 | Snow Pile | When inflicting Freeze, applies 2 additional stacks of Freeze. | 13 |  |
 | Alkaloid | Inflicts 2 stacks of Poison on the enemy when using a Flora-class skill. | 12 |   |
 | Fake Death | Reduces Vitality loss when Exhausted by 1. | 12 |     |
 | Tailwind | Increases Skill Power by 50% when attacking first. | 12 |  |
 | Regal CampaignOnly Alpha Forms have it | Greatly increases Chesire's Species Aptitude, but reduces 4 Vitality when exhausted. | 8 |   |
 | Polarization | Takes 40% less damage from skills matching the Classes of its equipped skills. | 7 |   |
 | Stand Tall | For skills with Energy Cost of 1, increases their Power by 50%. | 6 |  |
 | Vigilance | At the end of the turn, performs a Retreat if Energy is 0. | 6 |  |
 | Resonance | Increases the Skill Power of Insect Hum by 20. | 6 |   |
 | Thorn Skin | Each time it takes damage, deals 50 Physical Damage to the attacker. | 6 |  |
 | Shell Guard | Reduces the Energy Cost of defense skills by 2. | 6 |  |
 | Dissolution | For each Poison-class skill equipped, Water-class skills inflict 1 stack of Poison. | 6 |   |
 | Ride the Wind | After using a Wing-class skill, gains 1 more Combo Count. | 6 |  |
 | Encocoon | When taking fatal damage, gains 1 stack of Cuteify and negates that damage. Triggers up to twice per battle. | 6 |   |
 | Breakwater | For each Water-class skill equipped, reduces the Energy Cost of Earth-class skills by 1. | 6 |   |
 | Devil's Feast | Delivering a fatal blow to an enemy permanently increases its Physical & Magic Attack by 50%. | 6 |    |
 | The King's MajestyOnly Alpha Forms have it | Greatly increases King Duckiji's Species Aptitude. For skills that cost 1 Energy, Power +50%. | 6 |  |
 | Total PolarizationOnly Alpha Forms have it | Resists damage from skills matching the Classes of its equipped skills. | 6 |   |
 | Startle | Immune to damage dealt by Jinies with 0 Energy. | 5 |  |
 | Current Stimulation | Attack skills gain Surge, increasing their Power by 40. | 4 |   |
 | Coral Bone | When an enemy Jini leaves the field, reduces the Energy Cost of all this Jini's skills by 3. | 4 |   |
 | Maneuver | Fully restores Health and Energy after countering 1 skill with its attack skill. Then transforms to Chessa. | 4 |   |
 | Survival King | When an enemy takes Poison damage, restores an equal amount of Health. | 4 |   |
 | Void BreakerOnly Alpha Forms have it | Skill Power +75% when attacking first. | 4 |  |
 | Oxygen Cycle | Restores 10% Health after using a Flora-class skill. | 3 |  |
 | Reabsorption | Restores 3 Energy at the end of the turn. | 3 |  |
 | Nutrient Bubble | When gaining a buff, gains 2 additional stacks. | 3 |   |
 | Burgeoning | Restores 12% Health at the end of the turn. | 3 |  |
 | Playing Victim | After using a Havoc-class skill, the enemy loses 2 Energy. | 3 |   |
 | Nerve Up | Increases both Physical & Magic Attack by 50% if there is a Bug-class ally on the lineup. | 3 |  |
 | Pile Up | Increases Physical & Magic Defense by 10% for every 1 Energy held. | 3 |  |
 | Takeoff Boost | The first skill used in the battle gains Agility. | 3 |  |
 | Conservative | Increases Physical & Magic Defense by 80% if total Energy Cost is less than 4. | 3 |   |
 | Pump Up | Increases Attack and Defense by 20% when using a skill with Energy Cost of 3. | 3 |  |
 | Rock Feast | When Energy is not enough, consumes 5% Health to serve as 1 Energy. | 3 |   |
 | Leyline | Starts with 0 Energy. Before entering the field, restores 3 Energy for each Earth-class skill used by allies. | 3 |  |
 | Stargazing | For each stack of Starfall Mark on the enemy, increases Earth-class Skill Power by 20%. | 3 |   |
 | Saturation | After using a Water-class skill, Energy Cost of all skills -1. | 3 |  |
 | Guardian | On entry, reduces the Energy Cost of all skills by 1 for each stack of Cuteify on ally Jinies. | 3 |   |
 | Aqua Propulsion | On entry, reduces the Energy Cost of all skills by 1 for each Water-class skill used by ally Jinies. | 3 |   |
 | Recurrent Flow | Every time it Charges, permanently reduces Energy Cost of all skills by 2. | 3 |   |
 | Hide & Seek | When inflicting Freeze, also increases the Energy Cost of all the target's skills by 1. | 3 |   |
 | Ice Drill | For every point of total Energy Cost of enemy skills, Power +10% when attacking. | 3 |  |
 | Lustrawater | Starts with 0 Energy. Before entering the field, restores 3 Energy for each Ice-class skill used by allies. | 3 |  |
 | Deep Frost | While on the field, increases Energy Cost of all enemy skills by 1. | 3 |  |
 | Clatter Dash | Gains 1 more Combo Count when acting before the enemies. | 3 |   |
 | Clean Freak | When this Jini leaves the field, its buffs and debuffs are passed to the next Jini. | 3 |   |
 | Toxic Gland | Inflicts 4 stacks of Poison on the enemy when using skills with Energy Cost of 1 or less. | 3 |   |
 | Swarm Rally | For each other Bug-class Jini on the lineup, gains 10% Attack, Defense and Speed upon entry. | 3 |   |
 | Flora Spirit | At the end of the turn, grants the lineup 1 random Offering. | 3 |   |
 | Shape of the Pact | Gains different effects on entry based on the Buddy Pod used for capture. | 3 |  |
 | Devil's Due | When it defeats an enemy Jini, the enemy loses 1 extra Vitality. When defeated, the party loses 1 extra Vitality. | 3 |  |
 | Scapegoat | For every 25% Health lost, gains 2 more Combo Count. | 3 |  |
 | Fuel the Flames | After using a Fire-class skill, increases Physical & Magic Attack by 20%. | 3 |  |
 | Heat Dissipation | Starts with 0 Energy. Before entering the field, restores 3 Energy for each Fire-class skill used by allies. | 3 |  |
 | Fighting Spirit | After a successful counter, permanently increases all Skill Power by 30. | 3 |   |
 | Soul Scorch | Ice-class skills inflict 4 stacks of Burn, while Fire-class skills inflict 2 stacks of Freeze. | 3 |   |
 | Kind Heart | When an enemy takes Burn damage, restores an equal amount of Health. | 3 |   |
 | Steam Expansion | On entry, increases Skill Power by 10 for each Fire-class skill used by ally Jinies. | 3 |  |
 | Toxic Fungus | At the end of the turn, steals 1 Energy from all enemies on the field. | 3 |   |
 | Plunder Instinct | Gains 20% Magic Attack upon entry for each enemy Rest use or enemy Jini switch. | 3 |  |
 | Quick Charge | Restores 10 Energy upon leaving the field. | 3 |  |
 | Overload Protection | Performs a Retreat after every action. | 3 |  |
 | Storage Battery | Every time it enters the field, permanently gains 30% Physical & Magic Attack. | 3 |  |
 | Blind Tuning | Shuffles the order of its skills at the start of each turn while reducing the Energy Cost of the Slot 4 skill by 4. | 3 |  |
 | Greedy Algorithm | The Slot 1 skill gains Gearshift 1 and applies 6 stacks of Burn to the enemy. | 3 |   |
 | Targeted Refinement | On entry, Mech-class and Earth-class Skill Power +10% for each defense skill cast by allied Jinies. | 3 |   |
 | Slow Starter | Starts with 0 Energy. Before entering the field, restores 5 Energy for each successful counter by allies. | 3 |   |
 | Free Drift | Increases Combo Count by 3 for every stack of Cuteify obtained. | 3 |   |
 | Venom Fang | Inflicting Poison also reduces the target's Physical Attack by 40% and Speed by 40. | 3 |   |
 | Etching | At the end of each turn, converts every 2 stacks of Poison on the enemy into 1 stack of Poison Mark. | 3 |  |
 | Accretion Disk | At the end of the turn, inflicts 2 stacks of Starfall Mark on the enemies. | 3 |  |
 | Stardust Glow | When using an attack skill, +100% Skill Power if the enemy has a different bloodline. | 3 |   |
 | Moonlight Judgment | When attacking, increases Skill Power by 100% if the enemy's bloodline is Alpha. | 3 |  |
 | Hurricane | If another Wing-class Jini has the same skill equipped, that skill gains Agility. When defeated, the player loses 1 additional Vitality. | 3 |  |
 | Shared Quarters | This Jini's Energy can exceed its maximum. | 3 |   |
 | Gray Portrait | Each attack increases the enemy's existing debuff stacks by 3. | 3 |   |
 | Library Guardian | On entry, this Jini gains 100% Dual Attack if the party has 1 Vitality. | 3 |   |
 | Flamebound Knight | After a successful counter, the next attack enjoys double the Power. | 3 |   |
 | Mind Shield | After a successful counter, reduces the Energy Cost of the next action by 5. | 3 |   |
 | Primal Instinct | After a successful counter, the next action enjoys plus 1 Priority. | 3 |   |
 | Void Sight | Increases the Power of non Light-class skills by 25%. | 2 |  |
 | Brave | For skills with Energy Cost greater than 3, increases their Power by 40%. | 2 |   |
 | Barrel Trick | After leaving the field, the next Jini enters in the Barrel status. | 2 |   |
 | Humus Cycle | For every 1 Energy restored, also restores 5% Health. | 2 |  |
 | Dual Lightspeed | While on the field, end-of-turn effects on both sides trigger an extra time. | 2 |  |
 | Rock Scale | If the Energy Cost of the used skill is higher than the enemy's, the enemy loses Energy equal to the difference at the end of the turn. | 2 |   |
 | Fated Wanderer | After using a defense skill, performs a Retreat at the end of the turn. | 2 |  |
 | Convection | Energy Cost increases are converted into reductions, and reductions into increases. | 2 |   |
 | Corrosion Diffusion | After using a Water-class skill, inflicts Poison equal to twice the number of Poison Marks on the target. | 2 |   |
 | Frozen Earth | For each Ice-class skill equipped, increases the Power of Earth-class skills by 10%. | 2 |   |
 | Swarm Uplift | Delivering the fatal blow to an enemy grants the lineup 5 random Offerings. | 2 |   |
 | Fortified Armor | Each time damage is taken, grants the lineup 1 random Offering. | 2 |  |
 | Craving | On entry, receives 50% Lifesteal. | 2 |   |
 | Focused Mind | Increases Physical Attack by 100% for the first turn after entering. | 2 |  |
 | Dirty Trick | After an enemy leaves the field, the next entering enemy gains 5 stacks of Poison. | 2 |   |
 | Haunting Dream | After an enemy leaves the field, the next entering enemy loses 3 Energy. | 2 |  |
 | Crackle! | The first skill used after entry can be used one more time. | 2 |  |
 | Starbound Kindness | At the end of the turn, if an ally Jini on the field has 0 Energy, replaces it immediately. | 2 |   |
 | Bioelectricity | Electro-class skills gain Surge, reducing Energy Cost by 2. | 2 |   |