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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 Dream 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 Cosmic 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 Frost 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 Life 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 Volt 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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