Upright Sword
Can only use Slot 1 skill.
The maker regarded sacrifice and dedication as the holy sword's mission, and all its subsequent actions were to fulfill this purpose. Countless No. 10 Holy Swords were thus left behind in bygone eras. Now, the winds of the Golden Age have long ceased, and after the dark night, new life has emerged.
Can only use Slot 1 skill.
Slow tank-type physical attacker that relies on high defenses to stay on field, using low-cost, high-power Mechanical Brawl for sustained damage, stacking buffs through passive skills
Mecha Brawl serves as the core damage output, using Bearing Support to reduce energy cost, Linkage Device to increase power, and Mesh Transmission in slot 3 to provide ATK buff conditions. Although Mesh Transmission cannot be used actively, its slot 3 passive effect combined with Bearing Support forms a complete ATK buff system.
Trait restricts to slot 1 only, so slot 1 must hold the main offensive skill. Mechanic Brawl gains +60 power and Transmission 1 in slot 1, one of the highest power physical attack skills, with low 45 energy cost, suitable as core output.
Passive Effect: Energy cost of skills on both sides -1. Placed in slot 2, reduces energy cost of slot 1 Mecha Brawl (45→44) and slot 3 skill, while Transmission 1 may trigger other effects. An excellent energy cost support.
Passive Effect: When this skill is in slot 3, Mesh Transmission additionally gains Physical Attack +60%. Although trait restrictions prevent active use of Mesh Transmission, when slot 3 condition is met it can provide Physical Attack buffs for the team or other mechanics (if subsequent Transmission triggers). More importantly, placing in slot 3 can coordinate with Bearing Support to reduce energy cost, while serving as a pivot for position condition checks.
Passive effect: permanently +20 power to adjacent skills. Placed in slot 4 boosts slot 1 Mech Fight and slot 3 Mesh Transmission power (though Mesh Transmission doesn't directly deal damage, may indirectly affect through other mechanics). Becomes +30 when Countering Defense, more advantageous against defensive opponents. Long-term buff skill.
Extreme Dual Defense Tank: Uses high Magic Defense passive and base stats to tank special attackers, retaliating with Magnetic Storm. Suitable against special attack-type enemies.
Magnetic Storm serves as the core Magic Attack output, Bearing Support reduces energy cost, Magic Enhancement in slot 3 satisfies Magnetic Storm's position condition and provides potential Magic Attack boost, Encouragement provides high Magic Defense passive. Max both defenses, Magic Attack output.
Trait restricts to slot 1 only; Magnetic Storm gains +30 power and Transmission 1 in slot 1 or 3. As a magic attack skill, suitable for magic-focused builds, moderate 70 energy cost, considerable output after power bonus.
Passive Effect: Energy cost of skills on both sides -1. Placed in slot 2, reduces energy cost of slot 1 Magnetic Storm (70→69) and slot 3 skill, while Transmission 1 may trigger team effects. Also an energy cost support needed for Magic Attack builds.
Active effect: Self gains +70% Special Attack. Though Trait restricts active use, as slot 3 skill can combine with Bearing Support for Energy reduction, and if triggered through certain mechanics (e.g., teammate skills), greatly boosts Special Attack. More importantly satisfies Magnetic Storm's "slot 1 or 3" condition check.
Passive Effect: Self gains Magic Defense +170%. Placed in slot 4 as a pure passive defensive skill, compensating for potential Magic Defense needs in Magic Attack builds, while coordinating with Bearing Support to reduce energy cost of slots 1 and 3. High Magic Defense + high Physical Defense base stats form an iron wall defense.
Sacrifices Speed and other functions to invest all resources into maximizing the 1st slot skill. Relies on high dual defenses to survive and deliver a one-shot kill, suitable for PVE or specific PVP burst scenarios.
Extreme damage archetype. Gear Slice as the highest power skill, combined with Power Boost's 100% Physical Attack bonus, Linkage Device power bonus, and Bearing Support energy reduction to maximize single-hit damage. Suitable for bursting high-HP targets.
Trait restricts to slot 1 only; Gear Slice gains -2 energy cost (130→128) and Transmission 1 in slot 1 or 3. Highest energy cost and highest expected power physical attack skill in the list, suitable as ultimate finisher. Though extremely high energy cost, acceptable with Bearing Support and self energy reduction.
Passive Effect: Energy cost of skills on both sides -1. Placed in slot 2, reduces energy cost of slot 1 Gear Slice (128→127) and slot 3 skill. For Gear Slice with 130 energy cost, every point of energy reduction is crucial.
Passive Effect: Self gains Physical Attack +100%. Placed in slot 3 as a pure passive buff, greatly increases Gear Slice's output capability. Although unable to be used actively, the 100% Physical Attack bonus is extremely valuable for an ultimate damage skill.
Passive effect: permanently +20 power to adjacent skills, +30 when Countering Defense. Placed in slot 4 further boosts slot 1 Gear Slice power (especially +30 against defensive opponents), while reducing slot 1 and 3 energy costs. Stacks with Power Boost for extreme output.
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: 7 items