Post by MMM Guide on Nov 20, 2011 22:45:59 GMT -8
ELEMENTS
Click an Element to view its effects. Click the "x" at the bottom to close the tab.
[PTabbedContent=Elements]
[PTab=::Element:Normal::]
::Element:Normal::
Characters with no specialized field belong to this element, as do generic attacks. Proficiency in this element represents flexibility; a jack of all trades, but master of none.
{Special Property: Neutrality ::(+)::}
Passive Effect: Remove 1 Weakness from each element
Strengths: -
Weaknesses: -
Lv1: +100 HP. +10 Damage.
Lv2: +200 HP. +20 Damage.
Lv3: +300 HP. +30 Damage.
Lv4: +400 HP. +40 Damage.
Lv5: +500 HP. +50 Damage. +1 Program Slot.
[/PTab]
[PTab=::Element:Fire::]
::Element:Fire::
An obsession with fire, an embodiment of fire, or even just a relation to fire would define any character prioritizing this element. Fire attacks can usually be defined similarly.
{Special Property: Burn ::(+)::}
Status Effect: For 2 turns, afflicted Navi takes 2% of their Max HP as Damage per Attack used. Additionally, their Attacks deal -10% Damage and they cannot use Undershirt while burnt. Once ended, a Navi cannot be Burned for 2 turns.
Passive Effect: User is immune to Burn.
Requires Fire Lv2 or Higher.
Passive Effect: User is immune to Burn.
Requires Fire Lv2 or Higher.
Strengths: Laser, Wind, Dark, Wood, Fire
Weaknesses: Stone, Shadow, Sand, Aqua, Bug
Lv1: +20 Damage.
Lv2: +40 Damage.
Lv3: +60 Damage.
Lv4: +80 Damage.
Lv5: +100 Damage.
- +10% Base Damage Calculation.
[/PTab]
[PTab=::Element:Aqua::]
::Element:Aqua::
Water takes multiple forms when used as one's ally. Those composed of it, those that manipulate it, and those that have an acquaintance with water will often be those that represent aqua as their dominant element.
{Special Property: Soak ::(+)::}
Status Effect: For 2 turns, the afflicted Navi's attacks deal 1/2 Damage (final total) and they gain a weakness to the Elec Element. Once ended, a Navi cannot be Soaked for 2 turns.
Passive Effect: User is immune to Soak.
Requires Aqua Lv2 or Higher.
Passive Effect: User is immune to Soak.
Requires Aqua Lv2 or Higher.
{Special Property: Bubble ::(+)::}
Status Effect: Next turn, the afflicted Navi cannot attack unless hit by another attack before then. Once ended, a Navi cannot be Bubbled for 2 turns.
Passive Effect: User is immune to Bubble.
Requires Aqua Lv5.
Passive Effect: User is immune to Bubble.
Requires Aqua Lv5.
Strengths: Fire, Break, Blade, Aqua, Shadow
Weaknesses: Light, Ice, Seeking, Elec, Bug
Lv1: +1 Natural Avoidance (5 Turn CD).
Lv2: +2 Natural Avoidances (Separate 5 Turn CDs).
Lv3: +2 Natural Avoidances (Separate 4 Turn CDs).
Lv4: +2 Natural Avoidances (Separate 3 Turn CDs).
- Panels start as Ocean (Lasts 3 Turns).
Lv5: +2 Natural Avoidances (Separate 3 Turn CDs).
- User may change the Panels Ocean for 3 Turns (once per battle).
- First Innate Natural Avoidance in a turn can be applied against an additional attack
[/PTab]
[PTab=::Element:Elec::]
::Element:Elec::
Electrical entities, ecstatic personalities, and even just lightning-fast characters fall under this category of element. Electric attacks are often quicker than others and capable of leaving an enemy vulnerable for follow-up attacks.
{Special Property: Shock ::(+)::}
Status Effect: For 2 Turns, the afflicted Navi's charges are unavoidably interrupted during their Supportive Phase. Once ended, a Navi cannot be Shocked for 2 turns.
Passive Effect: User is immune to Shock.
Requires Elec Lv2 or Higher.
Passive Effect: User is immune to Shock.
Requires Elec Lv2 or Higher.
{Special Property: Paralyze ::(+)::}
Status Effect: Afflicted Navi cannot avoid the next attack aimed at them. If no further attacks hit them on the turn that they are paralyzed, they have -1 attack slot for that turn. Does not stack. Once ended, a Navi cannot be Paralyzed for 2 turns.
Passive Effect: User is immune to Paralyze.
Requires Elec Lv5.
Passive Effect: User is immune to Paralyze.
Requires Elec Lv5.
Strengths: Metal, Dark, Ice, Aqua, Elec
Weaknesses: Shadow, Sand, Stone, Wood, Bug
Lv1: +1 Attack Slot for 1 turn (2 Turn CD).
Lv2: +1 Attack Slot on Even Turns.
Lv3: +1 Attack Slot.
Lv4: +1 Attack Slot. +1 More on Even Turns.
Lv5: +2 Attack Slots.
- Paralyze ignores Post-Infliction Immunity.
[/PTab]
[PTab=::Element:Wood::]
::Element:Wood::
The representation of any kind of growth. While nature-imbued properties also define this trait, any character or ability that starts weak, like a seed, but can eventually grow into something much more powerful belongs to this element.
Strengths: Shadow, Sonic, Light, Elec, Wood
Weaknesses: Metal, Ice, Blade, Fire, Bug
Lv1: +40 Regen.
Lv2: +80 Regen.
Lv3: +120 Regen.
Lv4: +160 Regen.
Lv5: +200 Regen (OR) Regen 5% of HP per turn.
- When you fall under 25% of your Max HP, you regain 20% of it (Once per Battle).
- Self-Healing Effects are +25% more potent.
[/PTab]
[PTab=::Element:Stone::]
::Element:Stone::
Infallible towers with unbending knees. Stone characters are the hardest to be felled by any assault. Stone attacks have a variety of applications, ranging from raw strength to summoning objects and entities for assistance.
{Special Property: Stone Skin ::(+)::}
Passive Effect: User takes 10% less damage.
Strengths: Wind, Elec, Toxic, Blade, Stone
Weaknesses: Metal, Sand, Wood, Break, Bug
Lv1: +200 HP.
Lv2: +400 HP.
Lv3: +600 HP.
Lv4: +800 HP.
Lv5: +1,000 HP. User takes 50% Damage from One Attack (0 Turn CD)
[/PTab]
[PTab=::Element:Laser::]
::Element:Laser::
Characters capable of fighting multiple opponents at once with wide-spreading attacks and usually high-tech gear belong here. Laser attacks often involve a piercing beam traveling in various arcs and directions, but can also include things like short, projectile-like beams and beam sabers or other laser-imbued weaponry.
{Special Property: Piercing ::(+)::}
When Activated: Adds 'Cuts Uncuttable Auras' to One Attack for one use.
Cooldown: 5 Turns
Cooldown: 5 Turns
Strengths: Plasma, Metal, Stone, Dark, Laser
Weaknesses: Break, Toxic, Elec, Sand, Bug
Lv1: User's Attacks automatically have "1 Turn Optional Charge" on creation.
Lv2: User's Attacks automatically have "2 Turn Optional Charge" on creation.
Lv3: User's Attacks automatically have "3 Turn Optional Charge" on creation.
- Piercing has -2 CD.
Lv4: User's Attacks automatically have "4 Turn Optional Charge" on creation.
Lv5: User's Attacks automatically have "5 Turn Optional Charge" on creation.
User's B-Tier attack effects don't add CD unless 2 are added, and only increase when 2 effects are added thereafter, rather than 1.
- Piercing has -4 CD.
[/PTab]
[PTab=::Element:Wind::]
::Element:Wind::
Characters that can fly, move swiftly, command the weather, or (to a certain degree) telekinetically interact with objects belong here. Wind attacks often provide little power but great utility, and Navis belonging to this element follow the same paradigm.
{Special Property: Multi Element ::(+)::}
Passive Effect: Wind Element Attacks acquire the Panel Element in addition to their own. Attacks with multiple elements deal +10% Total Damage.
Strengths: Plasma, Elec, Seeking, Sand, Wind
Weaknesses: Laser, Blade, Sonic, Metal, Bug
Lv1: +1 Special Property CDR.
Lv2: +2 Special Property CDR (applied as desired).
Lv3: +3 Special Property CDR (applied as desired).
Lv4: +4 Special Property CDR (applied as desired).
Lv5: +5 Special Property CDR (applied as desired).
- Ignore Negative Panel Effects.
[/PTab]
[PTab=::Element:Break::]
::Element:Break::
The pinnacle of raw power. Break element characters are unstoppable forces that can power through presumably any type of defense, and break element attacks are no different.
{Special Property: Unstoppable ::(+)::}
When Activated: Adds 'Breaks Unbreakable Shields' to One Attack for one use.
Cooldown: 5 Turns
Cooldown: 5 Turns
Strengths: Wood, Blade, Metal, Toxic, Break
Weaknesses: Seeking, Sonic, Wind, Shadow, Bug
Lv1: User's Attacks cannot be mitigated below 10% of the Attack's Base Damage.
Lv2: User's Attacks cannot be mitigated below 20% of the Attack's Base Damage.
Lv3: User's Attacks cannot be mitigated below 30% of the Attack's Base Damage.
- Unstoppable has -2 CD.
Lv4: User's Attacks cannot be mitigated below 40% of the Attack's Base Damage.
Lv5: User's Attacks cannot be mitigated below 50% of the Attack's Base Damage.
- User's Broken Panel abilities may be used in spite of Panel Locks and remain locked for their base duration.
- Unstoppable has -4 CD.
[/PTab]
[PTab=::Element:Toxic::]
::Element:Toxic::
Toxic element characters can be anything from a mad chemist to a contagion-spreading host. Toxic attacks often focus on slowly wearing down their enemy so that they suffer the agony rather than ending it quickly for them.
{Special Property: Poison ::(+)::}
Status Effect: For 3 turns, the afflicted Navi takes 5% of their Max-Health as unavoidable damage and has -1 Attack Slot. Once ended, a Navi cannot be Poisoned for 2 turns.
Passive Effect: User is immune to Poison.
Requires Toxic Lv2 or Higher.
Passive Effect: User is immune to Poison.
Requires Toxic Lv2 or Higher.
Strengths: Stone, Wood, Aqua, Wind, Toxic
Weaknesses: Light, Ice, Laser, Plasma, Bug
Lv1: Enemies take 40 Unavoidable.
Lv2: Enemies take 80 Unavoidable Damage per turn.
Lv3: Enemies take 120 Unavoidable Damage per turn.
Lv4: Enemies take 160 Unavoidable Damage per turn.
Lv5: Enemies take 200 Unavoidable Damage per turn.
- This Unavoidable Damage will also reduce enemies' Max HP.
[/PTab]
[PTab=::Element:Metal::]
::Element:Metal::
A representation of impeccable durability and raw might. Metal characters can take a hit and shrug it off easier than others, while metal attacks hit harder and are generally more difficult to shrug off than most other attacks.
Strengths: Sonic, Stone, Blade, Seeking, Metal
Weaknesses: Aqua, Laser, Elec, Ice, Bug
Lv1: +10 Armor. 5% of your Base Damage is added as Bonus Armor.
Lv2: +20 Armor. 5% of your Base Damage is added as Bonus Armor.
Lv3: +30 Armor. 5% of your Base Damage is added as Bonus Armor.
Lv4: +40 Armor. 5% of your Base Damage is added as Bonus Armor.
Lv5: +50 Armor. 10% of your Base Damage is added as Bonus Armor.
- Once per turn, Armor is doubled against One Incoming Attack.
[/PTab]
[PTab=::Element:Sonic::]
::Element:Sonic::
Specialty with or unique affiliation to sound are a definitive trait of sonic characters. Sonic attacks are often difficult to predict, difficult to evade, difficult to track, and many times produce an echo-like effect that continues to keep enemies off balance and disoriented.
{Special Property: Confuse ::(+)::}
Status Effect: For 2 turns, the afflicted Navi must use all attack slots available to them and every even attack used hits themselves instead of any other targets. Once ended, a Navi cannot be Confused for 4 turns.
Passive Effect: User is immune to Confuse.
Requires Sonic Lv2 or Higher.
Passive Effect: User is immune to Confuse.
Requires Sonic Lv2 or Higher.
Strengths: Aqua, Stone, Shadow, Plasma, Sonic
Weaknesses: Toxic, Wood, Dark, Metal, Bug
Lv1: One Attack per turn gains "Hits All"
Lv2: One Attack per turn gains "Hits All"
That Attack also gains "Interrupt"
Lv3: One Attack per turn gains "Hits All"
That Attack also gains "Interrupt"
That Attack also gains "Requires 1 Additional Avoidance"
Lv4: One Attack per turn gains "Hits All"
That Attack also gains "Interrupt"
That Attack also gains "Requires 1 Additional Avoidance"
That Attack also gains "Requires 1 Additional Grit"
Lv5: One Attack per turn gains "Hits All"
That Attack also gains "Interrupt"
That Attack also gains "Requires 1 Additional Avoidance"
That Attack also gains "Requires 1 Additional Grit"
Unconditional Auto Attacks cost Cooldown instead of Total Attacks / Use Limitations.
[/PTab]
[PTab=::Element:Ice::]
::Element:Ice::
Ice characters can withstand cold temperatures, some are even composed of it or can control it. Ice attacks focus mostly on completely debilitating enemies or causing them to lose balance and break their practiced patterns.
{Special Property: Freeze ::(+)::}
Status Effect: For 1 turn, if the Freezing attack is C-Ranged, the afflicted Navi cannot use Shields. If the Freezing attack is S-Ranged, the afflicted Navi cannot use Dodges. If the attack is dual-ranged, the user must choose which avoid the afflicted Navi cannot use. Once ended, a Navi cannot be Frozen for 2 turns.
Passive Effect: User is immune to Freeze.
Requires Ice Lv2 or Higher.
Passive Effect: User is immune to Freeze.
Requires Ice Lv2 or Higher.
Strengths: Light, Sand, Aqua, Toxic, Ice
Weaknesses: Seeking, Break, Fire, Sonic, Bug
Lv1: +20 Armor.
Lv2: +40 Armor.
Lv3: +60 Armor.
Lv4: +80 Armor.
Lv5: +100 Armor.
- User's Armor disregards "Piercing" Effects for one full attack (0 Turn CD).
[/PTab]
[PTab=::Element:Sand::]
::Element:Sand::
Shape-shifting characters, those with a close affinity to a beach or desert, or even those with mirage-producing abilities may belong to this element. Sand attacks can vary in style, but it's not uncommon for them to slow down an enemy, debilitate them, or in some way provide a defensive advantage for the user.
{Special Property: Slow ::(+)::}
When Activated: One Target is unavoidably inflicted with -1 Attack Slot for 1 Turn.
Cooldown: 5 Turns
Cooldown: 5 Turns
Strengths: Break, Seeking, Fire, Metal, Sand
Weaknesses: Dark, Wind, Plasma, Aqua, Bug
Lv1: Basic Attacks gain "If Hits, victim has -10 Damage and Armor for 1 Turn".
Lv2: Basic Attacks gain "If Hits, victim has -20 Damage and Armor for 1 Turn".
Lv3: Basic Attacks gain "If Hits, victim has -30 Damage and Armor for 1 Turn".
- Slow has -2 CD.
Lv4: Basic Attacks gain "If Hits, victim has -40 Damage and Armor for 1 Turn".
Lv5: Basic Attacks gain "If Hits, victim has -50 Damage and Armor for 1 Turn".
- By Optionally Charging an Attack for an extra turn, its 'If Hit' effects will pierce immunity.
- Slow has -4 CD.
[/PTab]
[PTab=::Element:Seeking::]
::Element:Seeking::
Cunning tacticians that can think several moves ahead of their opponent and lock them down with a checkmate. Seeking element characters often show great intelligence in multiple fields that regular characters pale in comparison to, and seeking element attacks often have a method of tracking, locking on to, homing in on, or varying based on their target.
{Special Property: Precision ::(+)::}
When Activated: Adds 'Unomnidodgeable' to One Attack for one use.
Cooldown: 5 Turns
Cooldown: 5 Turns
Strengths: Toxic, Break, Sand, Light, Seeking
Weaknesses: Dark, Wood, Blade, Wind, Bug
Lv1: One Attack per turn deals ×1.25 Base Damage
Lv2: One Attack per turn deals ×1.5 Base Damage
Lv3: One Attack per turn deals ×1.75 Base Damage
- Precision has -2 CD.
Lv4: One Attack per turn deals ×2.0 Base Damage
Lv5: One Attack per turn deals ×2.5 Base Damage
- User's Aiming Skills apply to 1 Additional (consecutive) Attack.
- Precision has -4 CD.
[/PTab]
[PTab=::Element:Light::]
::Element:Light::
Having affiliation or manipulation over light does not necessarily mean one belongs to that karma state. Any Navi that desires to subdue evil and assist those in need can make use of the transcending power of light. Those of this element promote harmony and reproach discord.
Strengths: Break, Laser, Fire, Sonic, Light
Weaknesses: Plasma, Dark, Shadow, Toxic, Bug
Lv1: User can restore beyond their Max-Health up to 110%.
- While at or above Max-HP, user gains +1 Attack Slot.
Lv2: User can restore beyond their Max-Health up to 110%.
- While at or above Max-HP, user gains +1 Attack Slot that gains damage equal to 50% of Light Element's excess HP.
- Remove one Negative Status from yourself or an ally (2 Turn CD).
Lv3: User can restore beyond their Max-Health up to 110%.
- While at or above Max-HP, user gains +1 Attack Slot that gains damage equal to 50% of Light Element's excess HP.
- Remove one Negative Status from yourself or an ally (1 Turn CD).
Lv4: User can restore beyond their Max-Health up to 125%.
- While at or above Max-HP, user gains +1 Attack Slot that gains damage equal to 50% of Light Element's excess HP.
- Remove one Negative Status from yourself or an ally (0 Turn CD).
Lv5: User can restore beyond their Max-Health up to 125%.
- While at or above Max-HP, user gains +2 Attack Slots that both gain damage equal to 50% of Light Element's excess HP.
- Remove one Negative Status and grant Post-Infliction Immunity on yourself and any allies (0 Turn CD).
[/PTab]
[PTab=::Element:Dark::]
::Element:Dark::
Not to be confused as a karma state or a type of affinity -- characters that belong to this element represent those capable of harnessing its power without being consumed by it. They seek to cause division from unity; they promote solitude and rebuke solidarity.
{Special Property: Darken ::(+)::}
Status Effect: If hits, Victim is ejected from HyperMode. If the victim is not in HyperMode, this status prevents them from entering it for 1 Turn instead.
Passive Effect: User is immune to Darken.
Requires Dark Lv2 or Higher.
Passive Effect: User is immune to Darken.
Requires Dark Lv2 or Higher.
Strengths: Sand, Ice, Plasma, Shadow, Dark
Weaknesses: Sonic, Elec, Light, Laser, Bug
Lv1: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +20% Damage.
Lv2: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +30% Damage.
- One Status Infliction gains "Cannot be removed on turn of infliction" (2 Turn CD)
Lv3: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +40% Damage.
- One Status Infliction gains "Cannot be removed on turn of infliction" (1 Turn CD)
Lv4: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +50% Damage.
- One Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
Lv5: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +50% Damage.
- If the attack lands, the sacrificed HP is restored in the user's next Defensive Phase
- One Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
(Bonus Damage Effect may only occur Once per Attack)
(This can deal fatal damage to the user)
[/PTab]
[PTab=::Element:Plasma::]
::Element:Plasma::
Characters that can create, store, absorb, and unleash energy define this element. Energy-based attacks, equipment, and objects are also usually directly related to the plasma element.
Strengths: Sonic, Fire, Ice, Laser, Plasma
Weaknesses: Wind, Toxic, Aqua, Stone, Bug
Lv1: Charged Attacks deal x1.1 Total Damage.
Lv2: Charged Attacks deal x1.2 Total Damage.
Lv3: Charged Attacks deal x1.3 Total Damage.
Lv4: Charged Attacks deal x1.4 Total Damage.
Lv5: Charged Attacks deal x1.5 Total Damage.
- +3 Preemptive Charges.
[/PTab]
[PTab=::Element:Blade::]
::Element:Blade::
Those that specialized in combat with a blade - be it at range or up close and personal - belong to this element. Their technique is precise and their form is keen, so they're able to spot the flaws in their enemy's moves and punish them accordingly.
{Special Property: Reflection ::(+)::}
When Activated: One Avoidance this turn may counter using the avoided attack (including all effects, aimers, damage, etc). Cannot be an unavoidable source of damage. Cannot be a Non-Normal Attack (Hyper, Chip, etc). Only counters a single attack (even in the case of a multi-avoidance).
Cooldown: 5 Turns
Cooldown: 5 Turns
Strengths: Light, Wind, Laser, Wood, Blade
Weaknesses: Break, Plasma, Fire, Seeking, Bug
Lv1: +1 S-Tier Attack Use.
Lv2: +2 S-Tier Attack Uses (applied as desired).
Lv3: +3 S-Tier Attack Uses (applied as desired).
- Reflection has -2 CD.
Lv4: +4 S-Tier Attack Uses (applied as desired).
Lv5: +5 S-Tier Attack Uses (applied as desired).
- The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
- Reflection has -4 CD.
[/PTab]
[PTab=::Element:Shadow::]
::Element:Shadow::
An element for the cunning and deceptive. Masters of stealth can hide in plain sight and are able to exploit blind spots more effectively than others. Even when the going gets rough, they have plenty of tools at their disposal to escape a sticky situation unseen.
{Special Property: Initiative ::(+)::}
Passive Effect: User has +1 Initiative Lv, increasing their chance to go first in battle
Strengths: Dark, Seeking, Elec, Ice, Shadow
Weaknesses: Stone, Fire, Light, Blade, Bug
Lv1: Change the effects of any avoidance to a Dodge for one use (1 Turn CD).
Lv2: Change the effects of any avoidance to a Dodge for one use (0 Turn CD).
Lv3: Change the effects of any avoidance to a Dodge for one use (0 Turn CD).
+1 Use to One Avoid Skill .
Lv4: Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
+2 Uses to One Avoid Skill (or +1 use to Two Avoid Skills).
Lv5: At any time, User may change the effects of any avoidance to a Dodge.
+2 Uses to One Avoid Skill (or +1 use to Two Avoid Skills).
[/PTab]
[PTab=(x) Reset] [/PTab]
[/PTabbedContent]
HIDDEN ELEMENTS
Hidden Elements are different from normal elements in that Elemental Benefits can be selected out of order, and a capstone effect is granted upon reaching 5 Elemental levels. The Hidden Elements, as they exist in the Net currently, are presented below. Hidden elements can never be taken, and must be earned. Any effect that would grant a user access to a Hidden Element only grants access to it one level at a time, and all levels of the element must be earned for it to be taken in full.
Hidden Element Acquisition
- Survive (or significantly contribute to) an In-Story Fight against an enemy that owns that Hidden Element
- No Crest Necessary for your first Hidden Element
- Crest Required to own multiple Hiddens at once
- New Hidden Elements have a hard cap of Lv1 that can be raised
[PTabbedContent=Hidden Elements]
[PTab= Bug]
Bug
Bug-Elemental characters are defined by incredible malfunctions within their own code, structural weaknesses and deformities so severe that they prevent the Navi in question from functioning normally. While simply having a virus infection is one thing, being defined by those structural weaknesses, and learning to master them, is what elevates one to not only having a deformity - but to being a Bug, themselves.
{Special Property: Glitch ::(+)::}
Status Effect: Choose a Non-Hidden Status Effect. If the Glitching Attack hits, you and the hit opponent are affected by that Status. User's Immunities are ignored.
A Tier. Requires Bug Lv1 or Higher.
A Tier. Requires Bug Lv1 or Higher.
{Special Property: Variance ::(+)::}
Passive Effect: User may add a single element of choice to any Bug-Element attack, on use.
Strengths: None
Weaknesses: All
Lv1 - Lv4: Choose 1 of the following Effects at each level:
- Statuses inflicted by you deal +(10 × Bug Lv) Damage per turn
- Enemies and yourself take (25 × Bug Lv) Unavoidable Damage per turn (User's portion is considered Degeneration)
- Gain the Effects from one Lv (Bug Lv -2) Standard Element
- Glitch cannot be cleansed on the first turn of infliction.
- Choose 1 additional status effect when using Glitch.{- Special Property: Unpredictable ::(+)::}When Activated: Multi-Instanced offensive and defensive abilities can be used to affect non-consecutive attacks, this turn.
Cooldown: 2 Turns. Cannot be Augmented.{ - Special Property: Virulence ::(+)::}When Activated: A single target suffers unavoidable damage equal to the total damage they would take if all their currently active statuses persisted their total duration. Costs all attack slots in a turn.
Cooldown: 1 Turn. Cannot be Augmented.
Cannot choose the same effect twice
Lv5: User becomes immune to any Non-Hidden Status Effect (not reduction) not inflicted via Glitch
- Glitch separates into a B Tier and A Tier variants, each selecting from the appropriate status effects.
- All status effects can stack up to two additional times to increase their effects. Post infliction immunity does not start until all instances of a status have been removed.
- +1 Bug Effect. This can be any effect the user has already selected, except for special properties, and any effect that cannot normally be affected by full synchro effects.
[/PTab]
[PTab= Lunar]
Lunar
Lunar-Element characters are defined by being stoic of code and foundation, a primal force of light and the cold embrace of night. Being unflinching, unchanging and unfaltering are definitely traits of those that follow this path, but, truly embracing this power and finding comfort in it is what elevates one to not only control the cold - but to being a Lunar source, themselves.
?
[/PTab]
[PTab= Solar]
Solar
Solar-Element characters are defined by a fierceness of being and ideal, a primal force of energy and the blistering carress of the sun. Being concise, ever growing and ever expanding ones potential are definitely traits of Navis that follow this path, but truly embracing this power of heat and finding comfort in it are is what elevates a Navi to not simply controlling fire - but to being a Solar source, themselves.
?
[/PTab]
[PTab= Pure Light]
Pure Light
Pure Light-Element characters are truly defined by their attunement to the Light Karmic Scale. Truly the scions of peace and righteousness, these beings reproach fear and the power of darkness within their cascading radiance, and are truly willing to sacrifice themselves for the greater good. While upholding these beliefs and following the path of Light Karma may allow an individual to start this path, truly embracing these ideals and aligning oneself with the monoliths of power that support them is what elevates a Navi to not simply controlling light - but to being Pure Light, themselves.
?
[/PTab]
[PTab= Ult. Dark]
Ultimate Dark
Ultimate Dark-Element characters are truly defined by their attunement to the Dark Karmic Scale. Truly the scions of destruction and malevolence, these beings are beyond redemption. They allow their powerful emotions to control them, and utterly annihilate those that stand in between them and their path of ultimate power, willing to sacrifice everything to this end. While upholding these beliefs and following the path of Dark Karma may allow an individual to start this path, truly embracing these ideals and aligning oneself with the monoliths of power that support them is what elevates a Navi to not only controlling darkness - but being the Ultimate Dark, themselves.
?
[/PTab]
[PTab= Temporal]
Temporal
The experimental reality elements cannot be defined by a sense of purpose or being, or even a certain attunement to a certain other element like the other elements of their tier. These reality-mongering tools are like their baser cousins, but bestow a power so grand that the Net can only maintain but so many of them at once. First wielded by Eon, the Temporal element allows its wielder to manipulate time, throttling the network to increase their own apparent speed and decrease the ability of other Navis to respond. The additional power allows them to process calculations and functions at an increased rate, increasing their speed and leaving other navis in their wake.
?
[/PTab]
[PTab= Spatial]
Spatial
The experimental reality elements cannot be defined by a sense of purpose or being, or even a certain attunement to a certain other element like the other elements of their tier. These reality-mongering tools are like their baser cousins, but bestow a power so grand that the Net can only maintain but so many of them at once. First wielded by Eon, the Spatial Element allows its wielder to manipulate fundamental forces, warping gravity around them and amplifying the force of their own blows. The additional power affords them the ability to process calculations more accurately in a shorter time span, increasing their overall power and destroying groups of other navis with ease.
?
[/PTab]
[PTab=(x) Reset] [/PTab]
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ELEMENT OVER-CAP
Hidden Elements aren't the only way to exceed your limits. For those with other affinities, Elemental Over-Cap presents possibilities not thought attainable in the past.
To raise an Element Cap
- Survive (or significantly contribute to) an In-Story Encounter against a Boss-or-Higher Tier foe (not retroactive)
- Overcaps do not require Crests or anything, but you still only get 1 Element Level Cap raised at a time
- Raising a cap does not give you an Element Level, you still have to provide one to reach your new cap
- Normal Elements may be overcapped as high as Lv7
- Hidden Elements may be overcapped as high as Lv5
[PTabbedContent=Over-Cap Elements]
[PTab=::Element:Normal::]
::Element:Normal::
Characters with no specialized field belong to this element, as do generic attacks. Proficiency in this element represents flexibility; a jack of all trades, but master of none.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha +10% to one Core Stat of choice (Base Dmg/HP/Armor/Regen)
⇪ Beta Once per turn, can ignore an Element-specific or Range-specific condition
⇪ Gamma +1 Slot of choice (Program, Accessory, Crest, Giga Chip)
⇪ Delta +1 Use to One Skill, One S-Tier Attack, and +1 Total Chip Use
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[PTab=::Element:Fire::]
::Element:Fire::
An obsession with fire, an embodiment of fire, or even just a relation to fire would define any character prioritizing this element. Fire attacks can usually be defined similarly.
Fire Overcap is represented by the Solar Hidden Element.
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[PTab=::Element:Aqua::]
::Element:Aqua::
Water takes multiple forms when used as one's ally. Those composed of it, those that manipulate it, and those that have an acquaintance with water will often be those that represent aqua as their dominant element.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha Gain a third Natural Avoidance of choice
⇪ Beta User's innate Natural Avoidance can be used once per turn (per target) for free against attacks made by Soaked Targets.
⇪ Gamma The user's attacks with Bubble will not interrupt an ongoing Bubble Status effect on their target.
⇪ Delta User may charge their Natural Avoidances for 1 Turn to have it ignore any attack it would fail against (including "Unavoidable", still susceptible to "Disrupt", incompatible with Recon Full Turn).
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[PTab=::Element:Elec::]
::Element:Elec::
Electrical entities, ecstatic personalities, and even just lightning-fast characters fall under this category of element. Electric attacks are often quicker than others and capable of leaving an enemy vulnerable for follow-up attacks.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha Attacks automatically paralyze targets below 15% of their max health, ignoring Post-Infliction Immunity.
⇪ Beta Shocked Targets take 3% of their Max HP as damage when struck by any attack. Victims afflicted by Shock are considered weak to Elec. (Interaction vs Sand = Nullify each other)
⇪ Gamma First attack of each turn gains +5% Damage per attack that successfully struck any of its intended targets last turn.
⇪ Delta The first uncharged, single-target, regular Elec-Element attack per battle aimed against each target is unavoidable, and cannot be augmented.
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[PTab=::Element:Wood::]
::Element:Wood::
The representation of any kind of growth. While nature-imbued properties also define this trait, any character or ability that starts weak, like a seed, but can eventually grow into something much more powerful belongs to this element.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User's single-instance healing effects restore 25% additional HP per turn for each of the next two turns, upon use. User's healing effects are 50% more potent on targets below 50% of their max health.
⇪ Beta User becomes immune to all Regeneration Locks, Reductions, and Inversions.
⇪ Gamma Once per battle, When you fall under 25% of your Max HP, you and all allies restore HP equal to 20% of your Max HP and all gain +20% Total Damage, Armor, and Regeneration for the rest of battle.
⇪ Delta User may expend a use of a Heal Skill to aim a 1-Hit Attack at the opponent that deals damage equal to the amount it would heal. Aimers and Range set upon use, Element chosen from among user's Elements. Can receive any number of Attack Augments. Does not cost an Attack Slot.
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[PTab=::Element:Stone::]
::Element:Stone::
Infallible towers with unbending knees. Stone characters are the hardest to be felled by any assault. Stone attacks have a variety of applications, ranging from raw strength to summoning objects and entities for assistance.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha You cannot lose more than 80% of your Max HP from a single attack. (Trumped by Piercing Effects; Inapplicable while over Max HP)
⇪ Beta Your instanced Non-Avoidance Defensive abilities last for 1 Additional Attack
⇪ Gamma The user may destroy a Non-Object Entity with Health that they control to summon an Intercepting Object with health equal to the entity's health. (0-CD)
⇪ Delta The user becomes immune to all Max-Health Locks, Reductions, and Inversions.
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[PTab=::Element:Laser::]
::Element:Laser::
Characters capable of fighting multiple opponents at once with wide-spreading attacks and usually high-tech gear belong here. Laser attacks often involve a piercing beam traveling in various arcs and directions, but can also include things like short, projectile-like beams and beam sabers or other laser-imbued weaponry.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User's charged attacks automatically gain Cuts Uncuttable Auras.
⇪ Beta "Can be aimed at 1 additional target" effects do not cost Cooldown for the user.
⇪ Gamma When Manually Charging an attack, user may release a single Basic Attack at 25% damage in the same attack slot.
⇪ Delta User's "If Hits" effects proc per target successfully hit by an attack. (No effect on objects summoned or controlled by the user or their allies)
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[PTab=::Element:Wind::]
::Element:Wind::
Characters that can fly, move swiftly, command the weather, or (to a certain degree) telekinetically interact with objects belong here. Wind attacks often provide little power but great utility, and Navis belonging to this element follow the same paradigm.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User ignores any effects or actions that would influence them from objects, clones, or player-owned viruses on the first turn that they are spawned.
⇪ Beta User's A-Tier "Destroys" effects require CD instead of Charge
⇪ Gamma Any activation of a Special Property by the opponent next turn allows the user to freely activate one of their own Special Properties per ability used. (1-CD between uses, activated preemptively)
⇪ Delta Any Unavoidable Damage or Status Reduction/Effect that would influence the user this turn is instead redirected back at its source (5 CD, activated preemptively)
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[PTab=::Element:Break::]
::Element:Break::
The pinnacle of raw power. Break element characters are unstoppable forces that can power through presumably any type of defense, and break element attacks are no different.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User may add a "Destroys" effects of choice to one attack per turn.
⇪ Beta Once per turn, User may add 25% of all of their mitigated damage in a turn to one attack.
⇪ Gamma User's charged attacks automatically gain Breaks Unbreakable Shields.
⇪ Delta User becomes immune to all Damage Locks, Reductions, and Inversions.
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[PTab=::Element:Toxic::]
::Element:Toxic::
Toxic element characters can be anything from a mad chemist to a contagion-spreading host. Toxic attacks often focus on slowly wearing down their enemy so that they suffer the agony rather than ending it quickly for them.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha Poison can be customized with a single status reduction up to A-Tier. Victims afflicted by Poison are considered weak to Toxic. (Interaction vs Sand = Nullify each other)
⇪ Beta Poison's effect lasts indefinitely, but can still be status cleansed.
⇪ Gamma For each target below 50% of their Max HP, User has +1 Attack Slot this turn that deals +50% Damage
⇪ Delta If the user is fighting multiple entities (that neither they nor their allies summoned), their Proximity Damage can be focused onto a single target instead, dealing +50% Damage to that target for each additional target on the field.
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[PTab=::Element:Metal::]
::Element:Metal::
A representation of impeccable durability and raw might. Metal characters can take a hit and shrug it off easier than others, while metal attacks hit harder and are generally more difficult to shrug off than most other attacks.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha Negate the damage of one Breaks Unbreak Attack. (0 CD)
⇪ Beta User gains Armor equal to +2.5% of their Base Damage at the start of the turn for every attack with Breaks Shield aimed at them this turn. This bonus lasts for 1 turn.
⇪ Gamma User becomes immune to all Armor Locks, Reductions, and Inversions.
⇪ Delta 50% of the user's Armor provided by Metal Element applies to all damage sources.
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[PTab=::Element:Sonic::]
::Element:Sonic::
Specialty with or unique affiliation to sound are a definitive trait of sonic characters. Sonic attacks are often difficult to predict, difficult to evade, difficult to track, and many times produce an echo-like effect that continues to keep enemies off balance and disoriented.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User may create a single attack as an Optional Auto-Attack with 0-Turn Non-Reducible Minimum Cooldown. (Is not giving "+1 Total Attack")
⇪ Beta User may raise 1 Attack's Aimers to Omni per turn
⇪ Gamma User's charged attacks automatically gain "Confuse" and user's Confused status cannot be cleansed on turn of infliction.
⇪ Delta User's Multi-Targeting effects deal +10% Damage per target they are aimed at.
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[PTab=::Element:Ice::]
::Element:Ice::
Ice characters can withstand cold temperatures, some are even composed of it or can control it. Ice attacks focus mostly on completely debilitating enemies or causing them to lose balance and break their practiced patterns.
Ice Overcap is represented by the Lunar Hidden Element.
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[PTab=::Element:Sand::]
::Element:Sand::
Shape-shifting characters, those with a close affinity to a beach or desert, or even those with mirage-producing abilities may belong to this element. Sand attacks can vary in style, but it's not uncommon for them to slow down an enemy, debilitate them, or in some way provide a defensive advantage for the user.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User is treated as Elementally Strong against any Single-Target attack, regardless of elemental strengths/weaknesses.
⇪ Beta User gains a bonus to a statistic that any opponent has a reduction in, equal to the status reduction. (Stacks cumulatively for multiple opponents)
⇪ Gamma "Regardless of Success" requires cooldown instead of charge to be added to attacks.
⇪ Delta Any Status Reduction effect that the user inflicts will also lock that stat, preventing it from being raised for its duration. (Removes any already active buffs to that stat)
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[PTab=::Element:Seeking::]
::Element:Seeking::
Cunning tacticians that can think several moves ahead of their opponent and lock them down with a checkmate. Seeking element characters often show great intelligence in multiple fields that regular characters pale in comparison to, and seeking element attacks often have a method of tracking, locking on to, homing in on, or varying based on their target.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User's Power-Up Attacks and Power-Up Variants modify the next damaging attack used (rather than just the next attack)
⇪ Beta User's Charged Attacks automatically gain Fully Undodgeable, on use. (Replaces one existing Aimer)
⇪ Gamma Every 5th augmented attack used in a turn deals 50% additional damage.
⇪ Delta If no other attacks were used this turn, Augmentations that apply to multiple attacks can apply to a single attack multiple times instead (Regular Attacks Only)
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[PTab=::Element:Light::]
::Element:Light::
Having affiliation or manipulation over light does not necessarily mean one belongs to that karma state. Any Navi that desires to subdue evil and assist those in need can make use of the transcending power of light. Those of this element promote harmony and reproach discord.
Light Overcap is represented by the Pure Light Hidden Element.
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[PTab=::Element:Dark::]
::Element:Dark::
Not to be confused as a karma state or a type of affinity -- characters that belong to this element represent those capable of harnessing its power without being consumed by it. They seek to cause division from unity; they promote solitude and rebuke solidarity.
Dark Overcap is represented by the Ultimate Dark Hidden Element.
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[PTab=::Element:Plasma::]
::Element:Plasma::
Characters that can create, store, absorb, and unleash energy define this element. Energy-based attacks, equipment, and objects are also usually directly related to the plasma element.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha Whenever user is struck by a charged attack that is not endured by a survival effect, they may apply its charge multiplier to a single attack this turn. (Stackable)
⇪ Beta User gains +5% total damage added to their charged attacks per charge they are holding. ((Excluding the charges spent using this attack))
⇪ Gamma User Negates the first instance of Charge Interruption per turn that would otherwise affect them
⇪ Delta Preemptive Charges may be applied as desired
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[PTab=::Element:Blade::]
::Element:Blade::
Those that specialized in combat with a blade - be it at range or up close and personal - belong to this element. Their technique is precise and their form is keen, so they're able to spot the flaws in their enemy's moves and punish them accordingly.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha C-Range Attacks Executes targets below 10% of their Max HP when used after a Limited-Use Regular Attack.
⇪ Beta User's C-Range Attacks with Optional Charge deal damage as though they were charged one additional turn if used after a Non-Regular Attack. (Hypers/Chips/etc)
⇪ Gamma User may charge an attack with Avoid Separately beyond its maximum charge (up to 5 turns of total charge) to gain +1 hit per additional turn charged.
⇪ Delta +1 Use to All Limited-Use Regular Attacks
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[PTab=::Element:Shadow::]
::Element:Shadow::
An element for the cunning and deceptive. Masters of stealth can hide in plain sight and are able to exploit blind spots more effectively than others. Even when the going gets rough, they have plenty of tools at their disposal to escape a sticky situation unseen.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha A single avoidance skill avoids an additional attack, on use (0 Turn CD).
⇪ Beta A single avoidance applies against all required avoidances of an attack (2-Turn CD).
⇪ Gamma The user's Initiative increases to +3. User's first turn benefits persist for an additional turn.
⇪ Delta +1 Use to all Avoidance Skills.
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NON-ELEMENTS
* These Elements exist, but cannot be naturally taken unless specific effects are met.
Null-Element
Not an element, but rather the side-effect of having insufficient element-levels to otherwise have an element. Null-element is the result of having 0 or fewer element levels, and cannot be forced on an opponent by any means.
{Special Property: Disadvantaged (+)}
Passive Effect: No special effects may be made/used that take advantage of the user's elemental weaknesses.
{Special Property: Powerless (+)}
Passive Effect: The user cannot make attacks of any element save "Null-Element". All opponents save those who are themselves Null-Element are considered strong against Null-Element attacks, unless this poses a disadvantage to the opponent, at which time he/she may choose strength/neutral/weakness to Null-Element attacks
Strengths: None
Weaknesses: All
Lv0: Elemental weaknesses deal 1.5x DMG to the user.
Lv-1: Elemental weaknesses deal 1.75x DMG to the user.
Lv-2: Elemental weaknesses deal 2.0x DMG to the user.
Lv-3: Elemental weaknesses deal 2.25x DMG to the user.
Lv-4 or lower: Elemental weaknesses deal 2.5x DMG to the user