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.
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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 automayically cause the attack to become critical.
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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.
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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.

Revision as of 10:44, 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.


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.


Phew! That took some time.

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