Si combo drill
Use when Brett asks for "Spirit Island combo drill" or "practice a spirit pairing". Picks 2 spirits to play as a pairing and suggests an adversary that tests the combo's failure mode. NOT YET IMPLEMENTED — skeleton only; full logic lands in M3.From its SKILL.md
npx -y skills add bfowle/spirit-island --skill si-combo-drillAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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SKILL.md
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si-combo-drill — 2-Spirit Pairing Drill
Status: Skeleton. Full logic lands in Milestone 3 alongside Part VI (Combos & Archetypes).
Intended behavior:
- Rotate through archetype pairings:
- Same-archetype stack (two fear-farms: Shadows + Bringer)
- Cross-archetype support (direct-damage + fear: Fangs + Many Minds)
- Spicy unorthodox (Vengeance + Sharp Fangs — territorial conflict; teaches coordination)
- Tier progression: famous combos → community mid-tier → Brett's weakness areas.
- Suggest an adversary that tests the combo's failure mode (e.g., a combo that fights over territory gets an England to force spread-defense).
- Link to the archetype page in
combos/Part once those are written.
Until M3 ships: if invoked, return a fallback message pointing to Shadows + Bringer as a well-documented starter combo (both priority spirits, both fear-focused), vs. England L3.
What ships with it
Read from the repository
Just SKILL.md. No reference files, no scripts.