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Shelly and Thornblade: Early Water and Grass DPS
Shelly's dash uproots obstacles but cannot cross water. Thornblade's base attack is 121, and its element is still not settled.
The short version
- Shelly is a Water-element Aniimo classified as DPS, and her Q is a rolling dash that uproots obstacles.
- Shelly's dash cannot traverse water, so it is a movement tool that stops at the shoreline.
- Shelly's E deals area-of-effect splash damage to multiple targets, which is where she earns her slot.
- Thornblade is a physical damage dealer with a base attack stat of 121.
- Thornblade's typing is not settled: it appears as pure Grass and as dual Grass and Water, while its Thunderstorm form is Grass and Electric.
Shelly and Thornblade both give you damage early, and they get there by different routes. Shelly is a Water-element Aniimo classified as DPS, and her kit is described by what her two abilities do. Thornblade is a physical damage dealer, and the thing worth knowing about it is a number.
Each one also comes with a catch. Shelly's mobility tool has a hole in it that a Water Aniimo really should not have. Thornblade's element is not pinned down.
Neither catch is a reason to leave them on the bench. Both are reasons to know what you are building around before you commit.
Shelly: a dash and a splash

Shelly is a Water-element Aniimo and she is classified as DPS, which tells you what she is for. Her damage comes out of two abilities, and they do different jobs.
Q is a rolling dash. It moves her, and it uproots obstacles, so it is doing work outside a fight as well as inside one. Traversal has its own article here, so the only part to carry into this one is the limit: the dash cannot traverse water. A Water Aniimo whose movement ability stops at the shoreline is the sort of thing you learn once, usually at the worst possible moment. Learn it now instead.
E is the other half. It deals area-of-effect splash damage to multiple targets, so groups are where Shelly justifies her slot. If you are lining her up against one thing at a time, you are using half of her.

Pearls from the Tidewhisper Sandcastle
Shelly's usefulness does not stop when she is off your team. Assign members of the Shelly family to the Tidewhisper Sandcastle facility in the Homeland and they produce Pearls.
That gives the rest of the family somewhere to be. A Shelly you are not fielding is not idle; it is stationed.
Thornblade's 121 attack

Thornblade is a physical damage dealer with a base attack stat of 121. That is the figure to hold on to.
It is a different shape of pick from Shelly. She is defined by two buttons and what they hit. Thornblade is defined by a stat and a damage type, which makes it easier to compare against other physical options and harder to summarise in a sentence about tactics.
121
Thornblade base attack
Thornblade's element is not settled
Thornblade's elemental typing is unsettled. Two versions are in play: a dual Grass and Water type, and a pure Grass type. This is not a case of one being out of date and the other current. It simply is not resolved.
What both versions share is Grass, and that is the part you can plan around. If you are slotting Thornblade in specifically to cover a Water requirement, do not build the rest of the team on that assumption yet.
The forms are clearer. Thornblade's Thunderstorm form is Grass and Electric type. Grass again, with a different partner element attached.

Where to start
Bring Shelly to groups, use the dash for obstacles, and remember it will not carry you across water. Take Thornblade for physical damage at 121 base attack, and hold off on writing it into an elemental plan until the typing settles.
Most of this page was re-checked against the released game on 17 September 2026. The rest has not been re-confirmed since release.