Elements

You can deal the following types of damage in battle:

* **Untyped physical damage**: this type of damage is obtained by matching white gems or by using physical skills that deals direct damage. They scale with your STR stat.
* **Untyped magical damage**: this type of damage is obtained by matching orange gems. They scale with your INT/MAG stat.
* **Untyped damage-over-time**: this type of damage comes from [Bleed], and [Poison] gems. Depending on their source, they scale with STR (from physical skills, and equipments) or with INT / MAG (from magic skills).
* **Elemental physical damage**: this type of damage is rare. Blazing Fist is a Fire type physical skill. Under [Cold Weapon], white gem matches deal Ice physical damage.
* **Elemental magical damage**: almost all direct damage magic skills deal one of the elemental types.
* **Elemental damage-over-time:** [Burn] deals Fire damage. [Curse] deals Dark damage.

Almost all common enemies have some elemental weakness, resistance or even immunity. Bosses however have neither elemental weakness, nor resistance/immunity. The main advantage of elements is that they are the main source of specific gem enchantments. Finding good synergy between the different skills is the key to win the game.

## Elemental Types

Following is a short overview of the 8 elemental types.

### Fire

 **Fire** focuses on [Burn] and [Physical Boost] enchantments. Fire is a good contender for a DoT build. Most mobs are weak against Fire, but a lot are also resistant and some are even immune to it. It doesn't help that the hardest dungeon (at the time of writing) is a Fire dungeon with said fire-resistant mobs. Furthermore, both Fire armour bonuses also involve some form of self burn, making them questionable choices. Good synergy with **Wind** (boosts [Burn]) or **Dark** (boosts DoT).

### Ice

 **Ice** focuses on [Freeze] and [Agility Bind] enchantments. Ice is the most developed element, as it is Volga's specialty. It excels in creating a high physical damage (crit on [Freeze] match, Glacial Strike) and high guard build (Armor of Ice armour bonus). Without the Fire dungeon, where the mobs are also ice-resistant and where [Freeze] gems don't work, there would almost be no need to ever stop using this element. Good synergy with **Water** ([Bubble] to [Freeze]) and **Electricity** ([Freeze] induces Elec weakness).

### Electricity

 **Electricity** focuses on [Shock] and [Paralyze] enchantments. One of the strongest elements currently in game due to how reliable and easy [Paralyze] can be used for crowd control. Combine with other [Paralyze] skills, such as Hilt Strike, to shut down scary opponents (looking at you Tharsix). On top of that, it has access to [Strength Bind] and to [Magic Bind]. Most mobs in game are weak to Elec, but not so many resist it. With Thunderous Energy armour bonus to provide [Magic Boost] you could go full INT/MAG with Elec. Good synergy with **Water** ([Bubble] to [Shock]), **Ice** ([Freeze] induces Elec weakness) and [Paralyze] physical skills.

### Wind

 **Wind** focuses on [Vortex] and [Speed] enchantments. Another strong element for either crowd control, or for high physical skill cost builds. Combine with [Rock] for even more CC, though they are less on-demand compared to [Paralyze]. Wind armour bonuses are also useful by adding more functionality to [Vortex]. If you prefer a physical build, Wind is the best support element by being the only source for [Speed], allowing you to quickly charge your physical skills. Good synergy with **Earth** (CC), **Fire** (boosts [Burn]) or any physical build.

### Earth

 **Earth** focuses on [Rock]. Earth got the short end of the stick in this game. There are less Earth magic skills compared to other elements, and most of them have relatively high activation cost. Currently they are only good for creating [Rock] gems; everything else is done better by a different skill. That being said, [Rock] gems are pretty good CC (as they don't expire, and can be placed on any gem color) albeit not on demand. Good synergy with **Wind** (so that [Rock] gems can be swapped around randomly).

### Water

 **Water** focuses on [Bubble] enchantment. Water is Volga's second element to deal with support and healing. If you're stuck on the puzzling aspect of the game, or you don't like the available matches, just pop [Bubble] when starting your turn and watch how it all cascades down in subsequent actions. On top of that, it has good synergy with **Ice** and **Electricity**, the two best elements currently in game.

### Light

**Light** focuses on [Blessing] and support enchantments. Light is the element with the most available magic skills, though most of them are supportive in nature. Every build can benefit a little from dabbling into Light (e.g. Might, Magic Aura, etc.) [Blessing] not only improves supportive dodgerblue and green gem matches, but many Light skills have secondary effects with a friendly [Blessing] gem around. For example, support enchantments are reinforced, allowing them stay on the board after matching them. Ironically, Light damage is resisted by none, and multiple Dark mobs are even weak to it.

### Dark

 **Dark** focuses on [Curse] and debuff enchantments. Dark is useful in DoT builds, or Mental Debuff builds. [Curse] is not a great enchantment, you still need to be damaged for it to work. However, many Dark skills have secondary effects with a friendly [Curse] gem around, such as creating or improving DoT gems. Some physical skills also benefit from [Curse], like Terror Strike. There are more enemies who can resist Dark damage than there are who are weak against it. Dark damage comes from [Curse] and Shadow Needles. Good synergy with **Fire** and DoT physical skills / equipments.

## List of elemental resistance by enemy

The following list shows whether the enemy is weak (+50% damage), resistant (-50% damage), or immune (no damage) to a certain element. If nothing is noted, then apply normal damage. Only common mobs are shown, no bosses.