Elements for Elemental Battlegrounds Wiki
Elements for Elemental Battlegrounds Wiki
Advertisement

Summary[]

All Elements in Elemental Battlegrounds are divided into several types and classes, making them stand out more than just theme. This is what makes every Element truly unique. If you study these, you can classify your Elements, too! Try it out!

Element Info Cards[]

Each Element is defined and differentiated from others via the following info:

  • Name: The name the Element is given in-game to simplify it and make it easier to refer to in Multiplayer modes, given by its power and what it bounds with. These names players will commonly see. Japanized and Romanized names may also be considered.
  • True Name: The Element's true name, used by characters in the game. These are the names each Element is properly referred to.
    • All Common/Prime Elements' True Names start with "Gensei" (原生), meaning "Primeval".
    • All Uncommon Elements' True Names start with "Genshi" (原始), meaning "Primordial".
    • All Rare Elements' True Names start with "Shuyō no" (主要の), meaning "Major".
    • All Superior Elements' True Names start with "Jō" (上), meaning "Superior".
    • Should a Rare or Superior Element be an Awakened Element, its True Name would start with "Mezame" (目覚め) before the Shuyō no or Jō. Mezame means "Awakening".
    • All Superelements' True Names start with "Kami" (神), meaning "God/Godly".
    • Should a Rare, Superior or Superelement be an Enigmatic Element, its True Name would start with "Nazomeita" (謎めいた) before the Shuyō no, Jō or Kami. Nazomeita means "Enigmatic".
    • All Hyperelements' True Names start with "Zen'nō" (全能), meaning "Omnipotential".
    • Japanized versions of the true names may also be considered.
  • Requirements: What an Element requires one to prove themselves set in before attempting to learn it. Essentially, these are lists of quests that must be completed before a player can use Diamonds to learn an Element. The first groups of Elements don't have much, but Elements later on will have more, often more difficult challenges.
  • Fusion: If the Element is created via a fusion, the Elements required will be shown here.
  • Total DP: The total DP an Element grants upon acquirement (More on that later).
  • Tier: What Tier an Element falls into based on its DP (Also more on that later).
  • Class: What Class an Element leans into (Again, more on that later).
  • Subelements: What Subelements an Element possesses (Information on those near the bottom of the page).
  • Known Users: A list of canon users of the Element.
  • Damage: How much overall damage an Element dishes out on its own.
  • Defense: How much defensive capability an Element's spellset grants on its own.
  • Speed: How fast an Element's spellset generally is (Including activation times and cooldowns).

Use the "ConnorLegendscribe's Element Infobox" to use these points for your Element ideas.

Grade Guide[]

Here are the 16 grades for the stats and rarities of Elements, Characters, etc., including their meanings:

  • S+ (Extremely High/Extremely Fast/Extremely Rare)
  • S (Very High/Very Fast/Very Rare)
  • S- (Quite High/Quite Fast/Quite Rare)
  • A+ (High/Fast/Rare)
  • A (Moderately High/Moderately Fast/Moderately Rare)
  • A- (Fairly High/Fairly Fast/Fairly Rare)
  • B+ (Above Average)
  • B (Average)
  • B- (Below Average)
  • C+ (Fairly Low/Fairly Slow/Fairly Common)
  • C (Moderately Low/Moderately Slow/Moderately Common)
  • C- (Low/Slow/Common)
  • D+ (Quite Low/Quite Slow/Quite Common)
  • D (Very Low/Very Slow/Very Common)
  • D- (Extremely Low/Extremely Slow/Extremely Common)
  • N/A (None)

Tiers[]

Tiers are the DP ranks each element falls into. Elements are set into Tiers based on their DP.

DP (Short for Diamond Power) is the total amount of power absorbed from Diamonds that an Element requires to learn and control safely without accident. Each Diamond contains 1 DP. Learning new Elements is "purchased" with Diamonds, which are used in the rituals to successfully learn the Element and become able to control it. Afterward, the Diamonds used are lost. Each Element acquired by a player increases their Total DP (The amount of DP wielded from absorbing power from Diamonds and learning new Elements), meaning that the more Elements one has, the more power they have over the world.

Tiers are set for each Element by how much total DP they have, and each Tier has its own DP requirement.

Common/Starter/Prime Elements[]

Common Elements (Also known as the Starter Elements or the Prime Elements) are the six most common and essential Elements in the Roblox world, where most of Elemental Battlegrounds takes place. Despite being easy to obtain with low Diamond costs, they can still pose a threat to higher tier Element users, with spells that are simple to understand and easy to use for beginners, yet tougher to master. Common Elements don't have any DP requirement, but typically don't exceed 350 DP.

Elements in this Tier:[]

Uncommon/Common Fusion Elements[]

Uncommon Elements (Also known as the Common Fusion Elements) are basic fusions that each require two of the Common Elements and have no Diamond cost to fuse. As such, all six of them have 400 DP each. Uncommon Elements usually share some of the traits of the Elements used to fuse, most notably areas (For example: Lava has the Close-Range Offensive capabilities of Fire, and the Defensive capabilities of Earth.) and weaknesses. All Uncommon Elements have a DP of 400 and typically never exceed 499 DP. In order to fuse any Elements, the player must have acquired the Fusion Skill from Story Mode.

Elements in this Tier:[]

Rare Elements[]

Rare Elements are strong, unique Elements that typically don't have fusions, specializing in high Diamond costs. Any fusions made for Elements in this tier, as well as higher tiers, will cost extra Diamonds to perform, and in addition, they will require an Enhanced Fusion Skill to have any success. The DP range for Rare Elements is from 500 to 999 DP. Rightful to its name, these Elements are significantly rarer than lower tier Elements.

Elements in this Tier:[]

Superior Elements[]

Superior Elements are the second highest tier of Elements thus far, only available to advanced, highly experienced players. Owing to their high damage levels, they tend to outstrip most lower tier Elements, though they can be overcome by some of them; Superior Elements can be harder Elements to learn and master than lower tiers due to having high skill floors and unique, tricky mechanics that may require some understanding. A Superior Element typically has a DP of 1000 to 2999, which means that Superior Elements can be very diverse.

Elements in this Tier:[]

Superelements[]

Superelements are a mysterious range of ancient Awakened Elements, regarded as the most powerful Elements of all time, having a whopping minimum DP of 3000 or more. Superelements are the most difficult to obtain, as they are acquired late in the Storyline and require the player to have obtained the Red Shard of Awakening at the end of Story Arc. Two Superelements are obtainable right afterward, but Superelements are much more relevant throughout the whole story during Lore of The World Awakening, which focuses upon them in its final bosses and major allies. You are far less likely to see a user of one of these than you are to see a Superior Element user.

Elements in this Tier:[]

Hyperelements[]

Hyperelements are a subcategory of Superelements that are significantly rarer and stronger than normal Superelements, only accessible to the most powerful and most dedicated in Elemental Battlegrounds. In fact, they are so powerful that they each have 9 spells rather than the usual 5. They all have a DP of 10000 or more and are seen much, much later; Practically at the end of Lore of The World Awakening. Currently, none have been released yet.

Crossover Elements[]

Crossover Elements fit into any major tier, and are all based around a character or power from existing sources of media such as Pokémon and various anime. Crossover Elements are not considered canon to the Elemental Battlegrounds storylines and are mainly added just for fun. All Crossover Elements are either gamepasses or secret Elements you may find through widely unknown means such as hidden characters, objects and locations.

Elements in this Tier:[]


Joke Elements[]

Joke Elements are Elements that are purely added for memetic or otherwise comedic reasons, most of which also count as Crossovers due to being based on internet memes. Joke Elements are considered secret Elements that can only be used in certain hidden locales throughout the game, but can be used anywhere by admins, moderators and developers of the game. Like Crossover Elements, they are obviously not canon to the Elemental Battlegrounds storyline, and may fit into any major tier.

Custom Elements[]

Custom Elements are Elements based on their creators, only legally usable by them. Custom Elements can range from very weak, to balanced, to game-breakingly overpowered. Custom Elements are the rarest tier of Elements since they belong exclusively to their owners. If you see a Custom Element owner in the server you are in, be respectful and show your honor in any way possible.

Elements: in this Tier:[]


Classes[]

Classes are the basic fighting style and type each Element falls into depending on their moveset.

Rushdown[]

Rushdown Elements specialize in high damage, but short range, relying on getting up close to cause the most damage possible. Some have long range spells, but they their other spells are more effective close up or at least from mid-range. Most Rushdown Element spells are meant to be used in powerful close range combos and to whittle down opponents' health in a matter of seconds, making them very deadly to use.

Examples:[]

All-Rounder[]

All-Rounder Elements are balanced Elements that don't fail in any area, making them more versatile than most other Elements. However, as the saying goes, being good at everything doesn't mean being the best at anything. Thus, All-Rounder Elements can be overwhelmed by Elements who specialize in tactics like Rushing and Ambushing.

Examples[]

Support[]

Support Elements typically have low damage, and rely on assisting and supporting teammates and party members to be used effectively. Many are fast as well, and most have healing support to keep friends alive while wiping enemies' efforts. Some have spells that can debuff enemies, or stun them for long periods of time, leaving time for allies to recover or lay their strikes.

Examples[]

Defensive[]

Defensive Elements specialize in high defenses and sometimes high damage as well, though most are quite slow. Defensive Elements usually have ways to block damage or attacks, whilst protect allies in the same manner, or fast transporting moves to flee a battle if things get ugly. Most of the time, Defensive Elements have poor long range capability.

Examples[]

Hybrid[]

Hybrid Elements have the advantages (But often also disadvantages) of two areas at once, with unique spellsets. For example, Wind is a hybrid between a rushdown and defensive Element, so it is very fast and defensive, but has questionable damage. The Hybrid Class makes room for experimentation; Some hybrids can be combonations of three classes as well.

Examples[]

Zoner[]

Zoner Elements make great ambush predators, with many spells not coming directly from the user or their location. These prove useful not only for dividing groups of enemies to pick off the lesser ones, but also makes enemy players unsure of where the attacks are coming from, nor is it easy to know when or where to defend. Some can also control opponents' movement to some extent as well.

Examples[]

Punisher[]

Punisher Elements have spells that are slow, but heavy hitting, so they rely on waiting for enemies to attack first before laying their attack. These are Elements whose users you wont want to miss a spell on, as they are on par with Rushdowns as the most damaging Elements. Many Punisher Class Elements have at least one Counterattack spell as well.

Examples[]

Duelist[]

Duelist Elements are a rarer class, having spellsets that lack very many, if not any real projectiles. These Elements heavily rely on momentum and accuracy and typically are effective against single targets rather than hordes of enemies. Duelist Elements' spells can often be difficult to predict, with fast activation speeds and long/short range attacks.

Examples[]

Sharpshooter[]

Sharpshooter Elements rely heavily on medium/long range projectiles for most of their spellsets, occasionally with the inclusion of useful transportation spells to get at a good place to shoot. Any Element with three projectile-based spells or at least one long range spell is classified as a Sharpshooter.

Examples[]

Subelements[]

Subelements are minor Elements that serve as a part of each Element. Each one only has three spells and lacks an Ultimate spell, as well as fitting into the Element's Class. By killing a certain amount of players or monsters using one Element, the player will unlock an Offspring Orb for that Element, after acquiring which the player can choose which of the Element's Subelements they wish to acquire. After they choose a Subelement, they will lose the Offspring Orb and will have to kill more players or monsters to get the second one unless all of the Element's Subelements are acquired. Each Element has two Subelements to unlock (Only one for Superelements), and their medals all lack the diamond part of the border, having only the circle; Hyperelements, Joke Elements, Crossover Elements and Custom Elements, however, do not have Subelements at all.

Current Subelements[]

  • Fire: Heat, Ash
  • Water: Bubble, Boil
  • Grass: Flower, Mushroom
  • Earth: Mud, Dirt
  • Wind: Cloud, Steam
  • Storm: Lightning, Flash
  • Lava: Ember, Sulfur
  • Ice: Snow, Cold
  • Nature: Wood, Beast
  • Plasma: Neon, Power
  • Crystal: Diamond, Glass
  • Spirit: Ghost, Astral
  • Time: Kinetic, Future
  • Light: Ultraviolet, Yang
  • Darkness: Shadow, Yin
  • Void: Abyss, Antimatter
  • Gravity: Force, Magnetism
  • Phoenix: Frostfire, Bird
  • Space: Star, Asteroid
  • Spectrum: Scarlet, Azure
  • Nightmare: Necromancy, Torment
  • Reaper: Death, Purgatory
  • Aurora: Rainbow, Radiation
  • Acid: Chemical, Corrosion
  • Sound: Music, Vibration
  • Explosion: Shockwave, Bomb
  • Illusion: Clone, Deception
  • Chaos: Instability, Insanity
  • Dragon: Wing, Lizard
  • Slime: Gel, Metamorphosis
  • Technology: Code, Machine
  • Solar: Flare, Eclipse
  • Creation: Summon
  • Angel: Awakening
  • Metal: Artillery, Saw
  • Sand: Sandstone, Dust
  • Physical: Acrobatic, Stamina
  • Atom: Matter
  • Blade: Courage
  • Mind: Emotion, Memory
  • Mirror: Reflection
  • Poison: Venom
  • Fear: Mania
  • Robot: Science
  • Sonic: Soundwave, Speed
  • Mystery: Enigma
  • Mutant: Abomination
  • String: Yarn, Puppet
  • Wrath: Rage
  • Nuclear: Gamma
  • Energy: Mana
  • Nebula: Stardust
  • Dimension: Universe
  • Enchantment: Blessing
  • Curse: Condemnation
  • Corruption: Extinction
  • Purity: Haven
Kogasu Nagare Medal

The medal of Kogasu Nagare (How Blend medals look like)

Blends[]

Element Blends are a feature that allows you to mix two Elements, creating spells that use both at once. Blending Elements is a different process than Fusing, so Blending Elements will not create a new Element. Instead, doing so will unlock a Blend of the two Elements used, which combines both Elements, granting three unlockable spells. To Blend Elements, you must learn Blend Skill from the end of Book 4 Chapter 2 in Story Mode, then once it's unlocked, open the Blend altar in the Tome of Elements interface and place in the two unlocked Elements you want to Blend. Take note however that each Element cannot Blend with every other existing Element, thus there are some "Invalid Combinations" that you might find during your experimentation. Additionally, you cannot just go find all the Blend combinations you can make; Blending will require a cost in Shards and Diamonds, which depends on what Elements are selected. Also, once you unlock a valid Blend, you cannot unlock another until all three spells for the Blend you discovered are acquired. Lastly, keep in mind that Superelements cannot Blend with Common, Uncommon or Rare Elements, only Superior or higher. Crossover, Joke and Custom Elements cannot Blend with any other Elements. Since there are nearly 500 Blends (About 255 before LoTWA), they will have their own pages containing them, each containing Blends available with a specific book.

If you count the 94 Subelements and 495 Blends along with the 59 base Elements, there are currently a total of 648 Elements and 2070 castable spells in Story Arc/Lore of The World Awakening (Excluding Customs, Crossovers and Jokes).

Doc. Links[]

True Names and Blends

Advertisement