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Game Systems

Elements

Explanation of the elemental system and a list of elemental effects.

5 minute read

Last updated 5/26/2023

The Six Elements

Players can use 6 elements in BLUE PROTOCOL: Fire, Ice, Thunder, Earth, Light, and Dark. They can be utilized through elemental skills, elemental weapons, and elemental Battle Imagine.

Elemental Charge

Attacking with elements will fill the Elemental Charge gauge underneath an enemy’s health bar. Filling it past the level 1, 2, or 3 threshold will apply an Elemental Effect on the enemy. The gauge will be depleted over time.

The active element that shows on the gauge is determined by which element has contributed the most charge. The active element can change between levels, though the active debuff will remain until replaced.

It’s currently unknown whether a weapon’s Elemental Power stat influences how fast elemental charge is built, or if its simply for damage against enemies with elemental weaknesses.

Effects

At level 1 and 2, a debuff is applied, with level 2 being a stronger version. Level 3 triggers an Elemental Burst, which deals considerable damage and immobilizes the target.

Fire

On Enemies

  1. Lv. 1 Deals 0.3% of Max HP as damage every 3 seconds

  2. Lv. 2 Deals 0.4% of Max HP as damage every 2 seconds

  3. Lv. 3 Deals 10% of Max HP and knocks down enemy

  4. Burst Finish Deals 5%/7%/10%/15%/20% of Max HP as damage

On Players

  1. Lv. 1 Deals 2% of Max HP as damage every 2 seconds

  2. Lv. 2 Deals 3% of Max HP as damage every 2 seconds

  3. Lv. 3 Deals 20% of Max HP as damage and knocks down player

Ice

On Enemies

  1. Lv. 1 Reduces movement speed by 20%

  2. Lv. 2 Reduces movement speed by 40%

  3. Lv. 3 Freezes enemy

  4. Burst Finish Deals 1%/3%/5%/7%/10% of Max HP as damage

On Players

  1. Lv. 1 Applies Movement Speed Down (small)

  2. Lv. 2 Applies Movement Speed Down (medium)

  3. Lv. 3 Freezes player (can be freed by ally attacks)

Thunder

On Enemies

  1. Lv. 1 Disrupt actions at a 20% chance every 5 seconds

  2. Lv. 2 Disrupt actions at a 40% chance every 5 seconds

  3. Lv. 3 Deals 5% of Max HP as damage and disrupts actions at an 80% chance every 3 seconds

  4. Burst Finish Deals 5%/6%/8%/11%/15% of Max HP as damage, and applies Paralysis (disrupts actions at a 60% chance every 4 seconds for 20 seconds

On Players

  1. Lv. 1 Periodically disrupts actions at a chance

  2. Lv. 2 Periodically disrupts actions at a chance

  3. Lv. 3 Deals 2.5% of Max HP as damage, knocks down player, and applies Paralysis

Earth

On Enemies

  1. Lv. 1 Increases damage received by 10%

  2. Lv. 2 Increases damage recived by 20%

  3. Lv. 3 Petrifies enemy

  4. Burst Finish Deals 1%/3%/5%/7%/10% of Max HP as damage

On Players

  1. Lv. 1 Increase damage taken

  2. Lv. 2 Increase damage taken

  3. Lv. 3 Petrifies player (can be freed by ally attacks)

Light

On Enemies

  1. Lv. 1 Reduces damage dealt by 15%

  2. Lv. 2 Reduces damage dealt by 30%

  3. Lv. 3 Deals 5% of Max HP as damage

  4. Burst Finish Deals 5%/6%/8%/11%/15% of Max HP as damage and grants HP Regen to nearby players (recover 5% of Max HP every 3 seconds for 30 seconds)

On Players

  1. Lv. 1 Reduces damage dealt by 15%

  2. Lv. 2 Reduces damage dealt by 30%

  3. Lv. 3 Deals 2.5% of Max HP as damage, knocks down player, and grants HP Regen to nearby enemies (recover 0.6% of Max HP every 3 seconds for 30 seconds)

Dark

On Enemies

  1. Lv. 1 Attacks have a 10% chance to miss

  2. Lv. 2 Attacks have a 30% chance to miss

  3. Lv. 3 Deals 5% of Max HP as damage

  4. Burst Finish Deals 5%/6%/8%/11%/15% of Max HP as damage and applies HP Leak (when hit, the player regains 5% of damage dealt as HP, minimum 1% of Max HP, for 30 seconds)

On Players

  1. Lv. 1 Attacks have a 10% chance to miss

  2. Lv. 2 Attacks have a 30% chance to miss

  3. Lv. 3 Deals 2.5% of Max HP as damage, knocks down player, and applies HP Leak (when hit, the enemy regains ?% of damage dealt as HP, minimum 1% of Max HP, for 30 seconds)

Burst Bonus Time

Activating an Elemental Burst will trigger Burst Bonus Time for 10 seconds. Players and Battle Imagine will deal increased damage.

Additionally, a Burst Finish Gauge will appear with a level 1 indicator next to it. Attacking with elements will rapidly fill the gauge. Levels are increased by 1 each time the gauge is filled, up to level 5.

Burst Finish

After Burst Bonus Time ends, a Burst Finish will occur, dealing massive damage determined by the level that was reached on the Burst Finish Gauge. Some elements will also apply buffs or debuffs after a Burst Finish.

Elemental Weakness

Attacking with the element that an enemy is weak against will allow you to do increased damage, indicated by an icon next to your damage numbers. The icon has 3 versions, denoting how effective the damage increase is.

Weakness 1 Weakness 2 Weakness 3

It’s currently unknown what the damage multipliers are, or how they can be derived from an enemy’s elemental weakness.

Weapon-Skill interaction

When using both an elemental weapon and an elemental skill, the skill’s element will be prioritized. Most classes have a set of non-elemental skills if they want to use their weapon’s element. However, Spell Caster players may want to consider that all of their tactical skills are elemental—they may be unable to use certain elements.