Elemental Modes[edit | edit source]
The primary way in which elements are relevant in-game is through the use of Element Modes. Element Modes are primarily relevant to combat and puzzles. There is a mode for each element, along with a default Neutral Mode. While in an Element Mode, all attacks take on that element, and are modified appropriately by the enemy's elemental resistances. Element Modes also have their own Combat Arts which are based on the element's Circuit Tree. The passive bonuses and Combat Arts in an elemental Circuit Tree only take effect when in the corresponding Element Mode. While in an Element Mode, the passive bonuses from the Neutral Tree are still in effect, but they are only half as powerful.
Using Melee or Balls while in an Element Mode increases elemental load, represented by the element icon filling up with yellow. Elemental load transfers between Element Modes, and slowly decreases over time (it decays faster in the Neutral Mode). If it reaches 100%, Elemental Overload will activate. In this state, the player is automatically returned to Neutral Mode, and prevented from accessing any of the Element Modes for a period of time. An interesting fact is that using Combat Arts associated with Guarding and Dashing does not increase the elemental load, though many of these arts deal huge damage to enemies.
The active Element Mode provides a -50% resistance loss for the opposing element. The opposing elements are Heat/Cold and Shock/Wave.
Neutral[edit | edit source]
Neutral is the default, non-elemental mode, which is generally weaker but more balanced than the elemental modes. It is not associated with any particular Combat style.
Heat[edit | edit source]
Heat is the preferred element of players who like to focus on melee damage. It is very efficient against Cold-based enemies, such as Karottos and Fleazers. It is also required for certain puzzles; Heat can be used to turn Water Blocks and Bubbles into steam and melt Ice Walls.
Cold[edit | edit source]
Shock[edit | edit source]
Shock is the element of electricity and the element of choice of Pentafists. It is associated with the Focus stat and Balls. It can also inflict the status condition Jolt, which can temporarily stun enemies.
Shock is the preferred element of ranged builds. It is very efficient against Wave-based enemies, such as Gellerics and Anglers. Shock can be used on Ball Chargers to create empowered Shock Balls which move alongside walls, as well as to power Magnets.
Wave[edit | edit source]
Wave is the fourth element and the element of choice of Hexacasters. It is associated with HP and Dashing. It can also inflict the status condition Mark, which makes the victim vulnerable to ranged attcks.
Wave is the preferred element of HP/regeneration-focused builds. It contains several Combat Arts, which can regenerate by damaging enemies or taking damage from enemy attacks. It is very efficient against Shock-based enemies, such as Shokats or Rob0cks. Wave can be used on Ball Chargers to create empowered Wave Balls which pass through walls perpendicularly. Wave Balls can also be used on Wave Teleporters to teleport Lea to them.
Elemental Monsters[edit | edit source]
Certain Monsters also have elemental properties. Most dungeon enemies can use elemental attacks, and have weakness to the opposing element that they represent. However, elemental Monsters are not limited to just dungeons; they can be found all over the Playground. Elemental Monsters become more usual in later parts of the game; in Gaia's Garden, for example, all enemies have varying elemental resistances and most use elements in their attacks, while in Autumn's Rise there are only a few elemental enemies, such as Flamin' Hillkats.