Indiscriminate Filtration
While on the field, all sprites' combo count is fixed at 2.
Its bones are naturally brittle and require frequent consumption of sludge, which contains the substances needed for its skeleton. If intake is insufficient, its joints will become inflamed and it may easily fall over while walking. Its snout is not fully developed yet and occasionally gets clogged with mud.
While on the field, all sprites' combo count is fixed at 2.
High Def counter after field presence enhancement
Utilize Stone Skin + Mud Armor double physical defense stacking to maximize Singing Sand Trap's power, while Peck provides stable 2-hit combo under trait as supplementary output.
Core buff skill, provides +60% Physical Attack and Physical Defense bonus, doubling to 120% when targeted while defending, core survivability asset for Mud Sucker.
Greatly increases Physical Defense by 160%, combined with Mud Armor's defensive response doubling mechanic, can stack Physical Defense to extremely high levels, maximizing Singing Sand Trap's power
Power positively correlates with own Physical Defense; combined with high Physical Defense stacking from Stone Skin + Mud Armor, can deal extremely high damage.
Under trait's forced 2-hit combo, Peck becomes a stable 2-hit low-energy output skill, extremely cost-effective at 15 energy, used for finishing and attrition.
Speed up then priority damage output
Through Riding Wind to speed up, paired with First Strike, Fan Wind and other first strike special effect skills, attempt to unleash first strike advantage burst.
Provides 120 SPD boost, attempts to compensate for 76 SPD disadvantage, strives for first strike to trigger Gale Thrust/Wind Fan special effects
Priority +1 Physical damage, combined with Speed buff from Riding Wind to stably deal damage first and circumvent Speed disadvantage.
Trait forces 2-hit combo, but Gale Thrust has high base power; even with only 2 hits it's a usable physical damage skill, though its potential 3-hit combo when going first is suppressed by the trait.
+50% Power when acting first, attempts priority burst after Wind Riding Speed boost, one of few high-Power output methods for Silt Gull.
Enhanced Damage Output + Reactive Control
After Power Boost activation, Rock Throw becomes the primary damage dealer; Feather Blade and Earth Spike provide control and forced retreat options under status conditions—this is a functionally oriented tactical setup.
100% Physical Attack boost, a straightforward and simple strengthening method to prepare for subsequent output
55 Energy Physical damage skill. One of the main offensive tools, dealing considerable damage after Power Boost.
Forces enemy Emergency Retreat when Countering. Has tactical value, can be used to force retreat or interrupt enemy tempo.
Interrupts Countered skill when Countering. Has control function, combined with Feather Blade to form double Counter control.
Self gains +100% Physical Attack.
Deals physical damage, 1 Combo.
Deals physical damage, 2 Combos.
Self gains +120 Speed.
Deals Physical DMG. Priority +1.
Self gains +160% Physical Defense and -60% Magic Defense.
Deals physical damage, 1 Combo. If attacking before the enemy, changes to 3 Combos.
Self gains +60% Physical Attack and Physical Defense, Against Defense: additionally doubles own buffs.
Deals Physical DMG. If attacking before the enemy, this skill's Power increases by 50%.
Deals Physical DMG. The higher your Physical DEF compared to the enemy's, the higher this skill's Power.
Deals Physical DMG. Each time attacked, this skill's Energy Cost permanently decreases by 1.
Deals physical damage. Counter state: Causes the enemy to Emergency Retreat at the end of the turn.
Deals physical damage. Counter state: Additionally interrupts the countered skill.
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.
Reduces damage taken by 70%. Counters attacks.
Deals Physical DMG. Gains Physical DEF +70%. Counter State: This skill's Power doubles, and Physical DEF increases by an additional 70%.
Deals physical damage to the enemy creature.
Deals physical damage, drains 50% HP. Counter state: This skill's power doubles.
Swap buffs and debuffs with the enemy.
Deals magic damage to the enemy creature.
Deals Magic damage. If this attack is not countered by a defensive skill, dispels all marks from both sides.
Deals physical damage, 2 Combos. Counter state: This skill's Combo Count doubles.
Each turn, randomly transforms into a skill it doesn't have equipped, and that skill's energy cost -2.
Dispels all buffs from the enemy.
Enemy gains All Skill Energy Cost +3. When countering Defense: Additionally inflicts Interrupt, and enemy gains Daze next turn.
Self gains +140% Physical Defense and -30 Speed.
Self gains +20 All Skill Power, Swiftness.
50% damage reduction. Counter: Next action gains Priority +1.
Self gains +30 power to all skills. Choice: This use costs 1 less Energy, or when countering Defense, instead permanently gains +50 power to all skills.
Ice, Water, Mech
Normal, Fire, Poison, Bug, Wing
Progress: 3 items