| |
|
»
»
|
|
| |
Re: Elemental Wars Magic Tier List
|
|
|
|
| 27 Nov 2016 09:28 PM |
So I've been playing Elemental Wars for a while and I think it's a really fun game, so I've made a tier list of all the magics from my experience. It consists of Rank A, B, C, D, and E; with A being the highest rank, and D the lowest. Also, everything within each rank is theoretically on equal terms of strength. Note that the magics listed take in mind the experience in battle with professionals, not the noobies that you bully with your great tree arc or whatever. I don't expect anyone to read the entire forum XD. Dice is not included in the tier list. For obvious reasons. Also, I really hope they balance some of the magics... cough* Ice-make cough*
Rank A:
Lightning - A very mobility based magic; is able to dish out large amounts of damage while staying away from the user's enemies. Lightning flash can escape most other moves, while Thunder wave and Thunder bullets are exceptional damage dealers with relatively low cooldowns. Lightning body gives extra speed and thus extra evasion, and lightning palm is a great way to traverse across the battlefield while dealing some extra damage. The only downside is the relative difficulty of landing Lightning's offensive moves.
Wind - Probably one of the hardest magics to master, Wind offers the most rewarding results. Although perfect wind deals small amounts of damage, it can trap enemies in place which opens the opportunity for a combo with wind cutter and air bullets. Likewise, Wind cutter acts as one of the best projectiles in the game in terms of speed, while dealing a good size amount of damage for its low cooldown. Air bullets deals quite a large amount compared to other magics' "bullet" type moves, and travels at a considerably large speed. And of course, Tornado and whirlwind are superior close range moves, but should be used sparingly as Wind users should not be too close to their enemies in battle.
Darkness - Darkness is very well balanced magic. It has the potential to deal large amounts of damage while also staying very mobile. The only move I'm going to ignore for Darkness is dark gravity, because in the professional scene, it's really bad. However, dark delete is a consistent "bullet" type move used for long range, that can be spammed through the course of battle. Zero slash deals large amounts of damage with a steady mouse, and is even more devastating when performed in mid-air. Likewise, dark wave allows the user to GO mid-air and also deal a considerate amount of damage. Finally, Dark rondo is another great move to use in mid-air, as it proves to be a "bullet" type with a medium area of effect, able to deal medium to large amounts of damage. (I hate it when I can't hit Darkness users in mid-air).
Arc of Embodiment - Embodiment is a very easy to use, powerful magic. It has 3 offensive moves, all of which have perfect synergy with each other. Likewise, although Ghosts of Brittia prove to be ineffective in terms of damage, it is able to stun the user's enemies for a long period of time. Thus, while using Jet black sword, a "Cutter" type move, to demolish the user's enemies while they have been stunned by ghosts of brittia, these combined moves can deal a large amount of damage. Finally, Tower of DINGIR is an amazing finisher, dealing 40 damage, while being very easy to land.
Bird - The key defining move that makes Bird on the tier list is Typhoon. Alone, and on the ground, Typhoon is probably one of the hardest moves to hit with Bird (Yes, I know it's big). That's why, it becomes deadly when combined with bird rush. Flying towards your enemies with Bird rush and using Typhoon while you are in the air is almost a surefire 40 damage, and approximately 8 second stall. Then, while your opponents are in the ##### ### tornado for 8 seconds, you can shoot at them with bird barrage and explosive bird while they watch their health bar deplete to zero. Raging Thunder adds a bit of close range damage, but it's likely never helpful in professional battles. |
|
|
| Report Abuse |
|
|
|
| 27 Nov 2016 09:29 PM |
Rank ############## - Space is one of the magics that is able to deliver loads of damage. However, although it's moves can technically hit quite far, most of Space's movesets have relatively low projectile speeds. Likewise, infinite stars and meteor rain are unable to deal their maximum damage when enemies are medium to long range and dodging them, and have medium cooldowns. The only move that can hit enemies most of the time, from any range, is meteor crush (or giant meatball). Additionally, Black hole and Antimatter are amazing close range moves that can combine with other Space moves, but the key thing is you have to get close; and professional players DO NOT want to get close to Space users. Did you know Space can deal the most damage of all magics? That is, ignoring damage that comes from body contact.
Phoenix – Phoenix is super mobile. That’s probably the only reason it’s Rank B. You could literally stay in air for as long as you want with Phoenix flight until your energy runs out. Not to mention it’s almost impossible to hit people in mid-air. Phoenix cannon is probably your best bet. Phoenix meteorite and phoenix armor are both best used close range, but get very difficult to actually deal damage to your enemies. Often, the best strategy with phoenix is to fly up with Phoenix Flight, then, when it runs out, shoot phoenix cannon and immediately get into phoenix flight again.
Thunder God – Thunder God is a well-rounded magic that deals an oddly large amount of damage for most of its individual moves. Thunder God waves is able to deal considerable amounts of damage as well as a mini-stun, opening opportunities for an immediate attack with Thunder slash. Thunder God Fury is best used for zoning out your enemy, or used right after Thunder God wave to secure some damage. Thunder God Beam is another Area of effect move that is global, and in most cases, a 100% surefire 20 damage on your opponent. Lastly, Thunder explosions guarantees another 24 damage if enemies get too close.
Memory Make – Memory Make is another well-rounded magic that has medium to long range attacks and one of the most underestimated moves in the game (Ill get to that at the end). Shrine of Turbulent Fang is one of the best projectile moves, as it covers a large area and it deals a good size amount of damage. A night of falling stars deals a lot of damage, and when combined with Karma of the Burning Land, enemies can be decimated if they don’t leave your vicinity. After-image is completely useless in professional battles, as there is a pattern to decipher the real player. And lastly, the most underrated of all, is the move, Forget. Making your enemies completely harmless (besides Dark Spear) for 20+ seconds is devastating. Not to mention it completely counters all close range moves when used correctly.
Arc of Destruction – Arc of destruction barely makes the list on Rank B because it lacks mobility and a long variety of projectile moves. However, it offers one of the best close range moves in the game, mainly because of the damage output alongside how fast it can kill enemies close up. Imagine this, 2 players are engaged in a close range fight, one person is Space and the other is Destruction. Who wins? Well, because both players can kill each other with their combos, it depends on speed. To recall, because projectiles disappear after the player dies, the Destruction player would win because he/she can kill the Space user much faster, and save themselves from close encounters with meteors (Space is still better because it doesn’t have to rely entirely on close range attacks). |
|
|
| Report Abuse |
|
|
|
| 27 Nov 2016 09:30 PM |
Rank C:
Halloween – Quite mobile, has broom which allows it to engage and disengage enemies. However, in terms of offence, Halloween users should best engage enemies with Broom, and combo with Pumpkin Trap and Witches Pot. This is a guaranteed trap, in the sense that NOTHING can escape Pumpkin trap. Likewise, as enemies are trapped, Eyeball and Flying Dutchman can guarantee 55 damage, while also ensuring enemies are dead after Pumpkin trap/ Witches pot combo.
Dragon – Dragon is one of the overrated magics ever. Maybe because its called Dragon? However, it may also because it’s decent at close-medium range combat. Dragon breath does a whopping amount of damage as well pull in enemies for further potential damage. Dragon Fury and Dragon Spirit together are devastating in close range, especially when enemies are pulled in by Dragon breath. Dragon storm, although not so strong, can act as a finisher or ministun along any range.
Amaterasu – Amaterasu is super slow in maintaining its damage. The fact that theres already so much close range competition against it that’s much better at dealing damage fast and plentiful, makes Amaterasu Rank C. Likewise, although Amaterasu has two projectiles, Formula 1 and Formula 64, that cover a medium size area and deal considerate amounts of damage, it’s main focus is getting hits with Formula 100, Formula 35, and Formula 28. The fact that Amaterasu relies heavily on these 3 close range, hard to hit moves, holds back on this magic. Light – Light is ok. It’s got two decent projectiles, Light Flash and Light Beam, that are quite fast and exceptional in medium range, low on cooldowns, and deal moderate damage. Also, it’s got an Area of Effect move, Light Ray, which helps with dishing out damage as well. It’s got decent mobility in the form of Light wings, and a small close range move, Holy Judgement, that deals a small amount of damage.
|
|
|
| Report Abuse |
|
|
Evercyan
|
  |
| Joined: 25 Feb 2016 |
| Total Posts: 4241 |
|
| |
|
|
| 27 Nov 2016 09:30 PM |
Rank D:
Death – Death just makes the List for Rank D because of its final move. Essentially, Fissure is not that great of a projectile, while the rest of Death’s move consist of close range spells. Damnation and Mass Valley are great for trapping your enemies while dealing considerate damage combined together, but require good aim to be effective. Same goes for soul shot. The only aspect of Death that is powerful is Hell’s Offering, which deals a large amount of damage instantly over a large area.
Arc of Time – Arc of Time has the potential to deal large amounts of damage, but the very high difficulty of aiming it’s most damaging projectiles makes it very useless in many scenarios. Likewise, Infinite spheres and Luminous minutes are very hard to use against professionals. The fact that in most cases, Arc of Time users will miss their infinite spheres and Luminous minutes, leaves the only option being Flash Forward, which deals a very minimal amount of damage.
Great Tree Arc – I’ve seen countless people use great tree arc and wipe out poor beginners. But in the end, it’s not so good against professionals. The fact that Great Tree Arc relies heavily on Chain Burst, a close range move, makes it Rank D in my opinion. Spikes Dance is another useless move that in most cases, deal minimal damage, and Linear explosion is the only good part of Great Tree Arc; a large and fast projectile that deals considerable damage. Fire – Fire is very low on the list because it’s got so many moves that are so drastically slow, making it hard to hit enemies with. Likewise, Fire Fist, compared to many other flying moves, is very slow and easy to dodge by flipping. Don’t even try and hit people with Fire bullet. Not to mention Flame Body is never useful because it’s very very unlikely to even get to touch other players (Unless you hit them with Fire Fist), making Mini Fire bullets and Phantom Flame the only projectiles in the spotlight when it comes to a Fire user.
|
|
|
| Report Abuse |
|
|
|
| 27 Nov 2016 09:31 PM |
Rank E:
Earth – It is terribly hard to hit anyone with anything as Earth when it comes to professional battles. The best outcome with Earth is probably a few hits with Rock Avalanche, and THATS IT. Rock Armor slows you down and just prolongs your fate of eventually, death. Spikes Avalanche is terrible as most users will see it coming, which make Surfing Rock the only move of Earth that generally has some chance, although very slight, of dealing damage. Lava- Lava can deal a lot of damage, but it’s hard to hit players with; especially if they are flipping away from you and shooting you with long range projectiles. Lava Rain is completely useless, and Lava Pull has the tendency to almost never hit your enemies as they are able to dodge the dreadfully slow projectile. Lava Floor and Lava Spray are the only damage dealers of Lava, but both are super slow projectiles that are only useful close to medium range.
Ice-make – Ice-make can actually deal a lot of damage, but in terms of projectile speed, it’s a snail. Ice-make Spears, Ice-make Saucer, and Ice-make Prison are all terrible moves because they are so hard to hit people with. Ice-make knuckles is also bad because although it’s a global move that can deal a lot of damage, it’s almost impossible to hit because it has such a small area of effect. Therefore, the only thing worth looking at is Ice-make hammers, because it’s got the lowest cooldown in the game, and it deals 45 damage IF you hit your enemies with it, which is hard as well.
Water – Water’s projectiles are probably the slowest in the game, making it also the most impossible to hit anyone with it’s projectiles; Water bullets and Water prison. Water Floor is useless, as people who are tripped can just flip out of harms way, making Tsunami the only water move that can whittle down the enemies health. Also, Water Body’s invincibility is great, but the fact that the user can’t use moves during Water Body makes it a move that just prolongs your defeat.
|
|
|
| Report Abuse |
|
|
SoulSplit
|
  |
| Joined: 29 Aug 2010 |
| Total Posts: 14135 |
|
|
| 27 Nov 2016 09:31 PM |
Thank you for your input! : o)
HEARTSPASM https://www.roblox.com/library/537996599/Knight-of-the-Stygian-Cosmos |
|
|
| Report Abuse |
|
|
rexfr
|
  |
| Joined: 22 Apr 2013 |
| Total Posts: 2647 |
|
| |
|
|
| |
|
|
| |
|
»
»
|
|
|
|
|