WikiRaising chao
Elemental chao
Eight elements, earned at reincarnation by a life of one thing only. What each is called, how to qualify, the four battle moves each one grants, and how elemental chao behave around each other.
Updated
An elemental chao is one reborn after a life of complete dedication. The element is stamped at reincarnation, is permanent, and cannot be changed or removed afterwards.
It replaces the floating ball, halo or spike above the chao’s head with a mark of its own, and gives the chao its own ambient behaviour in the garden.
The eight elements
Six are reached by raising; two only by a catalyst.
| Element | Earned by | Mark above the head |
|---|---|---|
| Water | Swim at 100% | A contained orb, heavy and rippling |
| Wind | Fly at 100% | An open swirl, empty at the centre |
| Lightning | Run at 100% | A core that crackles arrhythmically |
| Earth | Power at 100% | A clod of soil under grass and flowers |
| Light | Alignment +90 or higher | Motes thrown outward |
| Shadow | Alignment −90 or lower | A hole, with motes falling inward |
| Fire | Fire Catalyst only | A flame |
| Ice | Ice Catalyst only | A faceted gem, pointedly still |
An elemental adult’s mark is 20% larger than the child’s. Fire and water are the two exceptions: fire already grows to the size a Devil Chaos Chao carries, and water is the densest shape in the set and reads bigger than it measures.
Earning one
Two routes, checked at the rebirth itself. Both are a purity test.
Route A — one track and nothing else
- One influence track at 100%.
- Every other track at or under 10%.
The track decides the element, on the same mapping a chao’s battle type already uses: swim is water, fly is wind, run is lightning, power is earth.
Two tracks at 100% is a blend, not a purity, and earns nothing. So is one track at 100% beside another at 50%.
Route B — nothing raised at all
- No track above 10%.
- Stamina at 99.
- Alignment at +90 or beyond, in either direction.
Alignment picks the element: +90 or higher is light, −90 or lower is shadow.
Stamina is free here by construction — it is excluded from the influence model, so maxing it cannot move a track. The alignment requirement is what stops Route B rewarding neglect: a chao with nothing invested and a neutral alignment is just an ignored chao, and it earns nothing.
The tell
While a chao is eligible by Route A, it gives off a very faint version of the element it would earn. It appears exactly when the chao qualifies and stops the moment the element is actually earned.
A track at 100% is locked, and a locked track can be neither raised nor drained — so the tell cannot flicker.
What blocks it
| Blocked by | Meaning |
|---|---|
| Not an adult | A child has no rebirth coming |
| Already elemental | A chao holds one element, not two |
| A Chaos Chao | It can never reincarnate, so it can never earn one |
| Blend | More than one track raised |
| No purity | Nothing maxed, and Route B’s conditions unmet |
Catalysts
An elemental catalyst chooses which element a chao becomes, including the two no amount of raising reaches.
| Catalyst | Earned by |
|---|---|
| Fire Catalyst | Beat the first ten Chao Clash bosses |
| Ice Catalyst | Win a race on all eight Chao Board courses |
A race win, not a clear: time attack does not count toward the Ice Catalyst.
⚠️ The Ice Catalyst grew with the ladder in 1.4.6. It reads “every Chao Board course”, so Aquatic Mine joined it and anyone sitting on 7/7 is now on 7/8. The Fire Catalyst did not move, and that is the two gates being worded differently rather than an inconsistency: fire names a subset — the first ten Clash bosses — so growth does not touch it.
Once its achievement is earned, either catalyst can be bought again for 50,000 rings.
How it is spent. A catalyst is committed to a chao in advance and is spent at that chao’s next rebirth. It can be taken off and given to another chao at any point before then.
What it skips and what it does not. A catalyst bypasses the purity test entirely — a blended chao with a catalyst still earns the element. It does not bypass the three structural blocks: it cannot be spent on a child, on a chao that already has an element, or on a Chaos Chao.
Moves
An element is not only a look. It grants the chao four new battle moves, one for each special direction, unlocked by being that element and by nothing else — thirty-two in all. They are real Stadium and Chao Clash moves: equippable, fightable and permanent.
| Element | Its four |
|---|---|
| Fire | Cinder Spit · Flashover · Updraft Flare · Pyre Stomp |
| Ice | Hail Shot · Glacier Slide · Frost Pillar · Shatterpoint |
| Lightning | Arc Lance · Thunder Run · Skyhook · Ground Current |
| Wind | Gale Dart · Jetstream · Thermal Climb · Pressure Burst |
| Water | Spout Shot · Surge Charge · Geyser Lift · Maelstrom |
| Earth | Fault Line · Tremor Charge · Upthrust · Crag Hammer |
| Shadow | Umbral Bolt · Nightstep · Voidstep · Eclipse Grip |
| Light | Prism Lance · Lightstep · Radiant Rise · Corona Break |
Every set is built the same way — a shot, a dash, a recovery and a heavy close-range blow — so learning one element’s four teaches you how to read all eight. They are strong but deliberately not stronger than the second-evolution moves, so the rite is an option rather than the only build worth having.
A chao that has never had its moveset edited is given all four automatically.
One you have set up by hand keeps exactly what you chose. A direction that was
filled in for you is marked auto in the specials editor, so it is clear
which buttons you chose and which the game did.
⚠️ Only moves a direction can actually take are filled in. Support moves such as Rest and Squeak used to be selected automatically even though no direction offers them and they cannot be equipped.
An element is added, never traded (1.4.6)
A chao’s evolution type counts as an element too, alongside any element it has earned. Swim is water, fly is wind, run is lightning and power is earth — the same mapping the rite itself uses — so a chao carries a list rather than a single element.
Before this, buying a catalyst took something away: a run chao that bought the Fire Catalyst had its lightning arts silently revoked in exchange for fire ones. It now keeps both sets. Reported from play as a dark/run chao losing its electric moves the moment it became a fire elemental.
Two consequences worth stating:
- An element-less adult of a real type reaches its type’s arts as well. That is the same rule, not an exception to it — the type’s arts were always natural to the type, and the rite now grants a second element rather than the only one.
- Normal is excluded. It is not one of the four tracks, and giving it an element would hand every normal-type adult the light arts with no hero rebirth.
Fire keeps earning
Fire and ice are bought rather than earned by maxing a stat, so unlike run, swim, fly and power they have no stat line of moves behind them. Fire is given one: four further moves that arrive as its Run and Power climb.
| Move | Needs | Power |
|---|---|---|
| Backdraft | Fire, Run 35 | 88 |
| Firestride | Fire, Power 50 | 100 |
| Sunspot | Fire, Run 80 | 112 |
| Firestorm | Fire, Power 95 | 125 |
Each is stronger than the fire move already sitting on that button, so a loadout upgrades one direction at a time. Firestorm is the joint strongest move in the game, level with Gigaton Breaker, and the most expensive thing in it to reach: it wants the fire rite and Power 95.
In the garden
Chao run with their own kind. Chao sharing an element drift together as they wander.
The eight elements are split into two sides, and any two chao from opposite sides are rivals.
| Side | Elements |
|---|---|
| One | Fire · Lightning · Earth · Light |
| Two | Water · Ice · Wind · Shadow |
That gives every elemental chao four rivals. Before 1.3.0 each element had exactly one — its direct opposite — which meant a skirmish needed both halves of one specific pair standing in the same garden, and most players never saw one. The four old oppositions (fire/water, light/shadow, earth/wind, ice/lightning) are all still rivalries, because each was already one element from each side; what is new is the other twelve combinations.
Two rivals that meet square up and trade a few moves of their own element — a fire chao throws fire. Nothing is won or lost: no damage, no winner, no effect on either chao.
⚠️ Grouping is by element, not by side. A fire chao drifts toward other fire chao, not toward every chao on its team.
Fire, ice, lightning, wind, water and earth are strongest while a chao moves. Light and shadow are strongest while it stands still.
The particles wear the chao’s own colour (1.4.6)
Every element’s ambient particles take the chao’s accent hue — the colour of the ball, halo or spike above its head. They used to travel 45% of the way toward it and no further than 32°, which in practice meant they barely moved at all.
Saturation and lightness stay the element’s, so each element keeps its own tonal ramp: fire keeps its hot core cooling to a settled ember, ice keeps its pale one. A blue-accented fire chao reads as blue fire, not as a flat blue smear.
White, grey and black accents change nothing. There is no hue to take, so those chao keep the canonical element colours. ⚠️ This was a real bug before the mix was raised: a white chao’s particles were shifted 173° toward an unrelated teal, because the “this colour has no hue” test read HSL saturation — which reports 0.43 for white (250, 250, 253) off a three-unit channel spread.
The trade is deliberate and worth knowing: a teal fire chao and a teal ice chao now differ by shape, pace and size rather than by colour.
Lightning also crackles wider. Its arcs are struck from a ring of radius 0.14 to 0.24 — it had the tightest spawn ring of the eight while already travelling furthest, so every arc was struck hugging the body and read as a column rather than a field. Median plume radius goes 0.223 to 0.317, 90th percentile 0.302 to 0.401. Speed and lifetime are untouched, so each arc is the same short fast streak.
A lightning chao’s mark also floats 0.28 units higher, because its arcs reach 0.655 from the accent’s centre against a 0.28 head clearance — over half of all strikes were being drawn inside the head. Not applied to a Chaos Chao, whose bolt ball is nested inside its permanent accent where being centred is the point.
What they do to the garden
| Element | Effect |
|---|---|
| Fire | Chars the grass it walks over. Grows back over about 26 seconds |
| Fire | Standing in the pond raises steam off the water |
| Earth | Raises flowers in its wake, which open, stand and wither over about 24 seconds. Every season, winter included |
| Light | Lights the ground and the grass around it after dusk |
Chaos Chao
A Chaos Chao keeps an element earned before it ascended. The body stays Chaos and the element is carried inside the Chaos accent itself — a Light Chaos Chao’s orb, an Angel’s halo, a Devil’s flame.
| Where it sits | Elements |
|---|---|
| Inside the orb | Shadow · Water · Ice · Earth |
| Around it | Wind · Lightning · Fire · Light |
The orb dims for the three it contains — water, ice and earth — so its own core does not blaze through them. Ice dims it furthest. A fire Devil Chaos Chao is the one pairing that holds nothing: a small flame inside the Devil’s own would be invisible, so it carries the largest flame in the game instead.
A Chaos Chao also fights with its element’s moves, exactly as an ordinary chao of that element does — so a fire Devil has all eight fire moves.
The order is irreversible. A Chaos Chao cannot reincarnate, so it can never earn an element afterwards. The element has to come first — which means planning it two lives ahead of the ascension, not discovering it after.
Related
- Life cycle: reincarnation, generations, what carries over.
- Second evolution: the influence tracks this reads.
- Chaos Chao: the other permanent thing a rebirth can buy.
- Evolve: set an element on a live model and turn it.