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

 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

 Topple | If hit by a strong enough spell, Compliens with this instinct will be stunned for a turn.

### Fire

 Steamed | Water Element spells will always deal Air Element damage to this Complien.

### Water

 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

 Unbreakable | All damage is reduced to 5% after modifiers.

### Air

 Ungrounded | Compliens with this instinct have a 10% increase in evasion, and can not be hit by spells of the Earth Element.

### Flora

 Thorned | Touching a Complien with this instinct will cause damage.

### Volt

 Magnetic Sense | This Complien has 100% accuracy against metal opponents.

### Frost

 Frozen Bullets | Water Element attacks used by this Complien will deal Frost Element damage instead.

### Esper

 Mindpower | Esper Element spells will deal 50% increased damage.

### Life

 Infectious | Status effects affecting this Complien are copied to Compliens that come into contact with it.

### Dark

 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

 Specular | Secondary effects of spells used by opponents are reflected back.

### Cosmic

 Zero G | Opponents within a certain distance of this Complien have their speed capped and their defenses lowered.

### Metal

 Stainless Steel | Attacks that aren't super-effective are resisted an extra step. This fades away after six uses in a battle.

### Spectral

 Reincarnation | When your party gets knocked out, this Complien will revive at 100% health. Works once per story.

### Magic

 Wild Card | Spells of the Complien's primary element will always change to the most effective element against the target.

### Toxic

 Toxic Tissue | Healing items and spells deal damage to this Complien, but Toxic Element spells heal it.

### Sound

 Soundproof | This Complien is immune to Sound Element spells.

### Dream

 Sleep | Compliens with this instinct have a 10% chance of putting opposing Compliens to sleep with any Dream Element spell they use.

### Time

 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

 Territorial | Compliens with this instinct will deal 50% more damage to adjacent Compliens.

### Martial

 Protective | If this Complien is protecting another, its attack and defense are boosted by 25%. Your trainer does not count.

### Cyber

 Vaporwave | Compliens with this instinct are not weak or resistant to anything, and their spells are never super effective or ineffective.

### Nuclear

 Water Conversion | This Complien's Water Element attacks will deal Air Element damage instead.

### Warp

 Reality Warp | Elemental matchups are reversed, and most instincts will have effects opposite to what they usually do.

### Corrupt

 Green-Eyed Monster | This Complien deals more damage against opponents that are not of the Corrupt element.

### All

 Spell Power | Spells used by this Complien have a 50% chance of dealing 50% additional damage.