Plasma (プラズマ/Purazuma), or Genshi Kanetsu (原始過熱) as it's properly called, is an Uncommon Fusion Element. Its color palette consists of different shades of neon magenta and pink. Its medal depicts a plasma globe.
Plasma is a powerful ranged Element, with both burn damage and paralysis at its disposal. It's useful for stalling out a particularly troublesome opponent if needed.
This Element can be obtained by fusing Fire and Storm (Both costing 200 D) with no additional Diamond cost. In order to unlock, the player must recruit Aleph in Book 1 Chapter 2. As an Uncommon Fusion, it requires any Fusion Skill.
Summary[]
The longer you spend fighting a Plasma user, the more you are going to struggle. A fast and strong Element, it combines burn damage with stuns perfectly and excels in any type of battle. It can easily force enemies to keep moving and chewing up their stamina until they tire themselves out, such as Heat Seeker, or even trick them into moving into range. A majority of its spells specialize in medium range, but there are still plenty of ways to catch opponents off guard and ensure they rarely know what's coming next; make them guess while you charge your next attack. The true key to success, though, is to stay at that comfortable range. If you really cannot keep enemies away from you, consider the two Subelements, which provide some means to stay strong up close.
Strengths[]
Elemental[]
- Spells will electrify Wind, Acid, Slime and Metal spells upon contact, causing them to electrocute their casters for 200 damage when they come close while also removing their ability to damage the Plasma caster.
- In Wind's case, the plasma will also course through the wind, turn it dull pink, and paralyze the Wind user with the shock should they be close enough to be electrocuted. The Wind spell is then ended early (Not the case with Wind ultimate).
- Spells and flames will destroy Phoenix and Sonic spells on contact.
Tactical[]
- Can hit very accurately at all ranges.
- Lots of burn damage applied.
- Can apply the exclusive plasma status effect to enemies.
- Medium to high damage.
- Can paralyze enemies.
- Energy Tackle is good for both attacking and evading attacks.
- Can deal with groups.
- Ultimate can be controlled.
Weaknesses[]
Elemental[]
- Earth, Sand and Mutant spells will draw Plasma spells towards them and absorb them, causing the Plasma user to waste Mana. The bright colors of Spectrum will rather curve Plasma spells away.
- Spells are absorbed when they get too close to Void, Space and Solar spells, making the latter ones bigger and increasing their durations, but aren't naturally drawn to them.
Tactical[]
- Some spells have high Mana usage.
- Some spells have unfavorable cooldowns.
- Little close range capability without Power.
- Ultimate may be difficult to control.
- A few spells are easily avoidable or counterable.
Lore[]
Genshi Kanetsu is one of the first Elements to be developed by a non-mage, who was more a traveling scientist than anything. The moment he discovered it though, he decided to leave it to nature rather than let anybody try and handle it. Why? Because it is deemed a highly unstable and hard-to-control Element, revolving around a very hot substance named plasma, deriving from sources of intense heat and energy. It takes the form of an electric pink light that acts in a similar way to normal electricity, able to be conducted through liquids and metals; however, it tends to heat up, melt or otherwise damage whatever it travels through and raise temperatures around it to such a level that it sets whatever it touches on fire. Plasma can be generated from a number of things, such as the two things needed to create it: Fire and electricity. If one possesses both Gensei Kogasu and Gensei Raimei, they can blend both Elements until the colors in their hands turn magenta and pink. If they’re skilled enough, they can inherit the plasma into the magic in their spirit and call upon it whenever.
A while after it was abandoned, it was brought back by an entity named Aleph, who took a Robloxianoid form after realizing that he could use his power for less wasteful things; plasma is very useful in sciences, not so much with electronics, or in nature. Many creatures, even a few mythical ones, have a toxic allergic reaction to plasma and will steer clear of it. It can also inhabit wind much like lightning. If something isn’t a very good conductor of electricity or plasma, it will redirect incoming plasma away from itself like two magnets facing each other the wrong way, so please do not aim it at Genshi Tochi, which strives to keep its rock and soil clear of any positive charge. Also, try to avoid overcharging it; the effects this can have on your health may be severe. It is because of this that many are hesitant to learn this Element, even those who wish to figure out something much more versatile…
Spells[]
Zone | Response |
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Spell 1 | Ionspitter (イオンスピッター/Ionsupittā) |
Spell Type | Multi-Projectile |
Spell Description | "Summon a ball of plasma that will fire rapid-fire missiles of ionized gas for a couple seconds or for as long as you can hold it up" |
Spell Info | The caster summons a 10-stud diameter ball of plasma above the casting location which, upon forming, shoots a total of 6 rapid fire beam projectiles of smoky plasma at whatever the caster is targeting before disappearing, with each beam dealing 60 damage and setting plasmatic flames to the area they land upon for 4 seconds, which deal 15 damage over time to enemies standing in them. The beams will also lightly hone in on enemies they stray close enough to. The caster can hold their click to continue firing blasts from the ball and keep it around longer, with each shot after 6 taking Mana, which they can do until they run out of Mana.
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Spell 2 | Heat Seeker (ヒートシーカー/Hītoshīkā) |
Spell Type | Summon |
Spell Description | "Create a large orb of plasma that will chase the nearest enemy lifeform and collapse when near it, spreading immobilizing plasma through its explosion" |
Spell Info | The caster summons a 30-stud diameter plasma orb where they click within a certain radius, which then begins floating (Along its elevation level) towards the nearest enemy in its large radius until it explodes 5 seconds later or when it gets close enough to any enemy. Its large explosion deals 350 damage, paralyzes enemies hit for 1.25 seconds and inflicts them with plasma for 5 seconds, characterized by sparks of pink electricity coursing throughout an afflicted’s body, which deals 15 damage over time and blocks any healing and buffs from spells until it wears off.
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Spell 3 | Charge Drift (チャージドリフト/Chājidorifuto) |
Spell Type | Projectile |
Spell Description | "Fire a ball of plasma that passes through and ignites whatever it touches" |
Spell Info | The caster forms an 8-stud diameter orb of plasma right in front of themselves, then sends it hurdling at a fast speed in any direction for 2 seconds before disappearing, passing through walls, obstacles and entities in its path. Enemies hit by it will take 125 damage initially, then become inflicted with plasma for 6 seconds, dealing 18 damage over time. The orb also leaves pink plasmatic flames on any objects or surfaces it touches, which last for roughly 5 seconds and deal 15 damage over time.
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Spell 4 | Energy Tackle (エナジータックル/Enajītakkuru) |
Spell Type | Transformation |
Spell Description | "Fly around quickly as a plasma ball, explode, and instantly return to the casting location" |
Spell Info | The caster holds their hands to their chest, holding a small plasma orb, for a split second before transforming into a 6-stud diameter ball of plasma that flies quickly in any direction they point in, leaving a trail of ion smoke behind itself. After 2 seconds or upon impact with an entity, they will explode and teleport back to the original casting location, with the explosion dealing 300 damage, paralyzing enemies for a second, and inflicting plasma onto them for 5 seconds, dealing 15 damage over time. In addition, a 20-stud diameter circle of plasmatic flames will be left on the ground caught in the blast for 6 seconds, dealing 10 damage over time to enemies inside it. Pressing E while using this spell will end it early.
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Spell 5 | Scintillating Spectacle (シンチレイトイングスペクタクル/Shinchireitoingusupekutakuru) |
Spell Type | Ultimate |
Spell Description | "Exert an increasing amount of energy into a giant plasma orb that you can control and catch enemies with... for a little bit" |
Spell Info | The caster locks in place and sparks with plasma, surrounding themself in an 8-stud diameter orb of plasma that acts as a shield, reducing damage taken by 85%. While this is happening, their hands are channeling plasma into a gigantic, 40-stud diameter ball of pulsating plasma above them. After about 3 seconds, the ball begins to fly forward in whatever direction they’re facing at a gradually increasing speed, and can be directed afterwards by pressing the W/up and S/down keys to change its elevation, and the A/left and D/right keys to steer it left and right. Enemies that come into contact with the orb will be caught up inside the orb and become trapped, flying along with it and receiving 45 damage over time. As it moves more quickly and the controls become tighter, it will pulsate faster and grow slightly bigger. After about 7 seconds, the orb stops moving for a second as the caster loses control, then explodes, launching all trapped enemies flying away inflicted with a final 470 damage, a 4.5 second trip, and 10 seconds of plasma, dealing 20 damage over time. The ball around the caster explodes at the same time as the main ball, but doesn’t deal damage.
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Neon (ネオン/Neon) is one of Plasma's Subelements. Its color palette is mostly the same, with more focus on magenta and with the addition of very dark magenta. Its medal would depict a letter N with a brief swirl at both ends, and lines indicating a neon glow.
Zone | Response |
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Spell 1 | Neon Rockets (ネオンロケット/Neonroketto) |
Spell Type | Multi-Projectile |
Spell Description | "Fire a swarm of neon bullets that will fly wherever you aim, exploding on impact" |
Spell Info | The caster’s hand glows bright magenta as they hold it out to fire 10 small neon plasma orb projectiles that will fly after whatever the caster is targeting, but move noticeably slower than most other projectiles. Each orb explodes on impact, deals 25 damage, and leaves plasmatic flames on the ground around its impact zone for 5 seconds, dealing 26 damage initially, then lowering by 2 points per time. The spell can be charged for 2 seconds to increase the orb count to 18.
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Spell 2 | Transfer Burst (トランスファーバースト/Toransufābāsuto) |
Spell Type | Transportation |
Spell Description | "Launch an orb of compressed neon that will explode after a moment, teleporting you to the center of the blast" |
Spell Info | The caster forms a small neon orb in their hand and fires it in any direction as a projectile. Upon impact or after a second in the air, the orb explodes, dealing 250 damage and teleporting the caster to the center of the explosion. The caster can charge the spell for an extra second to increase the speed of the orb and thus the distance it travels.
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Spell 3 | Light Field (ライトフィールド/Raitofīrudo) |
Spell Type | AoE |
Spell Description | "Fire a ray of plasma that causes neon rods to emerge around wherever it touches, capable of trapping and blocking enemies" |
Spell Info | The caster’s hands begin to spark with plasma before firing a constant electric ray for 1 second. The ray itself doesn’t do damage, but a 30-stud diameter circle or square area around any surface the ray touches will be covered in sparking plasma per segment. After three quarters of a second, each segment of plasmatic ground grows a cluster of thin neon rods of varying lengths, dealing 200 damage and trapping enemies caught inside, as well as tinting their screens the rods’ color. A second later, the rods explode electrically, dealing an extra 70 damage and keeping the tint on enemies’ screens for 3.5 more seconds. After an enemy takes damage from this spell once, they cannot take damage from it again until it ends (To prevent stacking).
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Power (パワー/Pawā) is Plasma's other Subelement. Its color palette consists of blaze orange, orangish red, bluish indigo, and magenta. Its medal would depict a similar plasma globe to Plasma's main medal, except with a bigger middle circle and more intense filaments around it (Including three inside).
Zone | Response |
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Spell 1 | Ultra Breaker (ウルトラブレイカー/Urutorabureikā) |
Spell Type | Projectile |
Spell Description | "Conjure up a ball of intense energy that you can charge, increasing its size and power" |
Spell Info | The caster forms a ball of intense energy for a split second before firing it as a projectile that creates a large, 300 damage explosion on impact that creates a 7-second crater around itself and knocks enemies away into the air with a 3-second trip. Holding the input will allow the caster to charge the spell, causing the ball to grow larger and gain more color. It can be charged for up to 5 seconds, but can be held indefinitely. Every half-second charged makes the ball and its explosion a bit bigger and adds 15 to its damage.
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Spell 2 | Overcharge Overload (オーバーチャージ オーバーロード/Ōbāchāji Ōbārōdo) |
Spell Type | AoE |
Spell Description | "Overcharge your energy, stunning and eventually knocking nearby foes away at risk to yourself" |
Spell Info | The caster creates an implosion equal to 10 studs around them, dealing 50 damage and stunning all enemies caught in the radius as the caster begins to charge up with energy, gaining glowing eyes and a layer of orange light over their body, which starts to spark violently. After a second and a half, the caster releases an explosion roughly 50% larger than the initial implosion, dealing 300 damage and launching all enemies hit away with a 3-second trip. The caster will also take 150 damage themselves.
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Spell 3 | Death Knuckle (デスナックル/Desunakkuru) |
Spell Type | Contact |
Spell Description | "Fill your fist with plasma-powered energy, then deliver a devastating blow to any adversary next to you" |
Spell Info | The caster taunts the enemy for a split second. If any enemy was caught within 5 studs of the user, they will be stunned and the caster will charge their fist with energy. After a second, the caster performs a fast punch on the nearest enemy that causes an explosion, dealing 400 damage and sending all affected enemies flying far away with a 4-second trip. Unaffected enemies can also be hit if they’re close enough.
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Link to Original Doc.[]
https://docs.google.com/document/d/1-HQ_ntJm_q55ssaYYRu7mHHIk9BMADR3IOVz8Us1BsA/edit?usp=sharing
Elemental Battlegrounds: Story Arc Elements
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