Name: Elemental Spectrum
Element: None*
Sub Element: None*
Gender: Male
Description: Mr. Edison wearing Spectrum's armor. So, basically, the same as Spectrum, except with brown eyes and dirty blond hair.
Weapon 1 Name: Weather Ball
Weapon 1 Attack: Elemental Spectrum can throw a ball of energy, or fire it from his arm as though from a buster (no buster actually appears). This energy can be charged up to three levels, one charge level per post, and deals increased damage over a larger range for each level of charge. In addition, this ball of energy takes on the user's Elements (see below).
No charge (level 0): Low damage, one panel (3-foot) radius, no splash damage.
Low charge (level 1): Moderate damage, one panel (3-foot) splash to either side.
High charge (level 2): Modest damage, one panel (3-foot) splash in all four main compass directions, as well as up and down.
Max charge (level 3): High damage, ~4.2-foot splash (length of a panel's diagonal) in all directions (splash is spherical).
If Elemental Spectrum does not use Weather Ball in any given post, he is charging it up unless otherwise specified.
Weapon 2 Name: Elemental Shift
Weapon 2 Attack: Whenever Elemental Spectrum uses a Battle Card, other than one that summons an Obstacle/Wizard/etc. as its function, he may, if he so chooses, take on
one element from that card, replacing his current Element
or Sub Element, though two elements from the same family (e.g. Fire and Elec) cannot both be active at the same time--one
must either replace the other, or simply not be used. Elemental Spectrum CAN have his Element and Sub Element both be the same thing, but this provides no additional boost to him. When using a completely typeless card, he MUST revert his Element or Sub Element to None (if one is already None, he must revert the other one). Changing elements gives new functions to Elemental Spectrum and his Weather Balls, as detailed below. If hit by an attack of an element he's weak against, Elemental Spectrum not only takes double damage, whichever of his elements had its weakness hit (both of them if they both had their weaknesses hit) is reverted to None.
Spoiler: click to toggle
Elemental Functions
No element: No special abilities, but no weakness either. Automatically reverted to when hit by an element the user is weak against.
Fire: Standard immunity to lava, Weather Balls deal double damage to Wood-types or wave forms standing on/hovering over GrassPanels. Weakness to Aqua-type attacks. When used as Main type, thrown Weather Balls leave behind a ring of fire on every panel they hit, each ring dealing damage equal to that of the Weather Ball in question. Rings of fire fade away after four turns, and have no effect on Fire-types or wave forms that hover above the panels.
Aqua: Standard protection from the movement-restricting effects of ice and water, Weather Balls deal double damage to Fire-types and freeze wave forms standing on/hovering over IcePanels. Weakness to Elec-type attacks. When used as Main type, Weather Ball inflicts a 1-turn Bubble on targets that are not standing on/hovering over IcePanels, or that are immune to Freeze.
Elec: Standard immunity to GravityPanels, Weather Balls deal double damage to Aqua-types or Wave Forms standing on/hovering over ice or water, triple damage to Aqua-types standing on/hovering over ice or water. Weakness to Wood-type attacks. When used as Main type, Weather Ball inflicts a 1-turn Stun.
Wood: Standard Pathetic-per-turn healing on GrassPanels, Weather Balls deal double damage to Elec-types. When used as Main type, Weather Ball inflicts Aback (makes the target flinch, interrupting their attacks), provided the target does not have SuperArmor or an ability that includes a SuperArmor effect.
Light: Standard hovering ability, Weather Balls deal double damage to Dark-types. Weakness to Chaos-type attacks. When used as Main type, any attack that hits the user deals one damage level less damage per hit (minimum Pitiful). Attacks of more than Great damage and attacks from Mega-class and Giga-class cards are unaffected. Does not stack with Auras--the stronger defensive ability overrides the weaker one.
Dark: Standard SuperArmor ability (no flinching), Weather Balls deal double damage to Chaos-types. Weakness to Light-type attacks. When used as Main type, all forms of Weather Ball have their damage increased one level (yes, this means a fully-charged Weather Ball deals Great damage).
Chaos: Noise Level increases 5% every other turn, Weather Balls deal double damage to Light-types. Weakness to Dark-type attacks. When used as Main type, all forms of Weather Ball inflict a 2-turn bug that temporarily disables Link Abilities, but also increases the Noise Level of the target by 5% per turn.
Sword: Weather Balls deal double damage to Wind-types. The user gains a second weapon in the form of a shortsword that hits one panel and deals Moderate damage. Weakness to Stealth-type attacks. When used as Main type, this sword becomes a katana, spreading one panel to either side (three panels hit total) and deals Modest damage. Both swords can be used to parry other hand-held weapons.
Wind: Weather Balls deal double damage to Cursor-types. Anyone hit by a Weather Ball is blown back two panels beyond the edge of the explosion, in the direction the target was in relative to the center of the explosion (away from the user if in the exact center). Weakness to Sword-type attacks. When used as Main type, Weather Balls also pull in opponents on panels adjacent to those hit by the explosion, effectively increasing the range by one panel in every direction (including diagonally).
Cursor: Weather Balls deal double damage to Stealth-types. Weather Balls, when fired, gain automatic lock-on, meaning they WILL aim for a valid target. This can be overridden if the user explicitly WANTS to miss (e.g., he wants to shoot an Obstacle instead). Weakness to Wind-type attacks. When used as Main type, all forms of Weather Ball gain a slight homing capability, curving in the air when thrown or fired. Thrown Weather Balls will curve up to six feet (two panel widths) in any direction before landing, while fired Weather Balls will curve up to 10 degrees in any direction for every one foot it travels (radius of curvature: ~6 feet). Weather Balls will only curve in response to targets moving, and will always curve toward the target that would require the less curving to hit. Weather Balls will curve toward opponents even if the user cannot see them. If a shot Weather Ball ends up circling around an opponent, it will fade out two turns after initially being fired (its types WILL NOT change if its user's types change). One Weather Ball can trigger another.
Stealth: Weather Balls deal double damage to Sword-types, and become invisible--they cannot be seen, and cannot be triggered prematurely by weapons fire, except that fired from Cursor-type weapons. Weakness to Cursor-type attacks. When used as Main type, the user can trigger an Invisible effect, protecting him from all non-Cursor attacks for one turn. After this effect is used, the Stealth type is reverted to None, even if the user wasn't hit by any Cursor-type attacks. This effect can only be used once per custom, no matter how many times the user takes on the Stealth element in that time.
Poison: Weather Balls deal double damage to Breaking-types. The user becomes immune to the effects of PoisonPanels. Weakness to Summon-type attacks. If used as Main type, the user heals a Pathetic amount each turn.
Breaking: Weather Balls deal double damage to Summon-types and their summoned objects. They also break through defenses, such as shields. Weakness to Poison-type attacks. If used as Main type, all forms of Weather Ball break any panel hit by their explosions, or crack them if they're already occupied.
Summon: Due to the nature of how Elemental Spectrum takes on elements, I can see no way for him to take on this element...except maybe through use of a Summon-type Noise form. However, if he DOES manage to take on this element, his Weather Balls deal double damage to Poison-types. He also gains access to a new form of attack--a slow-moving ball of energy that travels forward three panels (nine feet) per turn. This ball of energy cannot be destroyed, and can only be detonated prematurely by either Breaking-type attacks, or other Weather Balls. This "Summon Ball" does NOT change types when the user does. Weakness to Breaking-type attacks. If used as Main type, this ball of energy not only cannot be destroyed, it gains power equal to the damage of every non-Breaking attack to hit it, and can still only be detonated prematurely by non-Breaking attacks or other Weather Balls. Other Weather Balls will only detonate the slow-moving Summon Ball if their damage equals or exceeds the base damage of the Summon Ball.