Elements are a central function within both gameplay and the world of BMC x ULTIMATE via it’s power system. Elements are special properties in attacks that have different effects. When applied onto other elements they will cause a buff, negation or a weaken reaction. Giving various characters an advantage against certain enemies, but gives them the vulnerability of their energy gauge getting affected. This can also extend to progression to be used in maneuvering platforms, accessing hidden areas or even in various Ex Arms when used against the correct boss. Being used in different means through a character’s style of combat.
Elements originate from an alchemy-bending element known as the Aether, which draws the respiratorial aelophis of the sky and interacts with the base matter as it’s medium via sound. The elements were refracted into different colors of light when the base matter interacted with the Nexus via it’s crystal. Thus the elements serve as fundamental shifts of the base matter for a source of balance. Functioning with technology of the gods via usage of a divine network as a metaphysical source of knowledge through understanding elements at an atomic level. Flowing through atoms in wavelengths that require frequency to produce energy that bend different properties of radiation. Elements with lower wavelength have more frequency to produce energy, being regarded as the highest ones. The function of elements starts with a cycle based upon an atom-cycling cosmic law known as Fusionism/Fissionism. This law is what any elemental users abide to in order to scientifically reprogram matter through their energy states.
Elements start off as psychic mana of wavelengths with no special properties in frequency, being a neutral element that enhances physical attacks and may be common within weaker neo-gens. This neutral frequency is off of the base matter from the abyssal realm of Tehom, as part of the Fusionism/Fissionism law. The base matter was said to be linked in a constant parallel to Aether through a perfect panacea uniting their mana through the upper sky’s breath tapping into the matter’s medium. Elements began to branch when they were taught via asterisp-composed mystical beasts that were shapes of various Fermial gods that are tapped into when people use the elements via the Sephira Tree. These beasts were associated with natural disasters that appeared in the residual phenomenon after the Elemental War commonly mythologized as inherited forms from a coordinate, refracting a light that’s stuck in a stagnant cycle with the base matter. Laws of the Nexus were established with the Sephira Tree to forbid cursed magic tied to the source of these disasters such as life transmutation, spiritual manipulation, inanimate-binding, artificial life, hybridization, etc.
Starting first by comprehending the structuring and properties of a material’s atomic or molecular makeup through a balanced frequency of kinetic aelophis. Using it’s energy-producing properties to deconstruct the matter’s structure into the base matter as a liquid after affecting the body through using biomass to produce energy with the rapidness of the atoms. Allowing to visualize the matter into a reconstructed state through using it’s atoms in the form of a gas, continuing the flow of energy and finally expressing the matter. This is what preserved elements’ natural balance over the base matter. The states of matter within each stage of Fusionism/Fissionism are usually associated with a specific element within each category. These matter states function as a life cycle based around atoms of the body bonded to aelophis used to shift the base matter. And in turn, taking an effect on the body. When an element loses it’s energy frequency, it is simply changing through the user. And if it absorbs the energetic frequency of another element, it creates a sub-element. The frequencies of other elements colliding with each other
When elements were taught and Ultfinites appeared, common patterns of exotic color on the body signify development to produce mana. As mana develops via frequency in the body to produce it as energy through wavelengths of mana in elements. Wavelengths of mana within someone is a necessity to use elements, allowing them to draw incantations in some way to initiate their energy through developing flow by converting biomass into energy. This process is done via chemicals condensed in spells, varying in mannerism for each element and naturally draws energy via physical sources while affecting body. Thus could potentially kill the environment, requiring a balance in wavelengths with frequency without neither being fully used. The elements with lower wavelengths have more frequency to produce energy through exciting atoms to fuse like cells.
– General Mechanics –
Each element will affect movement and attacks differently. Coming with different means of approaching usage of spell cards. Elemental effects are not simply induced through attacking but also through countering. When a character using a rival element counters the element it’s a weakness towards, it causes a debuff to enemies with that element, while the character wielding the rival element will get a buff through elemental absorption. Such as using multiple elemental reactions to either get out of a critical situation or to add more onto their actions through Void Law, making buffs or debuffs happen quicker and stack upon each the first element. A stun can occur for any character through enough combos. Passives can include a damage increase for close-ranged combat.
The way elements treat energy is the amount of cost for a spell card or how long it takes to generate energy to perform things such as an Ultimatrigger. The less energy an element costs makes the energy gauge generate somewhat quicker. While the more energy an element costs makes the energy gauge generate less quick. While a character of a specific element may retain it’s specific abilities, they come with their own individual moves that change up what the element does through their own neo-gen ability. Those that use are neutral are able to interact with multiple elements either as part of their multiple fighting styles or through Ex Arms that are acquired from bosses. Often being well-balanced in their weaponry and moves. Neutral characters may be able to work well with a specific element based on how it compliments their overall combat. Canonically, elements synergize with each other through interfering with their “frequencies” thus is why neutral elementals can’t be affected. However, elements that are the same cannot weaken each other. The weakness order is Pyro -> Cryo -> Geo -> Electro -> Lumino -> Erebo -> Aero -> Pyro, triggering weaknesses during counterattacks and has elemental effects amplified.
– Physicia Elements –
Physicia elements require the least energy to use, instead attempting to dissect the kinetic properties of aelophis and learning of ways to go around their base usage. This requires conditioning of the body, enhancing the vitality of the user to endure the base matter. These elements are naturally cold.
Geomantium/Solids: Geo’s unwavering strength is rooted in the Underworld itself, bending quintessential matter of aelophis via magnetic vibrations of atoms through tectonic plates. Geomantium creates stage-altering envionmental hazards, summons and deals heavy knockback on enemies, emphasizing on single-target damage with super armor through sending out damage from short-ranged attacks in wider spreads. Creating earth pillars as platforms that propel enemies, collapsing sections of the environment, destructible items, etc. Geomantium’s effect on the Climax Gauge works through the vibrations harvesting material from defeated enemies as artistic sigils next to the gauge used to mark territory for attacks with augmentative buffs, setting a set of sigils around the area for control. The sigil must be not too close to the user so that they can sense more and that the earth directly around them doesn’t get in the way. Special attacks and items are able to be stocked via material conversion with Flow Chain points, setting off vibrational pressure during spell cards. Leading to things such as stealing an enemy’s weapon, creating platforms, or turning passives into supportive items. It can also move around heavy objects, open sealed passages or dig into hidden areas, affecting the bonds of the passage and it’s barrier. These abilities for Geomantium with the sigils allow it to destroy or modify an arena with hazards and traps to keep enemies.
This element is practiced via constantly pressuring the body against hard material for strength condition, but at the cost of weak nerves. To compensate for weak nerves, Geomantium users sense via their lower body, constantly choosing to stay on land rather than elevate upwards. They use material conversion via burrowed erosion, using natural agents within vibrations that follow the user through the sigil. Inducing geological phenomena through channeling aelophis from the earth attached to organisms of the earth. Requiring substance material of environment and a deep understanding of the earth’s structure, developing a sense of smell to detect various materials and sense those that step upon the sigils. Geomantium originated from meddlesome Gnomes of Pluto’s caverns who communed with the souls of those waiting for their judgement and thus helped bury them within meteors that occasionally sent them toward Earth as reincarnated cryptids of the Sephira Tree’s architecture. They are aware of the base matter’s origins through the vibrations. Utilizes the Red Muladhara of Survival linked to the metal of Lead.
Cryo-Ichi/Liquids: Cryo’s chilling touch brings stillness to the battlefield. It condenses the mana of the body like vapor via the user both shedding their body and their opponent to draw adrenaline with molecular rotation, shaping the mana differently for solidification. Converting solids and chemical liquids as part of it’s cold water through it’s fluctuation shaping around solidified materials. Cryo-Ichi uses attacks that draw in liquid particles through a molecular bind of mana in hydrogen, with attacks that take larger shapes depending on how much damage is sent, as it causes enemies to flinch upon hit while chaining moves quickly triggers critical damage at the end of each attack. When in combat, a Cryo-Ichi user doesn’t start out with that many attacks thus has to make the most of how they counter an enemy by applying constant attacks to slow their “heat” (aelophis) attacks for surprises and juggles. Increasing critical damage when interrupting attacks with parries/dodges, deflections, or the end of a move. This is due to how mana flows within a cyclical motion via the blood in tune to the tides of leylines with the base matter in the Moon.
In stages that have liquid areas, Cryo-Ichi can freeze various lakes for more land to walk on, create trails through freezing a leakage trail, or freeze surrounding objects for platforms. Attacking on frozen structures causes it to thaw into more liquid to use. With shorter liquids in a stage such as a puddle, it can be used as a means to dash back quicker or make a splashing wave with a heavy attack. If it’s frozen through a charged projectile, then it can be released to unleash a ramp of ice claws as a medium attack. This can help with setting up traps on enemies to pull them in, but can also launch the player to get into a high area. Blocking and charging will make a barrier of ice in front of the user, attacking it will send it rolling as an avalanche. Cryo-Ichi users’ Climax gauge fills up as spouts through using the blood dropped from enemies. Pressurizing their attacks through dousing to send shots as part of their attacks, allowing them to double damage. This doubled damage causes enemies that are touched by heavy attacks to be doused so they’d be affected by other elements that react to Cryo-Ichi such as Pyrogiston or Electrus. Cryo-Ichi douses down the stats of other elements that it can counter, shattering the element or making it available for multiple elements to trigger upon it or stocks of Ichor-Hydi. Making light attacks stack critical damage, using utilities that increase the Flow Chain.
Cryo-Ichi originated from underworld-travelling merchants of Mercury underneath the god Ullr. They became melancholic asssasins when becoming entangled into dancing with lunar undines of Neptune during a foggy eclipse. Being pumped with a hazed sense of adrenaline upon the full Moon, secretly sacrificing some of their own to be able to have familiar servants in artifacts to help augment their abilities. Surviving unusual environments of temperatures to be resourceful. Those that perform psionic rituals of the base matter during the full Moon with cursed knowledge can access the Ichor-Hydi. Utilizes the Orange Swadhisthana of Sex linked to the metal of Tin.
– Externia Elements –
Elements that are naturally hard to acquire due to how one is required to advance their senses first to perceive the following elements in waves of mana. Perceiving these elements allows the user to visualize how they will reconstruct the wave through utilizing the elements. Thus empowering the matter through the energy cost. These elements are naturally hot.
Pyrogiston/Heat: Pyro is the embodiment of raw power and destruction, operating via converted oxygen in atom’s pathways of transferrence and is good at overwhelming with little modification through it’s rocket power and thermodynamics. The thermodynamics of Pyrogiston are responsible for energy conversion into temperatures while purifying the source, releasing the heat towards surroundings to form products. Attacks have high damage output with multi-hits over time, utilizing heavy knockback and can absorb elemental effects to stack together. Attacks can accelerate damage, decelerate enemies, or halt completely with defensive moves. Pyro characters can also absorb flames from burning items or enemies, even the ones that the player had already burned. Allowing to do the attack once more. They can also affect metallic items to bend and forge into an item that can beneficial for varying means. Pyrogiston can detonate an exposed stream of gas into a spread of shots, and turn a pool of liquid into a boiling area through a held input after attacking to charge a geyser. The geyser will be sent as a low-medium disperse of steam. Movement is characterized by rapid dashes and jumps.
Pyrogiston originates from daring and passionate lizardmen of Mars who nest on Hestia’s firewood near the Sephira Tree’s royal plains. They perform meteoric rituals communing with the golden stars for empowerment via setting the firewood ablaze through a stolen bolt of lightning. Utilizes the Yellow Manipura of Power linked to the metal of Iron. It’s special being how it detects the radioactive frequency of elements from far away, giving an advantage to sense which elements are which. Pyrogiston serves as the very initial basis of the Miraculous Wavesong’s spectrum. Pyrogiston is based on purifying through decomposition with tranquility of the mind. Bending flames via inducing bodily heat in the atoms through radioactive swelling through stress on the body. Allowing the heat mana to flow from hotter bodies to colder ones. Requires the user to be aware of what they’re doing. The stones used in Pyrogiston’s spell card are said to have come from the stars, pressuring the blood of those that use it and giving fuel for ignition in order to purify bottled energy. Thus the stone material allows for a molecular vibration, giving the element a decent range from far to near when executing it’s frequency. Pyrogiston demands a consistent source of energy in their mass through consumption for most people that use it. Others may have to sleep in cold environments for swelling up the body as the user develops bodily heat through friction. Users of Pyrogiston often embrace the natural weaponry of their body and are able to deal with poisons.
Aeronem: Aero’s nimble movements and forceful winds control the battleground. A very useful element in it’s usage of gases for it’s focus on range and sustainability, creating openings on enemies by dealing stagger damage with ranged attacks that push or sweep enemies. Utilizing conjured dusts with charged air particles of converted oxygen and aelophis compressed via with the land to bend the flow of air, often interacting with the chemicals of plantlife through wood. This element has evasive traits and is based around punishing foes with it’s gusts and tears, binding into them in response to deflect their elemental properties when executed well. Aeronem is naturally based around stalling enemies and utilizing attacks of great range, enhancing the movement of the user such as their jump, less delay in attacks and speed. Sideway dashes causes the user to turn rotationally and can be used to get around easier, alternating attacks to be more swift. Making Aeronem great at traversal during missions, including the ability to displaces mobs of enemies by knocking them back or pulling them in with spread attacks. Yet a glaring weakness of this element is it’s poor defense through a rotting side-effect based on oxygen if the user’s breathing isn’t stable. Using parries with Aeronem pushes the enemy away, but if it’s missed, the parry will have a short cooldown.
Aeronem and Electrus are the most well-versed in mid-air combat, dealing their attacks as consistently when on ground. Characters with Aeronem can often hover, jump high or outright fly. Aeronem’s dashes are jetted, giving a good cloud boost over areas albeit having a delay. Cancelling out of a dash will cause condensation of oxygen into a liquid for more energy that can be gained by the character through immediately attacking. Aeronem’s spell cards can restore energy or health. The basic attacks with an Aeronem character are often well-adjusted, but shouldn’t be repeated constantly when wanting to apply pressure. Instead requiring to convert lighter attacks into improvised ones such as how medium attacks are able to push enemies. It gains points quicker through branching combos differently. Projectiles are always in different shapes for those that use Aeronem, being continous in nature and often reaches long distances. Some being able to be cancelled as vacuums to pull in resources and enemies. Charged hits function through changing the oxygen and hydrogen density in the air to aim and create a path for the attack to travel along.
Aeronem originates from primitive sylphs of Feronia that serve as reapers to a mammal forest that believes in reincarnation and are close with users of Electrus, being considered one with the Aether’s sky. Composed within a cosmic weather of stardust breathed by the last remnants of the gods within Nebulas before eventually passing down to support oxygen. Utilizes the Green Anahata of Love linked to the metal of Copper. Allowing to infuse aerial pressure into their attacks and be passively health regenerative with aelophis. Having an optical visibility of aelophis beings such as asterisps caught in the wind through a molecular excitation of electrons in the retina’s pigment molecules causing them to twinkle with atmospheric turbulence.
– Internia Elements –
Internia requires high amounts of energy, expressing reconstructed forms of matter through metaphysical sorcery. This involves using hand signs in spells, psionic interaction with reality, a newly acquired sense of tranquility, etc. This directly requires the Blue Visuddha due to how it is linked to the electromagnetic waves of mana in the spectrum via a common frequency. Thus the Blue Visuddha is evolving through binding the other chakra senses to achieve the higher elements.
Electrus: Electro’s swift and unpredictable strikes leave opponents stunned and disoriented. By harnessing unbound ionization and magnetic forces with one’s consciousness, it produces pure energy through magnetic fields, reshaping matter with compressional waves. These compressional waves attracting or repelling to interact with other fields that are read like different auras with an excitation of molecular and atomic electrons through photoelectric ejection with ionization. This element requires quick reactions and efficient usage for it’s great combo-oriented rewards, emphasizing efficient resource management and mastering its range and mobility advantages. Utilizing stunning damage on chained or cancelled attacks with follow-ups or held inputs to immobilize foes, keeping them vulnerable with disruptive shocks that can hit multiple enemies at specific ranges. This damage adds up with each stun level on the Flow Chain that can be used via spell cards to build up electric bursts upon charged or timed hits that initiate a surge effect with the lasting impact or critical hit. Similarly to Pyrogiston, charged or held attacks are crucial, necessitating timing when seeing a flashing signal to optimize damage output and energy conservation with extensive attacks or alternating strikes with multiple inputs. Some charge attacks cause players to deal with a cooldown period as a result of the element’s discharge properties. Releasing charge attacks on objects or enemies causes it to jumpstart, flinching it with a spark of energy. Electrus characters are precise in ground to air combat, being able to spread their attacks more when in mid-air. Charging before sending out stocked hits will simply drop a disc and detonate it’s projectiles.
Originating from proud armies on Jupiter, Electrus users draw strength from intricate esoteric arts intertwined with telepathic abilities, showcasing tactical versatility and combat finesse against a wide range of adversaries. Conditioning their hands constantly with battle scars gained from electroreceptors in the skin allowing to detect the bioelectric fields of other life-forms to locate them. Turning their electric organs into weaponry via esoteric arts of the the thunderbird Aquilaperi. Who took the place of a thunderous wolf that rebelled, controlling the weather through gathering the storms with it’s wings. High perception through hearing the rain around them stop. Utilizes the Blue Visuddha of Expression linked to the metal of Silver. Allowing for attraction and repulsion, using an aura of synchronization to mediate. Serves as the rival element to Cryo-Ichi. As the Aquilaperi faces the underwater spirits linked to the horned serpent that allures the humans who break the moral rules from the gods.
Lumino + Erebo: Two intertwined elements, Lumino’s radiant energy dispels defenses, while Erebo’s shadowy embrace saps strength. They both possess the extraordinary ability to manipulate the Miraculous Wavesong’s radiation based on control over what is and isn’t perceived to the naked eye. Lumino-wielding characters are swift and offer critical damage with fast recovery and floatiness, ideal for clearing lesser enemies and disrupting defenses, albeit with longer charge times. Compensated with being able to set up attacks to catch enemies off guard and keep them in a combo. Dash inputs for both Lumino and Erebo can create illusions and teleports that pass through an enemy to deal light damage, even allowing certain characters to phase through enemies when held. What separates it’s dash from other elements is that Lumino and Erebo characters can reposition themselves in a teleport from ground to air or vice versa through the usage of lock-on.
Erebo characters are adept at exploiting enemy vulnerabilities, punishing them, and reducing combat effectiveness through specialized moves that steal stats with each successful combo involving traps. Their curved attacks deflect incoming moves, while spell cards unleash unpredictable effects, emphasizing strategy and supplementary moves for optimal combat prowess. Erebo attacks can be used with double inputs to set up later moves through a shadow as opposed to the usual charge attacks of Lumino, materializing varying weapons of shadow. Albeit is more limited and slower in recovery after heavy attacks to emphasize it’s supplemetary nature.
Both Lumino and Erebo’s unique characteristics wield immense power yet come with the shared flaw of requiring decent positioning and planning, otherwise struggling in properly catching an enemy. Lumino and Erebo-wielding characters’ energy gauge is influenced by the moon’s phases, unlocking distinct passive effects that elevate the player’s abilities. Lumino and Erebo share the Indigo Ajna of Perception, serving as the rival element of Electrus due to it being mandatory in gaining this element, thus being far ahead of it’s radiation. Lumino, with its control over visible light within photonic aelophis, alters frequencies and exhibits telepathic properties on both waves and particles. This element’s unique powers extend to manipulating nuclear reactions and affecting weather patterns, providing aelophis essential for life. Altering it’s intensity through different forms of wavelengths that scatter it’s photonic aelophis in patterns of excitation and ejection, forming things such as auroras, geomagnetic storms, ray beams, etc. In contrast, Erebo thrives in the absence of light, harnessing energy from paranormal solidity and manipulating concentrated protoplasms of the deceased. This element’s power is linked to emotional changes and enchantments, affecting gravity, portals, and other paranormal phenomena. Having a neutral flow in it’s frequency with usage of warps for abilities without darkness such as astral projection, corporealization, spiritual mutilation or soul tethering. Being said to derived from Tehom and the Onyx Moon through the crucible of the Nexus’ inner wells as an element of the paranormal side while Lumino is said to have come from a divine word.
– ??? Element (TBA) –
All elements linked to Violet Sahasrara as part of a cosmic force of the soul. These elements aren’t vulnerable nor are a vulnerability to the prior elements. However, they will affect Lumino + Erebo. This element is linked to controlling abilities of space-time through the upper sky, affecting the espiritual by default.
– Trivia –
The initial elements in Proto-BMC were Fire, Ice, Water, Leaf, Sand, Dirt/Earth, Light and Darkness. There were a few side elements such as thunder.
There is no “physical” element nor effect
Pyrogiston was based on the theory of Phlogiston
Pyrogiston was originally going to be based on charging through circular motion before it was passed to Aeronem
Pyrogiston references Exothermic and Endothermic reactions.
Cryo-Ichi was originally simply going to be water as Hydro-Ichi. Cryo would’ve been a sub-elemental interaction between Geomantium, Aeronem and Hydro-Ichi mediating between the Green Anahata and Blue Visuddha as a Cyan-colored element. This was changed for a simpler combination of water and ice.
Miasma is based on the Miasma Theory
There was going to be a separate sub-element of Plasma between Pyrogiston and Electrus
Each element references aspects of the Electromagnetic Spectrum;
- Geomantium references radio waves due to it’s sigils acting like resonator antennas. As radio waves involve electromagnetic oscillation of plasma charges via a resonator antenna with a transmitter for altering currents of electricity.
- Cryo-Ichi references microwaves due to it’s molecular rotation and mediating between the elements associated with radio waves and infrared.
- Pyrogiston references infrared due to it’s molecular vibration on metals and the range it has.
- Aeronem references visible light due to it’s optical visibility.
- Electrus references ultraviolet due to how it excites molecular and atomic electrons, along with how it causes cellular burns.
- Lumino and Erebo reference x-ray due to photonic scattering
- Aether references gamma radiation due to