Wind (ウィンド/U~indo), or Gensei Teikiatsu (原生低気圧) as it's properly called, is a Common Starter Element. Its color palette consists of mostly transparent white, grey and light grey, with small bits of silver. Its medal depicts three gusts of wind of different lengths.
Wind is a fast and versatile Hybrid Element, with many unique effects and major focus on enemies' movement. It works well at either close or mid-range.
This Element costs 200 D if it is not chosen as the player's Starter Element. In the old version, it costed 300 D; It also used to not be a Starter Element.
Summary[]
Wind's speed is nearly unrivaled among other Elements, not because of the user's speed, but how it controls the opponents' speed. Knockback, trips and pulls are the most prevailent features throughout its spellset, with the user being able to control how opponents move while at the same time being able to alter their own movement in a variety of ways to ensure a tough opponent to face. Additionally, it is capable of decent damage and long distance-keeping, with defensive capabilities to ensure ensure multiple stradegies and escapes to keep a fight in your favor, or to adjust when it isn't. Furthermore, its spells can also pass through solid objects and hit enemies hiding behind them, making them effective in small spaces. However, Wind's greatest weakness is range, with most of its projectiles and tornadoes being somewhat slow, and other spells having quite short range. Like with Grass, using Gravity's Soul Inertia can stop a skilled Wind user from causing total chaos.
Strengths[]
Elemental[]
- Spells can blow out Fire’s spells and flames upon contact, destroying them. They can also clear Illusion’s spells, blow away Sand’s spells, and blow Earth’s spells in another direction if timed right.
Tactical[]
- Effective at medium/close range.
- Specializes in trips, knockback and pulls.
- Fast Element, combined with defensive quality.
- Spells can be difficult to avoid in certain circumstances.
- Lots of ways to control others' movement or the user's own.
- Highly evasive.
Weaknesses[]
Elemental[]
- When a Wind spell comes into contact with an enemy’s Storm or Plasma spell, electricity will course through the wind, turn it dark grey, and electrocute the Wind user for 200 damage or more if they are close enough, as well as paralyzing them for 1.5 seconds. The Wind spell is then ended early (Not the case with Wind's Ultimate).
- Something similar happens with Aurora, except when the aurora travels through the wind, it turns it rainbow and will blind the Wind user rather than paralyzing them.
- Wind’s spells can be stopped in place by a well timed Time spell, and are also destroyed by Phoenix spells upon contact (Not the flames).
Tactical[]
- Weak at long range.
- Damage isn't very high.
- Some spells leave the caster open to attack from behind or below.
Lore[]
Gensei Teikiatsu is a fierce competitor of most other Prime Elements, remaining nearly unrivaled by many others. It is an Element based around winds, used by accelerating wind speeds and pressures and directing them wherever needed. This is done to create mighty spells that can cause mass carnage and destruction, especially when abused. The average Teikiatsu spell comprises winds traveling at speeds of 50 - 300 mph, becoming deadly to those who aren’t familiar with it. To learn this Element, one must set up a ritual of 200 diamonds in a high or windy location and remain there in the wind without being blown away, until the wind is felt by your will and bonds with it. This makes Gensei Teikiatsu tricky to master, yet commonly practiced by aspiring mages. With the right kind of focus, Gensei Teikiatsu can be used efficiently for various uses so long as the user doesn’t end up blowing themselves away or some other terrible accident.
Athena, the Supreme Teikiatsu and empress of the mountains, could create winds that could shred whole towns in seconds. Her plans were to let Gensei Teikiatsu become the supreme Element, but others laid attacks on her realms in an attempt to stop that plan and prove the might of their Elements, driving Athena to move her head realm multiple times. Her last place of residence is the Peaks of Athena; The place where she perished and became an elemental, as punishment by the order spirits for her violence and war attempts caused by her hot temper and need for superiority. This Element is effective at blowing out Gensei Kogasu’s flames and persisting through Gensei Tochi’s rocks and walls. Gensei Raimei, however, is well known for becoming more intense when bolstered by Gensei Teikiatsu’s spells, making the former’s more deadly and possibly bypassing Gensei Teikiatsu’s spells in the process since the wind is considered a part of the storm and its fury.
Spells[]
Zone | Response |
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Spell 1 | Divine Maelstrom (ディヴァインマエストロム/Divu~ainmaesutoromu) |
Spell Type | Projectile |
Spell Description | "Unleash a cyclone of powerful wind from your hands to blow away everything in your path" |
Spell Info | The caster cups their hands together and, after a half second, expels a large, short range funnel of wind gusts that they can aim while firing with their cursor. Any enemies who touch the funnel of winds are dealt 250 damage and launched far away with a 3 second trip. Affectable objects and foes nearby will slowly be drawn toward the winds as well, but will not be damaged until they come into contact with the wind. After 2 seconds, the winds cease and the move ends.
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Spell 2 | White Thrust (ホワイトスラスト/Howaitosurasuto) |
Spell Type | Transportation |
Spell Description | "Thrust forward with a burst of wind, striking any foes in the way and knocking them over" |
Spell Info | The caster charges up a ball of strong winds behind their back for half a second before it bursts, launching them a fair distance in any direction they’re pointing with their mouse cursor, wrapped in slashing winds while airborne. The burst of air launches all nearby enemies and smackable objects away and deals 150 damage. If the caster whooshes by an enemy or right into one, the enemy will be knocked down with a 1.5 second trip and dealt 265 damage.
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Spell 3 | Twister Booster (ツイスターブースター/Tsuisutābūsutā) |
Spell Type | AoE |
Spell Description | "Launch yourself high into the air while leaving a large tornado below that sucks in nearby enemies" |
Spell Info | One second after clicking, the caster leaps straight upwards high into the air with a blast of wind, creating a large tornado underneath them that stays there for 4 seconds before dissipating. The tornado pulls in enemies and smackables in until they are close enough, then whirls them around, dealing 30 damage over time. Enemies hit by the initial burst of wind will be knocked down with a 1 second trip (Not like it would likely matter unless they’re far enough away to escape last second) and take 25 damage.
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Spell 4 | Ascension Burst (アセンションバースト/Asenshonbāsuto) |
Spell Type | Contact |
Spell Description | "Launch any enemy or ally near you into the air with a tiny, yet unstable cyclone" |
Spell Info | The caster creates a mini tornado in front of them which envelops any enemy they are right next to and disperses into a burst of wind a second afterwards, dealing 300 damage and sending the enemy flying into the air with a 3.5 second trip. Nearby enemies can be hit by the wind burst and those who are take 250 damage and are knocked back a bit with a 1 second trip. If an ally was caught in the tornado, the caster can hold aim it, then click to choose a desired trajectory in which the ally is sent flying through the air from the burst towards without being tripped or damaged, making it easy to launch teammates/party members into battle or into otherwise unreachable areas.
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Spell 5 | Almighty Wind God Wings (オールマイティウィンドゴッドウィングス/Ōrumaitiu~indogoddou~ingusu) |
Spell Type | Ultimate |
Spell Description | "Temporarily inherit the power of the Almighty Wind God Wings to create and ride the most powerful tornado there is" |
Spell Info | The caster emits a bright white glow for a second as they equip the Almighty Wind God Wings (A pair of white steel wings) and take flight straight up into the air, enveloping themselves in a massive tornado which they can slowly maneuver around wherever for 8 seconds. During that time, enemies and smackables in a large radius will be pulled in towards the tornado and, once close enough, they will be caught by the winds and thrown around, receiving 65 damage over time. After the tornado’s 8 second lifespan, it disperses and throws everything caught far away with a 3.5 second trip; The caster unequips the wings and returns to the ground.
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Cloud (クラウド/Kuraudo) is one of Wind's Subelements. Its color palette is simply a cloudy white. Its medal would depict a cumulonimbus cloud.
Zone | Response |
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Spell 1 | Cumulus Obscuration (クムルスオブスキュレーション/Kumurusuobusukyurēshon) |
Spell Type | Multi-Projectile |
Spell Description | "Shoot a trio of cloud bullets that engulf the first enemy they hit, making it harder for them to see" |
Spell Info | The caster creates a cloud in their hands which fires three cloud bullets (One half a second after the other) before vanishing. The clouds move fairly quickly, but grow smaller as they travel until they vanish. Upon contact with an enemy, each cloud deals 55 damage and surrounds the target in a cloud, which tints their screen white and applies a heavy, light grey fog effect to their vision, making it much harder to see, let alone fight back, for 3 seconds before it dissipates. With each cloud that hits a single target in succession, the duration will not only be reset, but also increased by half a second.
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Spell 2 | Stratospheric Drift (ストラデエスエフエリックドリフト/Sutoradeesuefuerikkudorifuto) |
Spell Type | Transportation |
Spell Description | "Hop onto a rideable cloud to surf through the air in a single direction for a mild distance" |
Spell Info | This spell requires the caster to be in the air; If used on the ground, the caster will leap a short distance into the air before actually casting; They will summon a small cloud underneath them and surfs on it, in which it begins to drift constantly in the horizontal direction they were facing or moving at moderate speed for 2.5 seconds before it disappears. While the cloud itself deals no damage, the caster can use other spells while surfing the cloud.
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Spell 3 | Protective Nimbus (プロテクティブニンブス/Purotekutibuninbusu) |
Spell Type | Summon |
Spell Description | "Summon a ring of clouds that will protect you from enemies and projectiles" |
Spell Info | The caster summons four small clouds that orbit around them. If a projectile hits one, the cloud will absorb the projectile and grow bigger for 2 seconds, blocking further damage before disappearing. All clouds will also disappear 15 seconds after first being casted. Storm, Plasma, Time, Phoenix and Aurora spells cannot be absorbed by the clouds. If an enemy touches one of the clouds, they will be dealt 50 damage and be launched back with a 1 second trip.
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Steam (スチーム/Suchīmu) is Wind's other Subelement. Its color palette is similar to Wind's. Its medal would depict a puff of steam.
Zone | Response |
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Spell 1 | Steam Demon (スチームデーモン/Suchīmudēmon) |
Spell Type | Defensive |
Spell Description | "Create a quick surge of steam to block projectiles and launch all nearby enemies into the air" |
Spell Info | The caster creates a brief (1 second), 10 stud wide cyclone of steam around them that destroys any projectiles that come into contact with it. Any enemies caught will be dealt 280 damage and are launched into the air with a 3 second trip. It will lock the caster in place while being used, leaving them vulnerable to AoE spells such as Storm’s Thunder Call.
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Spell 2 | Smoking Orifice (スモーキングオリフィス/Sumōkinguorifisu) |
Spell Type | AoE |
Spell Description | "Summon a powerful steam leak where you click" |
Spell Info | The caster causes a 6-stud wide geyser of steam to burst from wherever they click (Can be placed on floors, walls and ceilings) and stay active for 3 seconds. The geyser launches any enemies who get too close high into the air and deals 250 damage while also fogging up their screen and tripping them, both for 4 seconds. After the geyser ceases, its crater can be seen where it was placed for 5 seconds before it disappears.
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Spell 3 | Self-Evaporate (セルフエバポレーション/Serufuebaporēshon) |
Spell Type | Transformation |
Spell Description | "Temporarily disperse into invulnerable steam" |
Spell Info | The caster surrounds themself in mist for a second as they transform their body into controllable steam for up to 5 seconds. As steam, they gain a speed & jump boost (Cannot fly), and can slip through projectiles, entities and small enough obstacles. While they can’t do anything but move around and jump in this state, they will be invulnerable to any kind of damage except for Storm, Plasma, Time, Phoenix and Aurora damage (Which will deal 50% more damage than usual). The caster can press “E” to transform back to normal early if they need to.
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Link to Original Doc.[]
https://docs.google.com/document/d/1kGrEycLnXaVebAtXhykDxxGWy1wu7cFWQhlG_ux4jBM/edit?usp=sharing
Elemental Battlegrounds: Story Arc Elements
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