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Aurora (オーロラ/Ōrora), or Jō Hokkyokusei (上北極星) as it's properly called, is a Superior Fusion Element. It has a diverse color scheme, with its main colors being pink, green, yellow and cyan. Its medal depicts a mountain and an aurora.

Aurora is at its most powerful up close, but can also prove useful from a distance. It specializes in high damage and leaving no situation unanswered, and is deadly against multiple enemies, so it's great to have in Survival Mode, as well as Story Mode.

This Element can be obtained by fusing Wind (200 D) and Light (500 D), costing an additional 525 Diamonds to fuse (In the old version, it was a non-Fusion Element which costed 1225 Diamonds to obtain). In order to unlock, the player must complete all three chapters of Book 4, then return to Merlin in the Polarlight Peaks map and complete the second set of quests she'll give to you, before which you'll need to extend your inner colors by purchasing 30 Auras or more. The fusion requires an enhanced Fusion Skill.

Summary[]

Aurora combines the flexible spellset of an all-rounding Element with the excellent damage potential of an offensive-reliant one, making for a unique and deadly mix that proves effective at any range. Spells like Illuminous Sky and Northern Barrier can both stop enemies from reaching the user and cause serious harm to them at the same time. Dealing with an Aurora user can be very tricky business, especially when you're not the first to attack. It is heavy on splash damage as well, spreading the damage all over large groups of foes as they try to advance. The key to defeating it is to wait for the user to attack一 This magic requires the caster to stand still so that they can focus, resulting in almost all spells locking them in place while being casted, as well as having windups. If timed poorly, the consequences of this can include missing, leaving themself open or letting the target get too close before the spell finishes starting up. Timing, practice and judgement are key with this shining monster.

Strengths[]

Elemental[]

  • Spells will dissolve Fire, Wind, Darkness and Illusion spells harmlessly on contact.

Tactical[]

  • Great damage potential, especially up close.
  • Most spells aren't too Mana costly.
  • Effective at any range.
  • Very useful in Survival Mode; spells are satisfying to use on grouped enemies.
  • Versatile.
  • Ultimate has a very large effect radius and has high base damage.
  • Can create a wall to block projectiles and enemies' advance with Northern Barrier.

Weaknesses[]

Elemental[]

  • Spells can be cancelled out with Water and Storm spells, which will break through the aurora and destroy the spells.
  • Spells will redirect away from Earth and Sand spells in attempt to avoid them.
  • Spells can be absorbed and destroyed harmlessly upon contact with Void, Phoenix, Solar and Nuclear spells.

Tactical[]

  • No healing support.
  • Slow Element due to windups.
  • Most spells cause the caster to be locked in place.
  • Very little mobility control.
  • Most spells may struggle against airborne enemies or higher-elevated enemies.
  • With most spells, escaping or minimizing damage taken can be done easily by retreating.
  • Lots of visual effects have no effect on entities.

Lore[]

Jō Hokkyokusei was never known by the world until it was demonstrated in breathtakingly dramatic fashion by legendary Rainbowist Merlin Hiromi during the Dark Order invasion, shredding undead armies in its wake with bright, blazing beams of vibrantly colored radiation. When Merlin left, she left behind a gorgeous auroral display. Fragments of this aurora fell down to the surface and were found by a select few people afterward, who found themselves in possession of this new Element as well. Jō Hokkyokusei is the magical practice of generating and bending auroral lights and radiation waves, which can be folded into a variety of shapes and sizes. Ever since this reappearance, mages began studying it and found a way to replicate it oneself: To obtain Jō Hokkyokusei, one must master both Gensei Teikiatsu and Shuyō no Kagayaku一 Aurora is created when solar particles meet airborne substances in a cold, low-oxygen atmosphere, creating colorful lights. By using Gensei Teikiatsu to cool and manipulate the atmosphere and Shuyō no Kagayaku to introduce illuminant protons to it, it results in the generation of aurora; surrounding oneself with approximately 525 diamonds and sticking their hands into the lights while they are still present will fill them with magic, which their body then absorbs.

In order for aurora to be sustained, the cold, thin air must remain in contact with the light protons. This means that it feels both incredibly hot and biting cold at the same time; not a pleasant feeling. Combine that with the immense radiation found within and you can imagine the damage it can cause to a Robloxian, and especially an undead. It might look inviting, but it can turn into a lethal weapon against nearly anything, just like with Shuyō no Niji, the other color-rich Element introduced by Merlin. She has written that Jō Hokkyokusei is more dangerous, and a definite Superior Element, which she only uses when the time truly calls for it. However, she's been said to cast celestial shows and blessings using this Element on a hard-to-understand basis. Such is only one of the many myths that surround her, yet this Element remains one of her greatest mysteries ever touched upon. Fire, wind and darkness have been known to drown in this Element’s blazing beams of radiation, but it does have a few allergens as well, one of its most notorious being Gensei Tochi; for reasons still under research, the auroral beams try to avoid rock and terrain that shows even a hint of Tochi influence.

Spells[]

Zone Response
Spell 1 Polar Projection (ポーラープロジェクション/Pōrāpurojekushon)
Spell Type Multi-Projectile
Spell Description "Fire bursts of aurora missiles that spread out from one another as they travel"
Spell Info The caster hovers into the air a bit and locks themself in place, then puts their hands together as they begin to glow with vibrant, multi-colored light. After a second, they will fire three shotgun-style bursts of 5 small, fast-traveling aurora beam projectiles that fly at random angles in whatever direction the caster is aiming. Each beam leaves a trail of aurora behind, explodes upon impact, and deals 60 damage, and the gap between each burst in which they are fired is 0.25 seconds. The caster can hold their click to delay the move for up to 3.5 seconds, increasing the total number of bursts fired by 1 every second charged (This will, however, increase the amount of time the caster remains vulnerable).
  • It consumes 300 Mana (+10 per half second charged) and has a 7-second cooldown.
Spell 2 Illuminous Sky (イルミナス スカイ/Iruminasu Sukai)
Spell Type Transportation
Spell Description "Soar up and through the air in a straight line while leaving behind a line of bright blazing beams"
Spell Info The caster rises somewhat high above the ground below them and gains a trail of aurora as their hands begin to glow brightly. They will then constantly fly through the sky in a perfectly horizontal angle, in any direction their target is, and at nearly twice the speed of their normal running speed for one second, dropping a vertical beam of aurora at the ground below every 0.2 seconds while in the air, before assuming a free fall back down to the ground as their trail is lost. Each beam creates a brief 20-stud diameter pillar of radioactive light upon impact that deals 200 damage and tints enemies’ screens one of 4 different colors while causing them to sparkle, making it harder for them to see after being hit for 2.5 seconds.

The caster can fly into a wall and crash, and if that happens, the spell will be ended there with a large explosion, dealing 350 damage to all enemies caught in the blast and whilst blinding and tripping them for 2 seconds.

  • It consumes 250 Mana and has a 5-second cooldown.
Spell 3 Boreal Shimmer (ボレアルシマー/Borearushimā)
Spell Type AoE
Spell Description "Release blinding auroral rays that will fry all who are caught within them, rendering them unable to use their moves"
Spell Info The caster becomes locked in place for a moment as their hands begin to glow with bright light. A second later, they begin spinning at high speeds, emitting aurora rays all over a 35-stud radius around themself as they move for 4 seconds. Enemies inside will take 35 damage over time, suffer reduced movement speed and a color-changing screen tint, and be unable to use their spells or skills (The latter three of which persist for 2.5 seconds after they leave the rays), making them much easier to finish off.
  • This spell costs 350 Mana and has a 9-second cooldown.
Spell 4 Northern Barrier (ノーザン バリア/Nōzan Baria)
Spell Type Defensive
Spell Description "Send forth an orb that creates a wall of aurora which enemies cannot pass through"
Spell Info The caster creates a large orb of auroral light while locked in place for a moment, then pushes it in whatever direction they’re aiming at. It moves a bit faster than a player’s normal running speed and travels for about 2.5 seconds before disappearing, leaving a wall of aurora behind itself that then stretches up into the sky. The aurora wall lasts for about 12 seconds after the orb disappears. Most projectiles that hit the wall will either be destroyed harmlessly or weakened by 75%, and any enemies who try to walk through it will be dealt 200 damage and knocked backwards with a 1.5 second trip.
  • It consumes 275 Mana and has a 7-second cooldown after the wall disappears.
  • Note: Most transportation spells will allow enemies to break through the wall without taking damage.
Spell 5 Foretold Lights (フォアトールドライトス/Foatōrudoraitosu)
Spell Type Ultimate
Spell Description "Unleash a beautiful Polarlight Borealis that fills the skies for all to see, filled with blazing lasers that pummel the land and opposition around you"
Spell Info The caster levitates a short distance into the air and creates a giant ball of bright aurora above them that floats slowly into the sky and grows in size for 3 seconds, then explodes, blinding all players briefly as the map darkens, and the sky fills with aurora. For the next 10 seconds, a 200-stud radius around the casting location will be bombarded by instant-travel beams of aurora that fire from the sky at random locations, and at any players within the range, creating explosions of light upon impact and dealing 80 damage each. A player standing in the affected area will be targeted by a beam every half second, taking a maximum of 1600 damage (Or more if they are hit by any additional beams, which create bigger explosions). The caster is wrapped in aurora that renders them partially invisible until the spell ends and the sky turns back to normal, though they are still able to move around.
  • It consumes 1000 Mana and has a 100-second cooldown after the aurora disappears.

Rainbow (レインボー/Reinbō) is one of Aurora's Subelements. It has a polychromatic color palette like a rainbow, with the inclusion of white. Its medal would depict a rainbow with two clouds at its ends.

Zone Response
Spell 1 Rainbeam (レインビーム/Reinbīmu)
Spell Type Projectile
Spell Description "Combine a multi-colored patch of eight laser beams into one strong blast that results in multiple explosions where it lands"
Spell Info The caster locks themself in place as they charge energy within their cupped hands in the form of white light and clouds, then, after a second, fires eight fast-traveling lasers, each a different color of the rainbow, bunched together as one large laser that keeps the caster locked in place until all lasers have hit something. Each individual beam creates a large explosion of its color on impact that deals 48 damage (384 total damage from the overall explosion) and leaves a temporary white cloud behind, as well as lobbing a bright orb of the same color into the air to land in a random area nearby, with its smaller, column explosion dealing 200 damage and creating a smaller cloud where it lands.
  • It consumes 305 Mana and has a 6-second cooldown.
Spell 2 Rise & Fall (ライズアンドフォール/Raizuandofōru)
Spell Type AoE
Spell Description "Boost yourself into the air with a rainbow, then watch as a ring of rainbow columns erupt around you"
Spell Info The caster lifts themself straight up into the air via a white cloud underneath them that is pushed upward by a rainbow pillar for roughly 0.75 seconds before it explodes once they have achieved decent height, lobbing 10 bright rainbow orbs into the air around them to land within 30 studs of the casting location, creating a ring of brief, 20-stud diameter rainbow pillars. Each pillar deals 325 damage on contact and turns enemies in the opposite direction they were facing whilst also reversing their controls for a second. Any enemy who takes damage from one pillar while it is active cannot take damage from it again. The initial pillar also deals 15 damage and knocks enemies who are close enough back with a 1.5 second trip.
  • It consumes 250 Mana and has a 9-second cooldown.
Spell 3 Sunny Jump (サニージャンプ/Sanījanpu)
Spell Type Transportation
Spell Description "Leap from one place to another, creating a sparkling rainbow as a result"
Spell Info The caster locks in place for a split second, then performs a bounding leap to another location within a large radius, creating a white explosion in both casting location and destination (Each dealing 230 damage and creating a large white cloud) and leaving a rainbow behind them as they fly. Both clouds and rainbow will stick around for 6 seconds, having no effect on those who touch them.
  • It consumes 235 Mana and has a 7-second cooldown.

Radiation (ラディアッイオン/Radia~tsuion) is Aurora's other Subelement. Its color palette consists of Aurora's four main colors, albeit a random one each time a spell is casted. Its medal would depict several wavy lines, with some swirls drawn into them.

Zone Response
Spell 1 Radio Storm (ラジオストーム/Rajiosutōmu)
Spell Type Multi-Projectile
Spell Description "Call forth multiple walls of stunning radiation beams from the sky to race away from you, spreading apart from one another as they travel"
Spell Info The caster, locked in place, summons two 12-stud diameter beams of radiation from the sky in front of them with a 2-stud gap between them initially, which will then zoom away from the caster in whichever direction they’re aiming at high speeds, and in an outward spreading angle. A split second after, the caster summons a second wave composing of three beams, then a third wave composing of four beams, both traveling in a similar spread angle. Each beam travels for a mild distance before shrinking and vanishing, dealing 115 damage and stunning enemies they hit for 1.5 seconds. The beams also leave trails of radiation-burnt ground where they travel, which deal 17 damage over time to enemies standing on them until they disappear after 3 seconds. All beams are telegraphed by a glowing spot on the ground below for a split second before they actually appear.
  • It consumes 295 Mana and has a 10-second cooldown.
Spell 2 Ray Beam (レイビーム/Reibīmu)
Spell Type Projectile
Spell Description "Project a beam of light that inflicts hurtful radiation poisoning into any who touch it"
Spell Info The caster locks in place and generates a small beam of radiation that lasts for a second normally. Should an enemy be hit or move into it however, it will lock the target in place and position for 2 seconds before fading, dealing 55 damage over time and causing their skeleton to flashingly show through their body. Once they are finally freed, they will be tripped for a second and the X-ray effect will persist for 4 seconds, dealing 20 damage over time, tinting their screen a dark shade of the beam’s color, and blocking mana regeneration until it wears off.
  • It consumes 225 Mana and has an 8-second cooldown.
Spell 3 Wave Radar (ウェーブレーダー/U~ēburēdā)
Spell Type Transformation
Spell Description "Unleash a special radiation wave that detects nearby enemies and makes them visible through walls"
Spell Info The caster locks in place for a split second to release an extremely fast and very far-traveling wave of radiation that only they and their teammates/party members can see, ignoring any physical object it comes across. Any enemies hit by the wave will not take damage, but will become visible to the caster and their allies through physical obstructions via outlines for 15 seconds. It can be avoided by enemies who jump right before the wave is released or are not at the same elevation level as the caster.
  • It consumes 200 Mana and has a 9-second cooldown after the effect wears off.

Link to Original Doc.[]

View for additional information:

https://docs.google.com/document/d/19m36xc0awdQNMsERlUQLTNVIJkSmu8qiD7E3IzpMZO4/edit?usp=sharing

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