1. Mountain-Drilling Cone

New Legendary Held Item — Mountain-Drilling Cone
A Ground-type exclusive built to break the line and vanish before the counter lands.
Base Stats

HP +2904

Speed +58

P.ATK +638

P.DEF +232

SP.ATK +638

SP.DEF +232
Carry Effect • Equip: HP +15% / SP.ATK +15%
• First 3 rounds: active attacks gain Siege Damage; Siege Damage +7%
• Ambush Drill — when an ally triggers [Underground], fire 1 drill (1 per side, up to 4 times)
• Escape Tunnel — every 5 Ground-type Ambush Drills, a Ground carrier digs a tunnel (1/battle, restore 30% Max HP on return)
• After 30% HP lost in one round: [Tunnel Stealth] for 1 round
Breakthrough +1 HP/SP.ATK 16.5% · first 4 rounds · Siege +9%
+2 HP/SP.ATK 18% · Siege +11% · Ambush Drill cap 5
Best on Ground cores that already dive.
2. Crystal Tear

New Legendary Held Item — Crystal Tear
An Ice-type finisher. It waits until the enemy is already bleeding, then seals the rest.
Base Stats

HP +2904

Speed +58

P.ATK +638

P.DEF +232

SP.ATK +638

SP.DEF +232
Carry Effect • Equip: P.ATK +15% / Lifesteal +15%
• Vs [Usable HP] ≤ 80%: Ice damage +7%
• Fine Snow — active attacks apply [Snow Curse] (up to 4/battle)
• When any enemy’s [Usable HP] drops below 60%: 60% SP.ATK Ice to all enemies (2/battle)
• Ice Heart — Ice-type enter: seal [Cold Heart] on the highest-HP enemy until the major turn ends, then deduct 20% of sealed HP (1 per team)
Breakthrough +1 P.ATK/Lifesteal 16.5% · Ice +9% · Snow Curse cap 6
+2 P.ATK 18% · Lifesteal 18%
Built for Ice attackers who want pressure after the first cut.
3. Insightful Eye

New Legendary Held Item — Insightful Eye
A Dark-type pact item. It steals the room, then spends the debt to keep a partner standing.
Base Stats

HP +2904

Speed +58

P.ATK +638

P.DEF +232

SP.ATK +638

SP.DEF +232
Carry Effect • Equip: Lifesteal +8% / Speed +8%
• After [Plunder] ×8: 80% P.ATK [Chaos Damage] to all (1/major turn, 2/battle)
• Insight — when an allied Dark is hit by an active attack, [Plunder] 2% of the attacker’s six stats for 2 turns (1/major turn, 4/battle)
• Blood Pact — at 15 total Plunder, bind the lowest-HP Dark ally (1/battle)
• First fatal hit on the pact ally: survive at 1 HP, then drain 20% of one enemy’s Max HP and grant 30% of plundered stats for 2 turns
Breakthrough +1 Lifesteal 8.5% · Speed 9% · Plunder threshold 7 · Chaos 90%
+2 Lifesteal 9% · Speed 10%
Pair it with a Dark frontline you can afford to protect.
4. Combat Belt

New Legendary Held Item — Combat Belt
A Fire / Fighting formation piece. It turns every reply into armor, then spends that armor as a second life.
Base Stats

HP +2904

Speed +58

P.ATK +638

P.DEF +232

SP.ATK +638

SP.DEF +232
Carry Effect • Equip: Resistance Rate +15% / HP +8%
• Every 6 [Counterattacks]: [True Qi Shield] equal to 9% HP (2/battle)
• Formation Power — when the allied formation activates: gain [Counterattack II] and cleanse 1 Lv.1/2 control from a Fire or Fighting ally in the same row (2/battle)
• Shield-Forged Flesh — first fatal pierce while still shielded: convert 1× shield into HP / [Boiling Blood] (cap 30% Max HP)
Breakthrough +1 Resistance 16% · HP 9% · Shield 11% · 3 triggers
+2 Resistance 17% · HP 10% · Shield 13%
Best in a Fire/Fighting row that already counterattacks.
5. Blazing Inferno Wings

New Legendary Held Item — Blazing Inferno Wings
A Fire / Flying sky item. Leave the field, come back hotter, and finish burned targets from the air.
Base Stats

HP +2904

Speed +58

P.ATK +638

P.DEF +232

SP.ATK +638

SP.DEF +232
Carry Effect • Equip: SP.ATK +15% / Healing Rate +15%
• After returning from [Fly Away]: restore 10% Max HP and gain +5% Fire damage for 1 turn
• Explosive Flame Missile — generate 2 missiles each Fly Away; launch 1 at a burned enemy after they act
• Blazing Wind Assault — Flying-type only: when HP ≤ 30% after damage, cleanse 1 Lv.1/2 control and assault (2-turn cooldown, 1/battle)
Breakthrough +1 SP.ATK 16.5% · Healing 16% · return heal 15% · Fire +7%
+2 SP.ATK 18% · Healing 17%
Made for Flying special attackers that already take off.