Yndra

Yndra, the speedy thunder reptilian. His main role is a hard-hitting evader, packed with moves such as extra-turns, shock, haste, self-Double Damage, and even a two-turn bootleg evasion!

Pros: Cons: Recommended Moveset: Recommended Runes: 2 Strength, 1 Speed/ 3 Strength/ 3 Speed/ 2 Speed, 1 Strength/ 1 Strength, 1 Speed, 1 Team Speed (depends on what you prioritize most)
 * A two-turn bootleg evasion move
 * self-Double Damage + Precision
 * self-Haste
 * Shock
 * Extra-turn move
 * AoE Daze
 * Special has AoE Shock
 * One of the best examples of a glass cannon monster.
 * Horrible life-stat
 * Trash trait
 * Cooldowns will suck
 * Sacrificial Bolt (self-Double Damage + Precision, but lose 25% of health, 4-turn cooldown)
 * Waves and Particles (60 Special dmg + 2-turn bootleg evasion, 4-turn cooldown)
 * Atomic Shock (50 Special dmg + Shock, 1-turn cooldown)
 * Acceleration Principle/ Faster Than Light (Acceleration for 45 Thunder dmg + extra-turn w/ 3-turn cooldown, Faster for 45 Thunder dmg + Haste w/ 3-turn cooldown)

Side Note: Personally, I'd say go for Faster Than Light over Acceleration Principle, as Haste is an underrated gem of a status effect. It boosts your overall speed by 20%, and I feel that's a bit better than an extra-turn, but your choice.