Post by ZXS Guide on Mar 9, 2015 16:26:47 GMT -6
Elements
In ZXS, there are two type triangles along with Null. Mega Men, Pseudoroids, and Mechaniloids may be associated with one of these elements. Elements have Debuffs they may inflict on others, or Buffs they may use to empower themselves. Debuffs are inherent properties of an Elemental Attack, while a Buff costs a Full Action.
Null
Weak to none, strong against none.
Elec > Fire > Ice
Where Elec is good on Fire is good on Ice is good on Elec.
Air > Earth > Water
Where Air is good on Earth is good on Water is good on Air.
When you take Damage you're weak to, you take 15% more Damage.
Null - WEAK - N/A
Active Charge: +2 to the Users Free Action Meter - 2 Cooldown
Elec - WEAK - Ice
Paralyze: Charged shots and OIS attacks can inflict Paralyze.
Effects: -1 to the Free Action Meter. Paralyze deals -2 to the Free Action Meter if inflicted on a Fire Element. When ended cannot be inflicted again for 2 Turns.
Fire - WEAK - Elec
Burn: Charged shots and OIS attacks can inflict Burn.
Effects: -1 to the Free Action Meter. Burn deals -2 to the Free Action Meter if inflicted on a Ice Element. When ended cannot be inflicted again for 2 Turns.
Ice - WEAK - Fire
Freeze: Charged shots and OIS attacks can inflict Freeze.
Effects: -1 to the Free Action Meter. Freeze deals -2 to the Free Action Meter if inflicted on a Elec Element. When ended cannot be inflicted again for 2 Turns.
Air - WEAK - Water
Lift: +1 to the Users Free Action Meter. Can Dodge as a 0 Cost Free Action - 2 Cooldown
Earth - WEAK - Air
Quarry: +1 to the Users Free Action Meter. Can Block as a 0 Cost Free Action - 2 Cooldown
Water - WEAK - Earth
Bubble: +1 to the Users Free Action Meter. Can Barrier as a 0 Cost Free Action - 2 Cooldown
In ZXS, there are two type triangles along with Null. Mega Men, Pseudoroids, and Mechaniloids may be associated with one of these elements. Elements have Debuffs they may inflict on others, or Buffs they may use to empower themselves. Debuffs are inherent properties of an Elemental Attack, while a Buff costs a Full Action.
Null
Weak to none, strong against none.
Elec > Fire > Ice
Where Elec is good on Fire is good on Ice is good on Elec.
Air > Earth > Water
Where Air is good on Earth is good on Water is good on Air.
When you take Damage you're weak to, you take 15% more Damage.
Null - WEAK - N/A
Active Charge: +2 to the Users Free Action Meter - 2 Cooldown
Elec - WEAK - Ice
Paralyze: Charged shots and OIS attacks can inflict Paralyze.
Effects: -1 to the Free Action Meter. Paralyze deals -2 to the Free Action Meter if inflicted on a Fire Element. When ended cannot be inflicted again for 2 Turns.
Fire - WEAK - Elec
Burn: Charged shots and OIS attacks can inflict Burn.
Effects: -1 to the Free Action Meter. Burn deals -2 to the Free Action Meter if inflicted on a Ice Element. When ended cannot be inflicted again for 2 Turns.
Ice - WEAK - Fire
Freeze: Charged shots and OIS attacks can inflict Freeze.
Effects: -1 to the Free Action Meter. Freeze deals -2 to the Free Action Meter if inflicted on a Elec Element. When ended cannot be inflicted again for 2 Turns.
Air - WEAK - Water
Lift: +1 to the Users Free Action Meter. Can Dodge as a 0 Cost Free Action - 2 Cooldown
Earth - WEAK - Air
Quarry: +1 to the Users Free Action Meter. Can Block as a 0 Cost Free Action - 2 Cooldown
Water - WEAK - Earth
Bubble: +1 to the Users Free Action Meter. Can Barrier as a 0 Cost Free Action - 2 Cooldown