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 |
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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.
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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.
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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.
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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.
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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.
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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 |
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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.
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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.
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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.
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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 |
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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.
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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.
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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).
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Link to Original Doc.[]
https://docs.google.com/document/d/1jPKpIYDmaX-kFe1PjlkRi0Ihdw6Iw_dNMc4XG9bDCAc/edit?usp=sharing
Elemental Battlegrounds: Story Arc Elements
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