Upright Sword
Can only use Slot 1 skill.
Artisans of the Golden Age once considered astrology and alchemy as two languages of the same discipline. Thus they forged holy swords with wind as the core, and power and law as the bone. Only a handful remain today.
Can only use Slot 1 skill.
Holy Sword Squire (NO.285) is a Steel-type Tier I creature. Its trait "Upright Sword" restricts it to using only Slot 1 skills, greatly limiting its moveset options. Stat-wise, it has balanced but unremarkable Attack (116) and Magic Attack (111), high dual defenses (139), and extremely low Speed (52). The core strategy is to utilize the special bonuses of Slot 1 skills, paired with support skills for self-buffing or disrupting opponents. Due to the trait restriction, you must choose the highest-value Slot 1 skill as core damage, with remaining slots dedicated to low-cost or zero-cost buff/heal skills to sustain survival and enhancement.
Using Mechanical Combat in slot 1 as core damage, with passive support skills in other slots. However, most skills lack passive effects, making this build suboptimal.
This build attempts to utilize the trait, but a critical issue was discovered: the trait "Can only use slot 1 skills" means slots 2-4 skills cannot be clicked to activate at all, only functioning as passives. Therefore slots 2-4 can only select skills with passive effects.
Core damage skill with +60 Power and Transmission 1 when in slot 1, the highest Physical damage output under Trait conditions. 116 Physical Attack stat combined with this bonus can deal considerable damage.
Zero-energy Magic Attack boost skill: placed in Slots 2–4, it cannot be actively used, but could it trigger before entering the field or under specific mechanics? In fact, the trait restricts usage to Slot 1 only, so this skill is completely unusable in Slots 2–4. However, this is the only Magic Attack boost available; if considering special cases... Reanalysis: the trait states "only Slot 1 skills can be used," meaning Slots 2–4 skills cannot be clicked at all. Therefore, if this skill is brought, it must be placed in Slot 1, but Slot 1 is already occupied by Brawl. This skill is effectively unusable, but as a filler slot there is no better alternative, or replacement could be considered.
Zero-energy recovery skill: placed outside Slot 1, it cannot be actively used, but... the same issue applies. In fact, all skills outside Slot 1 cannot be used. This analysis is flawed and needs reconsideration: the trait means only the Slot 1 skill is usable, so the selection criteria for Slots 2–4 become: ① zero-energy passive effects; or ② abandon them entirely. Bearing Support has a passive effect (adjacent skill energy cost -1), making it a decent filler choice.
Zero-energy: passive effect reduces adjacent skill energy cost by 1. Even though it cannot be used outside Slot 1, it can reduce the energy cost of Brawl in Slot 1 (45→44, though the actual benefit is limited). The active effect's additional -1 energy cost from its own passive is meaningless for itself. It is one of the few filler skills with passive value.
Accepting trait limitations, slot 1 for Mecha Combat output, slots 2-4 prioritize zero-energy skills to reduce waste, Bearing Support provides minor energy cost reduction
Re-evaluation: Trait forces single-skill operation, slots 2-4 can only select passive skills. But among available skills, only "Bearing Support" has a clear passive effect (adjacent skills -1 energy cost). Does "Linkage Device" have a passive effect? Checking description: "After use, adjacent skills permanently gain +20 power" — this is an active effect, not passive. "Mesh Transmission": "When this skill is in slot 1 or 3, additionally gains +60% Physical Attack" — position-limited active effect. "Gear Torque": +20 power when position changes — active effect. In fact, most skills have no passive effects!
Core damage. When in Position 1, +60 Power and Transmission 1, strongest Physical damage under trait. 45 Energy cost, becomes 44 under Bearing Support passive.
Key passive skill: When in slots 2-4, the passive effect "Energy Cost -1 for adjacent skills" reduces the Energy Cost of slot 1's Brawl. Though unusable by itself, this is one of the few skills with passive value.
Zero-cost, but no passive effects, completely useless in non-slot 1. This choice is poor, but among available skills there are no other passive skills
Zero-cost Magic Attack boost, no passive effects, unusable in non-slot 1. Filler slot.
Utilize Magnetic Storm's magic damage and slot 1 bonus, but overall weaker than Mecha Brawl build.
Magic Attack-oriented build, but Magnetic Storm's Slot 1 bonus (Power +30) is inferior to Mech Fight (Power +60), and Physical Attack base stat is higher, making this build inferior.
Position 1: +30 power and Transmission 1, magic damage output. Magic attack 111 slightly lower than physical attack 116, but Magnetic Storm energy cost 70 lower than Mechanical Combat 45? No, 70>45. Actually Mechanical Combat position 1 +60 power is better. But Magnetic Storm is magic damage, can target opponents with high physical defense.
The only filler skill with passive effect, reducing Energy cost for adjacent skills.
Zero-cost filler.
Zero-cost filler.
Self gains +70% Magic Attack.
Reduces damage taken by 70%. Counters attacks.
Deals physical damage. When this skill is in Slot 1, Power +60. Transmission 1.
Deals magic damage to the enemy creature.
The user gains +30 Speed. If this skill is in slot 1 or 3, additionally gains +80% Physical Attack and Transmission 1.
Deals Physical DMG. Priority +1.
Restore 30% HP to self.
Deals Physical Damage. When position changes each turn, this skill's Power permanently +15.
Self gains +100% Physical Attack.
Deals physical damage. This skill's position will not change.
Self gains +170% Magic Defense.
Deals Magic damage. When this skill is in slot 1 or 3, Power +30, Transmission 1.
Active: This skill's passive permanently costs an additional -1 energy. Passive: Adjacent skills cost -1 energy, Transmission 1.
Deals physical damage. Skill Power is one-third of the sum of adjacent skills' Power. Transmission 1.
After use, the power of skills on both sides permanently increases by 20. When dealing with Defense: changes to power permanently increases by 30.
Deals physical damage. When this skill is in Slot 1 or 3, Energy Cost -2. Transmission 1.
Deals magic 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 magic 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 Magic damage. When this skill is in slot 3, Power +40, Transmission 1.
Deals physical damage to the enemy creature.
Deals magic damage to the enemy creature.
Deals physical damage to the enemy creature.
Deals Magic damage. This skill's type matches the Weather type.
Up to 1 skill per type gains +35 power.
Deals magic damage to the enemy creature.
Deals Physical DMG. The higher your Physical DEF compared to the enemy's, the higher this skill's Power.
Deals Physical DMG. Gains Physical DEF +70%. Counter State: This skill's Power doubles, and Physical DEF increases by an additional 70%.
Self gains +140% Physical Defense and -30 Speed.
Deals physical damage to the enemy creature.
Deals physical damage. Enemy gains All Skills Energy Cost +1.
Deals magic damage to the enemy creature.
Deals Magic DMG. 1 Combo. Counter State: This skill becomes 3 Combo.
Deals physical damage. Counter state: This skill's Power becomes 3x.
Each turn, randomly transforms into a skill from any enemy creature, and that skill's energy cost -2.
Restore 25% HP to self, Counter Defense: instead restore 50% HP.
50% damage reduction. Counter: Next action gains Priority +1.
Deals Magic damage, Response state: This damage is doubled.
Self gains -20 Speed. Choice: Additionally gains +90% Physical Defense or +90% Magic Defense.
Fire, Water, Martial
Normal, Grass, Ice, Dragon, Poison, Bug, Wing, Cute, Mech, Phantom
Progress: 3 items