Instincts

Instincts are special abilities that are shared across Complien families. They create passive effects that are usually helpful. Just like Compliens and spells, instincts have elements.
==List of instincts==
===Complinoid-exclusive===
Name 	Complinoid	Element	Description
Dare to Dream 	Batorius 	 	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.
Astrology 	Baryta 	 	The six moons of Complanet besides Seisark affect your stats based on their phase. Seisark's phase determines your currently deployed Complien's stats.
Cold Fusion 	Jeligant 	 	Your Frost and Nuclear spells can be either Frost or Nuclear, depending on which is advantageous. You can grow Compliens that fuse to grow using complixonox, rather than using a second Complien.
Never Too Early	Napente 	 	Immune to poisoning and radiation poisoning. Your Complien eggs and fetuses will gain experience from battles, allowing them to hatch/be born above level one.
Static Charge 	Dedare 	 	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.
===Plain===
Name 	Description
Baker's Delight	Any time a Complien with this instinct takes damage, its active allies are healed by 30 HP.
Blank Slate 	Compliens with this instinct will attempt any behavior directed towards them by another Complien, but will do nothing otherwise.
Easy Flee 	Compliens with this instinct are always able to escape from a battle if they so desire.
Huge n' Heavy 	This Complien can not be trapped or encased.
Jester 	Any damaging spells have a 5% chance of casting a random status effect.
Neutralizer 	All spells cast by the user are now of the Plain Element.
Overlooker 	Accuracy of the Compliens' spells is boosted by 10%.
Paper Thin 	Compliens with this instinct take 50% additional damage, but get a 50% speed increase.
Rubbery 	Spells that deal 75 damage or more have their damage decreased, with a hard cap of 100 damage per spell.
Soft-Bodied 	Physical attacks will deal 50% less damage on average, but special attacks will deal 25% more damage.
Stuffing 	Compliens with this Instinct are allowed to store natural healing items in their mouths for later use in battle.
Topple 	If hit by a strong enough spell, Compliens with this instinct will be stunned for a turn.
===Fire===
Name 	Description
Crucible 	Compliens that touch the target are inflicted with burning.
Explosive	Upon knockout, a Complien with this instinct will use Explode, even if they couldn't otherwise.
Firepower	Regardless of their usual effect, spells of the Fire Element will cause burning.
Heat Wave	Compliens without the Fire Element in battle will get slower as the battle progresses.
Ignition 	Compliens will this instinct will always go first on the first round of battle, and have a 40% higher chance of going first on subsequent turns.
Steamed 	Water Element spells will always deal Air Element damage to this Complien.
===Water===
Name 	Description
Big Meaty Claws	All Water and Martial Element Spells used by this Complien will deal 50% additional damage.
Liquid Body 	All ineffective spells deal a stage less of damage with this instinct, but supereffective spells deal an additional stage of damage.
Scalding Water 	All Water Element spells used by this Complien count as Water/Fire Element.
Water Pores 	If hit with a Water Element spell, Compliens with this instinct will be healed for half the amount of damage that would otherwise be dealt.
===Earth===
Name 	Description
Dusty Magic 	Magic Element spells will deal additional Earth Element damage, if it is advantageous.
Earthly Power	Spells of the Earth Element will deal an additional 50% of damage.
Petrify 	Spells that deal neutral damage to Compliens with this instinct only deal 75% damage.
Rock Wall 	Spells that deal less than 20 damage do nothing against Compliens with this instinct.
Sand Trap 	Hitting an enemy with an Earth Element spell will immediately make them unable to escape.
Unbreakable 	All damage is reduced to 5% after modifiers.
===Air===
Name 	Description
Air Bubble 	Compliens with this instinct are always able to breathe, regardless of whether or not they otherwise could.
Fantastic 	All Air and Martial Element Spells used by this Complien deal 50% additional damage.
Gaseous 	All physical spells that aren't of the Air Element are unable to hurt this Complien.
Lightweight	If hit by a strong enough spell, Compliens with this instinct will be briefly aerial.
Swarm 	For every ally Complien of the same element, this Complien will deal 10% more damage. If the same species, the damage will increase by 20%. Only benefits from a trainer and their party.
Tornado 	When activated, Compliens with this instinct will have their evasion increased by 50% and briefly become aerial.
Ungrounded 	Compliens with this instinct have a 10% increase in evasion, and can not be hit by spells of the Earth Element.
===Flora===
Name 	Description
Absorber 	Damaging spells of the Flora Element will heal for 25% of the damage dealt.
Aromatherapy 	This Complien and its active allies are immune to confusion.
Deep Root 	Every round, this Complien will regenerate a small amount of health.
Dense Coat 	Spells of the Frost Element will deal halved damage, after all other reductions and increases are taken into effect.
Fragrant 	All other Compliens on the field have a 10% chance of becoming confused every round.
Mint Condition	When this Complien attacks an opponent, there is a 50% chance the opponent will be inflicted with confusion.
Thorned 	Touching a Complien with this instinct will cause damage.
===Volt===
Name 	Description
Battery 	Spells of the Volt Element used against this Complien will raise its attack instead of dealing damage.
Electromagnetic	Cyber and Metal Element creatures in play will gradually take passive damage. If the opponent has both elements, the effect is stacked.
Electron Field 	Opponents weak to the Volt Element will take passive damage throughout the match.
Generator 	Spells of the Volt and Cyber Elements used by this Complien will deal 50% additional damage.
Magnetic Sense 	This Complien has 100% accuracy against metal opponents.
===Frost===
Name 	Description
Chilled Punches	All physical attacks used by this Complien will deal Frost Element damage.
Frostbite 	Compliens that touch this Complien have a 25% chance to take damage and freeze.
Frozen Aura 	Compliens that are not of the Frost or Fire Elements will gradually freeze over the course of battle.
Frozen Bullets 	Water Element attacks used by this Complien will deal Frost Element damage instead.
===Esper===
Name 	Description
Co-operative	Every head, body, or personality of this Complien has a chance to increase the damage of attacking spells.
Disguise 	A Complien enters the battle disguised as another Complien. When attacked, its identity will be revealed.
Intellectual	Opponents' moves, elements, and instincts are revealed at the start of the battle.
Mindpower 	Esper Element spells will deal 50% increased damage.
===Life===
Name 	Description
Draining Points	Physical damage spells of the Life Element will heal the user by 25% of damage inflicted.
Gourmand 	Physical damage spells will heal the user by 10% of damage inflicted. Overridden by Tastes Like Pity.
Half Copy 	If a Complien uses a duplication spell, the copies created will be imperfect.
Phoenix Down 	When this Complien is knocked out, it can revive an ally with 25% health and regeneration.
Infectious 	Status effects affecting this Complien are copied to Compliens that come into contact with it.
===Dark===
Name 	Description
Frightening Facade 	At the beginning of battle, all Compliens that can see this Complien have their attack and defense lowered.
Hunger 	Biting spells used by this Complien will deal doubled damage, regardless of matchups.
Infernal 	Physical contact with this Complien causes haunting.
Moon Power 	If a Complien with this instinct is within moonlight, it will go Berserk.
Naughty Little Child	All the Complien's attacks deal 50% more damage to Dark Element foes.
Night Eyes 	Compliens with this instinct are immune to blindness and spells of the Dark Element.
Shaded Aura 	Nullify active allies' weakness to Light Element attacks.
Shadow Sneak 	When this Complien escapes, the opponent will be haunted.
Vampirism 	Biting spells used by this Complien will heal themselves by 25% of the damage dealt.
You Can't See Me 	Evasion is increased by 50%, and enemy accuracy is decreased by 25%. This instinct takes a turn to activate in battle.
===Light===
Name 	Description
Bioluminescent	Spells will deal 25% additional damage to Dark Element opponents, regardless of matchups. Compliens with this instinct are immune to sleeping and blindness.
Eye-Catching 	Attacks directed at allies may be redirected to hit this Complien instead.
Eye See 	Compliens with this instinct have a 50% increase in accuracy, but are susceptible to blindness from brighter lights and Light spells.
Glass Cannon 	Compliens with this instinct will take 25% additional damage, but each spell cast by them will have a 10% chance of inflicting bleeding.
Gleaming Eyes 	Compliens with this instinct have a 10% decrease in accuracy, but can cause blindness with any spell.
Mirror Image 	Light Element spells used on this Complien will deal 50% of the damage back to the user.
Moth Horde 	Enemies will take 10-30 damage every turn.
Pure Body 	This Complien is immune to status ailments.
Specular 	Secondary effects of spells used by opponents are reflected back.
===Cosmic===
Name 	Description
Gravitank 	Projectiles aimed at allied Compliens will always hit this Complien instead.
Orbital Strength	Every three rounds, this Complien will have their attack and speed increased, maximizing after fifteen rounds. Their stats then decrease every round for five rounds, and the cycle repeats.
Stardust 	Opponents weak to the Cosmic Element will take passive damage throughout the battle.
Syzygy 	Regardless of accuracy and evasion, this Complien's spells will always hit its opponent.
Zero G 	Opponents within a certain distance of this Complien have their speed capped and their defenses lowered.
===Metal===
Name 	Description
Metal Armor 	Defense is directly tied to health. At the beginning of battle, defense is maximized, but it drops proportionally to how much this Complien gets hit.
Stainless Steel	Attacks that aren't super-effective are resisted an extra step. This fades away after six uses in a battle.
===Spectral===
Name 	Description
Intangible 	Corporeal spells have no effect on this Complien.
Nightmare Aura	Sleeping Compliens are immediately haunted upon awakening when this Complien is present.
Reincarnation 	When your party gets knocked out, this Complien will revive at 100% health. Works once per story.
===Magic===
Name 	Description
First Strike 	If this Complien moves first, it gets a 50% attack buff.
Holiday Spirit	Allies of this Complien will get a small buff to attack and speed at the beginning of battle.
Magic Aura 	Magic Element spells cast by this Complien and its active allies will deal 50% more damage.
Pure Energy 	Compliens with this instinct have no weaknesses or resistances, and their spells will never be supereffective or ineffective.
Stored Power 	Every turn the attacker doesn't spend attacking, the power of their next attack increases by 50%. This effect is cumulative up to three times damage.
Wild Card 	Spells of the Complien's primary element will always change to the most effective element against the target.
===Toxic===
Name 	Description
Acidic 	Spells of the Toxic Element always have a 50% chance of poisoning the opponent, regardless of whether or not they could otherwise.
Noxious 	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.
Toxic Coat 	If a Complien touches this Complien, there is a 10% chance it'll be poisoned.
Toxic Tissue 	Healing items and spells deal damage to this Complien, but Toxic Element spells heal it.
===Sound===
Name 	Description
Alarm 	When the user is confused, the attack and speed of active allies with the same instinct is raised.
Echo 	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.
Hi-Frequency	Sound Element spells will hit many times in a round. Each subsequent hit, however, deals less damage.
Hyper 	This Complien gets a small speed boost at the start of each round.
Long Song 	Sound Element spells cast by this Complien will last twice as long, extending their effects.
Soundproof 	This Complien is immune to Sound Element spells.
===Dream===
Name 	Description
Delirium 	Opponents have a 25% chance to misfire, forget their attack, or become paralyzed when around this Complien.
Hypnotic 	If a Complien with this instinct puts an opponent to sleep, the opponent will be confused upon wake.
Insomnia 	A Complien with this instinct can not be put to sleep.
Night Night	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.
Sleep 	Compliens with this instinct have a 10% chance of putting opposing Compliens to sleep with any Dream Element spell they use.
===Time===
Name 	Description
Chronomotile 	Ten times throughout the battle, this Complien can undo the effects of one turn.
Clairvoyance 	Compliens with this instinct are able to see the next action initiated by a Complien below full sapience.
Hindsight 	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.
===Passion===
Name 	Description
Charming Body 	Compliens in this Complien's line of sight have a chance to become infatuated for a turn instead of attacking.
Color Change 	Compliens with this instinct have a 75% increase in evasion, and are immune to having their color changed forcibly.
Emotional Manipulation	Every turn, opponents will have their defense lowered by 10%. The effect is cumulative.
Heartbroken 	This Complien is immune to infatuation.
Personality Test 	Bases form on enemy's mind.
Rage 	Every time this Complien is hit, its attack will increase.
Territorial 	Compliens with this instinct will deal 50% more damage to adjacent Compliens.
===Martial===
Name 	Description
Bravery 	This Complien is immune to haunting, but it cannot switch out or run away.
Distance Shots 	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.
Heavy Duty 	All direct spell damage is reduced by 15%.
Lockjaw 	Biting spells lock enemy Compliens in place for one turn.
Power Hungry 	When this Complien's attack is increased, it heals a bit of its health.
Protective 	If this Complien is protecting another, its attack and defense are boosted by 25%. Your trainer does not count.
===Cyber===
Name 	Description
Cloud Storage 	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.
Short Circuit 	This Complien has a 50% chance to confuse any Volt and Cyber Element Compliens in play every turn.
Vaporwave 	Compliens with this instinct are not weak or resistant to anything, and their spells are never super effective or ineffective.
===Nuclear===
Name 	Description
Alchemy 	Every five turns, this Complien creates a healing item to be used later.
Chain Reaction 	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.
Half Life 	When this Complien is knocked out, it can revive with 50% health at the end of the battle. Works once per story.
Holy Restoration 	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.
Mutagenic 	Nuclear Element spells used by this Complien have a 25% chance to change one element of the target to another.
Radiation Therapy	Nuclear Element spells used by this Complien on allies will heal them for 30% of the damage they would have done.
Radioactive 	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.
Water Conversion 	This Complien's Water Element attacks will deal Air Element damage instead.
===Warp===
Name 	Description
AWOL 	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.
Discorporated	Spells used against this Complien will always have a 20% chance of missing, regardless of matchups.
Reality Warp 	Elemental matchups are reversed, and most instincts will have effects opposite to what they usually do.
===Corrupt===
Name 	Description
Corrupt Infection 	Physical contact with this Complien has a 20% chance to turn one of the other Complien's elements into the Corrupt element for the rest of the battle. This also causes a slight decrease in all stats.
Green-Eyed Monster	This Complien deals more damage against opponents that are not of the Corrupt element.
===All===
Name 	Description
Godliness 	All Compliens allied with this Complien will have their stats maximized, while opponents will have their stats minimized.
Spell Power	Spells used by this Complien have a 50% chance of dealing 50% additional damage.
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