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.
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.
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.
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.
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.
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.
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.
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.
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.