Elemental damage
Almost every counter in this game is soft. The damage matrix nudges a matchup up or down, armour shaves a slice off, and a bad composition still trades — just badly. Elements are the exception. They are the one axis where a matchup can become absolute: an immune unit takes literally nothing from that element, no matter how much damage you stack behind it.
Elements are a separate axis from attack and armour type. A fireball is Spell damage on the matrix and Fire on the elemental axis, and the two are resolved independently. A unit can be resistant to spells and weak to fire at the same time.
The three defences
Weakness raises incoming damage of one element by 50%. There is only one grade — every weakness is the same size. It affects damage only: a fire-weak unit is not easier to chill, poison or shock.
Resistance lowers it, in three grades: 25%, 50% or 75%. Grades never stack — a unit carrying two of the same element uses the strongest. Resistance also blocks that element's status effect outright, at every grade, so even the cheapest tier stops the chill or the poison entirely.
Immunity removes the element completely — zero damage, and no status from it either. Immunity outranks everything else. Shadow and Acid deliberately have no immunity: that damage can be reduced, never erased.
Weakness and resistance are independent, so a unit holding both simply multiplies them together. All of it lands before armour, so armour still applies on top.
Every element, every defence
Read a row left to right and watch the same element go from amplified, through three grades of resistance, to nothing at all. Icons under each cell are the units that carry it — hover for a name, click to open the unit.
Shadow and Acid have no immunity by design — that damage is only ever reduced, never removed. Weaknesses are untiered: every one is the same +50%.
Who deals what
Units whose ordinary attacks carry an element. Their basic attacks are amplified or erased by the table above — which is what makes a single immune defender able to blank an entire army.
How to use it
Elemental units hit hard and uniformly — until they meet the one defender built against them. If an ooze wave suddenly stops working, check what the enemy added rather than adding more oozes; a single immunity in the front line can blank the whole composition.
From the other side, elemental damage is the sharpest tool you have against a known composition. A weakness is worth more than most upgrades, and it applies to elemental bonus damage too — so an elemental arrow passive gets the same multiplier as the attack itself.