Bloodlust & Harmony

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, and all seven elements have one — Shadow and Acid included.

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.

Acid
Weak
+50%Animated Armor
Lesser
−25%
Standard
−50%Ooze King
Greater
−75%
Immune
ImmuneVitriolveinAcidic OozeGreater Acidic Ooze
Arcane
Weak
+50%Shadow MushroomShadowmancerShadow ArcherShadow OozeGreater Shadow Ooze
Lesser
−25%
Standard
−50%StarcallerOoze King
Greater
−75%Baby Arcane Dragon
Immune
ImmuneGreater Arcane OozeArcane Ooze
Electric
Weak
+50%
Lesser
−25%Storm Mushroom
Standard
−50%Ooze King
Greater
−75%
Immune
ImmuneStorm TotemElectric OozeGreater Electric Ooze
Fire
Weak
+50%Ice MushroomCryomancerIce ArcherVampireVampire LordLesser VampireForest GuardianForest SpiritIcey OozeGreater Icey Ooze
Lesser
−25%Flame MushroomFire Archer
Standard
−50%PyromancerOoze King
Greater
−75%Baby Fire Dragon
Immune
ImmuneFire OozeEmberveinPyreweaverFlame TotemGreater Fire Ooze
Ice
Weak
+50%Flame MushroomPyromancerFire ArcherFire OozeGreater Fire Ooze
Lesser
−25%Ice MushroomIce Archer
Standard
−50%CryomancerOoze KingFrost Bear
Greater
−75%Baby Ice Dragon
Immune
ImmuneRimeveinHoarweaverIce TotemIcey OozeGreater Icey Ooze
Poison
Weak
+50%
Lesser
−25%Poison MushroomWitchdoctorPoison Archer
Standard
−50%VenomancerGreen DragonOoze King
Greater
−75%Baby Venom Dragon
Immune
ImmunePoison OozeVenomweaverGreater Poison Ooze
Shadow
Weak
+50%ArbiterHigh PriestPriestPurifierArcane AssassinArcane BladeArcane WarriorArcane OozeGreater Arcane Ooze
Lesser
−25%ClericTemplarShadow MushroomShadow Archer
Standard
−50%ExemplarMoonlordNightspinnerSunkillerVeilspinnerShadowmancerOoze King
Greater
−75%Baby Shadow Dragon
Immune
ImmuneRift GolemShadow OozeGreater Shadow Ooze

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.

Acid3 units
VitriolveinAcidic OozeGreater Acidic Ooze
Arcane3 units
StarcallerGreater Arcane OozeArcane Ooze
Electric6 units
GearsparkThundermawStorm MushroomStormbowElectric OozeGreater Electric Ooze
Fire8 units
Fire OozeEmberveinFlame MushroomPyreweaverFlamethrowerRed DragonPyromancerGreater Fire Ooze
Ice6 units
RimeveinHoarweaverIce MushroomCryomancerIcey OozeGreater Icey Ooze
Poison5 units
Poison OozePoison MushroomVenomweaverVenomancerGreater Poison Ooze
Shadow12 units
MoonlordMournriderShadow MushroomNightriderNightspinnerSunkillerVeilspinnerWarlockShadowmancerRiftlingShadow OozeGreater Shadow Ooze

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.

The damage matrix · All abilities · Status effects