Immune to other status conditions while sleeping, and one turn after awakening. Your Compliens may have their stats permanently increased instead of growing, burgeoning, or fusing. You may also do this to Compliens that cannot grow, burgeon, or fuse, as long as they have not already done so.
The six moons of Complanet besides Seisark affect your stats based on their phase. Seisark's phase determines your currently deployed Complien's stats.
You can spend complixonox to build up a static charge on yourself, which can be converted to spells or used to power up your Compliens. Physical contact with you will immediately discharge your charge as damage.
Any time a Complien with this instinct takes damage, its active allies are healed by 30 HP.
Opponents weak to the Toxic Element will take passive damage every round.
Tastes Like Pity
If a Complien bites a Complien with this instinct, it will be poisoned. Negates healing from biting-based spells.
If a Complien touches this Complien, there is a 10% chance it'll be poisoned.
Healing items and spells deal damage to this Complien, but Toxic Element spells heal it.
When the user is confused, the attack and speed of active allies with the same instinct is raised.
Compliens with this instinct can repeat a spell that hits them up to ten times, losing power each time. If the spell is of the Sound Element, then it will not lose power.
Sound Element spells will hit many times in a round. Each subsequent hit, however, deals less damage.
This Complien gets a small speed boost at the start of each round.
Sound Element spells cast by this Complien will last twice as long, extending their effects.
This Complien is immune to Sound Element spells.
Opponents have a 25% chance to misfire, forget their attack, or become paralyzed when around this Complien.
If a Complien with this instinct puts an opponent to sleep, the opponent will be confused upon wake.
A Complien with this instinct can not be put to sleep.
Nearby Compliens have a 25% chance of falling asleep at any given turn. This chance decreases by 5% for each square between the Complien and its victim.
Compliens with this instinct have a 10% chance of putting opposing Compliens to sleep with any Dream Element spell they use.
Ten times throughout the battle, this Complien can undo the effects of one turn.
Compliens with this instinct are able to see the next action initiated by a Complien below full sapience.
Compliens with this instinct are able to see the previous actions of their opponents' last twenty turns.
The Cavalry's Here
At the beginning of battle, up to two other versions of this Complien from across the timeline can be summoned to aid in combat. The clones have random level, health, and status.
Compliens in this Complien's line of sight have a chance to become infatuated for a turn instead of attacking.
Compliens with this instinct have a 75% increase in evasion, and are immune to having their color changed forcibly.
Every turn, opponents will have their defense lowered by 10%. The effect is cumulative.
This Complien is immune to infatuation.
Bases form on enemy's mind.
Every time this Complien is hit, its attack will increase.
Compliens with this instinct will deal 50% more damage to adjacent Compliens.
This Complien is immune to haunting, but it cannot switch out or run away.
Attacks used by this Complien do not count as contacting the opponent.
Fight or Flight
At the beginning of battle, this Complien will have a 50% chance of running away, modified by evasion and speed.
All direct spell damage is reduced by 15%.
Biting spells lock enemy Compliens in place for one turn.
When this Complien's attack is increased, it heals a bit of its health.
If this Complien is protecting another, its attack and defense are boosted by 25%. Your trainer does not count.
When hit by a spell, this Complien can mimic this spell in the next round. If this Complien already knows the spell, it restores cpx instead.
Restore From Backup
When this Complien is knocked out, it can revive itself with 5% health at any time. Works once per story.
This Complien has a 50% chance to confuse any Volt and Cyber Element Compliens in play every turn.
Compliens with this instinct are not weak or resistant to anything, and their spells are never super effective or ineffective.
Every five turns, this Complien creates a healing item to be used later.
Spells that deal 40 or more damage have a chance to make this Complien use Explode, even if they don't usually have the spell. The chance increases with the power of the spell, starting with 10% at 40 damage, and capping at 90% at 80 damage. The chance never gets higher than that.
When this Complien is knocked out, it can revive with 50% health at the end of the battle. Works once per story.
This Complien takes no damage from Corrupt spells. Corrupt opponents take damage at the end of every turn - if this KOs them, they are revived at 50% HP in an uncorrupted form if possible, and prevented from further participating in the same battle.
Nuclear Element spells used by this Complien have a 25% chance to change one element of the target to another.
Nuclear Element spells used by this Complien on allies will heal them for 30% of the damage they would have done.
This Complien has a 30% chance to poison other Compliens nearby. The chance decreases by 5% for each square between the Complien and its victim, or 10% underwater.
Toil and Trouble
Every five turns, this Complien creates a powerful bomb that can be used in combat.
This Complien's Water Element attacks will deal Air Element damage instead.
When this Complien is below 20% health, it vanishes. It will return to you after the battle. Doesn't work if the Complien is knocked out.
Spells used against this Complien will always have a 20% chance of missing, regardless of matchups.