The Jotunn Elements
These are the standard Elements every Jotunn starts using when they begin. They mainly start with two basic affinities and grow even farther with those two, but can learn all the other Elements.
These are the Elements that a Jötunn can control (with time):
Chaos Elements
-Lightning: Power over the destructive and godly power. Lightning is the symbol of the gods. It is destructive and quick. The strongest of the Lightning Element Branch is Lyn. Lightning Jötunn are the fastest of all the Jötnar next to Wind. Lightning users need to be skilled at fighting in every type of distance, and have a great amount of moves. This Element is considered the Element of Brilliance, since it can be used in many ways and strikes in a flash. The con in Lightning users is their wild nature, which can both be a pro and a con.
Advanced Lightning Abilities: Shattering, Negating Electric Fields (cannot be used by normal Jotunn until Æsir), Electric Current Manipulation, Destruction, Alchemy, Radiation, etc
Weak Against: Wind
Strong Against: Earth
Balance With: Fire
-Fire: Power over anger and the scorching flames. Fire takes a while to properly burn an object, and loves to cause agony to an opponent. Users of this ability use the flames to burn and take the energy of an opponent. Fire is considered the Element of Power, seeing as it relies on raw power. Fire is, in truth, both Chaos and Spirit. Chaos because it causes destruction in the beginning, Spirit because it breathes life in the end. The strongest of the Fire Branch is Blis. Fire Jötunn possess raw physical power. Their con is in that Fire needs another Element to even come to life.
Advanced Fire Abilities: Light, Magma, Sun, Radiation, Love, Temperature, etc.
Weak Against: Water
Strong Against: Frost
Balance With: Lightning
-Frost: Power over the cold energies of the environment. Frost users hold the capability to freeze energies, stopping their flow and can even make it brittle. When they've frozen attacks, it is difficult to escape the frost. Frost Jotunn can escape most situations, and stop almost all attacks. Frost users have a great resistance to most attacks and have the ability to sap the energy out of all attacks. Their con lies in their slow attacks and unaggressive offensive techniques. The strongest Element in the Frost branch is Zero. Frost is considered the Element of End, since it ends the movements of energies.
Advanced Frost Abilities: Snow, Blizzard, Seals, Sleep, Illusions, Dreams, Destiny, Soul, Time, Hel, Zero, Abyss, etc.
Weak Against: Fire
Strong Against: Earth
Balance With: Water
-Apocalypse/Death: Power over Time, Trauma, Poison, War, Death, Victory, and Energy. Apocalypse is the Creator of the Chaos Elements and Chaos itself. It is the only Element without a true end. Apocalypse can summon the dead, monsters, demons, etc. Apocalypse is said to have created the Universe and all Realms. It can exist in any Realm. Apocalyptic Jötunn also have Psionic Abilities (Mind Abilities). Advanced users can paralyze or kill an opponent on sight (no such feat has been achieved by any Jötunn). Apocalypse created its own enemy, Nature/Life, to maintain balance in the Universe. Nether and Ragnarok are the pride of Apocalyptic Jötunn so far. Apocalyptic Jötunn can possess any ability they wish (as long as they have that energy). Apocalypse is separated into 4 categories.
-Plague/Conquest: Deals with decay, poisons, sickness, viruses, bacteria.
-War: Deals with using Apocalypse Energy in a destructive form to bring direct harm to your opponent. Can also be used for bringing the dead to help you in battle
-Famine: Deals with lack of energy of lifeforce energy. Absorbtion and Siphoning of the energy to be used in various ways.
-Death: Deals with using Apocalypse Energy in its purest form to deal true death to your opponent. Paralysis and Numbing come in this category.
Advanced Apocalypse Abilities: Darkness/Shadow, Poison, Void, Mist, Chaos, Puppet, Time, Decay, Trauma, War, Victory, (Pure) Energy, Chaos, etc.
Weak Against: Nature/Life
Strong Against: Nature/Life
Balanced With: Frost, Fire, Lightning.
Spirit Elements
-Earth: Power over the Earth, Rock, Steel, Natural Substances, and all things solid. Earth focuses on brute force and bombardment, preferring to fight at mid-range and close range. Earth users can switch between defense and offense easily, making them great fighters. Earth users have the ability to summon any type of substance in the Earth, bend, and mold that substance to what they see fit. They are immune to Radiation. When in long distance fighting or defending, their constructions can be extremely durable. Earth is considered the Element of Substance because Earth relies on durability. The strongest Earth Ability is Magitek.
Advanced Earth Abilities: Radiation, Magitek, Paper, Sand, Steel, Sound, Space/Gravity, Mirror, Music, Science, etc.
Weak Against: Frost
Strong Against: Wind
Balance With: Fire
-Water: Power over the Seas, Oceans, and Liquids. Water focuses on mid-range attacks and also focus on crushing, stunning, and disabling an opponent or sending them back. They are the ones that prefer to seal down opponents in some way. Advanced users can focus water and make constructs out of it. They can also call upon liquids inside life forms, as well as blood. Like Wind users, Water can be used in may ways and it flow. The strongest Liquid form would be Divinity. Water is considered the Element of Change, due to it being flexible and used in various ways.
Advanced Water Abilities: Blood, Luna/Moon, Beast/Creature, Soul/Spirit/Aura, Mist, Hell, Divinity, etc.
Weak Against: Lightning
Strong Against: Fire
Balance With: Frost
-Wind: Power over the violent winds and storms of the Earth. Wind users focus mostly on defense and are mid-range and long-range fighters. Wind users usually focus on slowing down opponents, due to their lack of true power in their attacks. If their Wind is compacted, they become deadly. Wind users usually focus on rotation in their Winds and violence in them to defeat an opponent. They, also, have the ability to teleport wherever there is Air. The strongest Wind form is Void. Wind is considered the Element of Freedom due to Wind users being able to use a wide terrain at their disposal as well as the sky.
Advanced Wind Abilities: Void, Space, Gravity, Sound, Space-Time, etc.
Weak Against: Earth
Strong Against: Lightning
Balance With: Water
-Nature/Life: Nature is the ability over all things alive. Trees, plants, wild life, etc. Nature users can fight in every form of combat. Nature users usually focus on terrain changing to suit their needs. Nature users rely on Lifeforce techniques and manipulating those with a Lifeforce, making them great martial artsmen when they use Chi. They like to fight aggressively, and focus on a perfect defense, but if they need to, they will switch to offense. The strongest form of Nature is Order.
Advanced Nature Abilities: Paper, (Pure) Energy/Magic, Chakra, Beast/Creature, Puppet, Order, Poison, Luna/Moon, etc.
Weak Against: Apocalypse/Death
Strong Against: Apocalypse/Death
Balance With: Wind, Water, Fire, and Earth.
Chaos Elements
-Lightning: Power over the destructive and godly power. Lightning is the symbol of the gods. It is destructive and quick. The strongest of the Lightning Element Branch is Lyn. Lightning Jötunn are the fastest of all the Jötnar next to Wind. Lightning users need to be skilled at fighting in every type of distance, and have a great amount of moves. This Element is considered the Element of Brilliance, since it can be used in many ways and strikes in a flash. The con in Lightning users is their wild nature, which can both be a pro and a con.
Advanced Lightning Abilities: Shattering, Negating Electric Fields (cannot be used by normal Jotunn until Æsir), Electric Current Manipulation, Destruction, Alchemy, Radiation, etc
Weak Against: Wind
Strong Against: Earth
Balance With: Fire
-Fire: Power over anger and the scorching flames. Fire takes a while to properly burn an object, and loves to cause agony to an opponent. Users of this ability use the flames to burn and take the energy of an opponent. Fire is considered the Element of Power, seeing as it relies on raw power. Fire is, in truth, both Chaos and Spirit. Chaos because it causes destruction in the beginning, Spirit because it breathes life in the end. The strongest of the Fire Branch is Blis. Fire Jötunn possess raw physical power. Their con is in that Fire needs another Element to even come to life.
Advanced Fire Abilities: Light, Magma, Sun, Radiation, Love, Temperature, etc.
Weak Against: Water
Strong Against: Frost
Balance With: Lightning
-Frost: Power over the cold energies of the environment. Frost users hold the capability to freeze energies, stopping their flow and can even make it brittle. When they've frozen attacks, it is difficult to escape the frost. Frost Jotunn can escape most situations, and stop almost all attacks. Frost users have a great resistance to most attacks and have the ability to sap the energy out of all attacks. Their con lies in their slow attacks and unaggressive offensive techniques. The strongest Element in the Frost branch is Zero. Frost is considered the Element of End, since it ends the movements of energies.
Advanced Frost Abilities: Snow, Blizzard, Seals, Sleep, Illusions, Dreams, Destiny, Soul, Time, Hel, Zero, Abyss, etc.
Weak Against: Fire
Strong Against: Earth
Balance With: Water
-Apocalypse/Death: Power over Time, Trauma, Poison, War, Death, Victory, and Energy. Apocalypse is the Creator of the Chaos Elements and Chaos itself. It is the only Element without a true end. Apocalypse can summon the dead, monsters, demons, etc. Apocalypse is said to have created the Universe and all Realms. It can exist in any Realm. Apocalyptic Jötunn also have Psionic Abilities (Mind Abilities). Advanced users can paralyze or kill an opponent on sight (no such feat has been achieved by any Jötunn). Apocalypse created its own enemy, Nature/Life, to maintain balance in the Universe. Nether and Ragnarok are the pride of Apocalyptic Jötunn so far. Apocalyptic Jötunn can possess any ability they wish (as long as they have that energy). Apocalypse is separated into 4 categories.
-Plague/Conquest: Deals with decay, poisons, sickness, viruses, bacteria.
-War: Deals with using Apocalypse Energy in a destructive form to bring direct harm to your opponent. Can also be used for bringing the dead to help you in battle
-Famine: Deals with lack of energy of lifeforce energy. Absorbtion and Siphoning of the energy to be used in various ways.
-Death: Deals with using Apocalypse Energy in its purest form to deal true death to your opponent. Paralysis and Numbing come in this category.
Advanced Apocalypse Abilities: Darkness/Shadow, Poison, Void, Mist, Chaos, Puppet, Time, Decay, Trauma, War, Victory, (Pure) Energy, Chaos, etc.
Weak Against: Nature/Life
Strong Against: Nature/Life
Balanced With: Frost, Fire, Lightning.
Spirit Elements
-Earth: Power over the Earth, Rock, Steel, Natural Substances, and all things solid. Earth focuses on brute force and bombardment, preferring to fight at mid-range and close range. Earth users can switch between defense and offense easily, making them great fighters. Earth users have the ability to summon any type of substance in the Earth, bend, and mold that substance to what they see fit. They are immune to Radiation. When in long distance fighting or defending, their constructions can be extremely durable. Earth is considered the Element of Substance because Earth relies on durability. The strongest Earth Ability is Magitek.
Advanced Earth Abilities: Radiation, Magitek, Paper, Sand, Steel, Sound, Space/Gravity, Mirror, Music, Science, etc.
Weak Against: Frost
Strong Against: Wind
Balance With: Fire
-Water: Power over the Seas, Oceans, and Liquids. Water focuses on mid-range attacks and also focus on crushing, stunning, and disabling an opponent or sending them back. They are the ones that prefer to seal down opponents in some way. Advanced users can focus water and make constructs out of it. They can also call upon liquids inside life forms, as well as blood. Like Wind users, Water can be used in may ways and it flow. The strongest Liquid form would be Divinity. Water is considered the Element of Change, due to it being flexible and used in various ways.
Advanced Water Abilities: Blood, Luna/Moon, Beast/Creature, Soul/Spirit/Aura, Mist, Hell, Divinity, etc.
Weak Against: Lightning
Strong Against: Fire
Balance With: Frost
-Wind: Power over the violent winds and storms of the Earth. Wind users focus mostly on defense and are mid-range and long-range fighters. Wind users usually focus on slowing down opponents, due to their lack of true power in their attacks. If their Wind is compacted, they become deadly. Wind users usually focus on rotation in their Winds and violence in them to defeat an opponent. They, also, have the ability to teleport wherever there is Air. The strongest Wind form is Void. Wind is considered the Element of Freedom due to Wind users being able to use a wide terrain at their disposal as well as the sky.
Advanced Wind Abilities: Void, Space, Gravity, Sound, Space-Time, etc.
Weak Against: Earth
Strong Against: Lightning
Balance With: Water
-Nature/Life: Nature is the ability over all things alive. Trees, plants, wild life, etc. Nature users can fight in every form of combat. Nature users usually focus on terrain changing to suit their needs. Nature users rely on Lifeforce techniques and manipulating those with a Lifeforce, making them great martial artsmen when they use Chi. They like to fight aggressively, and focus on a perfect defense, but if they need to, they will switch to offense. The strongest form of Nature is Order.
Advanced Nature Abilities: Paper, (Pure) Energy/Magic, Chakra, Beast/Creature, Puppet, Order, Poison, Luna/Moon, etc.
Weak Against: Apocalypse/Death
Strong Against: Apocalypse/Death
Balance With: Wind, Water, Fire, and Earth.