Elements for Elemental Battlegrounds Wiki
Elements for Elemental Battlegrounds Wiki
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Enchantment (エンチャント/Enchanto) is a Fusion Superelement. Its color palette is diverse, with its main colors being different shades of red and white. Its medal depicts an enchanted book surrounded with colorful sparkles, with a glowing border on top of that.

Enchantment is an extremely damaging Element with high combo potential as well. It can put huge pressure on opponents from pretty much any distance. However, it also suffers from high mana costs and long cooldowns, and some of its spells require percise aiming to land.

This Element can be obtained by fusing Spirit (400 D) and Blade (4000 D), costing 1250 Diamonds to fuse. The other requirements to obtain the Element have yet to be decided, meaning that it is not ready to be launched yet.

Summary[]

There are not a lot of Elements that can take on Enchantment, thanks to its great damage and special effects that make it a nightmare for most players. Use Enchanted Bolt to strike enemies from any sort of distance, or even hit them multiple times up close in a confined space with its ricocheting ability. At mid-range, Englyphed Antinomy and Glowing Grab are your best bets at either closing the gap or dishing in as much damage as possible. It can also increase the power of other Elements' spells with Empower, which boosts your next spell's damage output. Due to high mana consumption, long cooldowns and some vulnerability however, this Element is meant to hit, not to miss. Making sure you use its spells when you're sure it is going to hit is the key to mastering this Element and not getting punished for it.

Strengths[]

Elemental[]

  • Void spells turn and glow white and dissipate harmlessly upon contact with Enchantment spells.
  • Phoenixes and Nightmares can be killed pretty quickly with Enchantment spells, and spells of their corresponding Elements and Reaper suffer just as much.
  • One of few Elements whose spells can purify land corrupted by Corruption upon contact.

Tactical[]

  • Extreme Damage.
  • Versatile.
  • Can both blind and stun.
  • Empower increases the damage of the next spell used.
  • Enchanted Bolt bounces off walls three twice.
  • Ultimate hinders and harms enemies caught while buffing and healing teammates/party members.
  • Spells are fairly quick to activate.

Weaknesses[]

Elemental[]

  • When most Enchantment spells colide with a Curse spell, it creates a dangerous, massive explosion that deals roughly 450 damage and knocks anyone hit by it away with a 3 second trip.

Tactical[]

  • High Mana consumption.
  • Long cooldowns.
  • Some spells require aiming.
  • Poor close range defense.
  • Most spells lock the caster in place, leaving them vulnerable.
  • Can take learning and practice to use effectively.

Lore[]

This Element is of currently unknown origin...

Spells[]

Zone Response
Spell 1 Enchanted Bolt (エンチャントボルト/Enchantoboruto)
Spell Type Projectiles
Spell Description "Equip an enchanted staff to shoot a powerful bolt that will bounce off of walls"
Spell Info The caster equips a magical stave and fires a laser-like magic bolt that can hit up to three surfaces, ricocheting off the first two. The spell can be charged for up to 7 seconds, and the caster can move around while charging (Although they will be frozen in place for a second when the bolt is fired.) Each impact creates an explosion that deals 230 damage (355 if fully charged) and tints enemy players’ screens a random color for 3 seconds. While charging, more medals may appear around the tip of the stave, which glow brightly and emit rays of light. Also while charging the spell, the caster can see a beam of light (That only they can see) that indicates where the bolt will go and what it will bounce off of.
  • It consumes 325 Mana (+5 per each half second charged) and has a 7-second cooldown.
  • Note: Though it has one of the longest ranges of any spell, if the bolt travels too far, it will not ricochet.
Spell 2 Englyphed Antinomy (エングリフアンチモン/Engurifuanchimon)
Spell Type Transportation
Spell Description "Lunge forward with a magical blade, which causes holy light to emerge from the ground. Beams of magic blast at any opponents hit"
Spell Info The caster equips an enchanted sword and leaps in the direction they're aiming, plummeting the blade into the ground upon landing after traveling a certain distance and then swinging it upward to create cracks in the ground around them that emit a bright light. They can charge the spell (For up to 5 seconds) to leap further and increase the damage and impact radius, indicated by a medal and arrows only they can see. Hitting an enemy directly or landing extremely close to them will deal 355 damage (400 if fully charged,) and foes who are close enough to the impact zone (Within the crack radius) will be hit with a beam of light from the ground that deals 265 damage (315 if fully charged) and blinds them for 3 seconds.
  • It consumes 225 Mana (+5 per each half second charged) and has an 8-second cooldown.
  • Note: If used in the air or off a ledge, the caster will come plummeting down to the ground at a slight angle. Be careful where you use it.
Spell 3 Glowing Grab (グローインググラブ/Gurōingukurabu)
Spell Type Multi-Projectile
Spell Description "Launch an enchanted rope which grabs enemies and holds them in place before exploding. If nobody was hit, mystic explosions may appear"
Spell Info The caster fires a giant rope from their arm, tipped with a golden hook, which travels a fair distance. It can be charged to increase the number of ropes fired to 2 (If held for 0.5 seconds,) or 3 (If held for 1.25 seconds.) If an enemy was hit by a rope, they become caught by the hook and are held into the air for 1 second before the hook around them vanishes in a bright explosion, dealing 300 damage. If one or two enemies are caught, the ropes that miss will vanish and deal no damage. If all ropes miss, explosions will appear at their tips, dealing 225 damage each. The number of ropes the caster will fire is indicated by the vines that appear in a spinning magic seal that appears in front of them, resembling a Triquetra symbol once all three are summoned.
  • It consumes 300 Mana (+25 per each additional rope fired) and has an 8-second cooldown.
Spell 4 Empower (エンパワー/Enpawā)
Spell Type Transformation
Spell Description "Put an enchantment on yourself that will make the next spell used more powerful"
Spell Info The caster gains multiple pulses of energy that surge around their body. During this state, the next spell the user casts will deal twice as much damage than it usually does. Using another spell while the aura is applied will make the effect disappear (It will also expire after 20 seconds.) The effects and damage numbers of empowered spells will also glow bright white.
  • It consumes 350 Mana and has a 10-second cooldown after the empowerment has been either used up or expired.
  • Note: Will not increase the damage of Ultimates, only normal spells.
Spell 5 Hallowed Ground (ハロウィエドングラウンド/Harou~iedonguraundo)
Spell Type Ultimate
Spell Description "Summon a magic book which creates a large force field around itself, trapping nearby entities in a pocket realm which weakens enemies while healing you and your allies"
Spell Info The caster locks themself in position, levitates into the air, and throws a magic book into the air above them before releasing mysterious magic energy into it through an enchanted sword, causing the book to grow in size. This animation lasts for 1.5 seconds before a large force field appears around the book’s location, trapping all entities within its large radius inside a mystical pocket dimension that lasts for 12 seconds before sending them back to the map. Inside, enemies will lose 25 health over time, and will have all of their stats decreased by 15 skill points. Allies who are inside will recover 50 health, 200 mana, and 250 stamina over time, and will have all their stats increased by 15 skill points. All players inside will see rising sparkles and light ray effects on their screens for the duration. Enemies outside who touch the force field will be bounced away.
  • It consumes 1000 Mana and has a 130-second cooldown.
Hallowed Ground

The color of Enchantment's spell icons.

Trivia[]

  • Enchantment was released specifically for Christmas due to the color palette.
  • It is the first Element to have the pictures and outlines of its spell icons inverted, as you can see on the right.

Link to Original Doc.[]

https://docs.google.com/document/d/18sW9uYgjuO1qd0uuP-Abq0BoQwauZtHlJ23_We_ClaI/edit?usp=sharing

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