Nightmare (Story Arc Revamp)

Nightmare (ナイトメア/Naitomea), or Jō Hametsu (上破滅) as it's properly called, is a Superior Element. Its color palette consists of black, along with various shades of purple, magenta and indigo, and some traces of dark red, white, light grey and green. Its medal depicts an eye with a swirl in the pupil.
Nightmare blurs the line between a slow and fast Element with very high damage output, as well as several stuns and lifestealing, making is all as terrifying to compete against as it sounds. Its spells usually have high mana costs and long cooldowns, but can be very useful if handled correctly. Effective at all ranges.
This Element costs 1000 Diamonds and two Magonites to obtain (It costed 900 Diamonds in the old version). In order to unlock, the player must defeat Malmonger on the Abyssal Bridge in Book 4 Chapter 3. They must then have at least 500 enemy players kills in multiplayer, and kill 150 enemies in any Survival Mode map.
==Summary==
Nightmare is incredibly strong at close, medium and long range, with many spells that can stun or otherwise render enemies vulnerable to following attacks, making it a deadly combo Element. Some spells are slow while others move fairly quickly, capable of taking enemies by surprise if they aren't predicted beforehand. Some of its spells can easily miss, but can prove devastating if aimed well. The Element also has a couple ways to steal health from enemies as well. You must take care when you plan to use it though, as most spells will lock you in place or won't allow you to cast other spells at the same time, meaning you will be left vulnerable while casting them. To avoid getting punished yourself, time your attacks well or after immobilizing the target first. Three different spells can be used to ensure your target won't escape a combo while also dishing out hefty damage on their own. Nightmare is superiorly an offensive Element, but also somewhat adept at defense, so don't be afraid to jump into the heat of battle. 
==Strengths==
====Elemental====
*Spells will devour Spirit and Mind spells on contact, destroying them harmlessly and, in the latter’s case, draining 100 mana from their casters.
*Spells will pass through Physical spells and hit their casters anyway.
====Tactical====
*Very high damage.
*Several ways to control enemies' movement.
*Ridiculous combo potential.
*Staring Demon is a very unique counter spell.
*Some spells have lifestealing capability.
*Can summon AI controlled minions.
*Very powerful in Survival Mode.
==Weaknesses==
====Elemental====
*Spells can be scared away by Light and Spectrum spells, while keeping their effects at bay as long as they’re active, as well as deal more damage to the Element’s summons.
*Spells can be destroyed upon contact with Reaper, Angel, Blade, Enchantment and Purity spells.
====Tactical====
*Most spells are slow or take a moment to start up, making them easy to dodge.
*High Mana costs.
*Long cooldowns.
*A lot of spells leave the caster stuck in place while casting.
==Lore==
Jō Hametsu is the dark and sinister black magic founded and used by Skeleton King Malmonger and those who follow him. It was created by channeling and then corrupting the power of the Dream Lords after they had been captured and tortured by Malmonger, who kept his prisoners as a source of power and used them to enact all his evil plans and create his own Element. Named by his own will and not by any of the Element’s actual power, Jō Hametsu was intended to be a Hyperelement, like the ones talked about in the ancient legends, but a mysterious archangel from the heavens intervened and fired an arrow at the medal while it was being created. She was not able to destroy it entirely, and she was chased out afterwards, but she managed to dramatically weaken it by purifying and extracting much of the power it was meant to have, which she would return back to the Heavens to form more powerful abilities. Malmonger was a bit infuriated by this, but he knew that since he created, founded and thus owned the Element itself, he was the only one who could use the Element to its fullest extent, and so the king laughed at the angel’s efforts and took the power nonetheless. Most of those who use this mysterious magic are dark hearted as well, however there are some Jō Hametsu users who use their powers for good, such as fighting, containing or controlling evil spirits within the dream world. These Jō Hametsu-using do-gooders are known as the Sandmen, and all who follow Malmonger, as well as the evil king himself, regard them all as traitors. 
The Element was named after the nightmares, dark skeletal creatures who make up a specialized third of Malmonger’s army, taking forms ranging from meable skulls to bony abominations and said to be created whenever a bad dream was created by accident in a mage’s mind. These are now servants of Malmonger and Jō Hametsu users, and will shoot down foes nearby, or sacrifice themselves as projectiles, inflicting terrifying effects on those unlucky enough to be hit by them. The eye on the medal was originally meant to resemble the crest on Malmonger’s chestplate, but the angel’s arrow left a hole in the middle, leaving it resembling an eye instead. It is actually unknown whether or not this Element can actually manipulate nightmares or dreams, as it has never been confirmed. However, many of its spells chillingly resemble bad dreams mages have reported over the years, such as skeletons rising from the ground and grabbing them, or witnessing the world invert around them while being chewed down by exploding skulls, all of which were likely a result of the undead attacks of the past. How it works is, too, unknown. It is also well known for the ability to raise the dead, as the skeletons and zombies summoned by its necromantic side abilities, used by those who possess and have mastered Jō Hametsu, markedly resemble those found in Malmonger’s army of monsters in Limbo.
==Spells==
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|-|Normal=
Zone 	Response
Spell 1 	Soul Fragment (ソウルフラグメント/Sourufuragumento)
Spell Type 	Multi-Projectile
Spell Description	"Summon a swarm of nightmares to attack any target and potentially steal life from them"
Spell Info 	The caster summons a dark portal in an open hand, from which 5 small, nightmare skulls (Of the colors black, purple and dark red) fly out one by one at a fast rate and hover into the air. Each nightmare, after appearing, will wait one second before parting its jaws wide and shooting a small, extremely fast bolt of dark lightning from its mouth at where the caster aims before vanishing. Each bolt creates a small explosion upon contact which deals 50 damage, but direct impact with the bolt will deal 75 damage instead while also freezing them in place, inverting their screen and turning them into a skeleton (Which isn’t the case for all enemies/bosses) all for a split second and cancelling any spells they were trying to cast. Whenever a target takes damage from a bolt of darkness, a bolt of green stolen life energy shoots out of their body and travels towards the caster, healing them by 15 points once it reaches them (25 if it was a direct hit).
* It consumes 305 Mana and has a 6-second cooldown.
* Note: If the caster holds their click, they can charge the spell to keep the portal open for longer and double the amount of nightmares summoned, which costs 50 more mana to do.
* Note: Each nightmare has as much health as normal nightmare skulls (200 HP) and take damage in the same way; they will be destroyed if they take too much damage before firing.
Spell 2 	Staring Demon (スターリングデーモン/Sutāringudēmon)
Spell Type 	Counter
Spell Description	"Summon a large nightmare to punish anyone who dares strike you"
Spell Info 	The caster locks themselves in place and summons a black, horned mega skull, which hovers in front of them while giving an evil laugh, staying present for approximately 2.5 seconds before vanishing. If it is attacked by an enemy before that happens, it will shoot away from the caster and seek out the enemy that attacked it, moving at high speeds and gaining red glowing eyes while warping the screen of all enemies around it. The mega skull explodes on contact with anything, dealing 400 damage in a large explosion and freezing all enemies hit for 2 seconds, as well as turning them into skeletons and inverting their screens for that duration. The mega skull’s explosion also leaves a crater on the surface it hits, which lasts for about 6 seconds.
* It consumes 350 Mana and has an 8-second cooldown.
* Take note that the mega skull has the same amount of health as normal mega skulls (850 HP) and can be damaged and blown up early by enemies’ spells.
Spell 3 	Torment Limbs (トーメントリムス/Tōmentorimusu)
Spell Type 	AoE
Spell Description	"Summon a nightmarish army from underground to trap anyone within a large area"
Spell Info 	The caster locks themselves in place and turns a 64-stud diameter circle of ground around where they click purple, causing it to give off dark particle effects. 3.5 seconds later, the ground turns back to normal. Enemies who step onto this affected terrain or are caught in it will be dealt 55 damage and held in place by black skeletal limbs that rise from the ground around their feet and grab them, only to be released when the spell ends. This will leave them unable to move or do anything until the purple hue disappears.
* It consumes 200 Mana and has a 9-second cooldown.
Spell 4 	Claustrophobic Horror (クラウストロフォビックホラー/Kurausutorofobikkuhorā)
Spell Type 	Projectile
Spell Description	"Send a giant nightmare skull to stop an enemy from moving, then explode on them, leaving them frozen in fear afterwards"
Spell Info 	The caster opens a shadowy portal in front of them in the direction their mouse cursor is, from which a massive, jaw-open black skull emitting black smoke and purple flames emerges and shoots towards their target. Any enemy who enters its hitbox (Which is larger than the skull itself) will become trapped inside the skull as it closes its jaws around them and becoming stationary before exploding a second later, dealing 375 damage and leaving the victim frozen in that spot and elevation for 2.5 seconds, transformed into a skeleton with electric effects and an inverted screen for that duration. Other enemies hit by the explosion will take 350 damage and be knocked back with a 1 - 1.5 second trip. The skull explodes immediately if it hits a solid surface before it catches any enemy. If the enemy is too big to fit inside, the skull will bite them and latch on instead before detonating. The caster is locked in place while casting the spell.
* It consumes 385 Mana and has a 12-second cooldown after the skull appears.
Spell 5 	Soul of Immorus (ソウルオブイモラス/Souruobuimorasu)
Spell Type 	Ultimate
Spell Description	"Summon the spirit of the first dark lord to spread devastating punishment upon all nearby foes"
Spell Info 	The caster creates a circular cage or black energy around 80 studs in diameter around them, trapping all enemies caught inside. All players inside will then be forced into a cutscene in which the caster summons a massive, shadowy portal right above them, out of which comes the Soul of Immorus himself, who performs 4 different attacks. First, he will unleash a bone-chilling roar, stunning all trapped enemies and rendering them completely frozen and helpless as well as inverting their screens. Then, he will swipe his claws in a full 360 degree angle around himself twice, in a different direction each time, dealing 65 damage to each trapped enemy. Following this attack, he will rotate fully around in another 360 degree angle dousing the land inside the cage with purple flames from his mouth, which deal 25 damage over time, making sure he hits all trapped enemies before his final attack: Summoning a version of the First Deathblade resized to suit him and plunging it into the ground in front of him, resulting in a giant, 355 damage explosion that he disappears within, which will keep all enemies under all applied effects for another 4 seconds and make the cage vanish in the process, leaving a large 4-second crater full of purple fire. The entire spell lasts for about 11 seconds, and the caster is invulnerable the entire time.
* It consumes 1000 Mana and has a 135-second cooldown.
|-|Necromancy=
Necromancy (ネクロマンシー/Nekuromanshī) is one of Nightmare's Subelements. Its color palette consists of mostly bony ivory, with some bits of the Element's normal palette. Its medal would depict A skeletal hand emerging from the ground.
Zone 	Response
Spell 1 	Hateful Dead (ヘイトフルデッド/Heitofurudeddo)
Spell Type 	Summon
Spell Description	"Summon a squad of undead warriors to attack nearby foes"
Spell Info 	The caster plunges their fist into the ground beneath them, summoning three zombie soldiers and one skeleton soldier within 10 studs around them to fight for them before disappearing back underground after 13 seconds.
* It consumes 300 Mana and has a 15-second cooldown after all summoned soldiers are gone.
* Note: The soldiers have the same stats as their enemy counterparts (Except they may be affected by the caster’s stats) and can be killed if they take enough damage.
Spell 2 	Unholy Servants (アンホーリーサーヴァントス/Anhōrīsāvu~antosu)
Spell Type 	AoE
Spell Description	"Call upon the dead to prevent all enemies around you from running away"
Spell Info 	The caster raises a fist into the air for a second as it becomes shrouded in dark energy. Skeletal hands will emerge from the ground around all enemies within 35 studs of the caster and will attempt to grab their legs. If an enemy doesn’t react quick enough and they get grabbed, they will be held in place for 4.5 seconds, leaving them vulnerable to attack. It acts sort of like a burst variant of Torment Limbs, with a shorter radius and longer duration is successful.
* It consumes 260 Mana and has a 10-second cooldown.
Spell 3 	Pale Grasp (ペイルグラスプ/Peirugurasupu)
Spell Type 	Contact
Spell Description	"Summon large undead limbs to reach out and grab enemies in before you for a shocking attack"
Spell Info 	The caster summons a pair of large skeletal arms (At least 8 studs long) from their back that, after a 0.75 second windup, will then clap together in front of them, outstretched, to catch any enemies before them. If any enemies were caught, the arms will lift them into the air 1.5 seconds, zapping them with nightmarish energy that inverts victims’ screens and deals 95 damage over time until they’re dropped, by which they will be frozen with a still-inverted screen for 5 seconds. If a victim is blocking/guarding when they are hit, they won’t be frozen, but will still take damage.
* It consumes 320 Mana and has a 10-second cooldown.
|-|Torment=
Torment (トーメント/Tōmento) is Nightmare's other Subelement. Its color palette is similar to normal Nightmare's, but with much less black and more indigo. Its medal would depict a pair of evil-looking eyes with swirls for pupils.
Zone 	Response
Spell 1 	Horrific Heads (ホリフィックヘッズ/Horifikkuhezzu)
Spell Type 	Projectile
Spell Description	"Cast a spell that will summon a trio of nightmares to continuously attack a single enemy"
Spell Info 	The caster fires a transparent purple skull projectile that, upon contact with an enemy, will explode into a burst of purple flames. It itself deals no damage, but the enemy hit by it will then be surrounded by a trio of small nightmares (One red skull, one black skull and one purple skull), which will circle the victim for 15 seconds with one firing a small explosive projectile at them every 0.75 seconds. Each projectile deals 15 damage, for a total of 20 projectiles and 300 damage dealt.
* It consumes 315 Mana and has a 12-second cooldown.
Spell 2 	Punishment Chamber (パニッシュメントチャンバー/Panisshumentochanbā)
Spell Type 	AoE
Spell Description	"Trap an enemy or group of enemies in a dark source of magic that attracts violent nightmares"
Spell Info 	The caster opens a 20-stud diameter portal of dark energy from which an orb of darkness rises and floats somewhat high into the air, trapping any enemies who touch it inside itself. If nobody is inside when it reaches its maximum height, it will vanish harmlessly. If at least one enemy is caught in the spell, it will stay in the air as a maximum of 10 nightmares start accumulating all around it, each firing an energy bolt at the trapped enemy a split second after appearing before disappearing. Each bolt deals 35 damage, and victims are not released until all 10 shots have been fired at them.
* It consumes 325 Mana and has an 11 second cooldown after the orb disappears.
Spell 3 	Life Leech (ライフリーチ/Raifurīchi)
Spell Type 	Healing
Spell Description	"Create a dark link between you and an adversary, then slowly absorb their life force"
Spell Info 	The caster fires a skeletal hand, connected to their right hand via a transparent dark energy chain, that either follows their cursor or hones in on the enemy they’re locked onto. When hitting an enemy, the hand grabs onto their right arm (Or wherever they hit if the target is non-Robloxianoid) for 7 seconds, dealing 15 damage over time while healing the caster by 15 points over time. After 7 seconds, the hand and link both disappear. If hitting an ally, the target will take 7 damage over time instead. If hitting a surface or obstacle instead of a living entity, the hand will collapse into dissolving bones and the link breaks.
* It consumes 395 Mana and has a 17-second cooldown after the link breaks.
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== Link to Original Doc. ==
View for additional information: 
https://docs.google.com/document/d/1L6lOolWnsUyl4rIhP3eRGsoTa0g7AiEDouDTqYMFWmY/edit?usp=sharing
__NOTOC__
Category:Story Arc
Category:ConnorLegendscribe
Category:High Damage
Category:Superior Element
Category:Book 4
Category:Counterattack
Category:Lifestealing
Category:Freezing
Category:Stun
Category:Burn Damage
Category:Screen Alteration
Category:Antagonist Element
Category:Minions