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Dyes are alternate color palettes for different Elements. After unlocking every possible spell from an Element, dyes for that specific Element unlock and can be purchased in the Aura Shop using Shards, Diamonds, Magonites or Robux. When equipped to a spell, dyes will change the Element's color palette and, with a few of them, even add some new visual effects or transform one or two objects/weapons formed from spells into something else.

To apply a dye with its compatible Element's spells, go to your Element collection interface, click on an Element, then view the info card of the spell you want to dye. Once you're viewing the card, click the "Dye" button and select a Dye you've purchased. You can also remove a currently applied dye by clicking "No Dye". When all of a Subelement or Blend's spells are unlocked, dyes can be applied to them as well; In a Blend's case, two dyes, one from each Element composing the Blend, can be applied.

Note: All Dyes are merely a cosmetic customization option, and provide no gameplay advantage. Some may also confuse some players into thinking you're using an Element that you actually aren't.

Fire
New Fire Dye Icons
Dye Name Cost Changes Description
Azureflame 650 S All spells become different shades of blue; Flames and heat are azure, and ashes are teal. They say blue flames are hotter... and cooler.
Crimsonflame 650 S All spells become different shades of red; Ashes are dark red. Red flames are a violent force to be reckoned with. This will surely terrify your rivals.
Boron Flames 650 S All spells become different shades of green; Flames are light green, heat is lime, and ash is cactus green. No one is sure why flames would turn green. Better be cautious with it nonetheless.
Dark Flames 250 D All spells become darker and duller in color, with small traces of dark purple and indigo. Kogasian flames infused with the black magic of the Dark Order.
Nightmare Flames 325 D All spells become different shades of purple, magenta and indigo; Flames are purple, heat is magenta, and ashes are indigo. The undead flames of despair and torment. Can be wielded when combining with Nightmare magic.
Ignihono 5 M All spells contain small-moderate traces of red and yellow, including flames. "Let Prometheus live far and extinguish many!"

- Ignihono

Rainbow Flames 112 R All spells take on a 7-color rainbow palette. No flames are perfect than ones that shine with the rainbow.
Water
Water
Dye Name Cost Changes Description
Sweetwater 650 S All spells become different shades of pink; Water puddles are light pink, boiling water is duller in color, and the Water Dragon has light blue glowing eyes. It smells so sweet! It's a shame you can't drink it...
Atlantic 650 S All spells become different shades of blue, with small traces of teal and navy blue; Bubbles are turquoise, boiling water is dull light blue, and the Water Dragon has yellow glowing eyes. These waters were conjured from the farest seas.
Swampwater 650 S Normal water becomes crocodilian green and appears to have twigs, leaves and bugs within it; Bubbles are olive green, boiling water is brownish green, and the Water Dragon has tree branch horns and greenish yellow glowing eyes. Who wants to know what else this water contains other than bugs, leaves and twigs?
Dark Waters 250 D All spells become darker and duller in color, with small traces of dark purple and indigo. Nagarian waters infused with the black magic of the Dark Order.
Volcanic Waters 325 D Normal water gains a heavy grey tint and is less transparent; Bubbles are grey, boiling water has a more dull reddish tint and is completely opaque, and the Water Dragon steams constantly and has orange glowing eyes. Grayed from prior volcanic eruptions. Can be wielded when combining with Lava magic.
Poseidon 5 M All spells contain small-moderate traces of turquoise and blue, including splashes and bubbles; Water Dragon has a golden tiara and scales. "This is war, not sport."

- Poseidon

Holy Water 112 R All spells glow bright white and give off white flame effects; Boiling water is bright pale yellow, and the Water Dragon has golden scales and bright, yellow glowing eyes. The draining darkness cannot escape us now!
Grass
Grass Medal
Dye Name Cost Changes Description
Wastelands 650 S The spore bomb, spores, mushrooms and flowers are light strawberry pink, the needles, vine and grass blades gain a slight red tint, poison needles are dull red, and the flowers have withered, ignited appearances. Growth from the ash-riddled ground of the Burning Wastelands.
Sanctuary 650 S The spore bomb, spores and mushrooms are turquoise, pink, yellow and green, needles, vine and grass blades are bluish green, and the poison needles are maroon. Growth from the moist & mystical ground of the Sanctuary.
Overgrowth 650 S All spells become different dark shades of green; Grass blades are silver, flowers have sharper petals and spiky stems, and the Emerald Heart Essence and fairy wings are dark green and black. Growth from the lightless ground of the Dreary Overgrowth.
Withered 250 D All spells become darker and duller in color, with small traces of dark purple and indigo; The mushrooms, vine and flowers gain withered and shriveled up appearances. Sahohimian growth withered and decayed, influenced by the black magic of the Dark Order.
Cataclysm 325 D The spore bomb, spores, mushrooms and flowers are crimson, the needles, vine and grass blades are burgundy red, poison needles glow red, and the Emerald Heart Essence and fairy wings are different shades of red with some black and white. Growth from the disorderly, unpredictable ground of the Chaos Zone. Can be wielded when combining with Chaos magic.
Wika 5 M The spore bomb and spores are of different shades of pink, the needles, vine and grass blades are mint green, poison needles are flamingo pink, mushrooms and flowers come in 6 different colors, and the fairy wings resemble Wika’s. "With practice comes great success, but never without patience and perseverance."

- Wika

Haven 112 R All spells appear in and white and 6 different colors, similarly to Wika; Poison needles glow. Growth from the heavenly ground of the Haven.
Earth
Earth
Dye Name Cost Changes Description
Purestone 650 S All spells (Except for the Ancient Goldstone pillar) are stony, both in texture and color, regardless of where they’re casted. Pull pure stone from the ground... Don't ask us how it works.
Grassy 650 S All rock and dirt (Except for the Ancient Goldstone pillar) have grass and other ground plants growing all over them, regardless of where they’re casted; Mud has grass and other plants carried within it. Because it would make the fairies happy.
Obsidian 650 S All spells (Except for the Ancient Goldstone pillar) are dark indigo with small traces of lighter shades; Mud and Dirt are a dull, dark lavender. A very intimidating solid, extremely hard to break too.
Darkstone 250 D All spells become darker and duller in color, with small traces of dark purple and indigo. Tochian stone infused with the black magic of the Dark Order.
Sunstone 325 D All spells become different shades of orange and yellow, along with a shiny texture and glow; Mud glows bright golden yellow. Is nobody going to ask how you can get the stone from the sun? Can be wielded when combining with Solar magic.
Daedalus 5 M All spells contain small-moderate traces of grey and orange, including debris and additional visual effects. "Worlds... Coliding... Incoming..."

- Daedalus

Goldstone 112 R All spells become light golden yellow (The same color as the Ancient Goldstone pillar is by default). The rarest stone in all of Roblox, rarer than even gold itself.
Wind
Wind Medal
Dye Name Cost Changes Description
Dustwind 650 S All spells become light pale mustard brown and gain dark brownish grey particles. Please be careful not to get dust in your eyes.
Putrid 650 S All spells become light dull lime green. Hope they brought noseplugs with them.
Rotten 650 S All spells become light dull vermilion red. Let's not even wonder where this wind came from...
Whispering Winds 250 D All spells become light dull lavender, with small traces of dark purple and indigo. The result of winds being manipulated with the black magic of the Dark Order.
Arctic 325 D All spells become baby blue and gain bluish white particles. As if it couldn't get any chillier out here. Can be wielded when combining with Ice magic.
Athena 5 M All spells glow and gain silver particles. "Let them perish!"

- Athena

Holy Wind 112 R All spells glow light golden yellow. The golden winds of truth.
Storm
Electrical Experience
Dye Name Cost Changes Description
Tragedy 650 S All spells become different shades of blue with some traces of ultramarine and cornflower blue. Ancient lightning from the heartbreaking war times.
Experimental 650 S All spells gain a monochromatic color palette. Thanks to experimental alchemy, lightning loses its color and becomes white.
Classic 650 S All spells become different shades of yellow. Normally, Gensei Raimei turns the lightning cyan for some reason. Now it wont!
Dark Storm 250 D All spells become darker and duller in color, with small traces of dark purple and indigo. Raimeian thunder infused with the black magic of the Dark Order.
Cybershock 325 D All spells become different shades of green; Stormclouds become portals. Because forget actual thunderstorms. Can be wielded when combining with Technology magic.
Zeus 5 M All spells contain small-moderate traces of yellow and white, including sparks, electricity and clouds. "To might I seek, to glory I burn!"

- Zeus

Rainbow Storm 112 R All spells take on a 7-color rainbow palette; Clouds become white. A rare phenomena. Nobody knows how it happens.
Lava
Lava-0
Dye Name Cost Changes Description
Deep 750 S All spells and lava become different shades of cyan; Smoke and sulfur are neon cyan, and the volcano is darker in color. Apparently, lava is blue down in the deep sulfur depths.
Monstrous Sludge 750 S All spells and lava become different shades of lime green; Smoke and sulfur are light yellowish green. We don't think it's lava, but it seems just as dangerous.
Historic 750 S All spells and lava become different shades of red. Ancient lava from the old wars.
Dark Ooze 300 D All spells become darker and duller in color, with small traces of dark purple and indigo; Smoke and sulfur are dark indigo, and the volcano’s surface is dark grey. Kazanic lava infused with the black magic of the Dark Order.
Ionized 350 D All spells and lava become different shades of hot pink and magenta; Smoke and sulfur is pink, and embers are hot pink. Looks prettier than you think. Can be wielded when combining with Plasma magic.
Igo-dalus 6 M All spells and lava contain small-moderate traces of yellow, golden yellow and red, and give off constant red/orange flames; The volcano’s surface has glowing cracks in it. "If you're gonna use me... then go ahead and use me!"

- Igo-dalus

Blessed 125 R All spells and lava glow white with traces of light blue and yellow, giving off white sparkles instead of smoke; Sulfur is golden yellow with traces of white and sky blue, and the volcano’s surface is shiny golden yellow. There are volcanoes in heaven... now you know.
Ice
Ice Medal
Dye Name Cost Changes Description
Ancient 750 S All spells become different (Mostly light/semi-light) shades of blue and navy blue. An ancient god's magic gives it a blue hue.
Silver 750 S All spells gain a monochromatic color palette. Surprisingly not very common nowadays. We wonder if it used to be.
Sunlit 750 S All spells become white with a varying yellow tint; Snow is light yellow. Just pure winter beuty.
Shadowfrost 300 D All spells become darker and duller in color, with small traces of dark purple and indigo; Snow and cold gain a purple tint. Shimo ice infused with the black magic of the Dark Order.
Black Ice 350 D All spells become black, with some traces of dark blue, dark purple and dark grey. The horrors of the snowy days just wont go away. Can be wielded when combining with Void magic.
Cryokori 6 M All spells contain small-moderate traces of light blue, turquoise and cornflower blue, including particles and winds. "Don't touch me!"

- Cryokori

Sealing 125 R All spells become different shades of light blue and sky blue and give off a light turquoise glow. It is said that this legendary ice can seal away the greatest of evils...
Nature
Nature Medal
Dye Name Cost Changes Description
Sakura 750 S Nature’s Essence, Silva’s Blessing and the energy and beams from Mother Tree become different shades of rose/cherry pink, the vine and Spikenut Shield’s spikes are pink, all leaves are replaced with cherry blossoms, and all animals are covered in cherry blossoms. The breath of the fabled eastern regions.
Autumn 750 S Nature’s Essence, Silva’s Blessing, all leaves and the energy and beams from Mother Tree become orangish red, orange and light golden yellow, the vine is olive green, and Spikenut Shield’s spikes are brown. The breath of the season of harvest.
Zen 750 S Nature’s Essence, Silva’s Blessing, all leaves and the energy and beams from Mother Tree become sheen green, lizard green and lime green, the vine and Spikenut Shield’s spikes are dark green, the wood and tree trunk are slightly darker and all animals are tinted green. The breath of the dense forests.
Dark Woods 300 D All spells become darker and duller in color, with small traces of dark purple and indigo; The tree is bare, and the animals have glowing red eyes. Withered organic life under the influence of the Dark Order.
Magnan 350 D Nature’s Essence, Silva’s Blessing, all leaves and the energy and beams from Mother Tree become different shades of azure, yellow and cyan, the vine is light blue, all wood is gold, and the animals are tinted dark blue with glowing white eyes. The breath of the alien planet of Magna. Can be wielded when combining with Space magic.
Silva 6 M All spells contain small-moderate traces of light green, with some leaves; Flowers and fruits grow from Mother Tree, and all animals wear green flower necklaces. "You disgust me."

- Silva

Heavenly 125 R All wood becomes gold while everything else becomes different shades of white; Animals glow and have glowing yellow eyes. The breath of the heavens themselves.
Plasma
Plasma Medal
Dye Name Cost Changes Special Requirements
Midori 775 S All spells become various shades of green; Flames are neon green.
Aka 775 S All spells become various shades of red; Flames are neon red.
Aoi 775 S All spells become various shades of blue; Flames are neon cyan and azure.
Shadowmatic Plasma 325 D All spells become darker and duller in color, with small traces of dark purple and indigo; Flames are dark pink and purple.
Rift Violet 375 D All spells become various shades of indigo and lavender; Flames are light indigo. Gravity
Aleph 6 M All spells contain small-moderate traces of light maroon, magenta and light pink, including sparks, electricity and flames.
Niji 130 R All spells and flames take on a 7-color rainbow palette.
Crystal
Crystal-1
Dye Name Cost Changes Special Requirements
Emerald 775 S All normal crystals become emerald green; Diamonds become tinted green, but nothing else changes.
Ruby 775 S All normal crystals become ruby red; Diamonds become tinted purple, but nothing else changes.
Sapphire 775 S All normal crystals become sapphire blue; Diamonds become tinted blue, but nothing else changes.
Dark Crystal 325 D All spells become darker and duller in color, with small traces of dark purple and indigo.
Auroral 375 D All spells are translucent, shining with various colors with aurora trails. Aurora
Hecate 6 M All spells glow more brightly, to the point where they are no longer translucent and give off sparkles.
Everwhite 130 R All spells glow bright white and have white sparkle and shine effects.
Spirit
Spirit-0
Dye Name Cost Changes Special Requirements
Vengeful 775 S All spells become different shades of red and greyish red.
Calmed 775 S All spells become light green and greyish green.
Despairing 775 S All spells become dull blue and dark greyish blue.
Dark Spirit 325 D All spells become different shades of dark dull purple, with small traces of dark purple and indigo.
Joyful 375 D All spells become dull pinkish red and pale pink. Sound
Azus 6 M All spells contain small-moderate traces of light pale yellow, including rings and electricity.
Spectral 130 R All spells become different shades of light blue and gain some extent of transparency.
Time
Eternal World
Dye Name Cost Changes Special Requirements
Bronze 950 S All spells become different shades of orange, bronze and copper.
Silver 950 S All spells gain a monochromatic palette.
Gold 950 S All spells become different shades of yellow and golden yellow.
Chrono 8 M All spells contain small-moderate traces of green and lime green, including electricity and effects. Book 1 completed on Torment difficulty.
The World 150 R A blend of Gold and Chrono.
Light
Light Medal
Dye Name Cost Changes Special Requirements
Light of Life 950 S All spells become different shades of green and lime green.
Light of Warmth 950 S All spells become different shades of orange.
Light of Hope 950 S All spells become different shades of blue.
Luxamare 8 M All spells contain small-moderate traces of white and golden yellow. Book 1 completed on Torment difficulty.
Heavenly Light 150 R All spells become white, with some traces of golden yellow and light blue.
Darkness
Darkness Medal
Dye Name Cost Changes Special Requirements
Shadows of Pain 950 S All spells become different shades of red, dull red and dark red.
Shadows of Remorse 950 S All spells become different (Mostly dark/dull) shades of purple and magenta.
Shadows of Forget 950 S All spells become different (Mostly dark/dull) shades of blue and sky blue.
Umbrakirai 8 M All spells contain small-moderate traces of green, black and dark grey, including fog. Book 1 completed on Torment difficulty.
Pitch Black 150 R All spells become black, with very few small traces of dark grey.
Void
Void-1
Dye Name Cost Changes Special Requirements
Void Prince 1200 S All spells contain small-large traces of golden yellow.
Void King 1200 S All spells contain small-large traces of red, yellowish orange and orangish red.
Void Queen 1200 S All spells contain small-large traces of magenta and hot pink.
Misery 10 M All spells contain small-moderate traces of dark lavender and dull purple. Book 2 completed on Torment difficulty
Negative Zone 250 R All spells become white with small-large traces of black.
Gravity
Gravity Medal
Dye Name Cost Changes Special Requirements
Calamity 1100 S All spells become different shades of red and crimson, with some traces of pinkish red and maroon.
Catastrophe 1100 S All spells become different shades of lime and turquoise, with some traces of teal.
Apocalypse 1100 S All spells become different shades of yellow and orange.
Noir 10 M All spells become light lavender and purple, with small-moderate traces of purple, including electricity, rings and cores. Book 2 completed on Torment difficulty
Annihilation 175 R All spells become different shades of magenta, hot pink and aqua blue.
Phoenix
Phoenix-0
Dye Name Cost Changes Special Requirements
Demonflame 1100 S All spells become different (Mostly light) shades of orange; Birds are tinted orange and have glowing red eyes.
Retriflame 1100 S All spells become different (Mostly light) shades of green; Birds are tinted green and have glowing pink eyes.
Soulflame 1100 S All spells become different (Mostly light) shades of red; Birds are tinted red and have glowing aqua blue eyes.
Avis 10 M All spells contain small-moderate traces of golden yellow, light blue and aqua blue. Book 3 completed on Torment difficulty
Queen Phoenix 175 R All spells become different shades of yellow and golden yellow; Birds glow golden yellow and have glowing white eyes.
Space
Space-1
Dye Name Cost Changes Special Requirements
Milky Way 1200 S All stars and light orbs now glow light pink and lavender, asteroids and meteors are lighter in color, and spatial energy/rifts are different shades of purple, magenta and yellow.
Twinkle 1200 S Stars are brighter in color and glow and give off golden yellow sparkle effects, as do the now-light golden yellow light orbs and space rocks, and spatial energy/rifts are dark yellow and filled with stars.
Horizon 1200 S All spells are far darker in color, but all give off a bright golden yellow outline and glow.
Mozaik 10 M All spells contain small-moderate traces of dark blue, golden yellow and azure, including sparks, particles and energetic effects. Book 3 completed on Torment difficulty
Supernova 250 R All spells glow bright white with a light pale blue glow and streaks of light.
Spectrum
Spectrum-0
Dye Name Cost Changes Special Requirements
Warm Side 1155 S Color palette now consists of a red, orange and yellow spectrum; Scarlet spells are now orangish red and Azure spells are purple and magenta.
Cool Side 1155 S Color palette now consists of a green, blue and purple spectrum; Scarlet spells are now purple and magenta and Azure spells are lighter shades of blue.
Prime Side 1155 S Color palette now consists of a red, yellow and blue spectrum; Scarlet and Azure spells have a bit of yellow in them.
Secondary Side 1155 S Color palette now consists of an orange, green and purple spectrum; Scarlet spells are now orange and Azure spells are green.
Tertiary Side 1155 S Color palette now consists of a spectrum of tertiary colors; Scarlet spells are now pinkish red and Azure spells are aqua blue and turquoise.
Merlin 10 M Color palette is much more vast, with extra shades of the 9 colors added to all spells. Book 3 completed on Torment difficulty
Monochrome 200 R Color palette now consists of a monochromatic spectrum; Scarlet spells are now light shades of grey and Azure spells are dark shades of grey.

More coming soon...

Link to Original Doc.[]

https://docs.google.com/document/d/1iMwFqaXKVKaOYZF7ragPtloiVrGQG1JQ-gnCcD8BR-E/edit?usp=sharing

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