YMMV / Elsword

  • Awesome Music: Admit it, after some years of repetitive music flying around, they at least made the field songs work well.
    • Particular examples would be the Berthe battle and Return Plains themes.
    • The recently released animated video released by Gameforge (who hosts Elsword's EU server) has a pretty impressive rock theme.
    • Many of Elysion's tunes fall into this category. The climactic final fight especially.
  • Base-Breaking Character: Add has attracted praise and derision from all across the fandom since his release, owing to very strong and viable gameplay across all three of his classes as well as his prominence in official and fanmade material.
    • Eve also gets a large amount of attention, even having official birthday events devoted to her in-game when other characters do not. Add often being considered a Spear Counterpart to Eve - though this was later denied (link is Korean) - does not help. Nor does her class balancing, as at least one class of hers ends up becoming the Tier-Induced Scrappy of the moment for one reason or another.
    • Rose has been divisive since her reveal. Many find her gameplay fun and like the designs of all of her classes, while others accuse her for being a Moveset Clone of various other classes or being a character from another game.
  • Broken Base: You either like the new third subclass or hate them all.
    • Though not all are game breakers (Night Watcher was rather underpowered before her revamp)
    • Other 'evolution' changes have only fueled the feeling as well as NA exclusive tweaks, which border on Bad Export for You
    • Eve's new system, which is her own core system, similar to Raven's. Reactions are mixed as some like how it helps her, others are upset that it's a copy of Raven's, some more dislike how they've neglected to fix her real issues, or a mix of the three.
    • Rena's Nature Spirit system, mainly for people thinking that it either favors Grand Archer or Wind Sneaker.
    • The fans are torn on whether to call Add with the surname "Kim" or not. Early publications of Add had "Kim" after his name, but when he's finally released, there's no mention of his surname in-game.
      • This has since died down since Add's real name, Edward Grenore, was revealed.
    • The English voicework, particularly for the EU version, has received quite some flak and people are quite divided on if it's actually good. While the NA/INT version's English voiceovers for all the playable characters were quite well-received or okay at worst and otherwise used the Korean voices, and allow toggling between them, the EU version has some questionable casting choices. While Add and Ciel's voiceovers are quite well-received (with some even arguing that Ciel's UK voice is better than his NA voice. Same with Add, especially the Vocal Minority, as some people don't like when Bryce Papenbrook plays against his typecasting, saying he would fit better as the titular character (which it was given to Nicolas Roye)), the rest of the voices are up in the air with Lu, Ara, and Elesis generally seen as having the weakest voiceovers.
  • Breather Level: The Shrine of Dedication Entrance. The enemies are much simpler and generally weaker than the Nasods from Altera Core, and the boss is a huge step down from the Nasod King. Don't let that lull you into a false sense of security; Feita ups the challenge and then some from there.
    • Pretty much any given first dungeon in any given region will be guaranteed to be this, at least in comparison to the later dungeons in those regions.
  • Crazy Awesome: The Magic Knight's "Storm Blade" is widely considered the most awesome-looking attack in the game, and with the recent buffs became one of the strongest Level 3 Special Attacks in the game, along with its high-damage and lasting invulnerability frames, it also has a huge area and VERY GOOD MP regen.
    • Blaze Step, my god, Blaze Step. You pretty much set yourself on fire and start hitting stuff, burning the very ground you walk on as you attack. Even more after the updates, which trades the duration with greatly increased damage. Mix this with a mount and expect to wipe out a sizable amount of enemies that are on the running path. it helps that it also gives you Nigh-Invulnerability.
    • Fragarach. The damage, the MP cost, the name, the visuals, the sound effects, the fact that you can use it while being attacked, this skill has it all.
  • Ensemble Darkhorse: While each character has their fandoms, Eve stands out for being this on both sides of the Ocean and she's often credited with saving the game in Korea. To the point that Add was made as a response to her popularity.
    • A big one in North America would be Ara Haan for a mix of reasons and as soon as she came out, a massive number of players were playing her.
    • For NPCs, Yuno/Herjuno quickly won over the fanbase.
  • Fandom Rivalry: With Dungeon Fighter Online. Among DFO players, they consider Elsword Snark Bait due to seeing it as a glaring example of Bribing Your Way to Victory. It appears to be largely one-sided at most, as most Elsword players barely know of the rivalry (or the existence of the other game for that matter).
  • Fan-Preferred Couple:
    • Elsword x Aisha
    • Raven x Rena
    • Add x Eve
      • For some reason, Add x Ara has as much fans (if not more) as Add x Eve.
      • Same goes to Add x Elesis.
    • Before Add debuted, Chung x Eve.
      • Raven x Eve also has as many fans as Chung x Eve.
    • Lu x Ciel.
    • Elsword x Elesis. Yep, some fans ship the siblings. It doesn't help with the fact that Elsword is a siscon and Elesis, depending on how you see it, might be a brocon.
    • Ran/Aren x Ara. Much like Elsword x Elesis above.
    • Ain x Elsword.
    • Class-specific:
      • Iron Paladin x Deadly Chaser. Probably the most infamous one.
      • Yama Raja x Blazing Heart. Very popular to the point of reaching a memetic level in Tumblr.
      • Crimson Avenger x Diabolic Esper. Like Add x Elesis above, but exaggerated, due to being closet Villain Protagonist.
      • Diabolic Esper x Dreadlord. Due to being (infamous) Game Breaker in that time (until their nerf).
      • Code: Exotic/Nemesis x Time Tracer due to being the light novel's main pairing.
    Game Breaker 
A lot of new character/class additions or revamps tend to be this before being rebalanced, though some examples that continue to be this include:
  • Elsword:
    • Common across all classes, Elsword's Roll Skill is a fast, reliable Stoic move that comes out quick, costs next to nothing, and can be used in the middle of an opponent's combo more often than not. Matches against Elswords generally devolve into catching them over and over and finding some way to compensate for the fact that he keeps escaping combos while possibly setting up his own in return.
    • Some accuse Lord Knight of being one due to his mix of very useful abilities and general effectiveness in both PvE and PvP. After the skill tree revamp, the accusations have mostly died off, though he retains most of his PvE effectiveness.
    • After the Skill Tree revamp, The Rune Slayer's Freeze and Heat Runes made him go from "mediocre" to "absolutely broken" in PvP. The reason for this? The concept of both abilities is simple, a Fire or Ice rune is created in front of the user, dealing initial damage and stun and then dealing minor damage every few moments while the opponent is in the Rune. The catch? Like any other Active skills, every single one of these hits has a normal chance to activate your weapon's element. Combine this with Dark III-enchanted weapons (giving chance to siphon enemy's HP and MP by normal attacks) and suddenly the damage is not only not minor, but all of the Rune Slayer's mana problems are suddenly gone. He also has an attack that almost no other characters can pass through: the "flying aerial rune" combo that can be repeated endlessly. Other adjustments he received as well as his skill selection has pushed him above even Lord Knight in the eyes of many in terms of Strongest Elsword class.
    • Sheath Knight's Sword Shield is reviled by many for its ability to continuously damage opponents just by getting close to him. Not only that, it gives a bleeding Damage Over Time debuff, denying their opponents their running ability if upgraded, and with Brutal Slayer passive, has a chance of burning opponent's MP too. The fact that the attack doesn't flinch after 2 seconds of activation is the only saving grace.
    • The Way of the Sword system (specifically, the Vitality side that lets him recover mana much faster)
  • Aisha:
    • Elemental Master for a time after her class revamp and Skill tree revamp she was crazy buffed and basically ruled PvP for a time in KR. A rather recent nerf drops her down to "pretty good" however. This is mainly because her Meditation (MP regen increase skill) got super charged, and she gains a lightning shower skill which basically amounts to a nigh-full screen stun. Her status fluctuates between "MP generation so high it obsoletes everything else" and "nerfed so hard as to be unplayable", and she's regarded as the "company's daughter" due to a perception of being very spoiled.
    • Void Princess, while originally not qualifying for this list, gained a new skill to match EM's Shining Body - Shadow Body, which has followed a similar "nerfed-to-unusablilty/buffed to game breaker" curve. Currently, it is on the game breaker side, putting VP in Super Armor for 19.5 seconds (Killing Blow skill trait) with a measly 20 second cooldown. The tradeoff is supposed to be unrealistically harsh - VP becomes unable to use her Z button attacks, which would cripple just about every other class. This being Aisha, though, relying solely on her X attacks (shooting fireballs) and skills is easy enough to render a Z key unnecessary, and effectively guarantees a win against melee-focused classes.
    • Battle Magician's Energy Spurt skill. Its power raises exponentially based on your current level, and it can bypass any defense (bar two, and having a high evasion stat can help). Expect this skill to be a killer move in both PvP and PvE. Thankfully, this has been nerfed.
  • Rena:
    • Grand Archer could perhaps be considered this in PvE as she easily has skills to hurt both groups of Mooks and bosses, and Rena's new system seems to favor her the most. Post-Transcendence, her homing attacks are also likely to ignore a patch that was implemented earlier (Homing projectiles should disappear if they meet an invincible hitbox), meaning that a player can Mana Break from Guide Arrow or Wind Blast and still get hit by the skills anyway when they recover. This super persistent tracking was originally patched out because it made skills like Dread Chase far too strong, and with its apparent return (intentional or not) in Guide Arrow, it's easy to see why they had to remove it in the first place.
    • Night Watcher's Briar Trap also makes the list, with the ability to apply the much-reviled Bleed debuff and reach the Bleed III stage even faster than Sword Shield, with a single cast. Sure, you can shake it off, but who would know that?
    • Wind Sneaker rounds things off by having the controversial reputation of being undesirable in PvE, but nearly impossible to defeat in PvP. The reasons include having hitbox storage on nearly all of her Active Skills, meaning that with the 70MP starting bonus Rena gets at the start of a match, she's essentially guaranteed to make the first catch. To add to this, Wind Sneaker has one of the few healing skills in the game and the ability to resurrect on death, and the highest base defensive potential out of the three Renas, all of which makes her nigh unkillable (if you can even lower her HP!). Thankfully, her resurrection only saves the last sliver of her HP and heals from there, which means applying a DoT beforehand is an effective way of shutting Zombie Sneaker down.
    • On launch, the Nature Spirit system used one of the alternative resources it gave Rena to add a heavy-hitstunning explosion to actives and combo finishers, which eventually led to Rena having the safest, most risk-free combo game, bar none, with everything being safe to lead into everything else. With the character renewals, however, this has thankfully been patched out.
    • While we're on the subject, during the Rena renewal, the Nature system's defensive parameters were tweaked, making it fairly easy for Rena players to pull together 100% Damage Reduction in the Arena.
  • Raven:
    • Veteran Commander: After renewals, gained access to Mental Break, a skill which would cut off a target's MP gain with a debuff that lasted longer than the skill's cooldown. With access to Raven's KD-resetting X-drops, VC gained a brief reputation as "One Combo Man." The good news is that the debuff duration on Mental Break has been slashed. However, in the current environment, Ignition Crow's damage has been crazy buffed, which makes it so that most matches against VC end when he decides to stop tanking and one shots you with the skill.
  • Eve:
    • Code: Battle Seraph's Sweep Rolling - Tri Vulcan quickly became this. Though a very, very weak spell by itself, combine it with Fusion Mode and suddenly the game's brain vomits all over itself and makes the ability deal upwards of eleven million damage. Thankfully this was fixed one week after the revamp, and Battle Seraph herself is often considered the strongest class in the game, even after so many revamps, at least in PvE.
    • It should be noted that since the above was written, Code: Battle Seraph has been hit terrifically hard with nerfs. To put this into perspective: in a four-player dungeon run, all equipment being equal, it is entirely possible for a Battle Seraph to rack up a combo score several times higher than all her teammates combined, whilst dealing a mere fraction of the damage. This awful damage to hits and resources ratio has also caused a steep decline in her PvP performance and representation, and she's generally considered to be among the absolute lowest tier in terms of PvP viability.
    • Taking up the mantle, Code:Nemesis has been treated extremely kindly by the Transcendence patches, with several major buffs that have placed her at the very top, a place she hasn't seen since soon after her release in S1. To wit: she has access to improved maneuverability, allowing her to fly higher than most stages even render in some places, an aerial combo that costs next to nothing, lays down sticky hitboxes, and allows her to continue aerial movement after it's been completed (which also allows her to re-use the combo for as long as she has air dashes). She has a much more rewarding Mana Conversion than her sisters, and a passive that drastically improves her Mana gain with Queen's Throne active, while simultaneously reducing the cooldown on one of her most powerful skills to a measly three seconds. Even dedicated Nemesis players think she's become too powerful.
  • Chung, who was strong on release, nerfed for S2 after Tactical Trooper broke S1 PVP, then buffed back up for S3.
    • His current strongest PvP class is Iron Paladin, who boasts a near-unassailable defensive game with 1) one of the strongest approaches, 2) a full-screen stunning catch that works as a godly Okizeme, and 3) passives that grants him an additional 20% MP gain for every interaction. Suffice to say, if an IP catches you first the match has just about been decided.
    • Following at a close second, Deadly Chaser has access to an exclusive passive which allows him to enter Berserk mode at a 50% chance off of any number of awakening beads. Keeping in mind that Berserk mode also gives Chung access to infinite cannonballs for the duration, it was laughably common to see Chasers who's entire game plan revolved around using a Ring of Fury at the start of a game to go straight into dumping heavy-artillery skills prior to the Ro F's nerf. To top this off, it is also very common to see Chasers who string Super Armor commands one after the other, leaving opponents with very little leeway to capitalize on their mistakes.
  • Ara, whose classes are generally high-top tier, mainly because of her high-speed continuous attacks. To compound this, her base class has access to two single-command loops that deal high damage and low-to-zero KD, with little MP given to the target.
    • Both of Sakra Devanum's level 55 skills, Flying Kite and Suppression, are game breakers, costing 0 MP and being impossible to mana-break out of. Due to the way her skills work, she can potentially do one strong skill after another - and some of those skills can lower the enemies' defense too. Thankfully, her ability to freely clock for orbs (the resources Kite and Suppression use) has been hit severely hard, though managing to connect with either attack still heavily swings the match in her favor.
    • Asura has quick stoic approaches and extremely high MP regen, and, on release, was able to use the above mentioned single-command loops with MP burning and stalling moves to effectively guarantee a single-catch win.
    • Rounding out the trio, Yama Raja is infamous for possessing the ability to resurrect upon death, a full-screen, gravity-powered Suppression skill that answers nearly every problem, and low-cost, low cooldown, high damage skills that can't be Mana Broken that chain directly into each other. Bad enough with one; if two are involved you get this. On top of that, she has access to one of the only dedicated projectile-reflecting skills in the game, was given a black-hole-esque skill by Transcendence that only costs orbs, and, provided she has enough orbs stocked up, can resurrect on death with up to a third of her maximum HP. Unlike Wind Sneaker, this resurrect-recovery is applied immediately, so it can't be worked around with debuffs. It does, however, force all of her skills into cooldown, a saving grace against her as previously it wasn't uncommon to fight Rajas who would stall and cycle her resurrections to then end the match with her Hyper Active or other powerful skills. She holds the title of Goddess of PvP, as almost nothing anyone can throw at her puts her at a significant disadvantage.
  • Elesis, who can ignore defensive stances, deal 100% Critical Hit with certain attacks and lower cooldown in some skills. Although she needs more skill to master than Elsword.
    • Even more for Crimson Avenger. All three of her jobs have Stoic Strong, which not only lets Elesis interrupt being comboed, but in some cases, lets her counterattack. Her new subclass buffs this skill EVEN FURTHER. In other words, she can literally punish you for attacking her. She can also opt to have an attack that can deny their enemies their Combo Breaker, as well as being able to get stronger by getting hit. A more recent trend with Avengers is that they will cycle Injection Stigma, a skill very similar to Infinity Sword's Sword Shield. This includes the fact that it can apply Bleed stacks quickly and deals constant passive damage to enemies nearby. What's different is that the skill only applies hitstun on cast (which covers an area of about one character's height in all directions around Elesis), and costs next to nothing, taking a negligible amount of HP instead of MP to cast.
    • Blazing Heart, thanks to Avatar of Fire: an Active that converts burn debuffs in a local area into MP for her, at a rate of 10 per debuff, able to convert MP off of otherwise invincible targets. With the large variety of burns she can stack on a target though basic combos, this racks up to the maximum return of 120 MP very quickly, which allows her to also use Fire Wall - a spinning cyclone of fire that also locks on to nearby targets. This leads to a Cycle of Hurting where she uses Fire Wall, the target sustains burns and mana breaksnote , she uses Avatar of Fire to collect a full refund of 110+ MP while they're down, and is then able to cast Fire Wall once again.
  • Add, who has insane priority on many of his combos and can track enemies even better than CBS, while doing much more damage. The fact that he's a Glass Cannon and can easily go down himself if he isn't careful somewhat mitigates his Game Breaker status.
    • Lunatic Psyker - On release, had a horrible oversight in that his >>^ZZZ combo, a very safe, non-committing string of aerial projectiles could trigger his Nasod Armor combos, which basically sum up to "Mash buttons on hit." This of course turned every match with L Ps involved into "who can land a hit of >>^ZZZ first?" This was patched out very soon after his release.
    • Mastermind - access to the ability to clock for MP at a rate of 10 every three seconds, is rewarded for being almost exclusively non-agressive. He has access to a large repertoire of attacks that home within a set radius, and a skill that causes certain normally-spread-shot attacks to home in on targets as well without the same reduction in damage that Code Battle Seraph suffers for the conversion. On top of this, his Ultimate Fury skill deals extreme damage with no hitstun. If a Mastermind uses Ultimate Fury, then immediately follows up with a skill with a long delay (which, bearing in mind the aforementioned resource clocking is criminally easy), you will eat the full force of that skill with no chance to mana break, and more likely than not be killed nigh-instantly by a class who's design intent seems to be "get away with doing as little as possible."
    • Diabolic Esper, in particular, causes chaos because many of his Special Actives use DP as an alternative resource. DP, itself, replaces the Awakening bar and all related stats on Adds, meaning that Espers can tap into what amounts to a second MP bar with the ability to substantially adjust both the rate of acquisition and how much DP gets spent on use. On top of that, nearly all of his skills refund the unused resource (DP if MP is used and vice versa), such that a Diabolic Esper can effectively never run out once he gets snowballing. It is very safe to say that an Esper's effective resource acquisition rate is significantly higher than even three or five times that of other characters, and let's not even forget the fact that all of Diabolic Esper's skills either cover a wide Area of Effect, home in on targets in front of him, or both. If you attack and interrupt him during certain Actives, the hitboxes will stick around and hit you long enough for him to retaliate. He's recently been nerfed and his damage output per hit gutted, but that does nothing to change the fact that his insane one-button-for-all-problems utility options are still intact.
  • Luciel's job paths bring considerable amount of grief into the Arena, with the root cause being that whichever character is "Resting" gains MP at a rate comparable to EM's Meditation bonus for free (this has since been toned down). These are mitigated by the fact that Ciel is "broken" in the opposite way, being known for having some of the worst hitboxes and leakiest combos in the game. It's not much of a stretch to say that the best thing that Ciel can do is act as a mana potion for Lu or switch to Lu. That being established, current grievances include:
    • Noblesse: Clocking for Mana and constantly cycling through Soul Sigil, a relatively low-cost "buff" skill that summons a sigil behind the caster and allies that shoots off homing missiles on a set timer. Unlike most other homing skills in the game, which use the casting point as the homing radius, the effective homing radius on Sigil's missiles is centered around the missile itself, and they have considerable horizontal range. These missiles also apply the "Slow" debuff, meaning that Noblesse can very effectively whittle away at an opponent's health without needing to take any risks, and if their MP gets low? Trick question. It never gets low: they can switch to the resting character. They also have a switch combo that has, to players' knowledge, an infinite range hitbox. See for yourself here.
    • Dreadlord: Ruinous Impact has been known for one-shotting players almost as soon as its skill note came out, which negates all forms of defense. The saving grace here is that, unlike Energy Spurt above, Ruinous Impact has a fairly short, strictly horizontal range right in front of the caster.
    • Diabla/Demonio: Their switch-combos, while impressive to watch, are not coded to actually connect with targets all that well. To compensate for this, Ko G gave them extremely disjointed hitboxes and suction effects, such that by doing these combos they can catch targets that don't even appear to get hit or take damage. On top of this, their transformation skills (Altar of Evil and Transcendence) turn the character into a mount, essentially. While they do have to deal with restricted speed, they are in Super Armor for the entire duration and their attacks cover a sizeable area, including a homing projectile with next to no cooldown time. The only option opposing players have when faced with a D/D team using these skills is to stay away until they run out.
  • Rose, despite the extremely limited combo game lifted straight from her source Dungeon Fighter Online, has access to all of her Active skills much sooner than any other character due to her ECP system. The system covers all Active costs with ECP instead of MP, and she begins the game with a full ECP bar in all play modes.
    • Storm Trooper has been strong since release due to her near-meditation like passive, which provides free MP to her for as long as she's in Over Strike mode. This allows her access to powerful utility special actives from the start of the match, as most will dump all of their ECP on Actives and buffs before the opponent can reach them. This also allows her to use a tracking drop laser before either player has even interacted, putting her at a significant early advantage.
    • Crimson Rose has very high damage multipliers that activate when she's hit targets with the Bleed debuff (more on that below), plus a combo breaker (Western Fire) nearly as effective as Elesis's Stoic - Strong and, once again, using ECP instead of MP to cover the cost. This is particularly problematic for Ravens, as an earlier patch was implemented to compensate for some previous Hitbox Dissonance. The patch, unfortunately, caused another kind of Hitbox Dissonance in that Raven is considered to be hitting the front and back of a target simultaneously with his standard attacks, while the trigger condition for Western Fire is "when Rose is attacked from behind." It takes stoic or prediction on the level of mind reading for Raven players to effectively fight Crimson Roses who are aware of this.
    • Freyja has access to aerial mobility only rivaled by Eve's and grenade attacks with sizeable Area of Effect damage that also home onto a target's location within a set distance. Pressure Grenade also stuns a target, meaning that Mana Breaking out is next to impossible if she lands a hit with one and continues the chain. Adding to this, her self-buff Blazing Bullet, while originally treated as a Special Active-tier move in DFO, is given the Active treatment in Elsword, including using ECP as a cost. This gives her access to a very powerful buff at the start of the match, and it's not uncommon for games to be decided by Freyjas who can get an early hit with their long-range Musket fire and loop it against a target that isn't even on screen.
  • Ain: Originally billed as a character for more advanced players, has already come out with some major power balance issues with the release of his first path, Arme Thaumaturgy. Not only is he another character capable of applying high Bleed stacks instantly, he has the buff skill Autosuggestion, which raises his and his teammates' maximum HP and MP by significant amounts. This would be less of a problem if raising the HP maximum did not also cause what HP he does have to be increased by a similar amount, keeping this raised amount even after the buff fades. This means that Autosuggestion is, as of this writing, also the most powerful healing skill in a game where healing in PvP is usually minimal and gradual at best. Against classes with a low damage to hits ratio like Battle Seraph, Thaumaturgy's healing means the match is all but impossible to win. Also, though currently a bug, his Base Form's Super Mode buff, Schwert Platzen causes certain moves to cancel a target's Mana Break charge.
  • Non-character specific breakers:
    • All Hyper Actives in general, though their damage was nerfed in PvP.
    • The mounts can be pretty much this since they can make you move faster and has very powerful attacks. But especially the Holy Fox and the Oberon bikes, due to exploits. Rickshaw Phorus are no slouch either, going well into the billions of ED ingame due to amazing mob clearing power.
    • The "Bleed" status debuff. Originally exclusively available to Veteran Commander, this status effect deals high, direct-to-HP-damage calculated off of the stats of the user's weapon, stacks up to three tiers, and is now widely available among the cast. The issue is that while the original concept was for the debuff to be Difficult but Awesome, requiring precise combo-work and active-cycling to reach the third tier, several characters have a criminally easy time slapping the third Bleed stack, often automatically and nearly instantaneously. This is also the cause for much flak against Infinity Sword (Sword Shield) and Night Watcher (Briar Trap), which both are able to apply the debuff this way. Newer additions include Crimson Avenger and Crimson Rose - the former can keep a skill similar to Sword Shield up perpetually, as it costs next to nothing and can passively stack Bleed for free, while the latter can reach high stacks quickly with a single Special Active. The latest cast member, Ain, also joins the Bleed club with actives that are designed to apply the debuff quickly, including a trap that has a 33% chance of applying Bleed stacks with each of its dozen or so hits, and an active that, in a single strike, is explicitly designed to apply Bleed III in one hit. Thankfully, Bleed's effects can be mitigated by taking Wind element resistance, but because the fact that Bleed is tied to the Wind attribute is shown nowhere in game, it is still quite potent.
    • One could argue that the gear and sets in the game are the great equalizer between game breaking classes and those that aren't (Which, going by the list above, is really not very many at all). The problem therein is that gear is available to all characters regardless of game-breaker status or lack thereof. Of particular note are the Ring of Fury, which used to provide a free Awakening Bead at the start of an Arena match, which therefore synergized especially well with the Secret Dungeon season 3 sets, all of which had effects that triggered on Awakening. The ring is banned from use in official tournaments, but there is no doubt that you will see it in the Arena proper. Continuing off of that, out of the S3 sets, the Glitter Amethyst set was probably the most broken, providing 10% of the wearer's HP upon Awakening. That got nerfed very soon into the run, but even after that it wasn't uncommon to fight wearers of the set who could tank to a bead, awaken, and heal off any damage they'd incurred. The current game breaking secret set is Sand Blast, which can freeze targets solid for two seconds without the ability to break - much more than long enough to kill them. The ability to break from this petrification has been patched, but there are still plenty of players who've become dependent on the set and continue to use it, even in weakened form.
    • For the pets, the Kumihos (Miho, Shiho, Naho, and Beeho) are consider to be best pet for PvE.
  • Goddamned Bats: Stone Gargoyles. They're the first flying enemy that actually makes an effort to stay out of arm's length. While they're frail and not terribly damage, their sonic howl attack does too much damage relative to their actual strength, and they tend to come in groups, usually with other enemies thrown into the mix as well. Their stronger counterpart, the Wyverns, are a bit less annoying (their attack is low-damaging meteors), but still piss off many players.
    • For Sander, the Harpies and Succubi, especially as they start a trend of flying enemies being almost as durable as their grounded counterparts.
  • Goddamned Boss: The fight with Cutty Sark (a large flying monster), while not that hard, can be very short or very long depending on whether you can hit him properly with the stage-laid crossbows to take him down momentarily, or not.
    • Magmanta and Avalanche; detailed in That One Attack below.
    • Taranvash can summon copies of itself by 2 mirrors on the sides of the arena. Turning the mirror away is enough to make the copies disappear, but you'll often be distracted by Taranvash itself to not notice.
    • Spriggan: Not hard but tricky due to small size and speed, but if allowed to have his portals open, he'll unleash some vicious attacks. Many players overlook this.
    • Kelaino; Everytime she retreats, she will summon 6 large blades (7 for her 3rd time) across the length of the stage while generating a powerful tornado that will disable all player skills and the ability to jump while also slowly pushing them outward from the center of the stage. The spears will then fall and explode when enough time passed.
    • Scar, especially since when he awakens, he will cut off all current actions in a cutscene. After that, he will create Demonic Vortex that suck everyone into it unless they can run away fast enough. This is especially bad in Henir mode where there are two of him, since they will both trigger the cutscene unless they're made to awaken nearly simultaneously.
    • Alterasia Type H, mainly due to the timer of the stage and the spores that heal him. His worst attack is at set intervals, making it easy to avoid if you're not over committing yourself. But if you go in sloppily, things will go terribly, especially after the Secret dungeon revamp where his hp, the spores' hp and how much they restore got a massive boost. Easily the most planning intensive fight in the game.
  • Good Bad Bugs: A "mechanic" for Aisha and Rena, known as "Tumbling": basically they continuously bounce up and down if the player holds up while their Aisha/Rena gets hit in midair. Eve has the similar mechanic, only that when that happens, it forces knockdown on her instead. These were patched out during certain revamps.
  • He's Just Hiding: Some have this reaction to Yuno/Herjuno's Heroic Sacrifice after the end of Atlas Station portion of Elysion.
  • Iron Woobie: Raven gets a pretty Dark and Troubled Past and it plagued him from time to time, but he always focuses on doing what he thinks is right and staying calm about it.
  • Launcher of a Thousand Ships: All characters are almost always paired with the other (whether that be Boy-Girl, Boy-Boy or Girl-Girl). But, Add stands out of all of them as he has been shipped with ALL the main playable characters in the game (except probably with Lu).
    • Eve is also this at almost the same level as Add as she has been shipped with nearly everyone.
  • Love It or Hate It: Elysion territory dungeons (The last 4 from Elysion region). One side believes that KoG is doing a great job for making truly hard and challenging dungeons in the very final area (for now). The other side thinks they made them too hard to handle.
    • The bosses in Elysion are usually a combination of Damage-Sponge Boss and "Get Back Here!" Boss. Previous dungeons have bosses with relevant gimmicks or tricks that could be used to skip or avoid more annoying attack patterns. Elysion bosses, on top of being immune to debuffs, spend much of the fight either super armored or invincible, with attack patterns that generally affect the entire boss arena. The conditions for making the fight easier, if they exist at all, tend to be obscure and often rely on luck or powerful weapons. Player skill has very little affect on what bosses do and don't do in Elysion, whereas knowledgeable players almost always held an advantage in other regions.
    • As for the stages themselves, there is a much greater emphasis on platforming over pitfalls and other hazards in Elysion overall, an aspect of the game that had fallen out of focus since Velder.
  • Memetic Molester: Add is often given this treatment in fandom for his obsessions of Eve. Fans also often add the crush to his Stalker Without A Crush towards her (canonically, he only follows her for her Code, which he can use to go back in his timeline.)
  • Most Annoying Sound: Anytime Aisha shoots a fireball or teleports - which will happen very often - she'll shout the same grunt. Guaranteed to become an Ear Worm in short time. Aisha's high voice in general can also be this.
    • Japanese Rena's noise when firing in siege mode.
    • For an enemy specific example; ANYTIME when a party is fighting the Trocks in PvE, or the Laguz in Phantasmal Geyser.
    • NA English Elesis' scream on certain attacks, especially when looped.
    • NA Ain's yelling on some of his Z attacks.
  • Most Wonderful Sound: The loud sound that any Critical Hit makes.
  • Nightmare Fuel: This game has its moments.
  • Play the Game, Skip the Story: The lore and story of Elsword is actually pretty deep once you read into it. Unfortunately, even reading it requires some concentration as the stories are not parsed well with how the gameplay is handled. Many useful infos are also All There in the Manual and the access to said manual is very limited. As the result the players often care more about gameplay and fashion than the story. It's gotten to the point that "This game has a story?" is a joke made by the fans about this.
  • Scapegoat Creator: KOG was being accused for this recently. Such making "balance" patch for every characters, making sidequests that very hard so player can unlock them by buying from cash shop.
  • Ship-to-Ship Combat: For the love of God, this game is also notorious for this. With the creator's occasional Ship Tease moments between characters adding more gas to the fire and the fact that NONE of the ships are actually canon (except probably in the case of Lu x Ciel). Doesn't helped by the fact that you can create pairings through the marriage system in the gamenote .
    • Let's start with Elsword himself. He's usually shipped with two female characters - Aisha and Eve. Both ships has been teased once (or twice) by the creators themselves so naval battles between these two are inevitable.
    • Raven is usually only shipped with Rena and the two of them also got an official Ship Tease of their own. But, you can also see him being shipped with Eve and... Elsword. Those who ship Raven x Rena will defend that the only person Raven could ever love is Rena due to her resembling his deceased late fiancee, while those who ship Raven x Eve, aside from saying that they're connected with being (half) Nasod and having similar/contrasting color schemes, will argue that Raven may possibly love Rena only because she resembles his fiancee and not because of the person she really is and therefore deserves Eve. Raven x Elsword fans are surprisingly neutral. (Then again, for the most part, the BL/GL shippers tend to stay out of harm's way.)
    • Add... Who is practically shipped with EVERYONE, but four pairings stand out for him. Like Raven above, he is mostly shipped with Eve and the two has been Ship Teased more than once by the creators, the rival ships are Add x Ara, Add x Elesis and Add x Aisha. Add x Eve fans are mostly neutral (because they have pretty strong standing) but those who ship other Add pairings constantly argue that they feel sorry for Eve if that ever happens due to them portraying Add as a Memetic Molester and should look for somebody else. Add x Ara fans can be particularly vocal about their opposition with the Add x Eve ship and ESPECIALLY the Add x Elesis ship. Add x Elesis and Add x Aisha also have their share of fans. But, these two are probably the most hated Add ships out of all of them and are frequently targeted for naval torpedoes. Not to mention the faction that ships Add with himself either because Guy-on-Guy Is Hot or because they feel Add can't get along with anyone.
    • For Chung, it's more subdued (in part because he's a shota), but his most prominent ships include Chung x Eve, Chung x Ara and Chung x himself, with a slightly smaller faction shipping Chung x Rena.
  • That One Attack:
    • The long stream of fire breath of Ancient Bone Dragon, Bonus Boss of Bethma region. It can be avoided, but once you get in its path prepare to receive heavy damage (you can also force yourself down to avoid it, but you'll lose some MP). A more annoying (but slightly less deadly) one is when it flies and breathes a carpet of fire in the arena; there'll be a spot in the corner that's not covered in fire that you have to run onto, back and forth. Also the dragon's HP regenerates while doing so.
    • The boss of Altera's secret dungeon, Type-H, can use Elsword's Storm Blade whenever his HP is depleted to a certain number - and it comes without warning, and deals enormous damage. Especially careless players are often tricked into this.
    • Magmanta, Avalanche, and Surveillan will periodically retreat to the background where they will do long-range attacks while being unable to be hit by players. This needlessly stretches out the fight time.
      • The former's jumping can be prevented, but telling those that don't know the trick not to attack him outside of Super armor frames can be difficult.
    • Herbaon's Quadrato Plasma, seven to eight barrages of location-tracking lasers during which Herbaon is invincible. It can be canceled, but requires your party to save up MP and all nuke him at once while he prepares the attack, unless members with strong equipment are able to pick up the slack for under-contributing members. Speaking of your party, if they don't manage to cancel it, they'll likely be running around the map trying to dodge the lasers, which doesn't tend to go well with one laser firing at each player (plus one more that activates regardless of the number of people in your party).
    • Another Elysion boss: Solace, specifically his Halted Sun's Memory form. When he has a full power gauge, he launches an attack fan-nicknamed the "Flash of Death" which whites the screen and rapidly deals enough strikes to the player to take at least two full health bars. There is no way to mana break or dodge it normally; the primary ways to survive are to spam HP recovery potions or use a skill with long invincibility frames.
    • For PvP, certain player skills would count if they're used against you, such as Armageddon Blade for its huge range, and Energy Spurt for its 50% defense piercing.
  • That One Sidequest: More often than normally you'll find yourself wondering about the purpose of some of Camilla's quests. Camilla's Intermediate Training? Part 3/5? Have fun spending more than 300% stamina trying to finish that Fetch Quest.
    • For this reason they tend to have the Fan Nickname "Camilla's trolling"
    • The skill tree revamp has changed most of these to be more bearable... save for the last step of the expert skill quests: Getting 5 S ranks in Sander stages. This is easy for a few classes and for others it'd be a matter of not having certain other classes mess things up.
    • Part 5/5 of the Grand Archer sidequest is also hair pull-inducing. It involves having to get 20 item drops from Glitter Necromancers. Unfortunately, Glitter Necromancers are not common creatures to begin with, and the drop is very rare. Have fun grinding the Underground Chapel 4 or 5 times to maybe get one drop!
    • Both Code: Battle Seraph and Lunatic Psyker's have it even worse in their sidequest: 40 drops from the aforementioned Glitter Necromancers in Part 5/5 of their quest. Have fun wasting all of your stamina on these quests!
    • Part 2/2 of Ariel's Skill Notebook sidequest involves collecting 20 drops of Fine Leather from the Fire Komodos in both Bethma Lake (Night) and Dragon's Nest. The item itself is a rare drop so good luck even getting more-than-one drop on a single dungeon run (if any at all). This sidequest will really test your patience at the cost of your stamina.
    • ALL of the Transcendence related quests. Most of the parts involve getting 3 to 15 decently rare drops from Secret, Lanox, and Atlas dungeons. Total, you must run at least 104 dungeons, and assuming a rate of 1 for every 3 dungeons, you need to run around 300 dungeons to bring your character to its highest potential. It's no wonder many players open their wallets to instantly purchase the reward instead of actually doing the quest. KOG is a genius in marketing, indeed.
  • Tier-Induced Scrappy: Exists on both major areas with NA having Infinite Sword, mainly due to bad players making things hard for other character. Other than that, most NA players have no problem with having underpowered classes in their party.
    • KR considers Tactical Trooper, Code Nemesis, and any other class that lacks speed/high burst damage this and unlike NA, the game will boot you from a party if your damage output flow drops below a certain point.
  • They Changed It, Now It Sucks: Starting from the introduction of Chung onwards everything goes downhill...
    • The skill tree revamp was definitely not received very well at all. Messages of complaints, insults, and quitting are all over the Korean website.
    • Some of the other changes weren't exactly popular as the new end game sets have nerfed and/or less special effects.
    • The NA region's reaction to the version of Gate of Darkness they got. To elaborate in short: the KR version still has ingredients as rewards for special potions and costume pieces, but the NA version changed it to all potions and costume pieces depending on a chance in a box with other, less-appealing prizes inside. And you only get two of those upon completion, no matter what. It's only sometime around the 2015 revamps that it was reworked to be almost like the KR version.
    • The near-unanimous reaction to the PvE and PvP skill tooltip split. It was initially suggested during a player-developer conference because many skills had different effects and reduced damage during PvP, but the description only showed the PvE damage and effects. A few months later, the skill descriptions were updated to resolve the problem. Not suggested, however, were the damage nerfs to the affected skills, enraging certain parts of the playerbase. Many high MP nukes lost around 300% to 1000% of attack power multiplier. There's still more to come, as only base and 1st job skills were covered in the update. With the NA server updates getting closer and closer to catching up with KR, NA players likely only have a few weeks before their server gets these changes as well.
      • NA servers now have the nerfs in effect, and KR servers now have updated 2nd job and Transcendence skill damage values. The major complaining seems to have died down, as the KR patch didn't massacre the higher level skills and buffed many of them.
      • The only character unaffected by the change was Ain, due to being a new character. This has lead some players to proclaim that Ain is now the best, or even the only viable PvE character.
  • They Wasted a Perfectly Good Character: All 3 of Transcendent Lu/Ciel's Awakened Will passive skills have exactly the same effect that kicks in when their Combination Gauge is less than half-full, which some claim is at it's most useful for Demonio.
  • Win Back the Crowd: the third major skill revamping (starting around August 2015) that brings back the old system and makes it better (skill points have been abolished, and all skills are unlocked automatically) receives much props from the playerbase.


http://tvtropes.org/pmwiki/pmwiki.php/YMMV/Elsword