| group → period ↓ |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |||
| 1 | 1 H D • T |
2 He |
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| 2 | 3 Li |
4 Be |
5 B |
6 C |
7 N |
8 O |
9 F |
10 Ne |
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| 3 | 11 Na |
12 Mg |
13 Al |
14 Si |
15 P |
16 S |
17 Cl |
18 Ar |
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| 4 | 19 K |
20 Ca |
21 Sc |
22 Ti |
23 V |
24 Cr |
25 Mn |
26 Fe |
27 Co |
28 Ni |
29 Cu |
30 Zn |
31 Ga |
32 Ge |
33 As |
34 Se |
35 Br |
36 Kr |
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| 5 | 37 Rb |
38 Sr |
39 Y |
40 Zr |
41 Nb |
42 Mo |
43 Tc |
44 Ru |
45 Rh |
46 Pd |
47 Ag |
48 Cd |
49 In |
50 Sn |
51 Sb |
52 Te |
53 I |
54 Xe |
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| 6 | 55 Cs |
56 Ba |
* |
72 Hf |
73 Ta |
74 W |
75 Re |
76 Os |
77 Ir |
78 Pt |
79 Au |
80 Hg |
81 Tl |
82 Pb |
83 Bi |
84 Po |
85 At |
86 Rn |
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| 7 | 87 Fr |
88 Ra |
** |
104 Ku (Rf) |
105 Ha (Db) |
transuranic fissionables | 111 Pe (Rg) |
112 Dk |
113 Cb |
114 Ci |
115 Ab |
116 Im |
117 To |
118 Zi |
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| 106 | 107 | 108 | 109 | 110 | |||||||||||||||||
| 8 | 119 Dl |
120 Rd |
*** |
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| * lanthanides | 57 La |
58 Ce |
59 Pr |
60 Nd |
61 Pm |
62 Sm |
63 Eu |
64 Gd |
65 Tb |
66 Dy |
67 Ho |
68 Er |
69 Tm |
70 Yb |
71 Lu |
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| ** actinides | 89 Ac |
90 Th |
91 Pa |
92 U |
93 Np |
94 Pu |
95 Am |
96 Cm |
97 Bk |
98 Cf |
99 Es |
100 Fm |
101 Md |
102 No |
103 Lr |
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| **** | 139 Ki |
140 Ct |
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| ***↓ | |||||||||||||||||||||
| 121 Bo |
122 Db |
123 Mu |
124 It |
125 Ro |
126 Tn |
127 Tv |
128 Tt |
129 Tr |
**** | ||||||||||||
| alkali metals | alkaline earth metals | lanthanides | actinides | transition metals |
| poor metals | metalloids | nonmetals | halogens | noble gases |
For the item water, see water (item).
For the alignment neutral, see alignment.
There are five elements, each linked to a characteristic. Most damage sources are elemental.
There used to be only two elements in the game: Physical and Magical. This simpler concept still resonates in the game, especially when it comes to Reductions. Physical means any effect where the source is a neutral or earth element, Magical means any effect where the source is a fire, water or wind element.
Elements are special properties based on energy that are present in many attacks in almost every game. Characters and monsters may be weak to, resistant to, immune to, or absorb these special properties.
In the Final Fantasy series, elements play a very important role during battle. They hold sway the survival of player characters against certain enemies. Manipulating elements oftentimes mean life or death. Most games in the series have eight; which are usually Fire, Ice, Lightning, Wind, Earth, Water, Holy, and Shadow. Many of these elements have a recurring Summon based around them.
Most games feature Fire, Ice, and Lightning being in a trinity of sorts, as there are three levels of magic usually associated with them, although some games may have three levels of magic of another element. Some games, most notably Final Fantasy IV and Final Fantasy X, had fewer than eight elements. Final Fantasy IV didn't feature a Water element, although several spells such as Flood have water-based graphics. Final Fantasy X did not feature Earth or Wind.
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Manipulates the ground, and will usually not work with airborne enemies, or those imbued with float. Most plant enemies absorb the earth element. Quake is the standard magic carrying this element. While most games of the series have only one Earth spell, Final Fantasy VII has three levels of Earth elemental spells, while Final Fantasy X neglects Earth and Final Fantasy XII has no earth-based attack or spell for the player's use. Titan is usually the summon for this element.
One of the three standard elements. Most plant or undead enemies are weak against it. Fire is its standard elemental magic. Fire-based attacks are usually shown to be effective against ice-based enemies, most notably in Final Fantasy X. Ifrit is a prominent summon of the fire element.
First recognized in Final Fantasy IV under the name of Projectiles, Wind elemental attacks are often effective against aerial enemies, though in some games, aerial enemies may absorb them. Earth-based enemies are usually weak against this element. Aero and Tornado are some of the spells that belong to this element. Wind has no recurring summon; it changes from game to game.
All water-based enemies will absorb this element. Water is the basic elemental spell for this element. Fire-based enemies are greatly affected by this element. Final Fantasy X, wherein water-based attacks are very effective against lightning-based enemies, three levels of Water elemental spells appear. Leviathan is usually the summon for this element.
Ice is of the three standard elements, and is easily defeated with fire, and vice versa. Blizzard is its standard spell. In Final Fantasy X, ice-based attacks are very effective against fire-based enemies, while in Final Fantasy XII, ice-based attacks are effective against enemies with thunder affinities. Shiva is a recurring summon representing this element.
Lighting is also one of the three standard elements, and Thunder is its basic spell. Machines are known to be damaged greatly when struck with lightning-based attacks, but depending on the game they could sometimes greatly absorb it. In Final Fantasy X, lightning-based attacks are very effective against water-based enemies, while in Final Fantasy XII, lightning-based attacks are effective against ice-based enemies. Ramuh is usually the summon for this element.
A higher level element, Holy is also known as the element Light. All healing spells such as Cure are affiliated with it. The spell Holy is the only recurring offensive spell of this element unless healing spells are used on undead targets, in which case they also cause damage. Greatly inflicts damage to undead and dark-based enemies. Alexander is usually the summon for this element.
A higher level element, Dark is also known as the element Shadow. The element Dark is most prominent in Final Fantasy XII as it features three levels of dark-elemental spells, Dark, Darkra, and Darkga, all of which are very effective against Holy-based enemies. Final Fantasy VI, Final Fantasy VII, Final Fantasy VIII, and Final Fantasy X do not have the Dark element. There is no recurring summon for this element. However, the closest to a recurring summon would be Zodiark, who has appeared in several titles set in the world of Ivalice.
An element present in Final Fantasy VI and Final Fantasy VIII. When inflicted with the status ailment Poison, a poison-elemental enemy will heal itself with an effect similar to Regen. The most common poison-elemental spells are Bio and Poison. Final Fantasy VII featured three levels of Poison elemental spells, while Final Fantasy XII featured an Esper with the affinity of Poison, Cúchulainn. Final Fantasy VIII featured the summon Doomtrain as the elemental summon for this element, but he also inflicts other status abnormalities, such as Blind, and Confuse.
Only truly recognized in Final Fantasy VII and Final Fantasy X-2, it is related to the spells Gravity and Graviga as well as to Demi in the latter title. It is also prominent in Final Fantasy XII as the element of the Esper Zeromus and in Final Fantasy VIII as the element of the Guardian Force Diabolos. In the Crystal Chronicles subseries, spells of this element do not inflict damage, but can be used against aerial enemies to temporarily stun them.
The Dia spells in the original Final Fantasy are classified under their own element. Dia spells are only effective against undead enemies and have no effect on other enemies.
Throw, also known as Projec, is an element exclusive to Final Fantasy IV. All Spears and arrows have this element and Edge's Throw command adds the Throw element to the weapon he throws. Most aerial enemies are weak against this element.
Comet appears as an element in Before Crisis -Final Fantasy VII-. The eponymous spell is usually a non-elemental attack in the Final Fantasy series, but the damage dealt to certain enemies through Comet and Cometeo in Before Crisis is unrelated to the damage dealt by other non-elemental attacks.
Hidden is an element exclusive to Final Fantasy VII. It does not have much of an explanation, and only applies to a handful of Enemy Attacks and Aeris's Limit Breaks. By junctioning an Elemental Materia with a regular Materia (one that does not have a normal Elemental property), Hidden elemental attacks can be absorbed.
Cure is also sometimes considered an element, or Cure spells are classified as Holy-elemental in some games.
An element exclusive to Final Fantasy II. Any spell that involves manipulation of the body, such as Toad, Mini, and Break, fall under this category. The spells Teleport and Warp are also Matter-elemental. All Undead enemies are immune to this element.
| v · e · d
Magical Elements of Final Fantasy
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|---|
| Recurring Elements |
| Dark - Earth - Fire - Gravity - Holy - Ice - Lightning - Poison - Water - Wind |
| Final Fantasy |
| Dia |
| Final Fantasy IV |
| Throw |
| Final Fantasy VII |
| Hidden |
| Before Crisis -Final Fantasy VII- |
| Comet |
| Attributes |
| Crisis Level - Cut - Hit - Punch - Restorative - Shoot - Shout |
Elemental damage is earth damage, fire damage, lightning damage and cold damage.
Each of the above counts as elemental damage in addition to other damage types.
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Most Ranger monsters are resistant to elemental damage.
See also: Damage type
| Damage types | |
| Physical damage: Blunt damage • Slashing damage • Piercing damage Elemental damage: Cold damage • Earth damage • Fire damage • Lightning damage Others: Chaos damage • Dark damage • Holy damage • Shadow damage |
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A member of the Noble Force Mini-Con Team, Hydroplane fights alongside the powerful Leobreaker and the Autobots to free the Jungle Planet from the dragon Scourge's cruel grip.
Created by the Cyber Planet Key of the Jungle Planet itself, Hydroplane is a warrior-philosopher capable of mentally manipulating water to amazing effects. He'd prefer use his power to water plants, but if people are in danger, he has no qualms about causing a torrent - of pain![1]
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Element cards are a series of 6 monsters that gain additional generic effects (such as ATK boost, Effect negation, and double attack) when a certain Attribute is present on the field. They all possess 1500 ATK and 1200 DEF and can gain up to two effects. The effects themselves are also generic, FIRE provides a respectable ATK boost (to 2000), WATER prevents the monster from shifting to the opposing player, WIND allows the monster to attack up to twice during any battle phase (usually having to have destroyed another monster beforehand), and EARTH allows the monster to negate the effect of another monster it destroys. They were released through Soul of the Duelist, Rise of Destiny and Flaming Eternity
Because they benefit from the four elemental attributes, they are all either LIGHT or DARK monsters, so not to accidentally activate another Element's Effects. To easily activate their effects, Elemental Mistress Doriado, Elemental Hero Electrum and, to a lesser extent, Homunculus the Alchemic Being can easily activate all their effects when you need it. They all also fall under heavily supported types, allowing them to be able to incorporated into other decks as support.
Because of their low ATK, they can often be searched by many searchers, such as Mystic Tomato, Shining Angel, and Sangan. However, their effects are not game breaking, thus should be used to supplement another archetype, rather than try to win on their own. They also suffer from the fact that each only possess two out of the four possible effects, thus reducing each card's flexibility. In addition, no two Elements have the same combination of effects.
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