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Fire, Ice, Lightning

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One's hot, one's cold, and the other's a shocking addition thrown into the mix.

"The School of Destruction involves harnessing the energies of fire, frost, and shock. This skill makes it easier to cast spells like Fireball, Ice Spike, and Lightning Bolt."
The Elder Scrolls V: Skyrim, loading screen tip

Fire, Ice, and Lightning — the definitive trio of Elemental Attacks; the core of offensive magic among the Stock RPG Spells, used in nigh-all videogames that were inspired by the original Dungeons & Dragons and quite a large number that aren't. If you have attack spells, Magitek, psychokinetic abilities, or even Mons, there will be one each of fire, ice, and lightning, all of which are otherwise equal in power or usefulness.

It's not hard to see why these three are so popular. Fire is fire, ice serves as fire's opposite by way of representing the absence of heat, and lightning is louder, glowier, and comes from the sky. Furthermore, if you conceive of ice as just "coldness", all three are forms of Pure Energy (or pure lack-of-energy), and thus can be shaped into Energy Weapons or launched as Glowy Beams of Doom. To go further, when one thinks of the actual damage dealt by fantasy elements, it is mostly just physical force with an elemental twist (e.g. the water element is often a physical torrent of water, the earth element is rock-based physical trauma, the wind element is brought about by fast-moving air cutting against skin); however, these three express a unique form of damage: burning, freezing, and electrocution.

They're usually Color-Coded for Your Convenience. Fire is always red, ice is always somewhere between white and bright blue, and lightning is always yellow or blue. As a result, these powers are the all-time number-one origin of Palette Swap Underground Monkeys.

One can justify their unlikely pairing by imagining a common origin in basic particle physics — supposedly, fire (or heat) comes from speeding up atoms, ice (or cold) comes from slowing down atoms, and lightning comes from rubbing atoms together (or pulling them apart to reveal matter with a net charge). Sort of. Or by considering their elemental natures: Fire is life, Cold is death, and Lightning is the motion from one state to another. Or, you could remember the Rule of Cool. Your choice. It may also be simply that these three are easier to weaponize than other combinations.

Despite being a trio, they do not usually form a complete Rock-Paper-Scissors triangle; in the usual cases, fire and ice beat each other, and are neutral towards lightning. But in some rare cases, lightning beats ice (it's just water) and is beaten by fire because heat increases resistance to electricity (in metals, that is); in even rarer cases, ice/water either short-circuits or insulates against lightning, while fire melts ice and lightning beats fire. (Unlike in metals, heat decreases resistance in air, thus making lightning stronger.) But the latter triangle requires water to always be ice, as otherwise fire is useless against water.

Sometimes the trio is expanded with a fourth member, Earth, to form a quartet similar to the classical Elemental Powers (with ice = water and lightning = air).

If put on a Freudian Trio, Fire will be The Id due to its raw, passionate and emotional nature; Ice will be The Superego due to its cold, calculating and stoic nature, and Lightning will be The Ego for its neutral, balancing and leading nature. Alternatively, Lightning can also be interpreted as The Id for its impulsive, chaotic nature while Fire can be interpreted as The Ego for its raw and powerful nature. Finally, with Fire typically serving as The Id, Ice with its calm, relaxed nature could fill in as The Ego, leaving Lightning with it's connection to technology, science and the mind left as The Superego of course.

For exclusive users, please consult Playing with Fire, An Ice Person, Shock and Awe (and sometimes Psycho Electro). For other sets of Elemental Powers, see Classical Elements Ensemble, Fire/Water Juxtaposition, Fire, Water, Wind, Lightning/Fire Juxtaposition, Fire/Ice Duo and Land, Sea, Sky.

Straight Examples

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  • ANNO: Mutationem: Ann can equip a variety of chips into her Socketed Equipment that can add a Fire/Ice/Lightning effect to her weapons to deal additional damage to enemies.
  • Graffiti Kingdom allows you to create your own creatures, right down to choosing their attacks (up to four, not counting the combo). True to this trope, the elements you can choose from in every attack type are Fire, Ice, and Lightning. In fact, the only attacks that don't have elemental forms are the movement attacks, which are Exactly What It Says on the Tin: "attacks" used to move, like jumps. Also, one of Palette's moves is to simultaneously shoot three homing balls of fire, ice, and lightning.
  • Hype: The Time Quest: The three types of magics Hype can gather are respectively the Ice, Fire, and Electric magics. Interestingly, the yellow color does not refer to Electricity but to Fire, while Electricity is represented by mauve.
  • In inFAMOUS, Cole is the lightning to Kessler's ice (as seen in an early cinematic) and Alden's fire. Cole McGrath, Kuo, and Nix form this trio in inFAMOUS 2. The former is your more lawful ally and the latter your chaotic one. Cole also is able to team up with them to create combination elemental attacks.
  • The Legend of Spyro: Spyro can use all three of these elements, and Earth.
  • The Legend of Zelda: This is a very common elemental trifecta in later games in the series, both among enemy monsters and in Link's arsenal of weapons:
    • The Legend of Zelda: The Wind Waker: Link's elemental arrows come in the standard Fire, Ice, and Light varieties just like in Ocarina of Time and Majora's Mask; but in this game, Light also has a lightning element to it.
    • The Legend of Zelda: Skyward Sword is the earliest game to feature a strong fire/ice/lightning theming. The three great dragons are based on Water (Faron), Fire (Eldin), and Thunder (Lanayru), with their colors being blue, red, and yellow respectively. This is true even though the regions are a forest, a volcano, and a desert, and the regional colors are green, red, and yellow. The volcano and desert have fire and lightning elemental enemies respectively, while almost all of the aquatic enemies are found in the forest region.
    • The Legend of Zelda: Breath of the Wild:
      • There are series of weapons and arrows with types themed around each element and which have either a fire, ice or electric effect, each of which have a different effect on opponents.note  Wind is also a prominent element, but it doesn't have very many offensive properties, unlike the other three. Instead, it mostly aids in mobility. Also, the three hazardous weather effects can be represented as such: heat (Fire), cold (Ice), and thunderstorms (Lightning).
      • Several enemies have elemental versions for fire, ice, and electric as well: ChuChus, Keese, Wizzrobes, and Lizalfos all possess variants with these elemental affinities. In the Wizzrobes' case, this comes in two tiers of elementally aligned enemies — weaker Fire, Ice, and Electric Wizzrobes and stronger Meteo Wizzrobes, Blizzrobes, and Thunder Wizzrobes. Ice- and fire-themed enemies can be instantly slain by being hit with an opposite elemental weapon or effect, which causes them to vanish in a puff of steam, but electric ones don't have this weakness.
      • The spirit dragons Dinraal (fire), Farosh (lightning), and Naydra (ice) also fit this setup. Each has horns, eyes and spikes glowing in its associated color (red-orange for Dinraal, yellow-green for Farosh, and icy blue for Naydra) and possesses an elemental aura around its body that will burn, electrocute or freeze Link if he comes too close without protective armor.
      • The four Divine Beasts are Vah Ruta (water/ice), Vah Rudania (fire), Vah Naboris (lightning), and Vah Medoh (wind).
      • Geographically, the element of fire is chiefly associated with the great volcano of Death Mountain (home to fire-elemental enemies, Dinraal and Vah Rudania, and where Link must use protective gear to avoid catching on fire), ice with a number of frigid peaks around the map (home to ice-elemental enemies and Naydra, and where Link must use protective gear to avoid dying of hypothermia), and electricity continues its association with the desert area (home to the bulk of the electric enemies and Vah Naboris) and also gets the thunderstorm-wracked Faron jungles (both areas are Farosh's favored haunts).
    • The Legend of Zelda: Tears of the Kingdom:
      • The game adds the elemental varieties of Like Like (Fire, Ice, Shock) to the existing list of Breath of the Wild enemies with elemental subspecies, while also adding a special version that has a rocky carapace.
      • There are three closely-related sets of armor which, respectively, imbue Link's attacks with specific elemental attacks when the weathers of his surroundings are dominated by said elements: The Frostbite Armor adds ice to his attacks in cold regions (this includes the desert during night), the Ember Armor adds fire to his attacks in hot regions (this includes both the volcanic caves with lava and the desert during day, whose heat conditions are otherwise treated as different environmental hazards), and the Charged Armor adds electricity to his attacks during stormy rains. They do not grant resistance to those environmental hazards, however, so if you're planning to use the armors you'll need to either consume a food or elixir that temporarily grants the resistance or replace one of the armor's sets with one that grants it permanently.
      • Gleeoks come in four varieties. Flame Gleeoks, Frost Gleeoks, and Thunder Gleeoks each wield the element their name implies, while King Gleeoks have one head of each element and thus can use all three.
    • Hyrule Warriors: There are also Light and Dark, but Fire, Water (often represented by ice), and Lightning are the most common elemental attack types.
  • Three brush techniques in Ōkami use these elements, and behave the same way — you can draw a line from a source of the element to a target, or draw a special symbol for a stronger, more expensive attack. The three final weapons — the Solar Flare reflector, Tundra Beads, and Thunder Edge glaive — are always emanating an element (fire, ice, and electricity respectively), so Ammy always has an elemental source to draw from.note  Water exhibits somewhat similar behavior, as a line of it can be drawn from the source to a target and another, more expensive brush technique produces a brief rainstorm, but there is no water-elemental weapon and water does not directly damage most enemies (it still slows them down or has other effects, and a handful of enemies are weak to water).
  • Seen often in the Onimusha saga. The first one introduced the peculiar trio of elements (Lightning, Fire and Wind). The second game add also Ice and Earth, so Fire/Ice/Lightning is possible. In the third game, Jacques' Oni Weapons are based on Fire (Enja, a whipsword), Lightning (Raisen, a sectioned double spear) and Ice (Hyousai, a flail).

  • Common in the Bayonetta series:
    • In Bayonetta, the Durga weapon can change between fire, which is stronger and slower, and lightning, which is faster and weaker. To round out the elemental trio, you have Odette, a pair of ice skates that have the ability to freeze your enemies.
    • Bayonetta 2 has the Undine, a pair of demonic flamethrowers with both Kill It with Fire and Kill It with Ice settings that can be swapped on the fly. Lightning is covered by the Takemikazuchi, an absolutely massive hammer that is slow but can smash through defenses.
    • Bayonetta 3 has the fire-based Ignis Araneae Yo-Yo (and its associated demon, Phantasmaraneae), the ice-based Cruel Altea (and its associated demon, Labolas), and the lightning-based Abracadabra (and its associated demon, Mictlantecuhtli). This time around, you can't have all three elements in a single moveset, but you can equip two of the weapons and then have a demon summon for the third.
  • Devil May Cry:
    • The first game has three elemental-themed bosses: Phantom for fire, Griffon for lightning, and Nightmare for ice. Dante gets a lightning sword (Alastor) and fire gauntlets (Ifrit), but doesn't get anything for ice.
    • Devil May Cry 2 has these as the three elements you can equip to your Devil Trigger form, as well as three varieties of wizard Mooks who use them and a boss fight against three floating heads which each use one of the elements.
    • Devil May Cry 3: Dante's Awakening includes five weapons: your basic elementless sword (Rebellion), ice elemental nunchuks (Cerberus), paired fire and wind swords (Agni and Rudra), a guitar that shoots electric bats (Nevan), and gauntlets that do light-elemental damage (Beowulf).
    • Devil May Cry 4 is a partial exception, in that there are no fire/ice/lightning weapons. There's still the fire boss (Berial), the ice boss (Bael and Daegon), and the lightning Sub-Boss (Blitz). Also, Nero's Red Queen sword attacks while combined with Exceed needs a special mention to fire weapons though (the sword uses a motorcycle-like gear shift to spray a flammable propellant over the blade, which requires a specific gameplay mechanic outside of just slashing with the sword to use. Can get particularly impressive with attacks that are fully upgraded to use more levels of Exceed at once).
    • Devil May Cry 5 features the King Cerberus, a three-headed beast with each head having the power of each element that'll cover its area with flames, ice, or electricity. After its defeat, Dante obtains a nunchuck chain that switches between the elements in different forms.
  • Honkai Impact 3rd:
    • The three types of damage besides basic, physical damage. Some attacks can also apply effects like Ignite, Freeze or Paralyze. There is no Elemental Rock-Paper-Scissors here (although the game utilizes Tactical Rock–Paper–Scissors in a different way).
    • The game's main Power Trio use these elemental powers in their Herrscher forms: Kiana as the Herrscher of Flamescion deals fire damage, Mei as the Herrscher of Thunder deals lightning damage, and Bronya as the Herrscher of Reason deals ice damage. This also applies to their final forms as the Herrscher of Finality, Herrscher of Origin, and Herrscher of Truth respectively.
  • Mike Shadow: I Paid for It!: Almost. The three elemental move types are fire, water, and lightning.
  • Ninja Gaiden: Ryu Hayabusa can use fire, ice and lightning Ninpo spells.
  • Three weapons from The Wonderful 101 have elemental effects (either taken from enemies' attacks or generated by weapons themselves as a bonus for reaching certain combo limit): Wonder-Red's Fist catches fire, Wonder-Blue's Sword emits electricity and Wonder-White's Claws freezes enemies.

  • Appears in varying degrees in the Quest for Glory series. The Magic User can learn the spells Flame Dart, Frost Bite, and Lightning Ball. In addition to their combat utility, the series often frequently makes use of these spells for puzzle solving. For example, Frost Bite can freeze liquid surfaces so the player can cross them, while Lightning Ball can be used to recharge the Anachronism Stew technology the player finds throughout the series. Zap also falls under this trope, as it allows the player to charge their weapon with electrical energy for a little extra damage when striking the target. Generally, the only time which spell used matters is during puzzle solving. Frost Bite, however, is particularly useful when fighting The Dragon of Doom.

    Beat 'em Up 
  • Guardian Heroes has Fire, Ice, and Lighting attacks for many of its characters, and such attacks also add an additionally-damaging effect that's contagious. Anyone not blocking if they are hit by a person who is burning, frozen, or electrocuted will have the same effect passed on to them. In a tightly-packed group, this can cause the effect to last for several seconds after the attack itself is long done (and if not careful, you can catch yourself in the effects of your own attack!).
  • In the SNES version of Teenage Mutant Ninja Turtles: Turtles in Time, final boss Super Shredder has an attack of each element.

    Fighting Game 
  • Kyo (fire), Kula (ice), and Benimaru (lightning) in the King of Fighters games. Curiously, none of the games have (yet) designated them as a "special" team per the trope.
  • Marvel vs. Capcom:
    • In Marvel vs. Capcom 3, all of Amaterasu's Super Moves are centered around this theme.
    • Blackheart has three variations on his Inferno attack; a meter draining electric Inferno, a powerful ice Inferno and a speedy fire Inferno. In Marvel Super Heroes you can pick which version he can use by inputting a punch button during the attacks' start-up period.
    • There's also the Silver Samurai, who has a techique to shift from any of the three elements, resulting in different techniques and effects: fire is stronger, ice can stun for a brief moment and lightning is faster.
  • Scorpion, Sub-Zero, and Raiden from Mortal Kombat. If you want to keep the ninja theme, you can swap Raiden with Rain. Tellingly, Scorpion, Sub-Zero and Raiden are the MK representatives on the cover of Mortal Kombat vs. DC Universe.
  • Persona 4: Arena re-introduces Persona 3 characters Akihiko, Mitsuru, and Aigis back into the storyline. Akihiko and Mitsuru can utilize lightning and ice magic, respectively, while Aigis's Orgia Mode lets her implement fiery flamethrower attacks into her combos.
  • Seeing as her character is based off of the Mage and Wizard classes from Ragnarok Online, Kano Kirishima of Eternal Fighter Zero possesses tiered versions of fire, ice, and lightning spells as her specials.
  • Super Smash Bros.:
    • Being set on fire, frozen in ice, and electrocuted are the three elemental effects that you can get hit by in all the Smash games. Melee adds Darkness as a fourth. Brawl, which actually puts in resistances and weaknesses to elements, adds a ton more, but these are the only four visible damages.
    • Super Smash Bros. Melee:
      • Giga Bowser uses this trope in his smash attacks: up-smash electrocutes foes on his spikes, down-smash freezes foes with a spinning shell, and forward-smash is a burning explosive headbutt.
      • Mr. Game & Watch's side-special Judge can cause all three of these effects: it zaps the opponent with electricity with a 5, damages the opponent with flames with a 6, and freezes the opponent with an 8.
    • Super Smash Bros. Brawl:
      • Lucas' special attacks are PK Freeze, which throws a snowflake-shaped projectile that freezes opponents; PK Fire, which throws an explosive fireballs; and PK Thunder, which throws a lightning bolt.
      • Subspace Emissary has Glices, Glires and Glunders; they are a set of three enemies in Subspace that use fire, ice, and lightning respectively; Glices and Glires are weak to each other's elements, but Glunders have no such weakness.
    • In Super Smash Bros. Ultimate:
      • The Hero can use a wide array of spells, with their neutral special being Frizz/Frizzle/Kafrizz, which throws a fireball, and their side special being Zap/Zapple/Kazap, which fires a lightning bolt from their sword. They can also use Kacrackle Slash, a sword strike which freezes its targets, as part of their down special.
      • Sora can cast Firaga, Thundaga, and Blizzaga in that order with his neutral special; Firaga allows him to shoot multiple fireballs rapidly, Thundaga lets him fire a row of thunderbolts, and Blizzaga has him fire a cone of ice that freezes anyone caught in its path.
  • Tatsunoko vs. Capcom Ultimate All Stars has an online statistic that gauges the play style of the player. Fire is used for offensive players. Ice is used for defensive players. Lightning is used for speedy players.

    First-Person Shooter 
  • BioShock's Chemical Launcher weapon shoots napalm (fire), liquid nitrogen (ice), and electrical gel (electricity). Also, your Plasmid-granted abilities include Incinerate, Winter Blast, and Electro Bolt. And the fight with Fontaine is divided into three Plasmid-induced stages of fire, ice, and lightning (which even take place in that order), wherein his appearance and attacks change to match the current element.
  • Borderlands: The Pre-Sequel! finally brings in Ice-type damage as the Cryo element alongside the traditional Fire and Shock elemental damage (and the decidedly less traditional Corrosive). Cryo is meant to serve as a substitute for the missing Slag element (chronologically not invented yet at the time the game takes place).
  • The Doom Game Mod Psychic features flaming, freezing, and electric Psychic Powers — and the trailer refers to them as "a classic trio".
  • Metroid Prime Trilogy:
    • In Metroid Prime, in addition to her standard-issue Non-Elemental Power Beam, Samus also gets a Plasma Beam (fire), a Wave Beam (electric), and an Ice Beam (obviously ice). This is a notable change from the 2D games, where Plasma and Wave aren't elemental.
    • In Metroid Prime 3: Corruption, each of the other bounty hunters and the weapons they give you (Plasma Beam, Ice Missile, Grapple Voltage) has one of these properties. This is most easily noticed in a certain optional room on Bryyo, where there are three work golems that require you to use these weapons to activate them, and then use their effects in puzzles (melting a wall, freezing fuel gel, and electrifying magnetic rails, respectively).
    • Metroid Prime: Hunters has one fire, one ice, and two lightnings: Spire and the Magmaul, Noxus and the Judicator, Kanden and the Volt Driver, and Sylux and the Shock Coil.note 
  • Pathways into Darkness has the Blue (Ice), Red (Fire), and Violet (Lightning) Crystals.

    Hack and Slash 
  • Diablo game series:
    • Diablo (1997) has fire, lightning, and "pure magic", but no ice. However, the Sorceress class from Diablo II does exhibit this in full capacity. Her three skill trees are (of course) Fire, Cold, and anything that could possibly be considered related to Lightning. Diablo himself does this too: among his attacks are a freezing touch, a couple of fire attacks, and his infamous Lightning/Physical Beam of Empty Red Orb.
    • The Wizard class from Diablo III follows in the footsteps of the Sorceress, while also throwing Arcane damage on the pile as a fourth specialty. With several passives dedicated to elemental damage and a set designed around stacking the three damage types (plus Arcane) on enemies, the Wizard is clearly meant to be the elemental-focused class.
  • Dynasty Warriors and Samurai Warriors feature these three main elements as well. Fire deals extra damage over time, while Ice freezes enemies on the spot and leaves them vulnerable to follow-up damage. Lightning (sometimes called Thunder) is the inconsistent one of the lot, either dealing additional area of effect damage (Dynasty Warriors) or stunning enemies in a slow-fall animation so that you can continue your combos (Samurai Warriors).
  • In Eitr, The Shield Maiden uses fire, ice, and lightning to augment her weapons via binding magic gems to them. Fire does damage over time, lightning seems to boost base damage, and ice stuns enemies.
  • Grim Dawn uses fire, cold, and lightning. They each have a Damage Over Time: burning, frostburn, and electrocute. The arcane master is the biggest user of these elemental attacks.
  • One artifact added in Minecraft Dungeons's Howling Peaks DLC is the Satchel of Elements, which can randomly freeze, burn or summon lightning on nearby mobs when used.
  • Path of Exile uses fire, cold, and lightning and associates each elemental damage type with one of the three attributes; fire with Strength, cold with Dexterity, and lightning with Intelligence. Each element also inflicts a status effect on a Critical Hit; fire ignites for damage over time, cold chills targets to slow them down or freezes them in place, and being shocked by lightning increases incoming damage. There also chaos, though mechanics-wise it doesn't count as "elemental damage" and has different properties from the other three.note 
  • The 3 types of magic a High Elf mage can learn in Sacred 2: Fallen Angel are the Arrant Pyromancer (Fire spells), the Mystic Stormite (Ice spells), and the Delphic Arcania (Support magic, with a lightning bolt as it's main attack spell).
  • Sengoku Basara has Fire, Ice, and Lightning, alongside Wind, Light, and Darkness.
  • The Embermage in Torchlight II takes after the above Sorceress due to the nature of the game being a Spiritual Successor. Aside from Prismatic Bolt, their three skill trees consist of this trope where Inferno skills provide the ability to inflict Damage Over Time, Frost skills are great at slowing, freezing, or shattering enemies, and Storm skills generally have higher damage for crowd control, especially since enemies hit while shocked can release bolts to damage nearby victims.
  • Viking: Battle for Asgard uses this approach to magic and simply refers to the magic by element and calls it a day.
  • Warriors Orochi lets you add fire, ice, and lightning effects to your weapons. Yes, that's "and" not "or". You can add all three to the same weapon. It's probably best not to ask how that works.

  • In Final Fantasy XIV, the Thaumaturge/Black Mage primarily uses Fire and Blizzard spells, their playstyle revolving around a Stance System in which they alternate between Astral Fire (which increases the damage output of Fire spells in exchange for increasing their MP cost) and Umbral Ice (which decreases the MP cost of Blizzard spells while increasing the rate of MP regeneration). They also possess Lightning spells that inflict Damage Over Time, but these spells are secondary to their Fire and Blizzard spells.
  • Guild Wars 2 has the elementalist class, which can switch between attunements to the four elements. In addition to Fire attunement, the Air attunement includes lighting spells, and Water attunement includes ice spells.
  • Mabinogi uses this for magic spells, with all but four spells (Blaze, Healing, Party Healing, and Enchant) being tied to one of the three elements. Alchemy abilities use the Classical Elements instead. Also, one of Lassar's lectures basically states that there are a lot of elements, but these are the only three suitable for reliably converting mana into damage without tools such as the cylinders and crystals alchemists use... so since you're an adventurer, she'll only cover ice, fire, and lightning in class.
  • Phantasy Star:
  • While there are at least ten elements in Ragnarok Online, the main elemental circle is Fire-Earth-Lightning-Water (Water is mostly ice attacks), and the Wizard class (of which the above mentioned Kano is one of; she just doesn't use Earth spells) uses those four primarily, along with the 'Ghost' element, in case the monster happens to be resistant to all in the circle, or is a Ghost-type itself.
  • In RuneScape, the strongest standard spells are fire spells, and the strongest Ancient Magicks are ice spells. Saradomin Strike is a standalone lightning spell.
  • Tibia has fire, ice, lightning and earth as well as death and holy. Sorcerers are masters of fire, lightning, and death while druids are masters of ice, earth, and holy healing spells. Prior to the revamp of the magical system, fire, energy (now lightning), and poison were the elements.
  • Wizard101 has this in the form of the Fire, Ice, and Storm schools.
  • World of Warcraft makes use of this trope to an extent, except that Lightning is merged with Earth and Poison into Nature (And Water with Ice into Frost, but there aren't many Water spells to begin with). The prime example of this trinity is the Shaman class, which has various totems, a weapon enchant and a magic shield (except for fire), as well as "Shocks" (instant damage spells with varying effects) for each. Mages come close, but their energy-ish spells are Arcane (pure magic).

    Party Game 

    Platform Game 
  • In Banjo-Kazooie: Grunty's Revenge, the three special varieties of egg ammo available (in addition to the basic, non-elemental variety) are Fire, Ice, and Battery (Lightning) Eggs. In contrast, Banjo-Tooie has Fire and Ice eggs, but the other two special varieties (three when counting the one exclusive to multiplayer) are bombs.
  • Castlevania:
  • Eagle Island features three Totems who embody these elements: Magira (fire), Icora (ice), and Zephara (lightning).
  • The Kirby series includes multiple abilities centered around these elements, with a specific long-ranged and close-ranged version of each appearing in at least one game. Since Kirby's Adventure, Kirby has also had unique damage animations for when he's hit by any of these three elements.
    • Kirby: Squeak Squad went so far as to allow these elements to affect the terrain (electricity is conducted along metal and water, ice can freeze water, and fire can burn things). Finding the right Copy Ability Scrolls would let you mix the elements with Sword or Bomb and let Tornado and Wheel temporarily pick up the elements from terrain. The final boss also rotates through three different forms based on the elements.
    • In Kirby Super Star, the hats for Fire, Ice, and Plasma are all palette-swapped crowns. Later games distinguish their appearances by making them look like they're actually composed of flames, ice crystals, or electricity.
    • Kirby 64: The Crystal Shards also featured Ice, Fire, and Spark powers that could be combined with the other elements in the game, which was the game's gimmick. Fire + Lightning made Kirby rub his head with tin foil, causing sparks until his head caught on fire and he ran around at high speeds. Lightning + Ice turned him into a refrigerator, which shot food that could later be consumed to heal yourself. Ice + Fire created steam in a very small area, making it mostly worthless.
    • Kirby Star Allies brings back the possibility of combining Sword and Bomb (along with other Abilities such as Stone, Ninja, Cutter, Yo-yo, Whip, and Hammer) to those three elements (plus wind and water, now). Once again, the villains also get in on the act, as the Three Mage-Sisters each represent one of those three elements: Francisca, Flamberge, and Zan Partizanne.
  • The Mega Man series uses these three elements off and on for the weapons of the bosses. Note: In the original rotation, Thunder beats Ice beats Flame (though Flame doesn't always affect Thunder). The reversed rotation switches Ice and Flame, as follows: Thunder beats Flame beats Ice (though Ice doesn't always affect Thunder).
    • Mega Man (Classic)
      • Mega Man has the original rotation (obviously). Thunder (Elec Man) beats Ice (Ice Man) which beats Flame (Fire Man). Fire Man's weapon didn't beat Elec Man, though: it beat Bomb Man, and Elec Man was beaten by Cut Man's weapon. Just about all the games have at least one, if not all three.
      • Mega Man 7 had Freeze Man (Ice), Cloud Man (Thunder/Lightning), and Turbo Man (a Transforming Mecha who attacked with flaming wheels), but the weaknesses are separated in the weakness chain.
      • Mega Man 8 had Sword Man (Flame), Frost Man (Ice), and Clown Man (who attacked with electricity).
      • Mega Man & Bass had Thunder/Lightning (Dynamo Man) beating Ice (Cold Man) beating Flame (Burner Man), similarly to the original game.
      • Mega Man 10 has Solar Man (Flame), Chill Man (Ice), and Sheep Man (Thunder/Elec).
      • Mega Man 11 has Fuse Man (Thunder/Lightning), Tundra Man (Ice), and Torch Man (Flame).
    • The same goes for the Mega Man X series:
      • Just like Mega Man 6, the original X game (made shortly after) continues the reversed rotation: Flame (Flame Mammoth) beats Ice (Chill Penguin) beats Thunder/Elec (Spark Mandrill).
      • In X4: Magma Dragoon, Frost Walrus, and Web Spider use Flame, Ice, and Thunder respectively, with Flame (Dragoon) beating Ice (Walrus), but Thunder isn't a part of it (in fact, Ice beats Water (Jet Stingray) and Flame is beaten by Wind (Storm Owl)). X4 also had the final form of the final boss, who summons three coloured heads (blue, red, and yellow). The first shot out icy gas, the second shot out fireballs in fours, and the last shot out electric balls that spread shockwaves across the walls/floor.
      • In X5: Ice/Water (Duff McWhalen) beats Thunder/Elec (Squid Adler), though Flame (Mattrex) doesn't interact with the two.
      • X8 resumes the original rotation: Thunder/Elec (Gigabolt Man-o-war) beats Ice (Avalanche Yeti) which beats Flame (Burn Rooster).
      • Mega Man X: Command Mission also resumes the original rotation and, interestingly, replaces Ice with Water: Thunder beats Water beats Fire beats Thunder.
    • In the Zero and ZX series, it's back to the reversed rotation: Thunder beats Flame beats Ice beats Thunder. The Zero series very specifically zeroes in on this rotation, as it offers no weapon elements for Zero's use except within this triad. Starting with this series, the reversed rotation has some odd consequences, such as fire often being the best thing to use on underwater bosses since they would usually be ice-type (like Fairy Leviathan, the ice Guardian) with one notable exception (Volteel Biblio, the Psycho Electric Eel of Zero 3 therefore being vulnerable to ice).
    • Mega Man Battle Network, resumes the original rotation for weaknesses (and threw in Wood). Star Force has continued this. In both cases, ice and water are essentially considered the same thing, though.
    • Battle Network 3 has its own Dark Man who, as he moves about the field, will cycle around a fire attack, an ice attack, and a lightning attack; he will change colors as he changes attacks.
    • The elemental blades in Battle Network 2. 3 and on added in BambooSword, but in 2, the Dream Sword 2 PA is made of FlameSword, AquaSword, ElecSword. Replace with Blade for the next level of the PA, Dream Sword 3.
  • In Run Saber, the three cyborg-enhanced Run Sabers use the three elements: Kurtz uses the red "Flair Saber", which generates pillars of fire; Allen uses the green "Thunder Saber", with which he can create a dragon made of electricity; and Sheena uses the blue "Ice Saber", which works at absolute zero and can unleash a blizzard.
  • Scurge: Hive has a unique variation: Its main weapons elements are Fire (Pyro), Energy (Lightning), and "Diffusion," which is anti-energy (it's something of a "power sink" ability). It does have an Ice power, but instead of being part of the elemental cycle, it freezes small enemies indiscriminately and doesn't do damage.
  • Sonic 3 & Knuckles has a trio of elemental shields that form a common variation on this trope, the Fire Shield, the Electric Shield, and the Water Shield. The first two offer immunity to damage from their elements, while the third prevents drowning. Each of the three also grants a special move Sonic can do (Tails and Knuckles keep their basic flight and gliding powers), and the Electric Shield pulls nearby Rings inward. The game does have a few freezing-based hazards, but as they only appear in one level, it wouldn't make much sense to have a shield devoted specifically to them.
  • In practically every Spyro game that gives the eponymous dragon access to multiple different breath types, he will be able to use these three elements. However, there's often a fourth type which varies from game to game.
  • Super Mario Bros.
    • Super Mario Galaxy: Three of the planets encountered in the final Bowser level, in order of appearance, are a lava planet, a dry ice planet, and a quicksand planet surrounded by electric beams.
    • Super Mario Galaxy 2: The first planet encountered in "Shiverburn Galaxy" is a U-shaped planet covered in lava, has several electric beam shooters, and will turn to ice after Ground Pounding a switch found halfway around that planet.
  • In Ty the Tasmanian Tiger, each new area is unlocked by an elemental boomerang. While the fire and ice boomerangs have multiple functions throughout the game, the final electric boomerang need only be thrown once.
  • In Valis III, Fire, Ice, and Thunder are the three types of magic. Each of the three players characters has her own version of each:
    • Yuko: Flame Dagger, Ice Cutter, Thunder Sword
    • Cham: Fire Dragon, Ice Throw, Lightning Bolt
    • Valna: Fire Star, Chill Cube, Thunder Storm

    Puzzle Game 
  • Puyo Puyo Fever: Although the actual types didn't affect the gameplay, these were among the special attack callouts used when making combos for two characters. Amitie uses "Flame, Blizzard, Lightning Bolt!", while Arle uses "Fire, Ice Storm, Thunder!".

    Racing Game 
  • Banjo-Pilot has power-ups of these types that can be used against other racers. Fire eggs can be used to attack from a distance, ice eggs create ice cubes that can be used to deflect enemy fire or be placed as an obstacle, and lightning can be used to temporarily stun all the other racers.

    Real Time Strategy 
  • Pikmin:
    • The three resistances of the main three colors of Pikmin are fire, electricity, and water in place of ice.
    • Pikmin 4 introduces Ice Pikmin, which makes for a closer fire/ice/lightning trio with Red and Yellow Pikmin. Within the game, these three types are intended to be the earliest discovered, and the first main area is themed around the three of them (they are the three "recommended" types of the area and all five of the location's caves have puzzles built around one to two of them exclusively). The final boss also picks these three elements to use in its "middle" phases, in-between a non-elemental first phase and a final phase centered around a hazard deadly to all types of Pikmin.
  • Plants vs. Zombies 2: It's About Time has the three elemental Peashooters. The Fire Peashooter, which fires flaming peas that deal doubled damage, the Snow Pea, which fires ice peas that slow down zombies, and the Electric Peashooter, which fires electrified peas that penetrate zombies and constantly zap nearby ones in a 3x3 area as they travel.
  • Warcraft:
    • In Warcraft II, among the Mage's few spells are Fireball, Blizzard, and a lightning attack. Rather than being Elemental Rock-Paper-Scissors, however, the attacks were balanced vis-a-vis damage, mana cost, and area of effect. The Horde's Death Knight has similar spells.
    • Humans in Warcraft III have the Blood Mage (Fire), Archmage (Ice, though his basic attack is a fireball), and Mountain King (Lightning). On a wider scale we also have the Humans in general (Fire), Undead (Ice), and Orcs (Lightning), which is reflected in some of their heroes, units, and items. The Night Elves are thematically associated with Earth/Nature.
      • There's a cutscene where you witness a meeting between three demon lords, each of whom represent one of the three elements; Tichondrius represents fire, Mephistroth represents Ice, and Anetheron represents Lightning.
      • The second Night Elf level of the first game requires you to kill three Primal Guardians and their owlbears, who buff them with Frost Armor, Lightning Shield, and Inner Fire respectively.
      • And there's the Orbs, special items equipped by a Hero Unit to increase it's damage, gives an Anti-Air attack to melee heroes and add a fun effect. They include Lightning (sometimes removes all buffs and does extra damage to summons), Ice (slows down the target), and Fire (splash damage), Darkness (killing blows spawn a skeleton warrior), Corruption (Anti-Armor), Venom (deals damage over time), and Slow (sometimes slows units). However, where the Horde gets lightning and the Alliance gets fire, the Scourge got the orb of Corruption while the Night Elves got Venom.

  • 20 Minutes Till Dawn has Fire, Ice, and Electro Mage perks, which imbue your characters' shots with the respective element.
  • Ancient Domains of Mystery has the four elements of fire, ice, lightning, and acid, with bolt and ball spells for each. Lightning is less commonly resisted and does slightly more damage than ice and fire, but acid trumps lightning on both of those scores. However, the only improved ball spell, which hits a radius about a targeted location rather than centering on the caster, is fire.
  • The Freeware game Castle of the Winds has a magic arrow spell, as well as three bolt spells, fire, ice, and lightning, and three ball spells, one for each element.
  • Dawncaster: The three main types of elemental magic are fire, ice, and lightning.
  • Dicey Dungeons has the spell Catastrophe, which inflicts shock (which disables a random equipment of your enemy unless they use dice on it), burn (which burns an enemy's dice, making them take 2DMG from picking it up), and freeze (which turns the highest dice value into 1).
  • NetHack only has three wands that launch Hyphens of Doom (not including the standard Magic Missile), and they are indeed the wand of cold, wand of fire, and wand of lightning.
  • Titan Quest: all three elements are present, though Ice and Lightning are part of the same Storm Mastery. This is however applied to the various Telkine bosses: the first, Megalesios, uses mostly lightning magic. The second, Aktaios, employs fire and the last one, Ormenos, can cast ice magic.

    Role-Playing Game 
  • Atelier Series:
  • Betrayal at Krondor: The first three damaging spells that you'll be able to get in the game are Flamecast, Skyfire, and Fetters of Rime, which deal area fire damage, drop a lightning bolt on an enemy if they're wielding a metal weapon, or do damage and freeze the enemy for a few turns, respectively.
  • In Breath of Fire, usually there are 3 levels of spells for the three elements, and variable amounts for the others (Earth, Wind, Water, etc.) depending on the game. There are also characters with specific magic-affinity.
    • Breath of Fire: Bo can use up to level 3 magic of the three elements. Ryu can access two sets of fire/ice/lightning elemental dragon forms.
    • Breath of Fire II: Ryu has, once again, two sets of dragon forms with the three elemental abilities. Sten has a fire affinity, and Nina can use the three elements, plus Wind and Earth.
    • Breath of Fire III: This time, Ryu creates dragons by mixing genes with special characteristics. Obviously, he has a fire/ice/lightning gene that grants the resulting dragon form those abilities/spells. There's also the Trygon, which merges the three into a single form. In terms of characters, Rei (lightning) and Garr (fire) fills two, with Nina wielding all three, plus Wind.
    • Breath of Fire IV turns lightning into a combo spell, only created after one cast a wind and water/ice spell back-to-back. Thus, no character has it as an affinity and Ryu doesn't get a lightning dragon. Otherwise, all playable members have specific elemental affinities: Ryu (fire), Fou-lu (ice), Nina (wind), Cray (earth), Scias (water/ice), and Ursula (fire).
  • Child of Light has Fire, Water, and Lightning, although many water attacks used by foes are ice-based. Fire beats Earth foes, Water beats Fire enemies, and Lightning beats Water foes. There's also Light, which isn't resisted by anything and beats Darkness.
  • Chrono Cross follows the footsteps of its predecessor, although each gains a partner element style and is put on a six-point chart. Fire (and magma) as 'Red' against ice (and water) as 'Blue'; oddly, lightning gets partnered with earth as 'Yellow' against grass and wind as 'Green', breaking the lightning/air pairing.
  • Chrono Trigger is interesting in that it's actually Fire-Water-Lightning, with Marle and Frog differentiated by their use of frozen and unfrozen water. However, in the Japanese version, Lightning is actually Heaven, and the DS remake compromises with Light. Also, the fourth and final element, Shadow, is said to be composed of the other three elements combined, Fire, Ice, and Lightning. This is explains why most triple techs that combine the three elements are of Shadow element, and Magus's ability to use Fire, Ice, and Lightning is due to the fact he is of the Shadow element.
  • Dark Souls has this in the three schools of magic, the first of these is Pyromancy which gives you control over fire. The second is Miracles which gives the player lightning attacks designed to defeat dragons. The third, Sorcery, isn't ice-based, but many spells are represented by the colors white and blue, they often let out a shattering sound like ice breaking when they impact, and finally, some spells are associated with crystals which resemble ice. Dark Souls III adds Frostbite as an ice-based status effect from uncommon ice-based enemies and weapons, but there is still no ice type damage.
  • Dragon Age:
    • The Primal school of magic in Dragon Age: Origins has four spell tracks: fire, ice, lightning, and stone (which does normal physical damage instead of having its own elemental damage type due to a glitch).
    • Dragon Age II, by contrast, treats fire/ice and earth/lightning as complementary pairs, grouped under the Elemental and Primal trees respectively.
    • Dragon Age: Inquisition separates Fire, Ice, and Lightning into their own spell trees, with each getting different utilities other than dealing damage. A mage Inquisitor starts the game with one fire spell and one lightning spell, then completes the trinity by picking up an ice elemental staff.
    • Tempests also display this trope, despite not being magic-users, by coating themselves with flasks of alchemical ice, fire, and lightning.
  • Dragon Quest games have the Sizz (Fire), Crack (Ice) and Zap (Lightning) families of spells. The latter is exclusive to the Hero. Fire Spells were already available in the original Dragon Quest, and Dragon Quest III was the game which introduced Ice and Lightning magic.
  • Dragon's Dogma had five schools of magic. Three are fire, ice, and lightning. The other two are holy and dark.
  • Most spells in Dubloon center around this. Ricky also gets water spells.
  • The Elder Scrolls:
    • This is present in the series' three main elemental spell types in the Destruction school of magic. While the exact effects of each type vary depending on the exact spell used and the mechanics of the specific game, they generally follow the following formula: Fire spells tend to deal the most direct damage, cost the least Magicka to use, and often have the effect of continuing to burn the target for some time after the initial impact. Frost spells tend to do the least direct damage, but typically have secondary effects of slowing the movement speed of targets after they've been hit as well as draining the target's Stamina. This makes Frost spells especially effective against enemy melee combatants. Shock spells typically deal damage somewhere in between Fire and Frost, cost the most Magicka, (if ranged) sometimes strike instantly (similar to a hitscan attack), and sometimes drain Magicka in addition to damaging health. This makes Shock spells especially effective against enemy spellcasters.
    • Atronachs are a type of unaligned lesser Daedra which are essentially the Elemental Embodiments of the elements they represent. The most common are the Flame (also known as "Fire"), Frost, and Storm varieties. (Others include Air, Flesh, Iron, and Stone.) Atronachs typically attack with spells of the element they represent while also being immune to spells of that element.
  • Epic Battle Fantasy: Natalie's basic tiered elemental spells throughout the entire main series fall under this setup. She always has a Fire spell, Thunder spell, and an Ice spell grouped together. While she can learn spells of other elements, they're either shared skills anyone can learn, or more advanced skills like her Holy or Dark magic.
  • Used as the three main elements in the Etrian Odyssey series:
    • Alchemists (I and II), Zodiacs (III and Nexus), Runemasters (IV) and Warlocks (V) can learn to harness all three, specializing in area-of-effect attacks that reach most if not all enemies; however, the player may decide it's better to focus on one or two than spread their precious points across all three. Later games in the series tend to condense all the elemental-boosting passives into a single skill to allow for greater leeway in skill point distribution. As a special feature, the Warlocks, depending on which Legendary Title the player gives to their character(s) when the option is unlocked, can either hone their basic elemental traits by adding stronger attacks (Elemancer) or keep their existing skills and add attacks from extra elements like earth and wind (Omnimancer). Lastly, in certain games, there are Limit Break skills that inflict a triple elemental damage to all enemies present (Astrosign in Nexus, Tri-Magic in V).
    • The Landsknechts (I, IV and Nexus) and Fencers (V) are primarily combatants with standard melee attacks. However, their respective sets of skills include moves that allow them to follow-up other character's attacks by hitting the targeted enemy with a residual hit based on a chosen element. The Landsknecht requires the ally's attack to target the enemy the former hit first for the follow-up to work, while the Fencer can follow up multiple enemies as long as the allies' attacks are of the same element or melee type (it's here where the Shamans' elemental prayers become handy). The Yggdroids (III) operate similarly, but instead of attacking during their turn to initiate the elemental follow-ups, they instead summon color-coded bots (Red for fire, Blue for ice, Yellow for volt) that do the job for them.
    • The Gunner (II and Nexus) and Arbalist (III) can shoot projectiles (bullets from the former, arrows from the latter) imbued with fire, ice or volt; the former also has a second trio of elemental stab skills.
    • Some classes, like the Troubadours (I), Sovereings (III and Nexus) and Shamans (V), opt instead for having skills that imbue specific elements to their weapons as well as those of the other characters (for example, the skills from the Sovereigns that do this are Fire Arms, Freeze Arms and Shock Arms), allowing all of them to exploit the enemies' elemental weaknesses whenever they attack.
    • The Imperials (IV and Nexus) have the Elemental Drives, which inflict a seriously strong damage to the targeted enemy. The skills in question are Flame Drive, Freeze Drive and Shock Drive. The catch is that the used Drive Blade requires a cooldown period before it can be used again (unless they use the special Ignition skill, which allows them to use the Drives for up three turns in a row, plus once again the turn after the skill expires).
    • The remaining classes either have only one or two elements touched upon in their skill trees, or do have access to all three elements but they aren't the central focus of their abilities. For example, the Hero (Nexus) has an asymmetrical trio, as each elemental skill operates in a very different way. The Protectors (I, II and Nexus) and Hoplites (III) invert the trope: Being tank-based combatants, their element-based skills focus on reducing or negating the elemental attacks coming from enemies and bosses (Antifire or Fire Wall, Anticold or Ice Wall, and Antivolt or Volt Wall). In Nexus, a fully-upgraded elemental Wall skill will drain the attack so the protected party members recover HP instead of taking damage.
    • Among bosses, the three legendary dragons that have been omnipresent in the series (Great Dragon, Blizzard King, and Storm Emperor) have their attacks respectively based on fire, ice, and lightning. Other bosses do have access to all three elements (including superbosses like Warped Savior in IV and Dryad in V), and are much more dangerous as a result.
  • The Final Fantasy series almost always plays this trope straight.
    • The magic system in every game contains at least the Fire, Blizzard, and Thunder series of spells. Other elements may be added to extend the Elemental Rock-Paper-Scissors set, but even so, Fire, Ice, and Lightning make up the majority of elemental spells, summons, and items. Even Final Fantasy X, which adds Water as a "core" element on the same standing as these standard three, still plays this trope straight: the three elemental summons are Ifrit (Fire), Ixion (Lightning), and Shiva (Ice).
    • Final Fantasy VII even has the Kujata summon, which uses all three in a single powerful attack.
    • Final Fantasy XIII has a trio in its party members. Lightning, Snow, and Sazh all specialize in one of the elements and their Eidolons follow suit. It should be fairly obvious who has which element.
    • In Crisis Core: Final Fantasy VII, the usual triangle exists. Certain enemies also can use all three attack types. Minerva, for instance, has a massive fireball, an ice attack that freezes you where you stand, and a lightning strike from her scepter.
    • In Final Fantasy IX, the three Black Waltzes utilise each of the elements in your battles with them. Number 1 uses Ice (and conjures an ally from it as well). Number 2 uses Fire. And Number 3 uses Lightning. note 
    • Final Fantasy VI's plot is triggered by the discovery of a frozen esper known as Valigarmanda (Tritoch in the Western SNES version). It uses all three elements together in its Tri-Disaster attack when summoned, and teaches the third level versions of all three spells when equipped as magicite.
    • Black magic in Final Fantasy XII downplays this. Fire, Blizzard, and Thunder are the only spells that get all three Spell Levels, with fire even getting a fourth spell. For wind, the player can only use Aero and Aeroga, with Aerora being an enemy-exclusive ability. Water is even worse off, with only the basic Water spell (called Aqua in the Updated Re-release) being useable while enemies can also use Watera and Waterga. All other black magic is Non-Elemental.
  • Fire Emblem: The Blazing Blade has these as subtypes of anima magic, although mechanically the only differences are stat-wise in things like tome weight, accuracy, and critical chance.
  • Kingdom Hearts, as expected from a partial Final Fantasy crossover, has the usual Fire, Blizzard, and Thunder spells.
    • Almost all the games have the musical spellcasters: Red Nocturne (fire), Blue Rhapsody (ice), Yellow Opera (lightning), along with Green Requim (healing) making four. Although later games added many more types, these four elements are still the most pervasive, including stronger versions of the original quartet,
    • In Kingdom Hearts: Chain of Memories, the three main organization members fought in Sora's Side were Axel, Larxene, and Vexen, who represented the three elements. The fourth and Big Bad was Petal Power, likely because his flower-based abilities were presented as the opposite of the flower-themed Cure line of spells, death rather than life.
    • Kingdom Hearts II has three elemental Keyblades, each boosting one of the three elements. Axel gives you Bond of Flame (Fire), TRON gives you Photon Debugger (Thunder), and Ariel gives you Mysterious Abyss (Blizzard).
    • Kingdom Hearts: 358/2 Days has 13 elements... but the only ones you have easy access to are Fire/Ice/Lightning and Wind.
    • Kingdom Hearts: Birth by Sleep introduced "Command Styles", special themed movesets unlocked by filling the Command Gauge with certain types of attacks. The basic, non-character-specific styles fit this pattern. And all of the basic attack commands, such as blitz or dash, have fire, ice, and lightning versions of the attacks.
  • Kingdoms of Amalur: Reckoning: The three elemental magics. Fire has a chance to cause panic, ice slows, and lightning stuns.
  • The Madou Monogatari series, the predecessor series to Puyo Puyo, plays it straight with Fire, Ice Storm, and Thunder spells.
  • Mass Effect:
    • Shows up in Mass Effect 2 with ammo types and tech powers. For fire you've got Incinerate and Incendiary Ammo, which works well against armor and causes organic enemies to panic, Overload and Disruptor Ammo for lightning, which damages shields and synthetic enemies, and for ice you have Cryo Blast and Cryo Ammo, which freezes enemies solid so you can take a breather or knock them into walls or off cliffs for an OHKO (unlike the other two, though, they do no additional damage to any defense type). Also with heavy weapons: the Firestorm is a flamethrower, the Avalanche freezes enemies, and the Arc Projector shoots lightning.
    • Played with in Mass Effect 3: Overload damages and stuns organic enemies and can be upgraded to Chain Lightning. In fact, the game expands on the second's use of biotic explosions. It's possible to set up biotic, cryo, fire, and tech explosions. Various powers/ammo set up the combo, and others trigger them (with the set-up determining the final effect). Cryo and fire are the ice and fire, tech is the lightning. Biotic explosions are pure force. Some classes are practically crowd control wizards, able to set up and explode three different kinds of combos with the right ammo power.
  • Mother: The trio of PK Fire, PK Freeze, and PK Thunder are the three basic offensive PSI of the trilogy, with all three being available to the three female leads Ana, Paula, and Kumatora (though Ana and Kumatora have access to other offensive PSI as well). In Super Smash Bros. Brawl, they're given to Lucas in order to give his fellow party member representation. Ness is given nearly the same moveset, replacing PK Freeze with his naturally learned PK Flash in order to represent Paula.
  • Arisu Reiji from Namco × Capcom and Endless Frontier has a flame sword and a lightning sword, and his partner Xiaomu has an ice/water sword. Their Evil Counterpart Saya has a full set of three.
  • Octopath Traveler: The Scholar, Sorcerer and Runelord Classes get access to all Fire, Ice and Thunder Spells.
  • Okage: Shadow King plays this straight. Everyone in the game that fights has an element, and they're all locked in an elemental triangle that is good or bad against the other. Naturally, it's Fire, Ice, and Lightning. Except for Ari... who is Neutral.
  • The three primary "coatings" (elemental equipments) found in Opoona are the Fire Coat, Ice Coat, and Thunder Coat (with their improved versions being the Solar Coat, Frozen Coat, and Plasma Coat). There are numerous other coats available, including an Earth coat, but that's the primary trio. There's also the "elemental" series of enemies, whose three members are Flamehead, Icehair, and Plasma Ball.
  • In Persona 5, Fire, Ice, and Lightning skills can inflict the Burn, Freeze, and Shock ailments respectively. Wind skills, meanwhile, don't inflict any ailments but are cheaper to cast. Another element, Nuclear, will deal increased damage towards enemies inflicted with any of these three ailments.
  • In the Phantasy Star series, the basic attack techniques are Wat(ice), Tsu/Thu(lightning, but sometimes light), and Foi(e)(fire). In Phantasy Star IV, the base versions of each can be used for a surprisingly powerful early-game Combination Attack.
  • Pokémon:
    • Throughout all the games, only the Fire, Ice, and Electric elements have associated major Status Effects: Burn, Freeze, and Paralyze respectively. The Sleep status effect is not associated to any element in particular. (However, there is also the Poison status effect, associated with the Poison-type.)
    • Pokémon Red and Blue contained a trio of Fire, Ice, and Electric-type legendary birds, three Fire, Water, and Electric-type evolutions of Eevee, and three hard-to-find no-evolution Ice, Electric, and Fire humanoid Pokémon (Jynx, Electabuzz, and Magmar, respectively).
    • Pokémon Gold and Silver followed suit with a trio of Fire, Water (but with Ice attacks), and Electric-type legendary beasts, and a pre-evolution to each of Generation I's hard-to-find-no-evolution-humanoid trio.
    • Pokémon Ruby and Sapphire subverted it with its legendary trio of Regirock (Rock), Regice (Ice), and Registeel (Steel), while Groudon, Kyogre, and Rayquaza went with Land, Sea, Sky.
    • Pokémon Diamond and Pearl plays with it with a trio of Color-Coded for Your Convenience Psychic-types, Mesprit, Azelf, and Uxie, who are pink, blue, and yellow. You can find the Fire Blast, Blizzard, and Thunder TMs in the Lake areas where they reside. Hint much?
    • In Pokémon Black and White, Reshiram and Zekrom's secondary types are Fire and Electric respectively, and Kyurem, a Dragon and Ice type legendary, is an outsider "third" member. It has two alternate forms in Pokémon Black 2 and White 2, one of which is a Fusion Dance with Reshiram and the other with Zekrom.
    • This is so pervasive in Pokémon that the second movie (featuring Generation I's birds) was themed around it, as mentioned in the above quote.
    • There are also the three elemental punch attacks, Fire Punch, Ice Punch, and ThunderPunch [sic], and the three elemental fang attacks, Fire Fang, Ice Fang, and Thunder Fang. And while they have other elements, a lot of "move variations" (moves with shared properties like power and PP) have these three — Ember, Powder Snow, Thundershock; Flamethrower, Ice Beam, Thunderbolt; and as mentioned above, Fire Blast, Blizzard, and Thunder.
    • In the original Gold and Silver games, you can just buy the three elemental punches. You can still get the three punches in the remakes (and presumably in Diamond, Pearl, and Platinum), but it's slightly harder.
    • There's the move Tri Attack, which has your Pokémon shoot three colored energy beams (that are red, blue, and yellow), show your opponent getting hit with fire, ice, and lightning in the game animation, and can burn, freeze, or paralyze your opponent. Ironically enough, the move is Normal-type, presumably because the gameplay mechanics at the time couldn't allow for an attack to have multiple types and for typing purposes the fire, ice, and lightning cancel each other out.
    • Amusingly, this is averted when it comes to the Status Infliction Attacks, as there isn't any move with a 100% chance to Freeze an opponent such Thunder Wave for Paralyze or Will-o-Wisp for Burn.
    • Lance's three Dragonite in Generation II and the first battle against him in Generation IV know Thunder, Blizzard, and Fire Blast, respectively. Also, in the first battle against him in Generation IV, his Gyarados, Aerodactyl, and Charizard know Ice Fang, Thunder Fang, and Fire Fang, respectively.
    • Interestingly enough, the only Pokémon that resists all three of these types damage-wise is Heat Rotom, which is Electric/Fire, so a Pokémon with moves of these three types has genuinely good damage coverage. There's also a typing that's weak to all three: Bug/Flying. Bug is weak to Fire while Flying is weak to both Ice and Electric. This typing is very common among the Crutch Character Pokémon (such as Butterfree) found at the beginning of most games, which, along with their bad stats and other weaknesses, makes their use past mid-game difficult at best.
  • The damage-dealing spells in the Shining Series games are Blaze, Freeze, and Bolt. While mages usually learn two or more of the spells at the basic levels, each game usually features one mage per element that learns the highest-level spell, such as Tao (Blaze), Domingo (Freeze), and Alef (Bolt) in the first Shining Force game.
  • The Shin Megami Tensei games have these as the most constant elements, with the main spells using the names Agi (Fire), Bufu (Ice), and Zio (Lightning). The trio is completed by Zan (Force), representing physical means of damage, although it's most commonly depicted as wind. Some games just outright replace Zan with Garu (Wind). There are also Hama (Light) and Mudo (Darkness) spells, although in most games they act as instant kills instead of traditional elements.
  • Super Mario Bros. RPGs:
    • In the Nintendo Switch remake of Super Mario RPG, Mario, Bowser, and Mallow's triple move involves them shooting fire, ice, and lightning at enemies from Bowser's Koopa Clown Car.
    • Paper Mario:
      • The penultimate three bosses of Paper Mario 64: Lava Piranha, the Crystal King and Huff N. Puff. Lava Piranha, the fifth boss and the guardian of Misstar, is a giant fiery piranha plant inhabiting Mt. Lavalava, and once he's defeated on the first round, he comes back to life for another battle, that time, on fire. Huff N. Puff, the sixth boss and the guardian of Klevar, is a giant living storm cloud with lightning and wind attacks that was terrorizing Flower Fields, wanting to cover the land in clouds due to his dislike for the sun. The Crystal King, the guardian of the last Spirit, Kalmar, who guards the Crystal Palace in the snowy region of the Mushroom Kingdom, possesses an icy breath that can freeze Mario for a few turns during the battle, but he'd make good on the threat of presenting his icy corpse as a gift to King Bowser if he defeated him.
      • The Shadow Sirens in Paper Mario: The Thousand-Year Door, as noted by their colored hats: Beldam, Marilyn and Vivian. Beldam, the eldest sister, has icy abilities as noted by her blue hat. Marilyn, the big-boned sister in the yellow hat, possesses powerful lightning attacks, and can charge herself up to do major damage to Mario and his team during battle. For Vivian, the youngest sister, her red/pink hat signifies her fire attacks; she later defects from the sisters and joins Mario's team after all the abuse Beldam put her through, at which point Doopliss, whom she helped Mario defeat during his visit to Twilight Town to obtain the Ruby Star and reclaim his stolen identity, would take her place.
  • In Trials of Mana, Lightning is lumped under Air, Ice is lumped under Water, and Earth, Light, and Darkness are about as common as Fire, Water, and Air. However, Angela's Grand Divina class learns a spell called Double Spell which combines a Lightning spell, a Fire spell, and an Ice spell.
  • The World Ends with You doesn't play Elemental Rock-Paper-Scissors (strictly speaking, at least). Nevertheless, it still has fire, ice, and lightning attacks. They don't differ in "element" — and, in fact, all share the same "negative/ranged" element — but instead differ in the way they're used.
  • Three characters can get their melee attacks enhanced in X-Men Legends — Magma, Iceman, and Storm. All three basically fall under "energy". (Telepaths can enhance their attacks with "psychic" damage, which has different effects.)
  • Xenosaga III's ES battles divide attacks into fire, ice, lightning, and beam; considering these are mechs, beam is probably thermally and electrically neutral, like a neutral particle beam.
  • The Flame, Ice, Thunder, and Violent Light swords and armor in Ys IV: Mask of the Sun, the elemental magic stones in Ys V: Lost Kefin, Kingdom of Sand, and the Livart (wind) Brillante (fire), and Erricil (lightning) swords in Ys VI: The Ark of Napishtim.

    Shoot 'em Up 
  • In Coryoon, Coryoon's three possible weapons are fireballs, water waves, and lightning bolts.
  • The protagonists of Dragon Blaze (2000) are Quaid (Fire, by way of Fire Dragon), Sonia (Ice plus water, by way of Aqua Dragon), and Rob (Lightning, by way of Thunder Dragon). Ian messes with the formula by adding Earth and Darkness (by way of Skull Dragon). Their attacks even include the elements in their names (i.e. Quaid's Fire Breath, Sonia's Diamond Dust and Rob's Lightning Hammer or Thunder Break).

    Simulation Game 
  • Dungeon Keeper 2 apples this trope to its traps, with 3 of the most useful being the freeze trap, the lightning trap, and the fireburst trap.

    Sports Game 
  • In Backyard Baseball the powerups include a fireball, a freezing ball, and a lightning-bat line drive. Add water (slippery ball) to the list of elemental powers too, and maybe even metals (via the aluminum power bat).

    Survival Horror 
  • The grenade launcher in Resident Evil 5 has Napalm, Nitrogen, and Electric rounds, as well as standard Explosive, Acid, and Flash ammo.

    Third-Person Shooter 
  • In darkSector, throwing your Glaive at sources of electricity, fire, or ice will temporarily imbue it with that element. This massively increases its damage, allows you to create a large elemental explosion (once you unlock that ability), and can be used to solve environmental puzzles (using electricity to power generators, fire to burn obstacles, ice to put out fires and freeze water).
  • Warframe uses Heat, Electricity, and Cold as three of its primary elemental damage types, with Toxin filling out the quartet (although it didn't gain equal status to the other three until Update 11 brought Damage 2.0). Each one has a unique status effect: Cold damage slows the victim, Electricity briefly stuns the victim and deals a smaller burst of damage to any enemies in range, Heat damage inflicts a Damage Over Time effect and causes the victim to panic, and Toxin damage inflicts a DoT that ignores shields. These elements can also be combined with Elemental Fusion to create new elements with different effects.

    Turn-Based Strategy 
  • Crystal Warriors features these as the three types of offensive spells, as well as (more roughly) the elements triangle.
  • The Disgaea series has wind replacing lightning in the standard trio of elements (all of the electricity- or lightning-based attacks are Non-Elemental), and has Star as a fourth element, which no unit has any innate resistance or weakness against.
  • Throughout the Fire Emblem series, the trinity of "nature" magics known as anima magic has always been this with a slight bit of variation: Fire, Wind, and Thunder magic. As you might expect, Fire beats Wind, Wind beats Thunder and Thunder beats Fire. That said, ice spells like Blizzard, Fimbulvetr and Rexcalibur regularly appear throughout the series, with the stipend that they're lumped in with Wind spells.
  • In Heroes of Might and Magic V, a hero who takes the 'Destruction Magic' skill is also allowed to learn 'Master of Elements' skills to enhance their spells: Master of Fire makes their fire spells reduce their opponent's defence, Master of Ice lets them freeze enemies with ice spells, and Master of Lightning makes their lightning spells stun opponents. Earth spells are also available as part of the Destruction school of magic, but no corresponding ability exists to make them more powerful.
  • The primary offensive spells from throughout the Shining Series franchise are Blaze, Freeze, and Bolt/Spark. Priests have access to a fourth elemental attack, Blast/Tornado.
  • Super Robot Wars NEO features this as part of its gaming system. Fire attacks cause extra damage, ice attacks cause debuffs, and thunder attacks cause stun.

    Wide Open Sandbox 
  • In Horizon Zero Dawn, arrows can be given elemental properties that affect machines differently: fire arrows inflict Damage Over Time (and can ignite tanks with explosive chemicals), ice makes the machines' armor weaker and more brittle, and electricity can stun machines.
  • Weapons in Starbound with an Uncommon rarity or higher come in four element types: the standard Fire, Electric, and Frost, plus a fourth Poison type. All of them inflict a status ailment and do more or less damage to certain enemies based on their resistances.
  • Terraria: The Lunatic Cultist's primary attacks involve these three elements. They cycle between shooting several fast fireballs, an orb that shoots lightning streams, and a giant snowflake that shoots ice shards. Their other attacks are either a special summon that requires buildup or don't come in to play until halfway in the battle.

Non-video game examples:

    Anime and Manga 
  • The three main ninjas of Beat Blades Haruka: Haruka uses lightning (and her strongest attack paralyzes the enemy for one turn), Narika uses fire, and Subaru uses ice. The elements themselves don't have any real effect on enemies, except for the effects of each one's strongest attack.
  • In Bleach: The DiamondDust Rebellion, the Big Bad Sojiro Kusaka and his two subordinates use Ice, Fire, and Lightning powers respectively.
  • In Chibi☆Devi!, Mao, Karin, and Rai wear costumes made by their surrogate mothers that give them fire, ice, and lightning based magic respectively.
  • In Lyrical Nanoha, there are people who possess a "magic conversion nature", allowing them to convert their mana into a specific element without the need to even consciously think about it, though normal mages could display similar effects if they work hard at it. Examples of these include Signum, who has a magic conversion nature of fire, and Erio, who has a magic conversion nature of lightning. Based on supplementary materials released for StrikerS, these come in three forms. They are, you guessed it, Fire, Lightning, and pretty rarely, Ice.
  • Negima! Magister Negi Magi have a good example of this, one ultimate spell for each element, Blazing Heat In The Sky for fire, Eternal Glacier for ice, and The Thousand Bolts for lightning. We have been shown the versions of magical arrow for each (but magical arrows also contain elements of darkness, sand, wind, and light).
  • One Piece:
    • The 3 (pre-timeskip) Marine Admirals: Akainu is Magma, Aokiji is Ice, and Kizaru is Light. The only reason they can't use actual Fire and Lightning is because there are other characters that already have those powers.
    • The Straw Hats themselves also have characters that specialize in Fire, Ice, and Lightning in Sanji, Brook, and Nami, respectively. For Nami herself, her Clima-Tact's most basic function is to create 3 types of bubbles: Heat Ball, Cool Ball and Thunder Ball.
  • Similar to their game counterparts: In Pokémon film The Power of One, a legend is told to "disturb not the harmony of fire, ice, and lightning", referring to the three legendary birds Moltres, Zapdos, and Articuno, who respectively reside on Fire Island, Lightning Island, and Ice Island. The plot of the movie involves said harmony being disturbed when Lawrence III captures Moltres and Zapdos, leading to them and Articuno fighting each other, as well as nearly destroying the world.
  • In Sailor Moon, the first 3 members to join Sailor Moon (Mars, Mercury, and Jupiter) have these as their elements, though Mercury's dominant element is water and Jupiter has wood as her sub-element.note 
  • In Saint Seiya, the 5 main saints have elemental affinities, with Ikki (fire), Hyoga (ice), and Shun (his Variable-Length Chain can generate lightning) filling in the three. The Gold Saints lack a fire-based member, with Leo Aiolia (lightning) and Aquarius Camus (ice) filling in the other slots In the spin-off series Saint Seiya: The Lost Canvas, Scorpio Kardias is given a fire motif, completing the trio with Leo Regulus and Aquarius Degel.
  • Smile PreCure!: Three of the core team members are the fire-based Cure Sunny, the lightning-based Cure Peace, and the ice-based Cure Beauty. They are accompanied by the heart-based Cure Happy and the wind-based Cure March.
  • Tiger & Bunny has something like this, with Blue Rose and Dragon Kid. 'Fire' fits with Fire Emblem due to his tendency to include himself when referring to the 'girls' of Hero TV, and the three of them face off together and combine their powers to defeat a major foe in the second film.

    Asian Animation 
  • In Pleasant Goat and Big Big Wolf: The Season Towns episode 2, Weslie and Wolffy do everything to distract a large multi-headed flower that is guarding a sword they want to take from it. The flower has a red head that spits out fire, a blue head that spits out ice projectiles, and a yellow head that spits out lightning. Two episodes later, Wolffy gains a Magic Staff that lets him use the same abilities.

  • =Khaos Omega= expands on the Metroid Prime elemental beam trilogy with XF Series variants of the Power Suit, in a trio exclusively using the elements and a quartet where each element is combined with an Amazonite/Nova (the latter from Metroid Prime 3) hybrid that also serves as the theme of the quartet's 'base' design. The lead trio during the first few arcs also get in on this; blonde Rochelle is naturally Fire (she was born with pyrokinetic powers), blunette Dawn is Lightning, and the titular Amethyst Angel Anise is Ice (she uses the Ice fusion of the XF Series, copying her mate Jet's pure-elemental choice).
  • The yogurt lady in Dei Fabula has three rings that can shoot fire, ice, and lightning.
  • Infinity Train: Seeker of Crocus: The Cyan Desert Car has Red Lotus Uprising members Chloe as Fire, Ameila as Ice and Specter (with Easter) as the Lightning.
  • The three members of the Judgemaster Personal Guard in The Tainted Grimoire each represent one third of this trope. Gerland for Fire, Nivus for Ice, and Ogma for Lightning.
  • Ultimate Spider-Woman: Change With The Light has this trope in the arachnid heroine's Rogues Gallery. The petty criminal Blizzard is An Ice Person, the Pyromaniac Firebrand enjoys Playing with Fire, and Stalker with a Crush Superchargers is a Psycho Electro.


    Live-Action TV 
  • Kamen Rider
    • Kamen Rider Blade was lightning, Garren was fire, Leangle was ice, and Chalice added air to the mix.
    • In Kamen Rider Kiva, the eponymous hero's original three alternate forms carry an elemental association with them: Garulu Form is Fire, Basshaa Form is Water, and Dogga Form is Lightning. It makes sense since the latter two are modeled on the Gill-Man and Frankenstein's Monster, but Garulu is a little harder to justify.
    • A borderline example is Accel from Kamen Rider Double. His Engine Blade has three settings: Jet (fire), Steam (water), and Electric (lightning). Another thing in Double is that there are three elemental Dopants, one that appears in the beginning (Magma, or fire), another that appears during Accel's debut (Iceage), and one that appears in the Grand Finale (Energy, or lightning).
    • Downplayed in Kamen Rider Fourze, who has a fire mode and a lightning mode but only a gadget representing ice. When he debuts as Cosmic States, he attacks the first enemy in this order: Rocket + Electric Powers with Barizun Sword, Launcher attack augmented with Freeze, and Fire Power with Barizun Sword, before using his finishing move.
    • Used for all it's worth in Kamen Rider Saber. Our primary Rider is Saber, wielding the sword of flames Rekka, the secondary is Blades, with the sword of currents Nagare, and the tertiary is Espada, with the sword of thunder Ikazuchi. Just to up the resemblance even more, Blades' final form- Tategami Hyoujuu Senki- is ice-based rather than his regular water.
  • The Weather Girls from an episode of Smallville are part Classy Cat-Burglar, part Girl Posse, and they have superpowers of lightning, cold, and fire.
  • From the Super Sentai/Power Rangers franchise: In Engine Sentai Go-onger/Power Rangers RPM, Gold and Silver's dagger weapons have fire, ice, and lightning for three of its attack modes.

  • The closest Native American analogue to the western elemental system was this, with Fire, Lightning, and Ice attributed to the South, West, and North respectively, and having numeral mythical entities associated with all three. Depending on who you ask, Air was also part of the system, as East, but it was both very irrelevant and sometimes even replaced with nothingness.
  • Norse Mythology rarely plays this, focusing more on the Ice/Fire contrast, but the more popular gods, Odin, Thor, and Freyr, can be seen as this, as Odin is associated with coldness, Thor with lightning, and Freyr with sunlight.
  • Japanese Mythology has the popular Yokai. Kitsune are Fox Spirits, very often associated with Fire, magic and mischief. Yuki-Onna are Snow Spirits, connected to Ice, elegance and deception. Lastly we have Raiju, the renowned Thunder Beasts who are the companions of the Lightning God, Raijin.

    Tabletop Games 
  • 1st Edition Dungeons & Dragons was the Ur-Example, with the Magic User possessing three elemental damage spells: Fireball, Lightning Bolt, and Cone of Cold.
  • Interestingly enough, it is optimal to use elements outside of the standard Fire-Ice-Lightning (such as Acid or Sonic) in later editions of Dungeons & Dragons, because due to their rarity, few monsters resist them (whereas every non-humanoid non-animal in the Monster Manual resists at least one of the three). Most effective nuke-based caster builds rely on the feat Arcane Thesis to hugely multiply the power of one favorite spell. One strategy for these actually is to take either a fire or ice spell, and Energy Substitution: Fire/Ice to reverse its element as needed, since fire and ice are the most common weaknesses in addition to the most commonly resisted elements. Either Fire/Acid or Ice/Lightning are more favorable for casters who wish to use Energy Gestalt to add debuffs to their spells. As of 5th Edition, this has become decidedly less true, thanks to Damage Resistance being changed to a flat 50% reduction in damage and damage immunities becoming rarer. Plus, there's a feat that allows you to ignore an enemy's resistance to an elemental damage type for the spells you cast, so a spellcaster is much freer to focus primarily on one damage type.
  • Yu-Gi-Oh!:
    • The Gem-Knights in the card game do this with multiple trios of Pyro-Type (fire), Aqua-Type (ice), and Thunder-Type (lightning) monsters within their ranks, along with Rock-Types as a sort of middle ground.
    • The first three Monarchs were Zaborg (lightning), Mobius (ice), and Thestalos (fire). Not long after, they added Granmarg, as a similar Rock-type balance. Raiza (wind) and Caius (void) showed up much later, rounding off the attributes.

  • Monster High brought us the trio Frankie Stein (Lightning), Holt Hyde (Fire), and Abby Bominable (Ice).

    TV Tropes 


    Web Original 

    Web Video 
  • In Animerica, the male members of the second major group (Eric, Yusuke, and Takato) are often grouped together because of this (although Takato's main power is wind and Yusuke can also manipulate water).
  • One episode of TierZoo (a Character Tiers for real life animals based on how well they survive in their habitat) involved "elemental type moves", which were the Bombardier Beetle's "Fire Blast" (Fire), the Archerfish's "Water Gun" (Water), and the Electric Eel's "Discharge" (Lightning).

    Western Animation 
  • Castlevania (2017): Team Mage Sypha can use fire, water/ice, and electricity magic by the end of the show.
  • Dragons: The Nine Realms: The first threenote  dragons to be tamed are Thunder (lightning), Wu (ice), and Wei (fire).
  • Mixels: While partially subverted with Series 1 (the second tribe being the Cragsters), Series 2 came along and introduced the Frosticons to better reflect on this trope.
  • Steven Universe:
    • Garnet has demonstrated the ability to redirect a lightning bolt or charge a car battery, with her bare hands. Her component Gems, Ruby and Sapphire, generate enough heat and cold respectively to completely evaporate a full recreational swimming pool, and basically turn a motel room into a meat locker, in under ten minutes.
    • The "Robot Shooty Thing" in Rose's secret armory, a tiki-like flying robot with 3 cannons and 3 modes of fire, each of which glows a different color corresponding to the element in use: Fire is orange, Ice is blue and Lightning is yellow.
  • In Winx Club, the Trix are Icy (Ice), Stormy (Lightning), and Darcy (officially Darkness, but she can create fire). In some foreign versions, Darcy's power is called "Black Fire."
  • In The Year Without a Santa Claus, Snow Miser and Heat Miser control their own elements, and Mother Nature conjures lightning a few times while talking to them. The same applies for A Miser Brothers Christmas.

    Real Life 
  • The three main utilities for a house are heat (fire), water (ice), and electricity (lightning).
  • Thanks to the Thermoelectric effect, you can actually cause the trio to appear simultaneously.


Video Example(s):


Kujata (FFVII)

Kujata is a summon that can be called upon by a character carrying his summon materia. His attack is Tetra-Disaster, where enemies are first struck by lightning bolts, followed by being frozen solid into a glacier, and then scorched by fireballs before he finally appears and strikes the ground and cause a shockwave. Each of the first three attacks does lightning, ice, and fire elemental damage respectively. (Gameplay done by mobeatsfoyall) (

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Example of:

Main / FireIceLightning

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