Instincts are skills that are inherited by certain Complien species and families. In battles, usually at the very beginning of the fight, instincts create passive effects which are triggered under certain conditions. Just like Compliens and spells, instincts have elements. If one opponent's instinct element is resistant or immune to incoming damage of another's instinct element, the weaker instinct will not trigger at all in the battle.
List of instincts[]
Name | Element | Description | Triggered |
---|---|---|---|
Acidic | Toxic | Spells with the Toxic element, regardless of whether they have a poison effect or not, will have a 50% chance to poison the opponent. | Circumstance |
Alarm | Sound | Raises Attack and Speed of allies with the same Instinct by 1.5x when the user is confused. | Circumstance |
Battery | Volt | Spells with the Volt element used against this Complien will raise its attack instead of dealing damage. | Circumstance |
Bioluminescent | Light | Raises Attack against those with the Dark element, makes Compliens with this instinct immune to sleeping and blindness. | Constant |
Bravery | Fighter | Compliens with this ability are not affected by haunting. They also cannot switch out or run away. | Constant |
Co-operative | Psy | Each head, body, or personality of this Complien strengthens the damage of cast spells. | Constant |
Chain Reaction | Nuclear | Spells that deal damage have a chance to cause the Complien with this instinct to use the spell Explode, whether or not it usually has this spell. Only spells that deal over 60 damage can activate the instinct, and the chance increases from 0% at 60 damage to 90% at 125 damage, but no higher. | Constant |
Christmas Spirit | Magic | Allies of the Complien with Christmas Spirit get a small speed and attack buff at the beginning of the battle. | Instantaneous |
Chronomotile | Time | The Complien with this instinct can reverse time at will one round at a time, undoing all spells from that round, to change the direction of the battle. | Constant |
Cloud Storage | Cyber | When hit with a spell, they can mimic the spell for one round. If the user already knows the spell they were hit with, it heals instead. | Circumstance |
Colour Change | Art | Increases evasion by 75%. If the user's color is forcibly changed, such as with paint, this instinct has no effect. | Constant |
Crucible | Fire | Compliens that touch the user are inflicted with burning. | Circumstance |
Deep Root | Nature | This Complien regenerates a small amount of health every round. | Constant |
Delirium | Dream | The opponent has a 25% chance every round to misfire, forget their attack, or become paralysed. | Constant |
Dense Coat | Nature | Spells of the Frost element used against the user will deal 0.5x damage, applied after all other reductions and increases. | Circumstance |
Disguise | Psy | The Complien enters the round disguised as another Complien. When attacked, its disguise will be revealed. | Instantaneous |
Echo | Sound | When hit with a spell, it can be mimicked 10 times, but the effect gets weaker each time. If the spell has the Sound element, its intensity is unchanged. | Circumstance |
Explosive | Fire | Upon death, the Complien automatically uses Explode, even if it doesn't normally have that spell. | Circumstance |
Fight or Flight | Fighter | At the beginning of the battle, the Complien with this instinct has a 50% chance (modified by evasion and speed) to instantly run away. | Instantaneous |
Firepower | Fire | Spells of the Fire element cast by the user will always inflict burning, even if they normally don't burn. | Circumstance |
First Strike | Energy | If a Complien with this instinct moves first, the power of the spell is multiplied by x1.5. | Circumstance |
Fragrant | Nature | All Compliens on the field that are not the user have a 5% chance every round of becoming confused. | Constant |
Frightening Facade | Horror | At the beginning of the battle, all Compliens on the field that are not the user will have their attack and defense lowered. Blind Compliens are unaffected. | Instantaneous |
Frostbite | Frost | Compliens that touch the user are damaged and have a 25% chance to freeze. | Circumstance |
Frozen Aura | Frost | Any Compliens without the Frost or Fire elements involved in the battle will gradually get slower as the battle progresses. | Constant |
Future Vision | Psy | Compliens with this instinct are shown their foe's moves one round ahead. | Constant |
Gaseous | Air | This instinct prevents any non-Air Element physical attacks from hitting the user. | Circumstance |
Generator | Volt | Volt and Cyber Element spells cast by the user will deal 1.5x more damage. | Constant |
Glass Cannon | Crystal | The user takes and receives 25% more damage. The user's spells also have a 10% chance to inflict bleeding. | Constant |
Godliness | All | All Compliens allied with the Complien with this instinct will have their stats maximized, while all enemies will have their stats dropped to 1. | Constant |
Gravitank | Cosmic | Projectiles aimed at allied Compliens will instead hit the user of this instinct. | Constant |
Half Copy | Life | If the Complien with this instinct tries to use a copying spell, the resulting Compliens are crippled. | Constant |
Half Life | Nuclear | When killed, this instinct revives the Complien with 50% of its health, but at one lower evolution level. If the Complien is at its lowest evolution when the instinct is triggered, it simply dies. This instinct can only trigger once in a battle. | Circumstance |
Heat Wave | Fire | Any Compliens without the Fire element involved in the battle will gradually get slower as the battle progresses. | Constant |
Heavy Duty | Fighter | All direct spell damage is reduced by 15%. | Constant |
Hi-Frequency | Sound | When a spell of the Sound element is cast, it will hit multiple times, but it gets weaker with every round. | Circumstance |
Hindsight | Time | The Complien with this instinct is shown all of the spells and actions previously performed by the enemies, up to twenty actions. | Constant |
Hunger | Leech | All biting spells deal twice as much damage as usual, regardless of element matchups. | Circumstance |
Hyper | Sound | Compliens with this instinct have their speed raised slightly at the beginning of each turn. | Constant |
Hypnotic | Dream | If a Complien with this instinct puts an opponent to sleep, the opponent will be confused upon wake. | Circumstance |
Ignition | Fire | Compliens with this ability will always go first on the first round and a 40% chance to on the subsequent rounds. | Constant |
Infective | Toxic | Any status effects caused by a Complien with this ability can be spread to other enemies by touch. | Circumstance |
Intellectual | Psy | Enemy spells and instincts are automatically revealed at the beginning of the round. | Instantaneous |
Jester | Plain | Any damaging spells cast have a 5% of applying a random effect. | Constant |
Lightweight | Air | Being hit by a strong enough spell will cause this Complien to become aerial for a short period of time. | Circumstance |
Liquid Body | Water | This instinct makes all inferiorly elemented spells have no effect on the Complien, but all superiorly elemented spells deal 1.25x damage. | Constant |
Mana Aura | Magic | Spells of the Magic element cast by the user will deal 1.5x more damage. | Constant |
Metal Armour | Metal | Defense is directly tied to health. At 100% health, the Complien's defense is at its maximum. As the Complien takes damage, defense will drop too. | Circumstance |
Mindpower | Psy | Spells of the Psy element cast by the user will deal 1.5x more damage. | Constant |
Moon Power | Dark | The Complien with this instinct goes berserk as long as they are within moonlight. | Circumstance |
Mutagenic | Nuclear | Nuclear Element spells used by this Complien have a 25% chance to randomly change one type of the target to another type. | Circumstance |
Neutraliser | Plain | All spells cast by the user are now of the Plain element. | Constant |
Night Eyes | Dark | This Complien is no longer affected by attacks that contain the Light element, and is immune to blindness. | Constant |
Noxious | Toxic | All Compliens on the field have a 10% chance to be poisoned and a 10% chance to be confused every round. | Constant |
Orbital Strength | Cosmic | Every three rounds, the user gets a small boost in attack and speed. Every fifteen rounds, they are at their highest strength, before decreasing every round. The cycle then repeats. | Constant |
Overlooker | Plain | Boosts the accuracy of the Compliens' spells by 10%. | Constant |
Petrify | Earth | Spells that are neutrally typed against the Complien's own types will deal only 75% damage. | Constant |
Protective | Fighter | If the Complien with this instinct is guarding another Complien, it will have its attack and defense booted by 25%. | Circumstance |
Pure Body | Light | Compliens with this ability will not be effected by status ailments. | Constant |
Pure Energy | Energy | Compliens with this instinct have no weaknesses and resistances, and no moves they use are supereffective or ineffective. | Constant |
Purple Fever | Art | At the beginning of the battle, the user will automatically use Electric Indigo Ray, if it has this spell. This does not take up a round. | Instantaneous |
Radioactive | Nuclear | This instinct has a chance every round to poison everything around the Complien with this instinct. This chance ranges from 5% all the way to 85%, depending on how close they are. | Constant |
Reality Warp | Void | Vital elements in battle such as element advantages are switched around, and most instincts are reversed to become detrimental rather than beneficial. | Constant |
Reincarnation | Spectral | When killed, the Complien revives after one round with 25% of its maximum health. After three rounds, its health will be restored to 75% max. This instinct can only be triggered once. | Circumstance |
Restore From Backup | Cyber | When killed, the Complien revives after one round with 5% of its health. This instinct can only be triggered once. | Circumstance |
Rubbery | Plain | Spells that deal over 75 damage deal less damage as their damage increases, to a hard cap of 100 damage per spell. | Constant |
Shaded Aura | Dark | All Dark Element spells deal 50% more damage. Compliens with poor eyesight may be inflicted with blindness. | Constant |
Soundproof | Sound | This Complien is unaffected by Sound Element spells. | Constant |
Stainless Steel | Metal | Spells with inferior elements deal no damage and neutral elements deal half damage to the user. Only has 6 uses. | Constant |
Stored Power | Energy | Every turn the user doesn't spend attacking doubles the power of a move the next time they use it. | Constant |
Swarm | Insect | For every ally Complien of the same element, the user will deal 10% more Spell damage. If the same species, it will contribute 20%. | Circumstance |
Syzygy | Cosmic | The Complien's spells will always hit their target, regardless of accuracy and evasion. | Constant |
Tastes Like Pity | Food | If a biting spell is used against a Complien with this instinct, they will be poisoned. Negates bite based spells with healing effects. | Circumstance |
The Cavalry's Here | Time | At the beginning of the battle, up to ten other versions of this Complien will be summoned from across the timeline to aid in combat. | Instantaneous |
Thorned | Nature | Touching a Complien with this instinct will cause damage. | Circumstance |
Topple | Plain | This Complien is stunned if it is hit by a strong spell. | Circumstance |
Toxic Coat | Toxic | If the user is attacked directly, there will be a 10% chance the attacker will be poisoned. | Circumstance |
Unbreakable | Earth | All damage is reduced to 5% after modifiers. | Constant |
Ungrounded | Air | The Complien with this instinct has 10% higher evasion and cannot be hit by spells with the Earth element. | Constant |
Water Conversion | Nuclear | Depending on elemental advantages, Water Element spells may deal Air Element damage instead. | Circumstance |
Water Pores | Water | If the user is attacked with a Water Element spell, it will instead heal itself equal to the damage supposed to be dealt. | Circumstance |
Wild Card | Void | When a Complien uses a spell of its primary element, the spell will change to an element that is super effective against the opponent. | Circumstance |
You Can't See Me | Dark | Increases evasion by 50% and decreases enemy accuracy by 25%. Takes one round at the start of the battle to activate. | Constant |
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