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Elemental weapons guide — set bonus, every weapon, who should build it

Updated 2026-11-01 · for v1.1 + Paws & Claws

Burn that spreads; the only class whose damage ignores Armor on the enemy side of the maths. 12 weapons carry the Elemental tag; the set bonus below applies for every Elemental weapon you hold at once, duplicates included.

Set bonus

Weapons held Bonus
2 +1 Elemental Damage
3 +2 Elemental Damage
4 +3 Elemental Damage
5 +4 Elemental Damage
6 +5 Elemental Damage

How a Elemental build plays

Elemental weapons hit for small numbers and set enemies burning; the burn ticks scale with Elemental Damage and jump to nearby enemies with Burning Spread. Torch and Wand look useless on the shop card (1 damage) and are the strongest early weapons in the class once two or three Elemental points are in. The set bonus is flat Elemental Damage up to +5, which feeds both the hit and the burn. Scale Elemental Damage, then Attack Speed to apply burn faster; Damage % helps less than on other classes.

Every Elemental weapon

Numbers are the lowest tier the weapon exists at; open a weapon for all four tiers and its scaling.

Weapon Tiers Damage Cooldown DPS Crit Range Also
Icicle 1–4 10 1.03s 9.7 – 400 Precise
Plank 1–4 10 1.23s 8.1 3% 150 Explosive
Taser 1–4 7 0.95s 7.4 3% 200 Support
Lightning Shiv 1–4 3 1.01s 3 4% 150 Precise
Wand 1–4 1 0.87s 1.1 0% 350 –
Torch 1–4 1 1.1s 0.9 0% 175 Primitive
Flaming Brass Knuckles 2–4 20 0.73s 21.9 1% 150 Unarmed
Flamethrower 2–4 1 0.12s 8.3 0% 250 Heavy
Fireball 2–4 5 1.12s 4.5 – 400 Explosive
Plasma Sledge 3–4 80 1.55s 51.6 3% 175 Explosive
Thunder Sword 3–4 40 1.21s 33.1 3% 200 Blade
Particle Accelerator 3–4 60 1.95s 30.8 – 800 Heavy

The core of a six-of set is usually Wand, Torch, Flamethrower, Thunder Sword, Plasma Sledge; the rest fill in as the shop offers them.

Characters that fit the class

  • Chef — Hits burning enemies for triple damage; the best co-op partner a Mage can have.
  • Druid — Fruits drop more and some of them are luck; a slow, rich, slightly poisonous run.
  • Lich — Healing is an attack; regen and life steal fire a shot every time they trigger.
  • Lucky — Luck is damage, drops and rarity at once.
  • Mage — Elemental damage scales harder and spreads fire; melee and ranged are gone.
  • Technomage — Elemental damage speeds up structures, and structures grant elemental damage.

Overlapping classes

Elemental weapons also count as Precise, Explosive, Support, Primitive, Unarmed, Heavy, Blade, so a Elemental rack can trigger a second set bonus without an extra slot. The weapons list filters by class.

The mistake that ends runs

Judging the class by the damage number on the card. Buy the Elemental Damage before the second weapon and watch the burn do the work.

See the set bonus ranking for how Elemental compares with the other sixteen classes, or test a rack in the build planner.