Immortal
Revive after 4 turns of Exhaustion.
When first discovered, Big Skull Dragon was sleeping in underground rock strata and knew nothing about the current world or Spirit society. Its skeleton is not only hard but also has regenerative abilities. Even if its bones are broken, they can regrow in a short time. Its bony wings may look fragile, but they are actually very tough.
Revive after 4 turns of Exhaustion.
Use Dragon Blood's 70% damage reduction and Stance healing to stay on field, intentionally sell HP to trigger Immortal resurrection, after resurrection use full status + Dragon Blood/Stance's charge-free mechanism for counterattack, Dragon Claw lifesteal maintains HP line, forming infinite attrition loop.
A drain revival build centered around trait 'Immortal' and extremely low speed, using Dragon Blood + Stance dual recovery/damage reduction system to delay until revival, Dragon Claw as core damage with lifesteal sustainability, and Deceptive Thorn as low-cost cleanup means.
Core damage reduction skill. 70% damage reduction usable during Charge state. After countering an attack, next skill requires no Charge. Combined with low-Speed trait to overcome Charge disadvantage. The core survival skill for tank positioning.
This type's Physical output, 40 Energy cost is low, serves as stable output without charge requirement, can be used directly after Dragon Blood Response, forming attack-defense tempo.
Restores 20% HP and removes next charge. Combined with Immortal trait forms extremely strong sustainability, usable before or after revival to maintain HP.
High-power same-type Physical output, 130 Energy with 50% lifesteal. After Stance or Dragon Blood Counter, can be released directly without charging, balancing output and sustainability.
Predict opponent special attack skill use Etherealization for damage reduction and trigger Magic Defense, then Stance to recover and cancel Flame Breath charge, release doubled-power Flame Breath next turn; against high-speed opponents, first use First Strike to steal HP, then choose Etherealization or Dragon Blood field presence based on situation.
Counter-burst flow against special attackers: Etherealization provides highest damage reduction and Magic Defense targeting, First Strike compensates for Speed disadvantage, and Flame Blow combines with Stance/Etherealization counter mechanics for doubled burst damage.
80% high damage reduction. Gains +70% Magic Defense after countering attacks. Extremely strong survival against special attackers, forming a dual damage reduction option with Dragon Blood.
Priority +1 Physical damage with moderate 55 Energy cost, compensating for the extreme disadvantage of 48 Speed, used for HP sniping or disrupting opponent tempo.
High-power charge output, 170 energy cost, power doubles when Responding; combined with Intangibility/Dragon Blood response mechanics can deal extremely high burst damage
Low Energy cost recovery + no charge, combined with Fire Blow's charge requirement, using Stance after Illusion Counter can immediately release doubled power Fire Blow.
Deals physical damage to the enemy creature.
70% damage reduction, this skill can be used while charging, when responding to an attack: next skill requires no charging.
Enemy gains 1 stack of Spirit Descent Mark.
Deals physical damage. For every 1 Energy the enemy has, this skill's Power -10%.
Restore 20% HP to self; next skill requires no charging.
Deals physical damage to the enemy creature.
Self gains 1 stack of Dragon Devour Mark.
80% damage reduction, when responding to an attack: Magic Defense +70%.
Deals physical damage to the enemy creature.
Deals Physical DMG. Priority +1.
Deals physical damage to the enemy creature.
Charge up to deal physical damage and drain 50% HP.
Charge up to deal physical damage. Counter state: This skill's power is doubled.
Reduces damage taken by 70%. Counter Attack: Gain +70% to Attack and Magic Attack.
80% damage reduction, when responding to an attack: restore 3 energy.
70% damage reduction, when responding to an attack: enemy gains 6 layers of Burn.
80% damage reduction, when responding to an attack: Magic Attack +70%.
Deals physical damage to the enemy creature.
80% damage reduction, when responding to an attack: enemy Combo Count -3.
70% damage reduction, when responding to an attack: restore energy equal to 2× the energy cost of the responded skill.
Deals magic damage to the enemy creature.
80% damage reduction, when responding to an attack: return to field at the end of your turn.
Deals physical damage to the enemy creature.
70% damage reduction, emergency retreat, when responding to an attack: next entering creature gains damage reduction.
Deals physical damage, 2 Combos. If attacking after the enemy, changes to 3 Combos.
Reduces damage taken by 70%. Counter Attack: Gain +2 to combo count.
Deals physical damage to the enemy creature.
Deals magic damage to the enemy creature.
90% damage reduction, when responding to an attack: gain 50% Life Steal.
Deals physical damage. When this skill is in Slot 1, Power +60. Transmission 1.
80% damage reduction, when responding to an attack: enemy gains 2 layers of Starfall Mark.
Deals Physical DMG. Burst: This skill's Power increases by 40.
70% damage reduction, when responding to an attack: selected skill usage count +1 next turn.
Deals Physical DMG. If the enemy's Energy is 2 or less, deals 5x damage.
Deals physical damage. Counter state: This skill's Power becomes 3x.
Enemy gains Physical Defense and Magic Defense -120%.
Each turn, randomly transforms into a skill from another creature on your team.
Self gains +100% Physical Attack.
50% damage reduction. Counter: Next action gains Priority +1.
Reduces damage taken by 80%. Counter Attack: For each attack damage taken during this period, gain +40% to both Attack and Magic Attack.
60% damage reduction. Counter: Enemy retreats.
100% damage reduction. Counter: Convert reduced damage into HP recovery, and this skill's energy cost permanently increases by 2.
70% damage reduction, when responding to an attack: enemy loses 3 energy.
Reduces damage taken by 70%. Counters attacks.
Light, Ice, Dragon, Cute, Ghost, Dark
Normal, Grass, Fire, Water, Electric, Poison, Bug, Martial, Wing
Progress: 3 items