Creates a small explosion when clashing with Poison Magic and Paper Magic.Creates a flash of light when clashing with Lightning, Light, Glass, Plasma, or Shadow.Ī metal ball electrocuted by a lightning user.Projectiles instantly explode when underwater or when coming into contact with the sea.Electrically charges Acid/Water/Ink/Iron projectiles upon losing a clash against them, increasing their AoE by 50%.Electrically charges Water/Ink puddles, causing them to deal damage on contact.Removes the Frozen/Bleeding/Sandy/Charred/Petrified status effects.Glass created from a Lightning projectile clashing with a Sand projectile. Paralyzes targets if at least 33% of their max HP has been dealt, stunning them temporarily. 0.6x Clash disadvantage against Gold Magic.0.7x Clash disadvantage against Iron Magic.0.7x Clash disadvantage against Water Magic.0.7x Clash disadvantage against Wind Magic.0.8x Clash disadvantage against Ink Magic.0.9x Clash disadvantage against Acid Magic.Clashes neutrally against Crystal Magic.1.1x Clash advantage against Wood Magic.1.1x Clash advantage against Explosion Magic.1.2x Clash advantage against Plasma Magic.1.2x Clash advantage against Light Magic.1.3x Clash advantage against Sand Magic.1.3x Clash advantage against Shadow Magic.1.4x Clash advantage against Paper Magic.With 9 clash advantages and 6 clash disadvantages, Lightning wins clashes against solid magics as well as Light and Shadow, but loses clashes against liquid magics, along with some heavy magics. It is, however, slightly redundant to use with Ash. It also synergizes well with Ink, Acid, Magma, and Plasma. It clashes decently, clears many status effects, and can paralyze enemies, though at the cost of its overall magic damage. Lightning Magic is a commonly-chosen, well-rounded magic that has a focus on speed and destruction. All of its attacks remove the 'Bleeding' and 'Frozen' status effects from the target. Lighting Magic is one of the 23 starter Base Magics that can be chosen once a player starts the game for the first time.
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