Elements for Elemental Battlegrounds Wiki
Elements for Elemental Battlegrounds Wiki
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Fire (ファイア/Faia), or Gensei Kogasu (原生焦がす) as it's properly called, is a Common Starter Element. Its color palette consists of red, orange, and yellow. Its medal depicts a flowing fireball.

Fire is a moderate distance Rushdown Element that relies on burning and explosions to deal heavy damage using a mix of fast and slow attacks that can punish those hit.

This Element costs 200 D if it is not chosen as the player's Starter Element. In the old version, it costed 150 D.

Summary[]

Fire is an Element focused on heavy hits with slow yet reliable damage, allowing its user to do huge amounts of damage in a short amount of time, while almost simultaneously having a power advantage over other Common Elements, whether they're stalling, or trying to push past an opponent. While not the fastest, it is the heaviest damage dealer out of the initial six Elements. Furthermore, Fire offers one of the more unique sets of play-style with its intriguing spells, most of which leave some type of lingering fire that would be useful to trap opponents in. Due to this, to be an effective Fire user, the learning curve is fairly steep if one wants to utilize its potential at its peak.

Strengths[]

Elemental[]

  • Spells incinerate those of Grass and Nature on contact.
  • Ice and Metal spells start to melt when even close to a Fire spell.
  • Great Fireblast and Hell's Core become larger and more powerful when fed with Grass and Nature spells.
  • Flaming Rush's duration increases by a second when the flames covering the caster are fed with other players’ Grass and Nature spells, allowing it to break through Nature’s Silva's Blessing and Spikenut Shield without the caster being knocked back or debuffed.

Tactical[]

  • High damage spells.
  • Most spells create flames that deal damage over time to those who stand in them.
  • Some spells have multiple purposes.
  • Some spells can be used in different ways, making them quite versatile.
  • Very useful in survival mode, and against bosses.

Weaknesses[]

Elemental[]

  • Flames and Fire spells are destroyed upon contact with Water, Wind, Aurora and Sand spells.
    • Ice spells also destroy Fire's spells and flames upon contact due to melting, becoming water (This destroys both).
  • Flames will be put out when Water-based monsters walk through them.

Tactical[]

  • All moves are predictable.
  • Some spells are slow, and others can be hard to aim.

Lore[]

There are two aspects to an Element’s power: The Creation, and the Control. Gensei Kogasu is by far one of the simplest Elements to understand, as well as one of the most common Elements in the world of Roblox, used worldwide. It is aquireable by, within a diamond ritual of 150 diamonds, focusing your spirit into a blazing flame until the fire bonds with it. It creates power by emitting such dense heat that it springs into flames, or by catching and drawing an already existing fire that is within range. The more heat and flames are compressed into one Kogasu spell, the stronger it will become, to incinerating levels. Ignihono, the founder of the Gensei Kogasu and one of the first now-elementals to take reign after the meteor’s impact in the Shattered Lands, hadn’t bothered to share his Element with anyone else until his distant cousin Daedalus encouraged him to, which was 2 years in. Within that time, Ignihono was the strongest Gensei Kogasu magic user, capable of using ancient spells.

An Ancient Spell is a conjuration exclusive to mages who have fully mastered an Element, which revolves around using the Element’s power for a magnificent, yet usually not direct combat oriented display of power, be it simple or complex. One of Gensei Kogasu’s Ancient Spells, Inferno, mixed with Earth’s Olympus, leading to the creation of Mount Hellfire in the Blaze Kingdom as part of their plan of defence, from which the first Genshi Kazan users were born. Gensei Kogasu is of course ineffective against Gensei Nagare, as all of it’s spells can quickly extinguish the flames of the Kogasu. It is also quite weak to Gensei Teikiatsu, whose fast-moving gusts can blow out the flames as easily as a child blowing out a birthday candle. Bright blazing beams of auroral radiation can also drown out its burning fury. Gensei Kogasu users are also advised to avoid burning themselves to ashes by not using powerful Kogasu spells without proper studying, practice and proficiency with the Element.

Spells[]

Zone Response
Spell 1 Burning Assault (バーニングアサルト/Bāninguasaruto)
Spell Type Multi-Projectile
Spell Description "Throw up to five waves of fire that each deal low damage and ignite the land with flames"
Spell Info The caster throws a wave of fire that travels a mild distance. They have an inventory of 5 waves of fire, regenerating one every 5 seconds. Each wave lights flames to what ground it hits and deals 65 damage while also pushing the target back. Flames last about 3 seconds and deal 10 damage over time. On the ground, the caster will stop moving while using this spell, but when in the air, they will front flip while firing while still being able to move freely. They can also shoot faster when in the air. On the ground, the caster may only fire again after 0.50, which is decreased to 0.30 seconds while in the air.
  • Each shot consumes 50 mana. The move has a 5-second cooldown when all 5 are exhausted.
  • Runes:
    • {[Paur]}: The caster throws all five waves at once in rapid succession. The circle of flames that spawns around the hit area is twice the size and lasts for about 5 seconds. The spell now consumes 250 mana and has a cooldown of 5 seconds.
    • {[Cpyd]}: The spell instead fires spinning fire blades that travel faster and farther, with a 0.30 second gap between shots (0.20 in the air), each dealing 60 damage and leaving smaller pits of fire on the ground they hit without exploding.
    • {[Moshon]}: The waves of fire rotate as they travel and boost the caster backwards into the air with each shot, but cannot travel as far as they can normally. The lower the angle at which the projectiles are fired, the sharper the angle in which they will be pushed upwards will be. Aiming at an upward angle pushes them back at a downward angle instead.
Spell 2 Great Fireblast (グレートファイアブラスト/Gurētofaiaburasuto)
Spell Type Projectile
Spell Description "Summon a large ball of fire to launch as a powerful explosive projectile - Or to perform a flaming leap"
Spell Info The caster creates a large fireball that hovers in front of them and points in any direction they’re facing as long as their click is held. By right clicking, the caster will perform a flying, semi-long distance leap through the fireball in the direction they were walking in, all while wrapped in flames and creating a 215 damage explosion upon any enemy they hit or pass above. When releasing their click instead, the fireball will launch as a projectile in the direction it was aimed in, exploding upon impact. This explosion deals 350 damage and lights fire to the area that deals 20 damage over time and lasts about 5 seconds. The fireball explodes instantly when an enemy touches it or if it is held for 5 seconds, and will be destroyed without exploding if hit by any spell from Water, Wind, Aurora or Sand. If it is hit by another Fire spell or one from Grass, Nature or Phoenix, it will grow larger, dealing 400 damage instead.
  • It consumes 250 mana and has a 6-second cooldown after it has been used or wasted.
  • Runes:
    • {[Paur]}: The fireball becomes three times its normal size, making it travel slower, but doubling its explosion size and increasing its initial damage to 400 (Can increase to 450 via absorbable spells). The right click version of this spell cannot be used with this rune applied.
    • {[Moshon]}: Only the spell’s right click version can be used with this rune applied— At the highest point they would reach during their leap, the caster creates another fireball beneath them and rides it in any directed direction for a maximum of 4.5 seconds or until they hit something. They can shoot using ranged weapons or cast certain spells while riding the fireball. Upon impact, the fireball acts as the normal version fireball would.
    • {[Diphns]}: The spell becomes a Forward Projectile where the fireball grows to four times its normal size within a split second, slowing to a stop a few studs in front of the caster before exploding. The blast, while otherwise no different than the Paur version’s and dealing the same amount of damage as normal, destroys or at least deflects any projectiles caught in it, trips enemies for a second, and turns any hazards relating to weak Elements into additional flames. The caster is locked in place while using this version.
Spell 3 Blazing Uproar (ブレイジング ウプロアー/Bureijingu upuroā)
Spell Type AoE
Spell Description "Erupt a burst of flames around you and the location of your cursor, launching foes into the air and scorching them"
Spell Info The caster, after a 1 second windup, slams their fist into the ground, creating a 255 damage explosion with 10 damage flames, knockback and a screen-shaking effect while also launching 3-6 arcing sparks that each deal 55 damage upon contact. At the same time, the ground where the caster’s cursor is cracks up with immense heat before erupting in a similar burst of fire that deals 250 damage, knocks opponents away into the air, and issues a screen shaking effect as well. If this is issued in water, it will instead result in a column of volcanically heated water that deals the same damage and effects, but does not issue additional burn damage. Flames remain there for 5 seconds, dealing 25 damage over time which lowers by 2 points each time.
  • It consumes 300 Mana and has an 8-second cooldown.
  • Runes:
    • {[Moshon]}: Only the explosion around the caster happens, launching the user high into the air.
    • {[Diphns]}: Only the explosion around the caster happens, destroying most projectiles and creating a 10-stud high wall of flames around the blast radius for 6 seconds, dealing 50 damage and pushing back any enemies that touch the wall.
    • {[Paur]}: Only the column explosion beneath the target happens, which is now a pillar of fire that deals 300 damage over 1 second before launching them high airborne.
Spell 4 Flaming Rush (フレーミングラッシュ/Furēmingurasshu)
Spell Type Transportation
Spell Description "Burst into flames and charge a high speed towards an enemy, out of attacks, or away from danger"
Spell Info The caster squares up to run, stationary for 3 quarters of a second (Up to 2.5 seconds if charged), then bursts into flames and takes off charging, moving twice the speed of their normal running speed and leaving a trail of burn damage flames where they travel for 1.5 seconds (2 seconds if fully charged). The move ends early if the caster runs into an enemy, where they will punch the target with a fiery burst that deals 355 damage and knocks it about. If the caster jumps during the move, they become wrapped in flames in an attack also performed with Great Fireblast. When running off an edge, they will dive like a meteor and become wrapped in a smoking ball of flame which explodes upon contact with the ground, dealing 325 damage. For the entire duration of the move, the caster will be immune to burn damage and stuns, and will take less damage from Grass and Nature spells. Running into water or being hit by a Water, Wind or Aurora spell however will put the flames out, cancelling the move. When near an Ice or Metal spell, the flames will start to melt the ice/metal, but in Ice's case, the move will be cancelled if the caster is actually hit by said Ice spell. While the spell is active, the caster cannot block, dodge or stop running, but can still steer and curve. When locked onto a target however, the caster cannot steer, and will charge in a straight line towards them; If the target successfully evades, the caster still won't have any control over their character until the move finishes.
  • It consumes 245 Mana (315 if fully charged) and has an 8-second cooldown.
  • Runes:
    • {[Cpyd]}: The caster now moves at thrice the speed of their normal running speed, but the spell’s duration is reduced to 1 second (1.5 seconds if fully charged). The damage is also reduced from 355 to 320.
    • {[Paur]}: The caster can now only run in a straight line, wrapped in even bigger flames, and the attack upon running into an enemy hits three times before launching them away with a pillar of fire, dealing 400 damage and tripping the enemy for 3.5 seconds.
    • {[Moshon]}: The caster can turn and curve their path with more freedom. The spell will also not end when running into an enemy, instead knocking the enemy into the air with a 2 second trip and dealing 285 damage.
Spell 5 Hell's Core (ヘルズコア/Heruzukoa)
Spell Type Ultimate
Spell Description "Charge a massively powerful fireball that creates an obliterating fire explosion and a field of flames on impact"
Spell Info The caster raises jump height into the air and begins meditating, forming a ball of fire in their hands which grows in size rather quickly, all while the ground around them in a fair radius erupts random bursts of fire that each deal 100 damage and ignite flames while also knocking those hit by them into the air a bit. After about 5 seconds of this, the ball is twice the size of Great Fireblast, and the caster pushes it with a strong punch, sending it flying before they drop back down. The ball results in a massive fire explosion on impact, dealing 1000 damage and forming a large field of giant flames that deal 50 damage over time and last for 15 seconds, covering the ground with black ash and brown smoke. The caster takes 85% less damage while activating the spell, and any enemy spells that stray near will be destroyed. The caster themselves will be surrounded by towering flames the whole time, which deal 50 damage over time as well.
  • It consumes 1000 Mana and has a 90-second cooldown.
  • Runes:
    • {[Lsr]}: The damage of the explosion is reduced to 800, the burn damage to 30 over time, but the spell consumes half the amount of mana it does normally.

Heat (ヒート/Hīto) is one of Fire's Subelements. Its color palette consists of blaze orange and orangish red. Its medal would depict the top of a thermonitor, shattered with a swirl in the middle.

Zone Response
Spell 1 Heat Burst (ヒートバースト/Hītobāsuto)
Spell Type AoE
Spell Description "Ignite a wave of heat around yourself, creating a ring of explosions"
Spell Info The caster emits intense heat around them (Which appears as a blaze orange mist) in a 24-stud radius, then ignites it 1.25 seconds later, resulting in a ring of 6 simultaneous explosions around them that will deal 230 damage each, but won’t ignite flames. If any enemy comes into contact with the heat before it explodes, their screen will be tinted orange for 3 seconds.
  • It consumes 300 Mana and has a 6-second cooldown.
  • Runes:
    • {[Paur]}: Only one, brightly glowing heat cloud forms, appearing around the caster and creating a larger explosion that will set all enemies hit on fire for 5 seconds, dealing 10 additional damage over time.
    • {[Msk]}: Enemies who touch the heat before it explodes will suffer an orange fog effect to go with the tint, which lasts for 6 seconds. They will also be knocked down and tripped for 2 seconds if hit by any of the explosions, which will deal 30 less damage than normal.
    • {[Moshon]}: The caster instead simply releases an explosion that acts the same as the normal heat explosions, dealing 100 damage. Then, for the next 10 seconds, they will be surrounded by a cloud of heat covering 10 studs around them, dealing 10 damage over time and applying the same tint effect to any enemy standing in it.
Spell 2 Scorching Row (スコーチングロー/Sukōchingurō)
Spell Type Projectile
Spell Description "Send out a linear breath of heat, then ignite it and watch it burst"
Spell Info The caster sends a long, 9-stud wide linear cloud of heat (Roughly 72-78 stud distance), then ignites it 1.25 seconds later, similarly to Heat Burst. This results in an explosion running through the line until it reaches the end, making the heat clouds disappear in the process, with each blast dealing 150 damage.
  • It consumes 270 Mana and has a 5-second cooldown.
  • Runes:
    • {[Cpyd]}: All explosions happen instantaneously instead of in a row. The damage of each explosion is reduced to 135.
    • {[Msk]}: Enemies who touch the heat before it explodes will suffer an orange fog effect to go with the tint, which lasts for 6 seconds. The explosions will deal 10 less damage each.
    • {[Rych]}: The cloud of heat stretches for twice the distance, but the windup before the explosions is increased to 1.8 seconds.
Spell 3 Burnout (バーンアウト/Bān'auto)
Spell Type Transformation
Spell Description "Heat up your body to the point where you'll move faster and burn anything you run into"
Spell Info The caster locks themself in place for a second, glows bright orange and becomes “superheated” for 10 seconds, having their movement speed increased by 50% and gaining a cloud of heat around them (With a roughly 5-stud radius) that deals 35 damage over time (Decreases by 3 ever half second) to enemies inside it; The cloud disappears after 6 seconds. Those who make direct contact with the caster will take 65 damage and be pushed back a bit, which decreases by 3 every half second as the caster cools down until the spell officially ends.
  • It consumes 400 Mana and has a 10-second cooldown after the spell elapses.
  • Runes:
    • {[Msk]}: The caster now only gains a 3-second speed boost when an enemy enters the heat cloud or whenever the user is hit by an attack or spell (Both duration and boost stacking with additional hits). However, the spell lasts for an extra 6 seconds, and the damage starts at 60 instead of 35.
    • {[Moshon]}: The caster no longer emits a heat cloud, but the spell lasts an additional 5 seconds.
    • {[Cpyd]}: The caster gains double their normal movement speed, and the cloud of heat is replaced by a 4-stud wide trail of heated ground.

Ash (アッシュ/Asshu) is Fire's other Subelement. Its color palette consists of dull, orangish brown, with some traces orange and red. Its medal would depict an uprising cloud of ashes.

Zone Response
Spell 1 Searing Screen (シアーイングスクリーン/Shiāingusukurīn)
Spell Type Projectile
Spell Description "Blow a blast of burning ash that can obscure opponents' visions"
Spell Info The caster cups their hands for roughly 0.75 seconds, then unleashes a burst of burning ash in front of them that has very short range (About 19 studs), but a wide, outward spreading range. Enemies hit by this take 200 damage and become covered in ashes for roughly 4 seconds, which obscure their view and deal 20 damage over time.
  • It consumes 250 Mana and has a 6-second cooldown.
  • Runes:
    • {[Rych]}: The range of the spell is increased to 40 studs, but the spread is half as wide.
    • {[Moshon]}: The caster is launched backwards via recoil from the burst of ash. The range is reduced to 14 studs.
    • {[Paur]}: Increases the damage to 275 and applies strong knockback on hit, but the spread is slightly narrower, and the windup is increased to 1 second.
Spell 2 Disintegrating Barrage (ディスインテグレーティングバレージ/Disuintegurētingubarēji)
Spell Type Multi-Projectile
Spell Description "Whirl and hurl combustible ash bullets, which spread ashes over anything they touch"
Spell Info The caster creates a 5-stud diameter cyclone of ash around them, which fires 10 small ash bullets at the caster’s cursor location. Each bullet deals 20 damage and explodes into a small cloud of ashes that blur opponents’ screens and tint them brown. The caster can charge the spell for up to 2 seconds to increase the amount of bullets fired to 15.
  • It consumes 265 Mana (+5 per half second charged) and has a 5-second cooldown.
  • Runes:
    • {[Moshon]}: The caster will slowly leap in the direction they were facing while in the cyclone. The amount of bullets fired is decreased to 8 (13 if fully charged).
    • {[Diphns]}: The cyclone is taller and destroys most projectiles that hit it while also reducing any other damage the caster takes by 20%. They now cannot move while casting.
    • {[Msk]}: The ash bullets are now lobbed high into the air from the opening of the cyclone, landing where the caster’s target is (Within a limited range).
Spell 3 Incineration Particles (インシネラートイオン パーティクル/Inshinerātion pātikuru)
Spell Type Contact
Spell Description "Blind enemies near you and rain searing ash upon them"
Spell Info The caster unleashes a 9-stud diameter burst of ashes around them from below that deals 100 damage to enemies who are hit, stuns them and blinds them, causing them to cover their eyes and become unable to do anything. A second afterward, a second surge of ash falls down upon them, dealing 150 more damage and leaving ash on their screens for 4 seconds (Though they are able to move again afterwards).
  • It consumes 260 Mana and has a 6-second cooldown.
  • Runes:
    • {[Diphns]}: The second surge of ash becomes a circular wave of ash around the caster that pushes enemies away with a 1.75 second trip, but deals 35 less damage.
    • {[Paur]}: The second surge of ash becomes a burst of ashes that deals 200 damage instead, but does not leave ash on enemies’ screens.
    • {[Rych]}: The initial burst of ashes now has a radius of 15 studs around the caster, but deals 50 damage instead. The screen distortion effect also lasts for 2.5 seconds.

Link to Original Doc.[]

https://docs.google.com/document/d/1jPKpIYDmaX-kFe1PjlkRi0Ihdw6Iw_dNMc4XG9bDCAc/edit?usp=sharing

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