Element Move List
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'''Water''' | '''Water''' | ||
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+ | Water Drill: Just like Water Spike, except it's with two feet. High risk, high reward. Damage can range from 25 - 30. Critical: 50. | ||
Drop: A big drop of water will engulf the opponent. Causing damage of 10 - 20. Critical: 25. Can be a two part move if Drown is used after this one. Causing Drown to automatically become a critical attack. | Drop: A big drop of water will engulf the opponent. Causing damage of 10 - 20. Critical: 25. Can be a two part move if Drown is used after this one. Causing Drown to automatically become a critical attack. | ||
- | Drown: Water will engulf the opponent and will be held for 2 turns. Causing Damage of 10 - 20. Critical: 25. If used after Drop, it will | + | Drown: Water will engulf the opponent and will be held for 2 turns. Causing Damage of 10 - 20. Critical: 25. If used after Drop, it will automatically cause the attack to become critical. |
Gush: A wave of water will attack the opponent causing 15 - 20 damage. Critical: 25. Easily Dodged. | Gush: A wave of water will attack the opponent causing 15 - 20 damage. Critical: 25. Easily Dodged. | ||
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+ | Water Cannon: A large, but slow ball of water hits the opponent. This in turn makes damage from 20 - 30. Critical: 40. Easily Dodged. | ||
Water Spike: Kind of like an uppercut, but with scolding hot water over your fist. Damage caused by the move is 20 - 25. Critical: 30. | Water Spike: Kind of like an uppercut, but with scolding hot water over your fist. Damage caused by the move is 20 - 25. Critical: 30. | ||
+ | Mist: A blanket of mist encases the arena, leaving the opponent almost blind. Ineffective against Air opponents. No damage. Lasts for 2 turns. | ||
'''Earth''' | '''Earth''' | ||
Hard Hit: Recovers your health by 20 | Hard Hit: Recovers your health by 20 | ||
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+ | Crush: A wave of solid rock attacks the opponent. Almost impossible to dodge, can only be used once. Damage of 40-60. Critical is KO. | ||
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+ | Foot Trap: Heavy earth will engulf the opponents foot, causing their movements to be much slower. Lasts for 1-3 turns. Damage: 5. No critical. | ||
Shield: Blocks your attack causing the attack of the opponent useless. Can also reflect some attacks. | Shield: Blocks your attack causing the attack of the opponent useless. Can also reflect some attacks. | ||
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Rockalanche: Imagine a deadly avalanche, now change the snow to rocks. Damage incurred can be from 35 - 50. Critical: 60. Cannot be dodged. | Rockalanche: Imagine a deadly avalanche, now change the snow to rocks. Damage incurred can be from 35 - 50. Critical: 60. Cannot be dodged. | ||
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+ | Tomb: Solid rock encases the opponent. It will take one turn for the opponent to 'Break Out'. Great when low on health. Easily dodged. No damage. | ||
Phew! That took some time. | Phew! That took some time. | ||
- | [[Category: Element]] | + | [[Category: Element]] [[Category: Element Redux]] |
Current revision as of 10:55, 30 June 2012
Hello and welcome to the Element Move list. This page is just to show a small but straight-to-the-point description of each move in Element.
Wind:
Air Strike: A wave of air missiles that bombard the opponent causing around 25-40 damage depending on opponent. Critical: 50. Cannot be dodged.
Bad Breath: A poisonous gas that if breathed in kind destroy the insides of your body. Damage can be as little as 5 to as strong as 30. No critical.
Gust: A Big gust of air that sweeps the opponent of their feet. Move can be used to stun opponent. Damage 15 - 20. Critical: 25
Wind Blast: An even bigger gust of air that not only sweeps them off their feet, but could KO them even before the match is done. This move has a higher chance of stunning. Damage 25 - 35. Critical 40
Fire
Fire Ball: A large fire ball that blast straight to the opponent. 20 - 25 Damage. Critical 30. Can easily be dodged.
Inferno: A large fire will cover up your body, rendering any attack from elements like water, wind and fire useless for 2 turns. No damage.
Repeated Blasts: Same as Fire Ball except with 5 shots but less damage for each one. Each one could make up to 5 - 10 damage. If all hit with full damage it could destroy half the health of him. These are easy to dodge though.
Red: A gigantic wave of fire will go through the battleground, burning everything in its path. If used without Inferno, it could cause a recoil of 10 damage. Damage: 30 - 40. No critical. No dodge.
Water
Water Drill: Just like Water Spike, except it's with two feet. High risk, high reward. Damage can range from 25 - 30. Critical: 50.
Drop: A big drop of water will engulf the opponent. Causing damage of 10 - 20. Critical: 25. Can be a two part move if Drown is used after this one. Causing Drown to automatically become a critical attack.
Drown: Water will engulf the opponent and will be held for 2 turns. Causing Damage of 10 - 20. Critical: 25. If used after Drop, it will automatically cause the attack to become critical.
Gush: A wave of water will attack the opponent causing 15 - 20 damage. Critical: 25. Easily Dodged.
Water Cannon: A large, but slow ball of water hits the opponent. This in turn makes damage from 20 - 30. Critical: 40. Easily Dodged.
Water Spike: Kind of like an uppercut, but with scolding hot water over your fist. Damage caused by the move is 20 - 25. Critical: 30.
Mist: A blanket of mist encases the arena, leaving the opponent almost blind. Ineffective against Air opponents. No damage. Lasts for 2 turns.
Earth
Hard Hit: Recovers your health by 20
Crush: A wave of solid rock attacks the opponent. Almost impossible to dodge, can only be used once. Damage of 40-60. Critical is KO.
Foot Trap: Heavy earth will engulf the opponents foot, causing their movements to be much slower. Lasts for 1-3 turns. Damage: 5. No critical.
Shield: Blocks your attack causing the attack of the opponent useless. Can also reflect some attacks.
Rock: A large rock. That's it! Can cause 25 - 30 Damage. Critical: 35
Rockalanche: Imagine a deadly avalanche, now change the snow to rocks. Damage incurred can be from 35 - 50. Critical: 60. Cannot be dodged.
Tomb: Solid rock encases the opponent. It will take one turn for the opponent to 'Break Out'. Great when low on health. Easily dodged. No damage.
Phew! That took some time.