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.
- Lesser
−25%- Greater
−75%
- Weak
+50%
Shadow MushroomInfantry · 180 HP · 20 DPS
Deals Shadow damage
ShadowmancerCaster · 350 HP · 20 DPS
Deals Shadow damage
Shadow ArcherRanged · 250 HP · 25 DPS
Shadow OozeInfantry · 75 HP · 8 DPS
Deals Shadow damage
Immune to Shadow
Greater Shadow OozeInfantry · 150 HP · 16 DPS
Deals Shadow damage
Immune to Shadow- Lesser
−25%
- Weak
+50%- Greater
−75%
- Weak
+50%
Ice MushroomInfantry · 650 HP · 15 DPS
Deals Ice damage
CryomancerCaster · 350 HP · 23.8 DPS
Deals Ice damage
Ice ArcherRanged · 250 HP · 20 DPS
VampireInfantry · 225 HP · 13.5 DPS
Vampire LordCavalry · 500 HP · 22 DPS
Lesser VampireInfantry · 90 HP · 8 DPS
Forest GuardianInfantry · 650 HP · 31.5 DPS
Forest SpiritInfantry · 225 HP · 24.5 DPS
Icey OozeInfantry · 75 HP · 8 DPS
Deals Ice damage
Immune to Ice
Greater Icey OozeInfantry · 150 HP · 16 DPS
Deals Ice damage
Immune to Ice- Lesser
−25%
Flame MushroomInfantry · 650 HP · 30 DPS
Deals Fire damage
Fire ArcherRanged · 250 HP · 20 DPS- Immune
Immune
Fire OozeInfantry · 75 HP · 12 DPS
Deals Fire damage
Immune to Fire
EmberveinInfantry · 520 HP · 19.5 DPS
Deals Fire damage
Immune to Fire
PyreweaverRanged · 440 HP · 21 DPS
Deals Fire damage
Immune to Fire
Flame TotemSpecial · 10 HP · 4 DPS
Deals Fire damage
Immune to Fire
Greater Fire OozeInfantry · 150 HP · 22 DPS
Deals Fire damage
Immune to Fire
- Weak
+50%
Flame MushroomInfantry · 650 HP · 30 DPS
Deals Fire damage
PyromancerCaster · 350 HP · 22 DPS
Deals Fire damage
Fire ArcherRanged · 250 HP · 20 DPS
Fire OozeInfantry · 75 HP · 12 DPS
Deals Fire damage
Immune to Fire
Greater Fire OozeInfantry · 150 HP · 22 DPS
Deals Fire damage
Immune to Fire- Standard
−50%
CryomancerCaster · 350 HP · 23.8 DPS
Deals Ice damage
Ooze KingInfantry · 325 HP · 28 DPS
Frost BearInfantry · 500 HP · 23 DPS- Immune
Immune
RimeveinInfantry · 520 HP · 19.5 DPS
Deals Ice damage
Immune to Ice
HoarweaverRanged · 440 HP · 19 DPS
Deals Ice damage
Immune to Ice
Ice TotemSpecial · 10 HP · 4 DPS
Deals Ice damage
Immune to Ice
Icey OozeInfantry · 75 HP · 8 DPS
Deals Ice damage
Immune to Ice
Greater Icey OozeInfantry · 150 HP · 16 DPS
Deals Ice damage
Immune to Ice
- Weak
+50%
ArbiterCaster · 250 HP · 16.8 DPS
High PriestCaster · 300 HP · 19.2 DPS
PriestCaster · 130 HP · 9.6 DPS
PurifierCaster · 150 HP · 9 DPS
Arcane AssassinSpecial · 150 HP · 200 DPS
Arcane BladeInfantry · 250 HP · 19.5 DPS
Arcane WarriorInfantry · 400 HP · 39 DPS
Arcane OozeInfantry · 75 HP · 8 DPS
Deals Arcane damage
Immune to Arcane
Greater Arcane OozeInfantry · 125 HP · 15 DPS
Deals Arcane damage
Immune to Arcane- Lesser
−25%
ClericInfantry · 600 HP · 15 DPS
TemplarCaster · 700 HP · 20 DPS
Shadow MushroomInfantry · 180 HP · 20 DPS
Deals Shadow damage
Shadow ArcherRanged · 250 HP · 25 DPS- Standard
−50%
ExemplarCaster · 800 HP · 35 DPS
MoonlordInfantry · 500 HP · 32 DPS
Deals Shadow damage
NightspinnerCaster · 340 HP · 15.3 DPS
Deals Shadow damage
SunkillerCaster · 380 HP · 18 DPS
Deals Shadow damage
VeilspinnerCaster · 260 HP · 12.6 DPS
Deals Shadow damage
ShadowmancerCaster · 350 HP · 20 DPS
Deals Shadow damage
Ooze KingInfantry · 325 HP · 28 DPS
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.