Nature (ネイチャー/Neichā), or Genshi Botai (原始母体) as it's properly called, is an Uncommon Fusion Element. Its color palette consists of mostly various natural greens, yellows and reds, white, and brown. Its medal depicts a tree.
Nature is more of a support Element, with healing capabilities and the ability to stun or debuff enemies in order to help party members and teammates get the upper hand.
This Element can be obtain by fusing Grass and Storm (Both costing 200 D), with no additional Diamond cost. As an Uncommon Fusion, it requires any Fusion Skill.
Summary[]
Nature is a versatile support Element that specializes in healing and stuns, but at the cost of some damage. Because of that, it is most useful when used alongside others, capable of turning the tide of the battle to your team's favor. Most of its spells share similarities with its descendant Grass', with Nature's Essence and Spiky Ensnare being the most notable similarities. While some moves might require some practice to learn and master, they move fairly quick and require timing to dodge. Nature is especially useful at mid-range, where its spells have a greater chance to hit.
Strengths[]
Elemental[]
Tactical[]
- Some spells can stun enemies, stopping them from moving or doing anything.
- Very good support capabilities, especially in Story and survival modes.
- Silva's Blessing can heal teammates and debuff enemies at the same time.
- Projectiles travel fast.
- Ultimate damages enemies while buffing nearby teammates, allowing them to finish targets quickly.
- Nature's Essence can leave targets wide open for teammate attacks if hit.
Weaknesses[]
Elemental[]
- Some spells can be destroyed using Fire, Lava, Phoenix, Acid, and certain Dragon spells.
- Most spells can be frozen and shattered harmlessly using Ice spells.
- Spells (Except for the Ultimate) can be taken over by the Tangent upon contact with Technology spells.
- Something similar happens upon contact with Corruption spells, except the former will be corrupted.
- Spells (Except Silva’s Blessing and the Ultimate) will become poisoned when hit by Poison spells, greatly weakening them.
- Something similar happens upon contact with Curse spells, except the former will become cursed.
Tactical[]
- Has the lowest offensive ability of any Element; Spells deal relatively poor damage on their own.
- Cannot hit accurately from long range.
- Spikenut Shield can be destroyed if it takes too much damage or is hit by certain spells.
- Nature's Essence is best used at mid-range.
Lore[]
Genshi Botai is the ruling force of power in terms of Roblox’ organic life, being one of the first Elements to exist and also one of the first to be refined. They say that it is nature itself in its purest form; It allows the user call on the assistance of any plant or vegetation and manipulate it in any way they wish, from the thinnest piece of moss to the largest of trees, as well as summon all sorts of plant life out of nowhere even on inhospitable surfaces like obsidian. Some report that it also allows one to communicate with animals telepathically and lead them around, bringing some spells to summon beasts to charge into battle and assist the caster. In order to acquire this Element, one must master the Gensei Sahohime Element, a descendant of Genshi Botai that acts as a prerequisite. Then they must expose their Gensei Sahohime magic to the strong naturalistic energy of Gensei Raimei, which refines, recycles and supercharges its organic power and breaks its boundaries, thus evolving it into Genshi Botai, which can do things Gensei Sahohime just cannot.
Genshi Botai was first realized when introduced by who is now known as Roblox’ ‘Mother Nature’, Silva, who is the great grandmother of Wika and the fairies. She didn’t actually mean to create Gensei Sahohime, but a bolt strike from an outraging Zeus overflowed her powers for a brief moment and created the first few fairies, who rapidly began to reproduce and become a whole civilization. Silva hopes it never happens again, even if she does now have a race of fairies to live in Emerald Heart with. Genshi Botai has many weaknesses, including Gensei Kogasu, Genshi Kazan and Genshi Shimo. However, it also rather outpowers Gensei Sahohime, having more power over nature than it. Gensei Nagare and Shuyō no Kagayaku merely provide sustenance and power to Genshi Botai’s spells, increasing their potential and strength and giving the Genshi Botai user an edge. This Element is still best used in teams or parties, having many spells that can provide assistance and protection to allies.
Spells[]
Zone | Response |
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Spell 1 | Nature's Essence (ネイチャーズエッセンス/Neichāzuessensu) |
Spell Type | Projectile |
Spell Description | "Toss a large ball of life energy that spreads smaller, explosive orbs that can stun all enemies below it" |
Spell Info | The caster creates a large, gravity-affected ball of energy, flashing of several natural colors like green, yellow and red, in their hands for roughly 0.50 seconds before tossing it into the air to either land wherever their cursor is or on top of whoever they are locked onto (There is a limited range). Once a short distance from the ground, the ball stops in midair and rains a shower of lobbing orbs of energy around itself before exploding. The innermost circle comprises of large, green orbs, the middle circle comprises of medium sized, yellow orbs, and the outermost circle comprises of small, red orbs. The ball lobs 3 sets of 6 large orbs, 5 sets of 8 medium sized orbs, and 6 sets of 12 small orbs, all in 2 seconds before exploding in a spiky explosion. All orbs explode on contact with the ground or anything else they hit and trip enemies who are hit; Large orbs have the biggest explosions and deal 20 damage each, medium sized orbs have slightly smaller blast radiuses and deal 13 damage each, and small orbs have the smallest explosions and deal 8 damage each. The main ball’s explosion deals 200 damage and knocks opponents away. The entire spell can deal a total of 520 damage and a trip lasting 1.25 seconds after the spell ends. It is very similar to Grass’ Leeching Spore Bomb in many ways, but leaves will swirl around the spell for its duration.
The main ball explodes immediately when hit by a Grass/Water/Light/Solar spell, dealing 300 damage and knocking anyone hit far away (Though not damaging the caster or their party).
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Spell 2 | Spiky Ensnare (スパイキーエンスナーレ/Supaikīensunāre) |
Spell Type | AoE |
Spell Description | "Launch a spiky creeper which entangles any enemy it hits, rendering them helpless and immobile unless they can break free" |
Spell Info | The caster wraps their arm in a spiky creeper vine which they shoot from that arm after 0.75 seconds. The vine is fairly gravity-affected and can travel a long distance. When it hits an enemy player or a Robloxianoid entity, it will grow rapidly and wrap itself around the target, dealing 65 damage, darkening the sides of their screen, and rendering them immobile and unable to do anything for up to 4 seconds before they break free. If the caster holds their click for a second, another vine will grow on their arm, resulting in two vines fired instead (One is fired after the other). If both hit one target, this results in 7 seconds of vulnerability. If the target is hit by the spell while in the air, they will be tripped instead of being held in place (Though they won’t ragdoll). Players who are trapped in the vines can press “T” on their keyboard to struggle and reduce the stun timer by 0.25 seconds.
If the vine is hit by a Grass/Water/Light/Solar spell, it will grow longer and obscure the target’s view even more while also dealing 10 damage to them over time. It will also stun them for 2 extra seconds, and struggling will take only 0.5 seconds off the stun timer (All this still stacks with the second vine).
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Spell 3 | Silva's Blessing (シルバのブレッシング/Shiruba no buresshingu) |
Spell Type | Healing |
Spell Description | "Channel life energy into a magical zone that can heal your party, as well as hinder enemies inside it" |
Spell Info | The caster creates a large beam of light (Of various green colors) into the sky around their current location that lasts about 8 seconds before vanishing. As long as the caster and their party members stand in this beam, they will be healed 15 HP over time, capable of healing a total of 240 health. Any enemies who stand in the beam will have their movement speed, mana, stamina and damage reduced by half.
Enemies’ Grass/Water/Light/Solar spells will heal any party members inside the beam of energy instead of damaging them without inflicting any harmful effects.
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Spell 4 | Spikenut Shield (スパイクナッツシールド/Supaikunattsushīrudo) |
Spell Type | Defensive |
Spell Description | "Summon a large, durable wooden barricade, armed with spines that impale foes and push them away" |
Spell Info | The caster quickly forms a wide, curved wood barrier, with long spikes protruding from the front, in the direction they’re aiming, which thrusts forward a small bit afterwards. Enemies who are hit by this take 210 damage and are pushed away with a 2 second trip. After the thrust, the shield stays there for 4 seconds, absorbing up to 1000 damage from spells before it breaks. If hit by a Fire, Lava, Phoenix, Acid or certain Dragon spell, the shield will burn away and dissipate in 1 second. The shield acts as a solid object and can be collide with and stood on by players and entities.
Enemies’ Grass/Water/Light/Solar spells will just heal the shield or at least deal 80% less damage upon contact. They will also increase its duration by a second.
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Spell 5 | Mother Tree (マザーツリー/Mazātsurī) |
Spell Type | Ultimate |
Spell Description | "Summon a Mother Tree, a magnificent tree that provides a blessing to your allies, but a harsh punishment to nearby foes" |
Spell Info | The caster surrounds themself in a green bubble that nullifies all damage, hovers into the air, and summons a huge, beautiful tree from the ground in front of them, which traps all nearby enemies in place with roots and generates energy rays that rain down upon the land around it. Every time an energy ray hits the ground, it explodes with light, flowers and bioluminescence, and all trapped enemies will take 40 damage. Enemies who aren’t trapped but are hit in the explosions will take 500 damage and are knocked down with a 1.5 second trip. 3 rays appear during each second, leading to a total of 27 rays. Party members within a fairly large radius around the tree will be healed by 30 rather than damaged, and will also take 80% less damage while also moving and regenerating mana/stamina twice as fast; Their spell cooldowns are also halved. After roughly 9 seconds, the rays stop and the tree vanishes as the caster descends back down to the ground, dealing a total of 1080 damage to trapped enemies and recovering a total of 810 health for allies. The radius of which enemies would be trapped at the beginning of the spell and allies would be buffed is clearly marked by a large circle of green tinted blessed earth around the tree, emanating nature energy, that lasts until the spell ends.
Similarly to Silva’s Blessing, enemies’ Grass/Water/Light/Solar spells will just heal party members in range of the tree and wont inflict any harmful effects.
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Wood (ウッド/Uddo) is one of Nature's Subelements. Its color palette consists of various shades of brown and green. Its medal would depict wood log.
Zone | Response |
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Spell 1 | Fatigue Splinter (ファティーグスプリンター/Fatīgusupurintā) |
Spell Type | Multi-Projectile |
Spell Description | "Throw three tiny, yet explosive splinters that may reduce targets' speed" |
Spell Info | The caster throws three tiny brown wood needles (With a 0.35 second delay between each one) that travel quickly and are very difficult to see. Upon impact with any enemy or solid surface, the needles explode into bursts of green leaves, dealing 70 damage and reducing their movement speed by 50% for a second (Does not stack). If it is a direct hit, 95 damage will be dealt per needle instead, and the enemy will be tripped for a second rather than slowed.
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Spell 2 | Log Retribution (ログリトリビュート/Roguritoribyūto) |
Spell Type | AoE |
Spell Description | "Raise a mass of tall logs from the ground around yourself" |
Spell Info | The ground around the caster begins to shake for a second before a pattern of tall wood logs (Each 9 studs in diameter and at least 18 studs apart from one another) emerges from the ground around them in a circular area with a radius of around 75 studs. Each log is tilted diagonally away from the caster, and any enemies who touch a log while it is rising (Not while it is stationary) will be dealt 235 damage and be launched away into the air with a 3.5 second trip. The logs are considered solid objects, meaning both spells and entities can collide with them, making them tricky to maneuver around. After 6 seconds, the logs retract back into the ground (Or any other surface they rose from) and disappear.
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Spell 3 | Bark Hide (バークハイド/Bākuhaido) |
Spell Type | Transformation |
Spell Description | "Become wooden, increasing your defense, but lowering your speed. You will sometimes drop a piece of sacred bark that can heal allies" |
Spell Info | The caster’s skin turns brown and gains a wood-like texture for 25 seconds, increasing their defense and natural regeneration by 50%, but also decreasing their movement speed by 30%. Fire, Lava, Ice, Phoenix, Acid, Technology, Poison, Curse, Corruption and certain Dragon spells will also deal double damage to the caster for the effect's duration. Every 8 seconds during the effect, the caster drops a magic bark piece (Which looks like a chunk of brown tree bark giving off a green glow) onto the ground, which heals the first ally to pick it up by 85 points.
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Beast (ビースト/Bīsuto) is Nature's other Subelement. Its color palette consists of Grey, Dark grey, violet, red and different shades of green. Its medal would depict paw print.
Zone | Response |
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Spell 1 | Rhino Rage (ライノレイジ/Rainoreiji) |
Spell Type | Summon |
Spell Description | "Summon a rhino to charge through any foes in your path" |
Spell Info | The caster summons a portal of green energy beside them on their right, from which a big grey rhino emerges from, charging at high speed in a straight line. Any enemies caught in its way that are hit will be dealt 300 damage and sent flying away through the air with a 3.5 second trip. After 4 seconds or after running into a wall or ledge, the rhino stops and is teleported away via another portal that appears beneath it. The rhino can break shields activated by enemies who are hit.
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Spell 2 | Winged Descent (ウィングディセント/U~ingudisento) |
Spell Type | Transportation |
Spell Description | "Summon two greybirds to your arms to glide through the air for a short time" |
Spell Info | The caster leaps high into the air and summons two grey birds that grasp onto their arms and allow them to slowly glide down for 6 seconds at maximum, or until they touch ground again; Pressing “T” will make them let go early. The caster can move in any direction and also cast most spells and shoot with ranged weapons while gliding.
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Spell 3 | Karma Coils (カルマコイル/Karumakoiru) |
Spell Type | Projectile |
Spell Description | "Launch a sacred serpent from your arm which will bring either pain or health depending on who it bites" |
Spell Info | The caster wraps a snake around their arm, which they fire as a projectile, latching onto any entity it hits. When hitting an enemy, it will turn red and deal 20 damage over time for 7 seconds. When hitting a teammate/party member, it will turn green and heal them by 12 points over time for 7 seconds.
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Link to Original Doc.[]
Elemental Battlegrounds: Story Arc Elements
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