrupts enemy skill when Countering. 95 Energy cost combined with Scratch's Energy restore for stable release, providing key control.
Targeted tactical disruption
Utility disruption role. Sunbathing clears buffs, Seismic Shock reduces combo count, Cracking Stone breaks armor, and Stone Lock seals the field. Highly effective against specific archetypes (buff, combo, rotation styles), serving as a tech option.
Dispels all enemy buffs, targeting strengthening-dependent enemy formations; 0 cost with no side effects
Enemy combo count -3, core disruption skill targeting combo systems. 80 energy cost to paralyze enemy core mechanics.
Reduces enemy's Physical Defense by 80% when in Counter state, coordinating with teammate's Physical output or own follow-up skills to form armor-breaking finisher.
Prevents switching to lock down targets. Combined with Cracking Stone's armor-breaking effect, forces enemies to endure the full damage chain.
Dispels all buffs from the enemy.
Deals Physical DMG. Restores 1 Energy to self.
Deals Physical Damage. The enemy gains Combo Count -3.
Self gains +160% Physical Defense and -60% Magic Defense.
Deals Physical DMG. Priority +1.
Reduces damage taken by 70%. Counters attacks.
Deals Physical Damage. The enemy gains Immobilize for 3 turns.
Deals physical damage. This skill's Energy Cost is fixed at 4.
Self gains +60% Physical Attack and Physical Defense, Against Defense: additionally doubles own buffs.
Deals Magic damage. Consumes all Energy on use; higher consumption increases damage.
Deals physical damage. Counter state: Additionally interrupts the countered skill.
Self gains 1 stack of Buildup Mark.
Deals physical damage. Counter state: Enemy gains Physical Defense -80%.
Deals physical damage. At turn end, this skill's Energy cost permanently -5.
Deals physical 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.
Deals physical damage to the enemy creature.
Charge up to deal magic damage to the enemy.
Deals physical 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, 2 Combos. Each Combo inflicts 1 layer of Poison on the enemy.
Deals physical damage. Enemy gains 2 stacks of Poison. Counter state: Changed to gain 6 stacks instead.
Enemy gains 5 stacks of Poison.
Deals physical damage, 2 Combos. When this skill is in slot 1 or 3, Combo +1, Transmission 1.
Restore 2 energy to self, swap positions of skills on both sides.
Deals physical damage. Your team gains 1 Devotion: Power +20.
Self gains +30% Physical Attack, 3 Combo Strikes.
Deals physical damage, 2 Combos. Counter state: This skill's Combo Count doubles.
Deals physical damage. Counter state: This skill's Power becomes 3x.
Self gains +3 Combo Count.
Each turn, randomly transforms into a skill from any enemy creature, and that skill's energy cost -2.
Enemy gains All Skill Energy Cost +1. When countering Defense: Instead becomes Energy Cost +3.
Changes the weather to Sandstorm for 8 turns.
The enemy gains Power -20. For every instance of resisted damage taken (excluding combos), the enemy additionally gains Power -20. Resets after use.
Reduces damage taken by 90%. Counter Attack: Dispel 1 buff from the enemy.
Grass, Water, Ice, Martial, Mech
Normal, Fire, Electric, Poison, Wing
Progress: 4 items