Base kits | Mechanics Wiki
Each element has a default kit, with Fire, Water, Earth, and Air offering four distinct ways to fight. Fire emphasizes fast attack strings and stuns, Water
Base kits
Each element has a default kit, with Fire, Water, Earth, and Air offering four distinct ways to fight. Fire emphasizes fast attack strings and stuns, Water controls opponents and positioning, Earth trades speed for harder hits, and Air specializes in pushing opponents. The Base kits roadmap mileston
Evidence: 2 official, 8 community-reported · Last verified: 2026-11-15 · Sources: 2
Base kits are the default ability kits for Flowbound’s four elements: Fire, Water, Earth, and Air. Each offers a different approach to combat, so start by choosing whether you want fast pressure, control, heavier hits, or powerful pushes, then practice aiming and responding to opponents.
Step 1: Choose Your Combat Style
Choose an element around how you want to approach a fight, rather than assuming all four kits work the same way.
| Element | Main strength | Base-kit abilities |
|---|---|---|
| Fire | Fast attack strings and sustained stun pressure | Crown of Fire, Propel, Finger Blast, Simon's Rage |
| Water | Controlling opponents and positioning through slows, freezes, and grabs | Ice Surf, Ice Wall, Tentacle Grab, The Octopus |
| Earth | Harder hits, traded against slower speed | Seismic Snare, Stone Guard, Meteor Slam, Earth Armor |
| Air | Pushing opponents away or out of position | Wind Guard, Ridden Tornado, The Curve, Tornado Field |
These are the listed abilities for each kit, but the available information does not explain individual inputs, cooldowns, damage values, or exact ability effects. Do not assume an ability’s name alone tells you how it works.
Step 2: Practice Your Kit’s Main Strength
Use your chosen element’s stated strengths as your starting point:
- Fire: Focus on setting the pace with fast attack strings and stun pressure. Its defining advantage is attack speed, rather than Earth’s heavier individual hits.
- Water: Look for opportunities to slow, freeze, or grab opponents and influence where the fight happens. Treat positioning and opponent control as central parts of the kit.
- Earth: Account for being slower than the other elements. Build your approach around its harder hits without expecting Fire’s attack pace.
- Air: Pay attention to where a push would send an opponent. Ledges, separation from an ongoing fight, and creating space around yourself are all stated uses of its pushing strength.
The supplied descriptions establish these broad roles, not fixed combos or guaranteed winning sequences. Use them to decide what to practice first.
Step 3: Aim Your Shots and Read Wind-Ups
Every shot travels where you aim; nothing homes in on an opponent. Practice directing shots yourself rather than relying on automatic tracking.
Watch opponents as well as your own attacks. Big moves have readable wind-ups, giving you a visible warning before they happen. The source’s advice is to hit first, so look for opportunities to act when you recognize an opponent preparing a large move.
No wind-up durations or specific interruption rules are supplied. Avoid assuming that every attack can stop every incoming move.
Step 4: Understand Projectile Clashes
When two shots meet, resolve the interaction using these rules:
- Compare their sizes. The bigger shot wins.
- If they are the same size, consider their elements. Elemental matchups determine the outcome.
The available information does not identify which element beats which in equal-size clashes. Do not treat an assumed elemental advantage as a confirmed counter, or expect every projectile collision to cancel both shots.
Step 5: Support Teammates
In team fights, watch for allies who need help as well as opponents you can attack:
- Melt a frozen teammate free.
- Cut a rope holding a teammate.
The official material also encourages throwing your element into a teammate’s tornado, but does not explain the resulting effect or which combinations apply. Treat this as a supported team interaction, not a documented damage bonus or specific combo.
Development Context
Base kits is the first listed milestone in the recorded development sequence, described as making all four elements playable. It precedes Internal testing, Closed playtest, Open playtest, and Launch. That roadmap placement is development context, not an unlock requirement for using a kit.
Details
description
The default kit for each element.
evidenceType
official
Community-Reported Details
These facts come from community guides, videos or wikis. They are not official statements; verify in-game before relying on them.
roadmapMilestone
Base kits is the first listed development milestone, described as having all four elements playable. It precedes Internal testing, Closed playtest, Open playtest, and Launch.
fireKit
- element: Fire
- playstyle: Sets the pace with the fastest attack strings in the arena and sustained stun pressure.
- abilities: ['Crown of Fire', 'Propel', 'Finger Blast', "Simon's Rage"]
waterKit
- element: Water
- playstyle: Controls opponents and where fights happen through slows, freezes, and grabs.
- abilities: ['Ice Surf', 'Ice Wall', 'Tentacle Grab', 'The Octopus']
earthKit
- element: Earth
- playstyle: Slower than the other elements but hits harder than all of them.
- abilities: ['Seismic Snare', 'Stone Guard', 'Meteor Slam', 'Earth Armor']
airKit
- element: Air
- playstyle: Has the strongest pushing capability, allowing players to shove opponents off ledges, out of fights, or away from themselves.
- abilities: ['Wind Guard', 'Ridden Tornado', 'The Curve', 'Tornado Field']
projectileClashes
When two shots meet, the bigger shot wins. When shots are the same size, their elements determine the outcome; the excerpt does not specify individual elemental matchups.
aimingAndWindups
Every shot travels where the player aims, with no homing. Big moves have a readable wind-up, and the source advises hitting first.
teamSupportInteractions
- A frozen teammate can be melted free.
- A rope holding a teammate can be cut.
Sources
Related Guides
Competitive PvP | Mechanics Wiki
Online combat includes 1v1 duels and team battles.
Crosshair charges | Mechanics Wiki
Build 22 displays charge availability with marks in the player's element colour.
directional movement | Mechanics Wiki
Added to improve how running in directions other than forward looks while using shift lock.
Earn your look | Mechanics Wiki
Players unlock skins by playing matches.