Acid: Defeating anyone with THIS element is quite the sizzling operation. Most of my hopes are acidified by the time I start, even the corrode’st acid main can definitely bring quite a few pvpers to their melting point. Mountain Dew magic hehe.
Ash: Pretty scary to go against. I’m petrified against these dudes, by the time they start putting out clouds, the cinder has a massive advantage. They certainly kick up the dust with a smog expression.
Crystal: Out of most magics, this one’s a gem in terms of looking good. It sparkles with good vibes and is a rainbow of variety. These wizards might grow on you.
Earth: Puts me between a rock and a hard place when fighting. Extra terrafying since these people are down to Earth and focused. They can and will rock you and make you look like a sedimental pile of dirt. Their predictions are planetary, almost, but by quaking their landings, their hp will be ground down.
Explosion: Pretty mind blowing element to say the least, though it’s over used; they’ll always brag about “discharging effect”. Always leaves me charred with bad experience. Tbh only boomers use it. Don’t underestimate them though, they’ll ignite and combust a hole right through you.
Fire: Would roast, even utterly torch the element since it’s not doing so hot in the new update coming soon, and most of its users are quite flame with a fiery temp-er. I’ll stop before this gets too heated.
Glass: This one’s use is clear, quite shard to say it’s not. Glass is pretty underrated in my opinion. It usually shatters my ears panefully and is transparent with the fact it does so. They have quite a rivalry with users of wind, ow.
Ice: It’s a n ice element, and the people who use it are either chill, like me, or cold, telling the rest of the froster that they’re icickly. You can’t get much cooler than this as an element. I was gonna say something else but it slipped my mind.
Light: Outshines every other element in terms of it’s brilliant speed, which it has a photon of. It’s flashy, unlike these glow puns, which aren’t so bright. Don’t let its looks blind you, as Light users are energetic for battle and will turn you into an afterimage.
Lightning: This generates a lot of rage for me since it’s so shockingly over-used. It crackles with menacing vibes and strikes you athunder watt immense power when you least expect it, leaving many practically paralyzed in their chair.
Magma: This element has erupted in popularity a few times. It really melts down the core aspects of a DoT and AoE element. It’s not rock solid, though; it flows out to other stats, which may leave it at a disadvantage, though users of it lava good battle and can dismantle your strategies.
Metal: This is a vault of bad pvp times. It’s rich with power, but is very slow. If there was an item that let gold be a bunch faster, it would be priceless. Ironically, you wouldn’t go in debt if you paid a nickel every time someone chose this, it’s not used. Wizards like this have a steely gaze, this fact is reinforced. Metal my expectations, always a good idea to alloy with a metal caster.
Plasma: Scorching to fight, and the users here have a temper as hot as the sun, screening you for your strong points. They can be the stars of the show most often however and it can get astronomically annoying.
Poison: The most toxic players reside alongside this magic. So much so that their logic is very cloudy. It feels like a strike to the skull even talking with them.
Sand: Barely anyone uses this, it’s a deserted magic. They’re also usually pricks, but blaze with excitement in battle. They kick up quite the dust when all is said and dune.
Shadow: Edgy, what else can I say. They’re just shadows of their former self, and are into dark humor. Quite withering to combat, especially since they’ll send you eclipse of the battle whenever they win.
Snow: They’re a lot lighter in mind than a lot of others, but things can build up easily. There’s snow way that they get angry, but when they do, their emotions are frozen like that. They’re just powdery little snowflakes in pvp, and will likely hide under their sleets that night.
Water: Their fury in combat will flow into and rain upon you. Instead of bringing life, they seem to lake ending it. Their torrents will absolutely liquidate you, and bring upon the biggest storm you’ve seen. However, when they pool up their resources they can run dry quickly, and will hide in any drench they sea, which leads to aquard situations.
Wind: They’re a breeze to kill. A blowover, even. Though they might seem like a hurricane at first, they won’t be able to kick up a tailwind and catch their breath. Probably get drafted into the grand navy if they need it currently.
Wood: Very seedy individuals, Leafing people saying “Oakay.” They’re always the ones that plant the seeds for destruction and have deep roots in it. However, I wood say they have more bark than bite tbh. They can never branch out to other people.