Abilities
Every Elemixie brings an ability to the arena, decided by its element. Abilities charge during the fight, and you fire them yourself: tap the button when it flashes ready.
The Five Abilities
| Element | Ability | Charge | What it does |
|---|---|---|---|
| Fire | Flame Burst | 4s | A hit for double Power damage. |
| Water | Storm Surge | 5s | Stuns the target for 1 second: no attacks and no ability charging while stunned. |
| Earth | Nature's Shield | 5s | A shield absorbing 25% of max Health. Recasting refreshes it; it doesn't stack. |
| Air | Healing Wind | 4s | Heals 20% of max Health. |
| Void | Spirit Sip | 5s | A Power-damage hit that heals the caster for all damage dealt. |
Mixed Elements Get Both
A mixed Elemixie carries both parent abilities, each at 1.5 times the charge: a 4-second ability becomes 6 seconds, a 5-second one becomes 7.5. A cloud Elemixie can stun with Storm Surge and heal with Healing Wind in the same fight. Two abilities, slower each; one ability, faster. That's the trade.
Firing and Timing
- The ability button shows a live countdown. A higher Spirit stat makes it tick down faster, so Sages fire more often.
- Tapping early does nothing but wiggle the button. The enemy team fires its abilities automatically, so watch for theirs.
- Attacks and abilities target the opposite lane while that opponent stands; once a lane empties, attackers switch to the enemy they hurt most.
- Critical hits: a small chance on every attack, a bigger one on abilities, for 1.5 times damage.
Written by the Elemixies team. elemixies.com