Ransom to the Demon
When defeating an enemy creature, the enemy loses 1 additional MP. When defeated by an enemy creature, you lose 1 additional MP.
Ancient texts record that Dragon Breath Pal acts differently from other Dark-type pets. Upholding the principle of equivalent exchange, they strictly abide by the contracts they forge. They will never leave before a contract is fulfilled, even willing to wait through long ages for it.
When defeating an enemy creature, the enemy loses 1 additional MP. When defeated by an enemy creature, you lose 1 additional MP.
Field Attrition, maintain high HP through continuous Bat life drain, use Malicious Exchange to reverse HP difference when opportunity arises, Other Shore Hand for low-cost harvesting in endgame, Preemptive Strike to deal with low-HP targets or shield breaks.
Centered around Bat's 100% lifesteal to establish a sustain system, Malice Exchange to create HP gaps, Hand of the Other Shore for endgame cleanup, and First Strike for preemptive pressure. Overall playstyle is steady, fully utilizing durability and lifesteal advantages; the trait further suppresses enemy magic power during cleanup.
Core sustain skill, 100% lifesteal ensures field presence, stable HP recovery with high Physical Attack stat, the foundation of attrition warfare.
Low Energy cost First Strike skill (55 Energy, First Strike +1), compensates for Speed disadvantage, used for finishing blows, shield breaking, or suppressing low-HP targets.
Exchanges HP ratio with enemy, using on high HP targets can instantly create low HP state, coordinate with Trait for cleanup or create kill opportunities for allies, extremely high strategic value
High-power Physical skill (150 Energy cost). Energy cost decreases as HP lowers, allowing low-cost usage in endgame. Synergizes with lifesteal skills to maintain HP before bursting.
Maximum Ripper burst at full HP, followed by Deceitful Contract to transfer -50% dual attack to the enemy, Bat Swarm for sustain, and Preemptive Strike for cleanup. Prioritize Deceitful Contract to exchange buffs against setup sweepers.
Use Extreme Tear's high burst paired with Deceit Contract to transfer negative effects, converting side effects into enemy suppression. Bat provides sustain, First Strike ensures move priority. Suitable against boost-type opponents, disrupting enemy rhythm through Deceit Contract.
Core sustain skill, 100% lifesteal is the foundation of field presence, can transfer possible debuffs to the enemy when paired with Deceitful Contract.
Exchanges buffs and debuffs with enemy, highly effective against opponents reliant on buffs, can also transfer own -50% Dual Attack from using Extreme Tear to enemy
High-power burst skill (135 Energy cost), deals extremely high damage at full HP. Although it comes with a -50% ATK/DEF side effect, this can be transferred to the enemy via Deceitful Contract to create pressure.
Low Energy cost First Strike skill, used for finishing blows or Countering enemy low-HP, ensures attack priority when at Speed disadvantage.
Use Forged Bill against enemy healers, Hidden Clause against core skill-dependent creatures, and Malicious Escape to exit and increase enemy energy cost during endgame or unfavorable matchups. Focus on disruption and Magic suppression throughout, with damage coming from First Strike clean-up.
Pure Disruption Support archetype, using Forged Bill to counter healing, Hidden Clause to disrupt enemy skill sets, and Malicious Escape to suppress enemy MP consumption, with First Strike ensuring priority disruption. Excellent durability allows multiple entries, with the trait further amplifying MP suppression.
Low Energy cost First Strike skill, used for frequent pressure, combines with Forged Bill to create disruption rhythm.
Counter-healing skill, first strike +1, targets creatures dependent on healing (such as Cute type, some Light types), converts healing to damage, strong strategic targeting.
Exchanges carried skills with enemy, can disrupt enemy's core skill combinations or obtain enemy's key skills (such as healing, buffs), extremely strong interference capability
Exits and increases enemy attack skill Energy cost by +4 when responding to defense. Combined with trait, enemy loses additional Magic when defeated, forming dual Magic suppression. Suitable for late-game switching.
Reduces damage taken by 70%. Counters attacks.
Self gains +100% Physical Attack.
Deals physical damage and drains 100% HP.
Deals physical damage to the enemy creature.
If the enemy restores HP this turn, they instead lose 2x the amount (including overhealing). Priority +1.
Deals Physical DMG. Priority +1.
Swap buffs and debuffs with the enemy.
Deals Physical Damage. If own HP is above 50%, gain Attack -50% and Special Attack -50% after use.
Swap equipped Skills with the enemy.
Deals Physical DMG. For every 10% HP lost, this skill's Energy Cost decreases by 1.
Retreat, Counter Defense: additionally increases enemy attack skill energy cost by 4.
Deals physical damage. Counter state: This attack drains 100% HP.
Deals physical damage, drains 50% HP. Counter state: This skill's power doubles.
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 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.
Charge up to deal physical damage and drain 50% HP.
Charge up to deal physical damage. Counter state: This skill's power is doubled.
Charges up. The user gains +150% to both Attack stats and +80 Speed.
Deals physical damage to the enemy creature.
Deals physical damage. Counter state: This skill's Power becomes 4x.
Enemy gains 10 stacks of Burn.
Deals physical damage to the enemy creature.
Deals Physical DMG. If the enemy switches Roco this turn, this skill's Power increases by 100.
Deals physical damage, 2 Combos. Counter state: This skill's Combo Count doubles.
Enemy gains Physical Defense and Magic Defense -120%.
Each turn, randomly transforms into a skill it doesn't have equipped, and that skill's energy cost -2.
Restore 25% HP to self, Counter Defense: instead restore 50% HP.
Deals physical damage to the enemy creature.
50% damage reduction. Counter: Next action gains Priority +1.
Swap HP ratio with the enemy.
Light, Bug, Martial, Cute
Ghost, Dark
Progress: 7 items