The Library > The Elements
Each Element is built with a specific play style in mind, and incorporate certain mechanics - sometimes exclusively - to enhance that style.
The following is an overview of the play styles intended for each element, as well as general strategies and example Techniques which work within those styles.
Fire
Fire is the element of raw destructive power, and recklessness. It excels at dealing damage quickly, however it often does so at its own peril. Emberstone, one of the first Techniques available to Fire-users, damages its caster. Later Techniques, such as Dazzle, provide other disadvantages.
Second to direct damage attacks, Fire has a few key Techniques that enhance its damage-dealing capabilities, however even these often come at a cost. Stoke, for example, speeds up the caster for a while, but is followed by a period where the caster is slowed.
Fire's best bet is to quickly take out the opponent, before it kills itself, however Fire's strategy changes somewhat depending on the secondary Element of the user.
Wind is an obvious choice for its healing ability, which can help with Fire's tendancy to hurt itself. Earth adds stability to Fire's recklessness by providing defenses where Fire generally has none. Finally, Water adds control, shutting down the opponent while Fire does its thing, unimpeded.
Earth
Earth is the element of stability. It excels at damage prevention, and while it's attacks are slow, they are powerful, consistent, and further enhanced by Earth's ability to boost itself with Techniques like Earth Mantra.
It's combination of damage prevention and stable offense gives Earth an advantage in the event that the battle time expires. Some of its Techniques, like Fracture, take advantage of this fact by shortening the allowed battle time, giving Earth another possible win condition.
Earth combines well with every element, adding a safety net to Fire's recklessness, and damage to Wind's passiveness, while it's defensive nature harmonizes with Water's control.
Water
Water is the element of control, and the direct opposite of Fire. Where Fire seeks to quickly and recklessly deal damage, Water seeks to slow down its opponent with Techniques like Wash, Confuse, and Stasis Bubble, giving it time to wear down its opponent.
Water, being the opposite of Fire, works well with Fire; the two provide for each other what the other lacks. Earth's defensive and boosting effects work hand-in-hand with Water's controlling nature. Finally, Wind adds speed and efficient healing, giving Water time to pull off its stunts.
Wind
Wind is the element of healing and evasion, but also of speed. On its own, with these abilities, Wind will not win a fight. Its true potential is revealed when combined with other Elements.
Wind protects Fire from its self-destructive nature, combines with Earth for impenetrable defense, and adds to Water's control both with a few of its own control-based Techniques and the healing power to survive the other Elements' brutal attacks.
Wind has a tendancy to extend the time of battle, as time is devoted to healing, however it takes advantage of this fact with Techniques such as Wind Shear, which deals more damage as the battle goes on, and Fleetfoot, which not only hastens the caster, but extends the allowed battle time.
See Also
- Character Stats
- Technique Library (sorted by Element)
