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Crystal (クリスタル/Kurisutaru), or Genshi Hahen (原始破片) as it's properly called, is an Uncommon Fusion Element. Its color palette is diverse but is dominated by light shades of purple and lilac. Its medal depicts a crystal with a swirl in the center.

Crystal makes a fine guardian for any adventuring mage, able to fight many enemies at once and be played in multiple different ways, making it a very reliable Element to have on your side.

This Element can be obtained by fusing Water and Earth (Both costing 200 D) with no additional Diamond cost. In order to unlock, the player must complete Book 1 Chapter 2. As an Uncommon Fusion, it requires any Fusion Skill.

Summary[]

Crystal is an Element with a lot to offer, and crowd control is its specialty. All of its spells have the capability to hit multiple targets, many being able to hit whole crowds. Whether you're up close and personal, keeping a manageable distance between you and your opponent, or shooting from a distance, its projectile spells are valuable tools that are both easy to use and lethal in the right hands. It does a solid job both keeping foes away and tending to allies, having a useful healing spell that can heal a whole party on the go. In terms of weaknesses, its damage can vary depending on the spell, and you might find that most of them aren't too effective in the hands of aggressive fighters. On top of that, the windups and slow speed these spells have mean that patience, practice and precision are the keys to mastering this Elemental workaholic.

Strengths[]

Elemental[]

  • Spells will shatter Ice and Illusion spells on contact.
  • Spells will bounce Light, Darkness and Spectrum spells back in the other direction and turn them purple, allowing them to damage their casters if they were to hit them along with disallowing them to damage the Crystal user.

Tactical[]

  • Spells are effective at close and medium range; Blinding Shatter Shards also works well at long range.
  • Spells are useful for hitting multiple enemies.
  • Has a useful healing spell that lets casters and their allies heal while on the move.
  • Radiant Overgrowth gains medium range capability when used in the air.
  • Both Blinding Shatter Shards and Cluster Clash can cause huge damage when used on crowds or in confined spaces.
  • Can place hazardous crystals on surfaces that will damage enemies who touch them.
  • Ultimate can be controlled and is difficult to avoid.

Weaknesses[]

Elemental[]

  • Spells are consumed harmlessly by Void spells on contact.
  • Spells that stray too close to Gravity spells will be pushed away into another direction.
  • Spells and their crystals will shatter and be canceled out by Explosion and Sonic spells if they collide.
  • Spells will be bounced away and become corrupted upon contact with Corruption spells.

Tactical[]

  • Most spells require aiming and are ineffective at long range.
  • Spells take a moment to start up and can be predicted.
  • Average damage.
  • Most spells lock the user in place.
  • Ground crystals can be shot, destroying them safely.
  • Little to no mobility support.

Lore[]

While magic crystals aren’t too uncommon in the Roblox world, there’s a special kind that can only be formed using a specific type of magic, descended from the old Tochi druid hierarchy. Those objects in question are known as Sanctity Shards— Lean and narrow in shape, and lighter and more fragile than other crystals, they are solid constructs of pure, spirit-borne magic, only safely wieldable by those with the correct magical power. Genshi Hahen is the Element that wields that power; a reformed and refined Gensei Tochi that can take any material, substance or chunk of atmosphere and shape as many as whole clusters of Sanctity Shards out of it. As Genshi Hahen is closely related to Gensei Tochi, one can discover it after mastering the aforementioned Prime Element and mixing it with Gensei Nagare magic, which washes away the rough, rocky coating, creating beautiful, bright purple crystals. A few days of practice later, and you should find yourself slinging Sanctity Shards, but to perform more complex and extravagant feats requires more extensive studying and training.

Genshi Hahen was first discovered by two separate groups: Those who discovered it through pure happenstance while messing with Gensei Tochi and Nagare, and another who have been pricked by mysterious violet crystals found deep beneath the surface and later found crystals growing wherever they walked. Now better understood, they often say that the most efficient way to control the Element is to prioritize elegance, tranquility, spiritual understanding, and smooth movements, especially of the arms. Move too fast before you are ready to, and you risk flubbing the spell and possibly injuring yourself in the process. While spellbinding to gaze upon, Sanctity Shards are sharper than most swords, are more likely to fracture than glass, and carry extraordinary mystic power within themselves which, when released, can lead to more Sanctity Shards forming. Not only can these break ice with no problems, their lustrous, illuminant surfaces reflect both light and darkness in their wake, turning it into their own enchanted light.

Spells[]

Zone Response
Spell 1 Blinding Shatter Shards (ブラインディングシャッターシャード/Buraindingushattāshādo)
Spell Type Multi-Projectile
Spell Description "Fire crystalline projectiles that split into multiple smaller shards upon impact"
Spell Info The caster releases 5 small, purple crystals from their hand which float to their side for 1 second each before they go flying as projectiles, shattering into three smaller projectiles upon impact that arc and land on the surrounding area. Each normal crystal deals 45 damage in a small area while each crystal shard deals 10 damage with the same blast radius while also growing crystals from the ground where they land which last for about 6 seconds, but shatter and deal 10 damage when an enemy touches them, acting like land hazards.
  • It consumes 200 Mana and has a 5-second cooldown.
  • Runes:
    • {[Msk]}: Instead of lobbing three crystal shards into the air upon impact, each crystal now fires a ring of 10 crystal shards as proper projectiles around itself, tilted at a random angle. The shards are otherwise the same as normal.
    • {[Cpyd]}: The caster fires one crystal at a time instead of waiting for all of them to appear before sending them all in a single volley. This allows the spell to activate much faster, and the crystals move much quicker than they do normally.
    • {[Rych]}: The crystals, instead of firing as projectiles themselves, shatter in mid-air next to the caster, firing quick-traveling blasts of light that deal the same amount of damage with small splash damage, but travel a lot farther and a little quicker. However, they do not hurl crystal shards upon impact.
Spell 2 Cluster Clash (クラスタークラッシュ/Kurasutākurasshu)
Spell Type Projectile
Spell Description "Send forth a large crystal that breaks into smaller crystals twice, which land on the ground around the impact site"
Spell Info The caster floats a bit into the air and summons a large crystal above them. The animation lasts about 1 second before the crystal is fired. Upon impact, the crystal explodes, arcing four smaller crystals a short distance into the air to land on the ground around the first blast, shattering into 5 similarly arcing, even smaller crystals each. The damage dealt by each crystal from biggest to smallest goes like this: 150 - 50 - 30. The crystals will only disperse twice in one cast.
  • It consumes 250 Mana and has a 7-second cooldown.
  • Runes:
    • {[Cpyd]}: The caster instead fires the four crystals created by the big crystal. This reduces the time it takes to fire down to 0.5 seconds, but the crystals will only disperse once per cast.
    • {[Msk]}: Instead of splitting into smaller crystals, upon impact, the initial crystal creates a giant crystal from the surface it landed on, trapping enemies caught inside for 2.5 seconds. Its initial impact deals 195 damage.
    • {[Paur]}: The first crystal is larger and deals 215 damage and splits into 6 smaller crystals instead of four; however, the windup is increased to 1.5 seconds, and the projectile travels a bit slower.
Spell 3 Radiant Overgrowth (ラディアントオーバーグロウズ/Radiantoōbāgurouzu)
Spell Type AoE
Spell Description "Raise a circular pit of crystals that sends foes above it flying into the air; cast in midair to select where it appears"
Spell Info On Ground: The caster locks in position and taps their hand on the ground, creating a circular, 60-stud diameter field of sharp crystals around them after a 0.75 second delay. If any enemies were standing in this field when it grows, they will be launched somewhat high into the air and receive 200 damage and a 3 second trip.

In Air: The caster emits a beam of lilac light from their finger which they point in whichever direction their cursor is pointing. 0.75 seconds later, a similar field of crystals to the ground variant will emerge from the ground where the beam was last touching. Until then, the caster remains levitating in midair and cannot move around. By holding their click, the caster can delay the effect for up to 2.5 seconds; the beam will become invisible past the time the crystals normally appear. After either variant, the crystals act much like the ones created by Blinding Shatter Shards. 5 seconds after first growing, the crystals shatter on their own.

  • It consumes 300 Mana and has a 9-second cooldown after the crystals first form.
  • Runes:
    • {[Diphns]}: The caster is encased in a large crystal that blocks all non-Ultimate damage, but also prevents them from moving or casting other spells until the crystals shatter, which they will after 3 seconds. The field of crystals will always form from the ground below the caster, even in the air.
    • {[Cpyd]}: The field of crystals shrinks down to 35 studs in diameter, but appears after a delay of 0.25 seconds. Only the aerial variant can be used with this rune applied.
    • {[Msk]}: The field of crystals is replaced with a ring of giant crystals that act as solid obstacles, briefly tripping and dealing 50 damage to enemies who touch them. The space inside the ring is the same size as the regular crystal field. Only the ground variant can be used with this rune applied, leaving the caster vulnerable if they try to use it while airborne.
Spell 4 Stone of Revitalizing (ストーンのリバイタライジング/Sutōn no Ribaitaraijingu)
Spell Type Healing
Spell Description "Summon a healing crystal that will follow you from above, relieving the injuries of you and nearby allies"
Spell Info The caster summons a green crystal which floats above their head and aims a beam of light upon them and any teammates/party members within at least 15 studs, healing them 15 health over time for 10 seconds until it disappears. The crystal and its healing range will move along with the caster, meaning they must stick close to their team/party to heal them.
  • It consumes 400 Mana and has a 6-second cooldown after the crystal disappears.
  • Runes:
    • {[Rych]}: The crystal will now heal all allies within a 60 stud radius, but heals 8 health over time instead.
    • {[Moshon]}: The crystal now only heals 7 health over time, but increases the movement speed of healed allies, as well as the caster themself, by 50%.
    • {[Diphns]}: The crystal now only heals 10 health over time, but reduces the damage the caster and healed allies take by 50%.
Spell 5 Celestials’ Spectral Jewel (セレスティアルのスペクトルジュエル/Seresutiaru no Supekutorujueru)
Spell Type Ultimate
Spell Description "Pull a chunk of the sky from the zenith in the form of a massive crystal and drop stunning crystal shards from above the battlefield before it, too, plummets to the ground"
Spell Info The caster hovers high into the air and encases themself in a massive, prismatic crystal which blocks out all damage and enemy spell effects. A total of 10 times, the crystal levitates towards any direction the caster’s mouse points, dropping one of its 10 multi-colored crystals onto the ground below it. Each crystal dropped explodes on contact with anything, splitting into four smaller crystals that form into crystal formations on impact that can trap enemies inside them until they disappear 3 seconds later. All crystals deal 65 damage each and stun enemies hit with a 3 second trip. After all 10 crystals have been dropped, the spectral crystal will shake for a moment, then fall to the ground, creating a massive, yet dazzling 550 damage explosion on impact that results in a huge cluster of colorful crystals, rendering all enemies caught inside helpless for 5 seconds while the caster is ejected into the sky.
  • It consumes 1000 Mana and has a 90-second cooldown.
  • Runes:
    • {[Lsr]}: The damage dealt by each crystal is reduced to 40, and the final explosion damage is reduced to 350, but the spell costs half the amount of mana it does normally.

Diamond (ダイヤモンド/Daiyamondo) is one of Crystal's Subelements. Its color palette consists of cyan with small traces of lighter shades. Its medal would depict a diamond gem with a swirl in the center.

Zone Response
Spell 1 Will-Guided Jewel (ウィルガイドドジュエル/U~irugaidodojueru)
Spell Type Projectile
Spell Description "Send forth a small, but razor-sharp diamond projectile that can hit multiple times and will fly wherever you want it to"
Spell Info The caster summons a small blue diamond by their side which, after a 0.7 second delay, is sent flying in any direction the caster’s target is. Moving their cursor or switching their lock onto another entity will cause the diamond to change paths and follow it. The diamond can deal three hits to entities, dealing 75 damage per hit, before vanishing; it’ll also vanish after flying for 3 seconds, and will be destroyed if it hits a solid object or surface.
  • It consumes 230 Mana and has a 5-second cooldown after the diamond is gone.
  • Runes:
    • {[Msk]}: The diamond deals 60 damage per hit, but will bounce off of solid surfaces and objects it hits a maximum of 3 times (In addition to the 3 times it can hit enemies).
    • {[Cpyd]}: The diamond travels faster and is easier to control, but deals 65 damage instead.
    • {[Paur]}: 3 diamonds are fired instead of 1. However, they deal 55 damage and turn slower than normal.
Spell 2 Shining Encase (シャイニングエンケース/Shaininguenkēsu)
Spell Type Defensive
Spell Description "Encase yourself in a large diamond that allows you to move faster and protects you from all damage. It does have a limit, however..."
Spell Info The caster levitates a small distance off the ground and encases themself in a giant diamond over a second, which will allow them to float around just above the ground for 5 seconds. During that time, the caster is invincible to most damage and will move 25% faster than their sprinting speed. Any attack that deals more than 300 damage at once (Including, but not limited to, most Ultimates) will actually shatter the diamond, ending the spell early and causing the caster to be damaged nonetheless.
  • It consumes 300 Mana and has a 12-second cooldown after the caster is released.
  • Runes:
    • {[Diphns]}: The caster now cannot move while in the diamond, but the damage threshold it can take is increased to 500.
    • {[Msk]}: The damage threshold is decreased to 250, but the caster will be left with 5 seconds of 50% damage resistance after it breaks.
    • {[Cpyd]}: The speed boost is increased to 40%, but the damage threshold is decreased to 175.
Spell 3 Vortex Luster (ボルテックスラスター/Borutekkusurasutā)
Spell Type AoE
Spell Description "Summon a multitude of large diamonds to spin around you in an outward spiral, knocking over anyone in their paths"
Spell Info The caster locks in place and summons a total of 7 large diamonds, each 6 studs in diameter, from the sky above them, which land on the ground in random locations within a 30-stud radius around them, dealing 100 damage to enemies hit by them while also inflicting a 1.5 second trip. The diamonds will then levitate slightly above where they landed, begin spinning like tops, and begin to move in a gradually growing circle around the casting location either clockwise or counterclockwise at gradually increasing speeds for 10 seconds before disappearing (Or until they hit something), dealing 40 damage and knocking down any enemies hit by them with, again, a 1.5 second trip.
  • It consumes 276 Mana and has a 14-second cooldown after the diamonds land.
  • Runes:
    • {[Paur]}: There are now only 4 diamonds, doubled in size and always in a “+” formation around the caster, which deal 200 damage to enemies they land on and 80 damage to enemies they hit.
    • {[Diphns]}: A purple spherical forcefield appears around the area in which the diamonds drop, pushing enemies out and dealing 50 damage to them, then, once the diamonds begin moving, turns into an area in which the caster and their allies experience 50% defense boost and remains for as long as the diamonds do.
    • {[Msk]}: The diamonds will not spread outwards and will instead remain circling the casting location. However, the ring will slowly follow the caster in any direction.

Glass (ガラス/Garasu) is Crystal's other Subelement. Its color palette consists of white with some small traces of light lavender. Its medal would depict a few broken glass shards.

Zone Response
Spell 1 Reflective Shatter (リフレクティブシャター/Rifurekutibushatā)
Spell Type AoE
Spell Description "Create a glass construct that traps enemies near you and brings pain to them when smashed"
Spell Info The caster arms a ball of shining white glass in their right hand which they hold up to the sky in a crouching pose. A split second later, a nearly-invisible glass buckyball 60 studs in diameter forms around them, trapping all enemies within the radius. After assuming the pose for about 1.5 seconds, the caster, in an elegant, dance-like fashion, slams the ball onto the ground, scattering large, floating shards of glass everywhere and dealing 220 damage to all trapped enemies, as well as any within 25 studs of the buckyball, while also knocking them over with a 1 second trip. If the buckyball is struck by a strong attack or spell from the outside, it will explode early, stunning the caster for a split second, but also cancelling out the attack or spell. Enemies will have their spells disabled while inside the buckyball, and the caster is immune to any kind of stun and 50% of all damage until it is destroyed.
  • It consumes 265 Mana and has an 11-second cooldown after it ends.
  • Runes:
    • {[Diphns]}: Damage is reduced to 200, and damaged enemies in the buckyball are sent flying away from the burst.
    • {[Rych]}: The size of the buckyball is increased to 85 studs in diameter, but the trip duration is reduced to 0.5 seconds, and the buckyball will shatter if hit by any attack.
    • {[Paur]}: The buckyball is absent, but the damage is increased to 300. The maximum range this version can hit in is 70 studs.
Spell 2 Split Slicer Sabre (スプリットスライサーセイバー/Supurittosuraisāseibā)
Spell Type Projectile
Spell Description "Throw a glass blade in an elegant fashion, then watch as it explodes into a rain of glass shards"
Spell Info The caster arms their right hand with a curved glass blade and does a brief clockwise spin, throwing the blade as a spinning projectile. Upon impact, the blade deals 250 damage on direct hit and 150 splash damage to enemies within 10 studs of its location of impact while also launching a total of 30 small glass shards into the air to land on the ground around it in within a radius of around 35 studs, each dealing 75 damage to enemies they land on and staying stuck in the ground for a couple seconds before vanishing.
  • It consumes 250 Mana and has a 7-second cooldown.
  • Runes:
    • {[Paur]}: The blade no longer creates glass shards, but a direct hit deals 400 damage and the splash damage is increased to 300.
    • {[Msk]}: Instead of sending shards into the air, enemies who are hit will be applied the ‘punctured’ status effect for 10 seconds, causing them to appear having multiple glass shards stuck in their bodies and take 10 damage over time while also making them unable to be healed. Direct hit damage is reduced to 200 and splash damage is reduced to 100.
    • {[Rych]}: The glass shards are launched at more outward angles, spreading them for a far larger radius. 40 shards are launched instead.
Spell 3 Fragile Target (フラジャイルターゲット/Furajairutāgetto)
Spell Type Counter
Spell Description "Cover yourself in a sheet of glass that breaks when hit, causing attackers to hurt themselves"
Spell Info The caster issues a T-pose and begins to shine bright white for a brief second, locked in place. If they are hit with an enemy’s attack or spell in this state, they will take 80% less damage from the hit and create a burst of glass shards around themself, dealing 350 damage to any enemies within 7 studs. If the attack was a melee attack or contact spell, the attacker will also be hitstunned, and their combo/spell will be canceled out, giving a gap in which the caster can retaliate.
  • It consumes 335 Mana and has a 10-second cooldown.
  • Runes:
    • {[Rych]}: The range of the glass burst is increased to 20 studs around the caster, but the damage is reduced to 300.
    • {[Moshon]}: Upon a successful use, the damage dealt is reduced to 275, but the caster is rendered invisible & invincible for 3 seconds afterward until they reform. Their movement speed is increased by 25% while invisible, and they are able to slip through entities and spells.
    • {[Msk]}: Attackers (And other enemies caught in the burst) are stunned for 1.5 seconds, leaving more time for the caster to retaliate or escape, but instead of taking direct damage, they will be punctured for 10 seconds, similar to Split Slicer Sabre {[Msk]}.

Link to Original Doc.[]

https://docs.google.com/document/d/1AwWgMeU4LFcDUIqxt68NUxl0ViZdzr79i7zaaeWAreI/edit?usp=sharing

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