Taking Dodo as an example: "Explosion Button" → "Recover" to restore HP → "Explosion Button" → "Recover"...
In actual combat, the enemy would certainly try to interrupt it, but in theory, such a loop was possible.
Even without repeated explosions, simply equipping Leftovers or a Berry that restored a little HP would work.
When "Explosion Button" was used, barrier points dropped by half. Using a game item to restore HP, no matter how little-even just 1 point-would mean that the second "Explosion Button," which also consumed half the maximum, would leave 1 point remaining, allowing a third use of "Explosion Button."
That amounted to three explosions on one HP bar, theoretically totaling 240 power, nearly catching up to Explosion, with far more flexibility.
Shen Qi tried touching the "Explosion Button" skill icon, not daring to confirm its use, or he really would explode on the spot.
This dangerous skill had a second confirmation as a safety measure.
The skill details stated that after tapping it, he still had to select which type of energy to inject, then confirm before it would explode.
"Oh, then that's better than 'Explosion'!"
He had just calculated that three uses of "Explosion Button" had 10 less power than "Explosion," but the latter was always a Normal-type attack.
Rock and Steel types both resisted Normal-type attacks, while Ghost types could negate Normal-type damage to a much greater extent.
"Explosion Button" was different. Injecting different types produced explosions of different types. Not only could it avoid resistances, it could even use a type the opponent was weak against to deal extra damage.
This skill had a promising future. The problem was that it could not be used in its early stages.
With low skill proficiency, its startup-also called its "chanting time" or "casting time"-was rather long. If