Order[]
Order is a Superior Element (or Fusion Element), the opposite of Chaos. It's color pallete consists of light blue, white, and a tint of violet. The magic circle depicts equal scales that represent balance and order.
Order is a healer and a supportive element with a decent damage, too , it uses pure energy to bring peace and stop people from fighting.
It is a fusion between Spirit and Crystal, costing additional 600 diamonds to fuse.
Summary[]
Order is an element that represents balance, purity. It is an amazing weapon against teamers and a great support for teams. The skills are slow, mana costly, with long cooldowns, but the damage and support can balance it. Moves are mainly focused to purge enemy teams together with your teams, for example using Arragment will leave enemies vulnerable as they are stunned and locked in place, it makes them a very easy target, then use Equilibrium to deal high damage and return health, same goes with Balance, useful ability that supports and damages at once, with an unlimited effect range. If you are being targeted by a projectiles skills user, use shield as a great defense.
Spells[]
Equilibrium[]
Spell 1 Type: Multi-Projectile
Spell 1 Description: User summons a magic circle under their legs, then 3 white pure orbs with blueish outlines appear from the ground, and start spinning around caster's head, when charging, caster can summon additional 3 orbs and aim them towards the cursor. Orbs will move in a straight arranged line, in medium speed. When orbs hit surface, they will create a light misty-like explosion with violet particles effects floating around. On a succesful hit, each orb deals 82 damage (fully charged, without charge, the total damage of orbs will always remain the same and equal 492) and returns back to caster and turns on supportive mode, 1 hit equals 50% heal from damage dealt, then dissapear and go on cooldown.
- Consumes 325 Mana, 3 seconds cooldown failed hit, 8 seconds cooldown successful hit.
Arrangment[]
Spell 2 Type: AoE
Spell 2 Description: In the cursor, creates magic circle and then after small delay, summons a huge skyward pillar. It is colored white with a blueish outline and huge amount of particles are circling around. The beam/pillar will slowly pull enemies in, dealing constant low damage. The beam is focused on groubs of people, if pillar fully absorbs people, it will lock their skills and place people in the straight line. Dealt damage is special, it's always equals the same amount for every person inside the beam, for example, person with max defense will have same damage total, but in lower portions and person without defense, higher damage but with less portions.
- Consumes 250 Mana, 7 seconds cooldown.
Balance[]
Spell 3 Type: Heal
Spell 3 Description: In a single click, the enemy closest to caster's cursor will be lighted up with mist, similiar to Disorder Ignition, but different colors. The enemy automatically attaches themselves to all party members, including the caster, while enemy gets constant damage (20 per second, lasts for 8), the party members will get % of heal that equals dealt damage, the more party members there are, the lower heal they recieve. Caster alone recieves 100% of heal. The range of heal has no limits, heals people no matter how far they are, but move activation has a limit.
- Consumes 250 Mana, 10 seconds cooldown.
Chaos Break[]
Spell 4 Type: Shield
Spell 4 Description: User summons Order force that removes all caused Chaos nearbly and brings temporal peace. Locked in place caster puts their hands on the heads, creating force that look like blueish effects coming from the ground, The force will suspend all incoming projectiles in the air, incredibly slow down all people around, including party members and locking their skills to fully reach peace and order. The force deals no damage and makes user take 50% less damage from skills that cannot be stopped. Shield lasts for 3 seconds.
- Consumes 400 Mana, 10 seconds cooldown.
Dimensional Law[]
Spell 5 Type: Ultimate
Spell 5 Description: The caster sits on surface and meditates, then creating a huge blue glowing unequal scales above. One of the scales will have dark energy on, representing damage, other will have white, representing heal. After a delay, caster finally balances out scales and equals them, stunning all enemies or party members in range and "judging them". The energies on scales will shoot projectiles at people:
Black: Deals very high damage based on % of a person, returns same amount of heal to caster.
White: If hits enemy, basically feeds up them with additional health just to then deal even more damage by black orbs in the end, and heal caster. If hits party member it can recover lacking % of hp.
On top of that, equal scales will make magical area of balance and purity, it will prevent interruptions and remove incoming projectiles.
- Consumes 1000 mana, 100 seconds cooldown.
Trivia[]
- Order's color pallete is reversed Chaos color scheme, yellow - violet, blue - red, black - white.
- Ultimate's meditaion animation is same as Aurora's "Polaris"
- Equilibrium's orbs can return to party members if they are close enough.
- Order's spells are based on harmony, equality, balance.
- The ultimate is a great healer, as it feeds enemies on purpose, to damage them again and return health back.
- The misty effects might be similiar to Nebulae, Order has cosmic intentions, while Chaos uses dark dimensions theme.
- Order is somewhat close-range element.
- The name "Chaos Break" is reference to Chaos' "Order Break" move.
- Explanation Behind the Fusion: Spirit represents pure and holy body, while Crystal means harmony, purity and gleaming energy. Therefore, mixing Crystal with Spirit gives it a good intent. Spirit is also used for Chaos fusion.