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type_metal

//Metal — Type

Metal emphasises armour, rigidity, and kinetic interactions: hardened targets, ricochets, and mitigation mechanics that reward precision and geometry use.

Attributes

ElementDamage Type+ve Status on Self-ve Status on TargetAffinitiesEffective AgainstResistant To
MetalPhysical / SharpHardenedBleedingBlades, gears, platingIce, Rock, FairyNormal, Ground, Poison

Mechanics

  • Hardened Frame: Metal Bulwarks gain permanent passive armor. Being "Hardened" reduces the duration of "Shocked" and "Frozen" statuses but increases the damage taken from "Electro."
  • Ricochet Mastery: Metal projectiles can bounce off environment geometry. Each bounce increases the damage of the projectile significantly.
  • Internal Bleeding: Sharp Metal hits apply "Bleeding," a damage-over-time effect that is more potent if the target is moving.

Design Cues

  • VFX: Sparks on impact, metallic glints, and sharp geometric shard trails. Gunmetal and silver palettes.
  • SFX: Metallic clangs, heavy thuds, and the screech of grinding steel.

Typical Abilities (design template)

  • Passive — Hardened Frame: reduce incoming physical damage by a small percentage; stacking effects when stationary or planted.
  • Tactical (1) — Ricochet Shot: a projectile that bounces off surfaces and gains damage per bounce.
  • Core (2) — Kinetic Slam: heavy impact that creates stagger and can ricochet debris to damage nearby enemies.
  • Special (3) — Fortify: temporary heavy armor and a threat aura that pulls enemy focus.
  • Ultimate (4) — Armored Barrage: unleashes a barrage of metal projectiles that pierce light armor and create cover.

Synergies & Counters

  • Synergies: Ground (terrain control), Rock (hard-hitting combos).
  • Counters: Cosmic or Arcane effects that ignore armor, or abilities that apply percent-HP damage.

VFX & Audio Notes

  • Palette: gunmetal, sparks on impact, metallic clangs; heavy thuds and reverb for armor interactions.

Example Operatives

  • Clement — central Bulwark/Destroyer with metal interactions.
  • Malcolm — marksman with heavy-impact metal playstyle.
  • Venla — sound/metal controller who builds metallic constructs.
  • Westin — techno/metal sentinel with industrial shields.
  • Iain — normal/metal bulwark; reliable armor-based defense.
  • Brendan — family sentinel/controller with metal synergies.
  • Gianluca — veteran sound/steel (steel→metal) vandal.
  • Quincy — corporate controller with metal tech.
  • Kazuo — dark/metal assassin blending speed with hardness.
  • Tariq — ground/metal bulwark heavy.
  • Otis — Maboroshi director; large-scale metal systems.
  • Damon — veteran (steel→metal) fighter with hard-hitting tools.
  • Ulrich — ghost/metal antagonist with lethal metallurgy.
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