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Slime (スライム/Suraimu), or Jō Nijimi (上にじみ) as it's properly called, is a Superior Fusion Element. Its color palette is highly varied, with its main colors being ocean blue, pink, yellow and green. Its medal consists of a blob that has two swirls in the middle, representing eyes.

Slime is a fairly strategic Element, with unique mechanics such as the ability to stick opponents to surfaces or trap them, as well as summon minions to assist the user in battle. It is also adept at Defensive strategies, with room for Support capability as well.

This Element can be obtained by fusing Earth (200 D) and Acid (900 D), costing an additional 500 Diamonds to fuse (It costed 700 in the old version). In order to unlock, the player must defeat the boss Leiah in her hut in Book 6 Chapter 1. They must then kill 125 enemies in The Sanctuary map (Including 50 Lil' Cthulhus). The fusion requires an enhanced Fusion Skill.

Summary[]

Many Elements have trouble getting through Slime, one of the most annoying Superior Elements to face. It specializes in both protecting the user and their allies from harm either by shielding them or trapping enemies, forcing them to watch helplessly as it also heals the user's team. For what this nuisance lacks in power and speed, it makes up for with convenient, versatile spells that can make almost any team shine. It is capable of blocking out damage and healing at once, or slowing enemies down and putting pressure on them. The only way to get around it is to literally get around it, dodging its spells with a transportation spell of skill and attacking as soon as possible once close to avoid consequences. Another way is to bring one of Slime's Elemental weaknesses with you to battle, such as Storm or Lava. Slime Summon is a powerful Summon spell that allows the user to create several different types of blob minions to fight by their side as well.

Strengths[]

Elemental[]

  • Spells grow bigger and stronger by absorbing Water, Metal and Sand spells.
  • Physical's spells are incapable of damaging blobs, and will not protect the user when casting into Slime spells.

Tactical[]

  • Many spells create sticky slime puddles that can hold enemies to the ground.
  • Great defensive and supportive capabilities.
  • Versatile.
  • Can summon several types of blob minions to chase and attack nearby enemies.
  • Some spells are very useful in Survival Mode.
  • Ending Rolling Blob near the caster leaves room to start a combo.
  • Bouncy Barricade allows the caster and their team to jump high into the air and launch attacks from above.
  • Has a spell that can temporarily disable an opponent and can be used near-repeatedly.
  • Ultimate has a high base damage if all mini-blobs attack a single enemy, and can protect and heal allies at the same time.

Weaknesses[]

Elemental[]

  • Slime spells course with electricity after contact with Storm or Plasma spells, causing them to electrocute their casters for 200 damage when close while also dealing 50% less damage.
    • If this is the case with the Ultimate, the caster will take 500 damage afterward and will be unable to move or do anything for 3 seconds afterwards.
  • Ice spells can freeze those of Slime, causing them to stop moving and shatter, dealing from less to no damage.
  • Lava spells destroy and/or pierce through Slime spells upon contact. Slime’s spells are also destroyed when cast into a lava puddle.
  • Reaper, Blade and Sonic spells can pierce through Slime’s spells and destroy them harmlessly, damaging their casters nonetheless. The blobs are also killed instantly.
  • Spells and blobs become cursed upon contact with Curse spells, turning on their users and taking damage over time.

Tactical[]

  • Damage lacking.
  • Most spells take a second to activate.
  • Fairly mana costly with some cooldowns.
  • Some spells may be hard to control.
  • Most of the blobs spawned by Slime Summon can be easily escaped.
  • Most spells struggle with enemies on high grounds.
  • Each Subelement only has one spell that deals damage.
  • Direct hits with Adhesive Splatter can require aiming.

Lore[]

Jō Nijimi is a highly odd Element, as well as the essence of the Sanctuary, the mysterious, heavily vegetated jugular place located underneath the Basilisk’s Bog. The Element’s power takes the form of the thick, sticky substance that makes up the living blobs and slime creatures that inhabit the Sanctuary and, as such, grants an infinite supply of it, removing the need to tame and take around naturally found blobs. Wielders use it to create slimy spells that can trap enemies or slowly whittle them down, or defend themselves with summoned blobs of all sizes. As useful (And at times fun) as this spell can be for users, to learn it isn’t easy, as it requires one to have mastered the dangerous Shuyō no Fushoku Element; When acid is poured onto a magic-infused rock (Such as that manipulated by Gensei Tochi), the neutral, highly sensitive properties within are calmed by the protective aura of Gensei Tochi, which mixes with it and removes the liquid’s burning tendencies, thickening it and turning it into pure slime. If one drops 500 diamonds in their possession into the slime puddle, waits for the magic to completely bleed into it, then sticks their hands in to absorb the energy, the Element is theirs to use and can be practiced. With a big enough puddle and certain times the amount of diamonds needed for one new Jō Nijimi user, more than one person can pick up the Element at once.

While it looks harmless, not all slime is. Certain types, usually the types used in offensive spells, contain digestive enzymes that will slowly break down anything that it comes into contact with (Which is a little painful for living beings). It is likely that these enzymes are all that’s left of Shuyō no Fushoku’s corrosive, burning chemicals after they were weakened by Gensei Tochi. They are also adept at absorbing water, metals and sand (Especially the types used by their respective Elements) due to being supremely adapted to those, though certain things like rocks and crystals take far longer to dissolve. Other, non-lethal types are mainly used for non-combat related things, such as summoning mounds of slime to bounce off of or hide inside. Since slime is considered half solid and half liquid by Robloxian matter standards, electricity and plasma can transfer through them, making their Elements debilitating to Nijimi users and blobs. This also means ice can also freeze it, and lava can also incinerate it. Also, as blobs are living creatures, Jō Unmei’s power over life and death makes short work of them.

Spells[]

Zone Response
Spell 1 Adhesive Splatter (アドヘスティブスプラッター/Adohesutibusupurattā)
Spell Type Projectile
Spell Description "Toss a small slimeball that bursts upon impact, coating anything caught in the blast in sticky slime"
Spell Info The caster molds a handful of light blue/pink/green/yellow slime in their hands into a slimeball (Takes roughly 0.75 seconds), then throws it wherever they’re aiming with their cursor or lockon. The ball is affected by gravity and, upon impact with a solid object or surface, explodes into a small splatter of slime. Enemies who come into contact with this splatter will become stuck to it, but won’t take damage; The splatter lasts about 5 seconds before it disappears. If the ball directly hits an enemy, the target will take 75 damage and become covered in slime, gaining a tint and a few splatters on their screen (The color of which depends on the slimeball’s color) and being unable to move or do anything for 2.5 seconds; This also cancels any spells they were trying to cast at the time and can also end Physical’s Fighter’s Fury early. Players who get stuck in either way will not be able to reset until they can move again.

When traveling through a Water or Sand spell, the slimeball will grow bigger, and its splatter radius will grow larger.

  • It consumes 85 Mana and has a 2.5-second cooldown, meaning it can be used again and again. However, using it too often may waste Mana needed for stronger spells and combos.
Spell 2 Rolling Blob (ローリングブロブ/Rōringuburobu)
Spell Type Transportation
Spell Description "Create and control a large ball of slime that can roll and swallow anything in its path, damaging enemies while keeping allies safe"
Spell Info The caster summons a big ball of slime (About 18 studs tall, and in any of the four colors) in front of them and pushes it forward (Which all takes roughly 0.75 seconds). Immediately after being pushed, the ball begins to roll wherever their mouse cursor points at a speed of 40 studs per second, which is too fast to outrun normally. The ball lasts for about 3 seconds before it explodes. Any enemies that the ball touches will become trapped inside and take 35 damage over time until the spell ends. The ball’s explosion deals 40 damage and launches all enemies inside it away. Teammates/Party members can also be sucked into the ball upon contact, but they will not be damaged, nor will they be thrown away from the explosion; Rather, they will be protected from all damage (Except for Storm, Lava, Ice, Plasma, Blade, Sonic and Curse damage). If the caster holds their click for a second, the ball will form around them instead and begin rolling right after appearing. As the ball travels, it leaves a trail of slime that can stick enemies to it upon contact.

Any Water/Metal/Sand spell that hits the ball will be sucked in and absorbed, causing the ball to grow larger and gain an increased duration.

  • It consumes 290 Mana and has a 6-second cooldown.
Spell 3 Slime Summon (スライムサモン/Suraimusamon)
Spell Type Summon
Spell Description "Summon three of several different blobs that will fight by your side"
Spell Info The caster summons three computer controlled blobs around them, from multiple types. If they click once, they will be of random types, but holding their click will allow them to choose what type all three blobs will be. Once summoned, the blobs will chase any nearby enemy within a large radius and behave just like their enemy versions until they disappear after 12 seconds. While holding their click, the medal will change color every second, changing the type of blobs it would summon once released. The different types are listed below:
  • Blob: Normal blobs that hop towards enemies at normal blob movement speed and perform normal attacks (Jumping on top of them and kicking off them), dealing 35 damage per hit.
  • Mini Blob: Smaller, yellow blobs, one stud high in height. These travel twice as fast as normal blobs and attack by bumping into targets, but deal only 18 damage per hit.
  • Leech Blob: Pink, 2 stud high blobs that will cling onto enemies, dealing 13 damage over time, which increases by 13 with each additional blob attacking a single opponent. Each blob lets go after 4 seconds, dealing a total of 104 damage per round.
  • Healer Blob: Green, 2 stud high blobs that will chase after the caster and their teammates/party members and cling onto them similarly to Leech Blobs, healing them 10 HP over time. Each blob lets go after 4 seconds, healing a total of 80 health per round.
  • Mega Blob: Reddish orange, 10 stud high blobs that jump much higher than smaller blobs and shake the screens of players near where they land a bit. These blobs rely on crushing enemies by landing on top of them, dealing 45 damage and flattening victims with a 0.75 second trip.
  • Bursting Blob: Orange blobs that will explode the moment they get close to an enemy, dealing 85 damage each and creating a splatter of orange sticky slime on the ground where they explode.
  • Melting Blob: Purple, 2 stud high blobs that can only attack once. After jumping onto an enemy, they will deal 30 damage and melt into purple slime which covers the victim, slowing them down for 2 seconds. If a second hits, the target will be stuck in place and unable to do anything, and the duration resets.
  • Big Blob: Blue, 5 stud high blobs which travel slower than other blobs, but will deal a hefty 40 damage per hit and knock enemies down with a 1 second trip.

All blobs absorb Water/Metal/Sand spells that hit them, growing in size and dealing more damage per hit.

  • It consumes 320 Mana and has a 17-second cooldown once the spell is casted.
  • Note: All blobs have the same amount of health as their enemy versions, and can be killed if they take enough damage.
Spell 4 Bouncy Barricade (バウンシーバリケード/Baunshībarikēdo)
Spell Type Defensive
Spell Description "Summon a large slime that you and your team can either hide in or bounce off of into the air. It can also stick and attack enemies"
Spell Info The caster creates a large blob (About 19 studs tall) in front of them which stays there for 4 seconds before dissipating. If walking into the blob, the caster and their teammates/party members can enter the blob and become resistant to all damage except Storm, Lava, Ice, Plasma, Blade, Sonic and Curse damage. If jumping onto it, they can bounce off of it to jump high into the air. If an enemy touches the blob, they will get sucked in and become trapped, taking 24 damage over time while trapped. The blob also destroys most projectiles that hit it.

If a Water/Metal/Sand spell hits the blob, it will heal the caster and their allies if they are inside, as well as grow a bit larger and last longer.

  • It consumes 300 Mana and has an 8-second cooldown once the spell has been casted.
Spell 5 Queen Jelly (クイーンゼリー/Kuīnzerī)
Spell Type Ultimate
Spell Description "Summon a massive Queen Jelly blob and ride inside it to crush and splatter all unfortunate enemies below"
Spell Info The caster surrounds themselves in a massive, 40 stud wide puddle of slime which they sink into while trapping all enemies caught in the puddle, then a moment later emerge from it high into the air inside a giant, 30 stud high white blob whose splash will deal 250 damage and knock down all who are hit. The caster will bounce 4 more times while inside the blob, which bounces high into the air each time and shakes the screen of those near where it lands while also creating a massive splatter of slime. Any enemy who gets crushed will receive 150 damage and be flattened with a 2 second trip while becoming covered in immobilizing slime. After the fourth impact, the blob bounds higher into the air and explodes upon impact with the ground, leaving behind a massive splatter of slime along with 10 white blobs that scatter in random directions and attack all nearby enemies, dealing 55 damage per hit. The explosion deals about 300 damage and douses enemies in slime, disabling them for roughly 5 seconds. Puddles and slime created by this spell will also deal 45 damage over time to enemies affected. If a teammate/party member comes into contact with the blob, they will be sucked in, but will be healed 40 HP over time while inside.

Water/Metal/Sand spells will heal the caster if they hit the blob (And their teammates/party members if they’re inside).

  • It consumes 1000 Mana and has a 110-second cooldown.

Gel (ゲル/Geru) is one of Slime's Subelements. Its color palette consists of light shades of green. Its medal would depict a wall of bubbles.

Zone Response
Spell 1 Gelatin Wall (ゼラチンウォール/Zerachin'u~ōru)
Spell Type Defensive
Spell Description "Construct a wall of sticky gel and push it forward, protecting you from projectiles and enemies"
Spell Info The caster creates a wall of light green gel in front of them, roughly 30 studs wide and 25 studs high, then sends it sliding forward across the ground once it’s fully constructed. The wall travels fairly quickly and for about 2.5 seconds before collapsing, leaving a trail of slippery gel where it slides and a splatter of it where it collapses. Enemies who touch the wall stick to it and receive 15 damage, but do not take damage over time. All enemies stuck to the wall or are close enough to it will take 150 damage and be knocked down with a 1 second trip while also sliding away a mild distance. Most energy-based projectiles that hit the wall will be bounced away, while most physical ones will stick to it. The wall also collapses instantly upon contact with a wall or obstacle, and falls if it travels off a ledge.
  • It consumes 250 Mana and has a 7-second cooldown.
Spell 2 Slick Slider (スリックスライダー/Surikkusuraidā)
Spell Type Transformation
Spell Description "Cover your body in slippery gel to become slippery, allowing you to move and escape attacks more easily"
Spell Info The caster becomes slick with green gel, allowing them to “skate” around on normal grounds much faster, as if they were on ice, all while leaving a trail of gel wherever they travel that slips enemies who step in it. When tripped in this state, the caster will also slide around as if they were on ice, making it easy to get away from enemies. The gel layer wears off after 8 seconds.
  • It consumes 300 Mana and has a 16-second cooldown after the spell is first casted.
Spell 3 Springy Square (スプリンジースクエア/Supurinjīsukuea)
Spell Type Transportation
Spell Description "Shape bouncy gel into a trampoline that you and your allies can bounce off of"
Spell Info The caster jumps and creates a 36x36 stud platform of bouncy gel beneath them which stays there for 10 seconds. Any Robloxianoid entities who land on it, player or not, will be bounced high into the air, though only the caster and their team/party can use it without being tripped for 1.5 seconds after they land. Because the platform appears right below the caster after they jump up while casting, they will instantly bounce off it and into the air, making it good for evading attacks and combos.
  • It consumes 275 Mana and has a 17-second cooldown after the spell is casted.

Metamorphosis (メタモルフォシス/Metamorufoshisu) is Slime's other Subelement. It's color palette consists of bright pink. Its medal would depict some sort of gummy substance being stretched outwards.

Zone Response
Spell 1 Splash Stretch (スプラッシュストレッチ/Supurasshusutoretchi)
Spell Type Projectile
Spell Description "Use a strange, malleable goo to shoot an explosive glob projectile that can disable a target"
Spell Info The caster summons a handful of a stretchy, semi-liquid pink substance and stretches it with one hand for half a second before releasing their grip, sending the substance shooting as a projectile that creates a splash upon contact, dealing 210 damage and placing several pink splatters on their screen for 3 seconds.
  • It consumes 235 Mana and has a 5-second cooldown.
Spell 2 Morphing Trap (モーフィングトラップ/Mōfingutorappu)
Spell Type AoE
Spell Description "Create a puddle of a metamorphic substance which transforms into a trap, rendering all enemies inside it vulnerable"
Spell Info The caster forms a 16-stud diameter circle of a pink substance on the ground where they click, which raises long bars on the edges half a second later, trapping enemies caught inside it when this happens. Tentacles then rise from the liquid and wrap around the legs and arms of all enemies trapped, rendering them immobile and unable to do anything. After about 3 seconds, all of the substance disappears and the victims are released.
  • It consumes 310 Mana and has a 6-second cooldown.
Spell 3 Metamorph (メタモルフ/Metamorufu)
Spell Type Transformation
Spell Description "Allow a transforming slime to disguise you as any player you wish"
Spell Info The caster glows pink and transforms into any other player in the server, gaining their appearance, name and team assigned to. This spell’s duration is indefinite, but it deactivates when the caster attacks or is hit by an attack or spell, in which a coating of pink substance will fly off their body and reveal the caster’s true self. If they click the spell once, the player they transform into will be randomized, but holding their click will cause a menu to pop up, showing all players in the server; Releasing their click on a player selects that player as the caster’s disguise.
  • It consumes 300 Mana and has a 20-second cooldown after being dispelled.
  • Note: This is a spell that might be best used in multiplayer, as it doesn’t fool computer controlled enemies.

Link to Original Doc.[]

https://docs.google.com/document/d/187TTDMZWcyyQ___Hs7YZH1IRxPRDSyTWcHHs34gx55s/edit?usp=sharing

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