The five elements
Every spell carries an element (or none). The 408-spell data spreads them like this:
| Element | Count | Note |
|---|---|---|
| Water | 92 | Largest pool; strong Defense/Utility spells |
| Fire | 91 | Heavy Attack representation (e.g. Blaze, Artery) |
| Air | 87 | Mix of control and mobility effects |
| Earth | 86 | Near-even with the others |
| Void | 26 | Rarest; utility and special effects |
| (untagged) | 26 | No element assigned |
The four common elements are deliberately close in size, so you can usually find on-theme spells for any build.
Why elements matter: combos, not tiers
No element outranks another. What matters is interaction — a spell that applies a status and a spell of another element that consumes or amplifies it. Examples from the data:
- Void applies, others consume: Dark Arts (Utility/Void) applies 2 Rupture and grows it by 3 for the battle — a setup other elements can capitalise on.
- Water Defense sets up control: Ablution (Defense/Water) blocks while its Countdown drops on every roll, freeing dice for an elemental finisher.
Mixing elements in one loadout is what creates these chains; a single-element set is simpler but gives up those openings. The combos guide walks through concrete pairings.
Building around an element
- Fire pairs well with Attack-heavy, Countdown-spell sets (Blaze scales as its Countdown is reduced).
- Water anchors a survivable Control/Defense core.
- Void is best used sparingly for high-value utility (Rupture stacking, Unique access).
For element-agnostic structure, see the spell classes guide and the build guide.