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Elements

There are seven elements and physical damage. Every enemy belongs to an element, and its attacks deal that element unless the move says otherwise (claws, stomps and charges are usually physical). That lets a build counter some attacks of a fight with element resistance and others with armor.

The ring

Each element is strong against the next one and weak to the one before it:

Fire → Frost → Wind → Earth → Shock → Poison → Dark → Fire

When you hit an enemy with an element, the chart multiplies the damage:

Your element vs the enemy's Multiplier
The enemy's weakness (the element before it) 1.5x
Any unrelated element 1.1x
The element the enemy beats (the one after it) 0.75x
The enemy's own element 0.5x
Physical, or an enemy with no element 1x

The full chart, attacker down the side, target across the top:

Attack ↓ / target → Fire Frost Wind Earth Shock Poison Dark
Fire 0.5x 1.5x 1.1x 1.1x 1.1x 1.1x 0.75x
Frost 0.75x 0.5x 1.5x 1.1x 1.1x 1.1x 1.1x
Wind 1.1x 0.75x 0.5x 1.5x 1.1x 1.1x 1.1x
Earth 1.1x 1.1x 0.75x 0.5x 1.5x 1.1x 1.1x
Shock 1.1x 1.1x 1.1x 0.75x 0.5x 1.5x 1.1x
Poison 1.1x 1.1x 1.1x 1.1x 0.75x 0.5x 1.5x
Dark 1.5x 1.1x 1.1x 1.1x 1.1x 0.75x 0.5x
Element Status Max stacks Lasts Effect Enemies of this element
Fire Burn 5 3 s 15% of the applier's Hex per stack per second none yet
Frost Chill 5 3 s each stack slows 10% (enemies, up to 80%); stack 5 freezes an enemy for 1.2 s, then no Chill for 4 s. On players: 4% slow per stack, at most 20%, never a freeze Snowpuff, Brrrbear, Frostbloom Yeti
Wind - - - damage type only, no status yet Pollen Puff, Gale Heron
Earth - - - damage type only, no status yet Mossling, Cloud Gardener
Shock Shock 5 4 s the target takes 6% more damage from everything per stack (2% on players) none yet
Poison Poison 8 5 s 8% of the applier's Hex per stack per second, and healing on the target is cut by 50% Shroomling, Elder Shroomtoad
Dark - - - damage type only, no status yet none yet
Element Items
Fire Ember Fang, Cinder Heart, Emberheart
Frost Rime Shard, Frost Grenade, Shatterglass, Rimeheart, Yeti's Frostcrest
Wind Breeze Charm, Galeheart, Gustwing Feather
Earth Pebble Charm, Stoneheart
Shock Storm Acorn, Stormheart
Poison Viper Gland, Plague Bearer, Venomheart, Toad's Tongue
Dark Dusk Charm, Voidheart

The chart only applies to enemies. Between players, elements matter through boosts and resistances.

Boosts and resistances

  • Boost (element) raises the damage of every hit you deal of that element.
  • Resist (element) cuts the damage of every hit of that element you take, on top of your other resistances, never past 75%.

Items with a boost: the Tier 1 charms (Breeze, Pebble, Dusk), the seven Tier 3 attunements (Emberheart to Voidheart) and the boss items. Any boost also gives your direct hits (shots, melee, the drain) that element. Hold several boosts and each hit is split between them in proportion to their size: with +30% fire and +10% wind, 75% of a shot is a fire hit and 25% a wind hit, each with its own chart multiplier, boost and proc chance.

  • Item procs keep their own element (Ember Fang's Burn is fire whatever you hold).
  • The Lich's drain is dark unless boosts change it.
  • A Summoner's wisps deal the element of the last attunement they picked up, while they still hold it; otherwise physical.
  • Turncoat (Tier 4) overrides all of this: every hit strikes the target's weakness.
  • An elemental direct hit has a 25% chance (times its share of the hit) to leave one stack of its status, so you can see what hit.

Statuses

Fire, frost, shock and poison leave a status that stacks. Each stack wears off 3 to 5 s after the last new stack. Damage over time ticks every 0.5 s and scales with the applier's Hex, not with the hit that applied it.

  • Burn: damage over time. Rain makes it weaker (x0.6).
  • Chill: each stack slows. The 5th stack freezes an enemy (a stun) for 1.2 s, then it can't be Chilled for 4 s. A frozen boss is stunned a quarter as long. Players are only slowed, never frozen.
  • Shock: the target takes more damage from everyone, so one player's Shock helps the whole lobby. Rain makes it stronger (x1.5).
  • Poison: weaker damage over time that lasts longer, and cuts all healing on the target by 50%: the counter to lifesteal, Leech Seed, Blood Pact and regeneration.
  • Earth, wind and dark have no status yet; they are damage types only.

Prism Heart makes every status you apply stronger (damage, slow, freeze length, Storm Acorn's arcs). Statuses never proc items.

Getting rid of them

Element combos

  • Grimoire: adding a second element to a foe sets off a blast. Pair any two element items.
  • Cinder Heart: burning foes pass their Burn on when they die.
  • Shatterglass: Chilled foes explode when they die.
  • Plague Bearer: hitting a poisoned foe spreads Poison around it.
  • Storm Acorn + Prism Heart: arcs hit harder and Shock everything they touch.
  • Hunter's Mark: extra crit chance against Chilled or Shocked foes.

More on the Interactions page.