Emberward elements: all six damage types explained

Updated September 23, 2026 β€” Emberward 1.0

Emberward has six damage elements β€” Normal, Fire, Ice, Electric, Poison and Arcane β€” and five status effects that make or break late waves. Element choice isn't cosmetic: boost tiles buff matching towers, several relics only trigger on specific elements, and the Elemental Blueprint relic pays +10% damage to every tower once you have one of each of the five active elements on the field.

Element status effects at a glance

ElementStatus effectMechanic
Normalβ€”Plain damage, no interactions.
FireBurn5% chance per Fire hit. Burn deals 1% of the monster's max HP per second (caps at 100 damage; 0.25 for bosses).
IceChillβˆ’25% monster speed. Ice itself has no automatic effect β€” Chill comes from specific towers (Frost, chilled Dice rolls, upgraded Fan/Snowball…).
ElectricChargeDamage dealt accumulates Charge. At 100% Charge the monster is stunned for 0.5s (threshold scales per monster).
PoisonPoison stackPoison damage accumulates on the target and ticks as DoT; each tick scales with accumulated damage until consumed.
ArcaneGuaranteed critArcane always critically hits monsters above 80% HP (Forbidden Grimoire flips this to below 40%).
Boost tiles: each map can carry elemental boost tiles (and Drill-generated speed/range/damage tiles). A matching tower standing on its tile gets boosted β€” element spread in your maze is a placement decision, not just a drafting one. See the maze guide.

Fire

Burn DoT 5% proc per hit β†’ 1%/s max-HP damage (cap 100; 0.25 vs bosses).

Fire towers: Flamethrower, Lava, Fireball, Sniper; Missile (after red upgrade); Earthquake (after red upgrade); Bomb (default); Dice on a 5 with Elemental Dice; Scrap Tank inheriting Fire; Starfall (random, blue); Chomp/Boulder stay Normal until upgraded.

Key Fire relics:

Ice

Chill βˆ’25% speed applied by chill-capable Ice towers; Ice has no inherent proc.

Ice towers: Frost, Icicle; Snowball; Fan (after blue); Missile (after blue); Landmine (after blue); Dice on 1–2 with Elemental Dice; Scrap Tank inheriting Ice.

Key Ice relics:

Electric

Charge β†’ 0.5s stun Charge scales with damage dealt; full Charge stuns (per-monster threshold).

Electric towers: Laser, Lightning, Lightning Ball, Drone, Thunder; Missile (default); Lasso (default); Hammer (after blue); Dice on 4 with Elemental Dice; Scrap Tank inheriting Electric.

Key Electric relics:

Also noted: killing a Large Monster fills 50% Charge on all monsters within 6 tiles.

Poison

Stacking DoT Accumulated poison ticks for damage scaling with the stack until consumed.

Poison towers: Poison Tower (default; red upgrade may retype), Dart, Decimate; Chomp (after blue); Bomb (after blue); Dice on 3 with Elemental Dice; Scrap Tank inheriting Poison.

Key Poison relics:

Arcane

Auto-crit above 80% HP β€” perfect for opening damage on full-HP waves and bosses.

Arcane towers: Arcane Missile, Axe, Magic Arrow, Hammer (default); Boulder (after blue); Lasso (after red); Landmine (default); Dice on 6 with Elemental Dice; Scrap Tank inheriting Arcane.

Key Arcane relics:

Normal

No status effect β€” but Normal towers are the backbone of early defense: Basic, Cannon, Scrap, Giant Dice, Boulder/Chomp/Earthquake before upgrades, and Drill (which has no element at all). Normal matters indirectly through Scrap Tank: feeding it Normal towers grants flat +4 damage.

The cross-element synergy list

These relics work only when elements overlap β€” they're the reason mixed boards beat mono boards:

RelicCombinesEffect
Elemental BlueprintAll 5 active elements on field+10% damage to every tower
Volatile PoisonPoison + FirePoison converts to 25% AoE explosion on Fire hit
Amplify PoisonPoison + ElectricDoubles poison tick rate 3s + builds Charge
Frost VenomPoison + IcePoison applies Chill
Cryo ConductorIce + ElectricConsumes Chill for double Charge
Spark AmplifierElectric + FireExtends Burn when shocked
Ring of Shattered IceArcane + Ice+30% Ice splash on Chilled targets
Scepter of the ElementsArcane critsRandomly applies any of the four statuses
Unstable MixtureFire + Ice + ElectricConsume all three for 15% max-HP Arcane burst
Forbidden GrimoireArcane reworkAuto-crit moves from 80%+ HP to under 40%
Practical drafting rule: if you see Elemental Blueprint early, force a five-element 1Γ—1 spread (Flamethrower, Frost, Laser, Dart, Magic Arrow = five towers, five cells, +10% to everything). It's the cheapest global damage multiplier in the game.