Difference between revisions of "Elements"
From Dungeon Defenders 2 Wiki
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=Elements= | =Elements= | ||
− | * '''Water:''' | + | * '''Water:''' The water element is associated with the [[Status Effects|drenched]] status. Water damage is considered as [[Magical Damage]], when combined with other [[elements]], it can produce various additional effects. |
+ | * Doesn't slow [[enemies]]. | ||
+ | * Counts towards [[Mutators|Controlled Burn Mutator]]. | ||
+ | Any non-elemental defense can deal water damage with the following shard and mod : | ||
+ | * [[Shards|Water Elemental]] | ||
+ | * [[Mods|Water servo]] | ||
+ | Any character can deal water damage with the following shards and mods : | ||
+ | * [[Shards|Drenching Strikes]] | ||
+ | * [[Shards|Thunderstruck]] (Hyper Shard) | ||
+ | * [[Mods|Water chip]] | ||
+ | * [[Mods|Blessing of Water]] ([[Rings|Ring of Water]]) | ||
* '''Storm:''' Needs Info. | * '''Storm:''' Needs Info. | ||
* '''Frost:''' Needs Info. | * '''Frost:''' Needs Info. |
Revision as of 22:18, 17 June 2023
NOTE : THIS PAGE IS STILL UNDER CONSTRUCTION. THIS IS NOT FINAL. THERE WILL BE UPDATES EVENTUALLY.
Combo Starter | Combo Finisher | Result |
---|---|---|
Poison | Earth | Petrify |
Drench | Storm | Electrocute |
Drench | Frost | Freeze |
Oil | Fire | Ignite |
Freeze | Earth | Shatter |
Contents
Elements
- Water: The water element is associated with the drenched status. Water damage is considered as Magical Damage, when combined with other elements, it can produce various additional effects.
- Doesn't slow enemies.
- Counts towards Controlled Burn Mutator.
Any non-elemental defense can deal water damage with the following shard and mod :
Any character can deal water damage with the following shards and mods :
- Drenching Strikes
- Thunderstruck (Hyper Shard)
- Water chip
- Blessing of Water (Ring of Water)
- Storm: Needs Info.
- Frost: Needs Info.
- Poison: Needs Info.
- Earth: Needs Info.
- Oil: Needs Info.
- Fire: Needs Info.
Elemental Combos
Petrify
Petrify is a stun that turns enemies into stone when earth damage comes in contact with poisoned enemy.
- It's approximately a 6s stun.
- Petrified flying mobs drop out of the air and instantly die if they land in a void, This does not work for Dark Assassins.
- Causes the Drakenlord to take full damage whilst petrified even if his shield hasn't been disabled by ignite or burning strikes first.
- Has the best body block, petrified mobs form a physical barrier which prevents un-petrified mobs from walking past (to a degree).
- Counts towards controller mods.
- Has diminishing returns (DR).
Electrocute
Electrocute is a stun that shocks enemies when storm damage comes in contact with a drenched enemy.
- It's approximately a 6s stun.
- Has body block, but the body block is worse than petrify.
- Counts towards controller mods.
- Counts towards Controlled Burn Mutator.
- Has diminishing returns (DR).
Ignite
- Causes mobs to take 25% more damage from all sources while ignited.
- Burn is not ignite, embermount flames mod, burning strikes shard, etc are burn and do not provide the damage bonus.
- Oil type defenses inherently slows mobs by x%, since the status disappears when a combo occurs, you'll lose the oil and the slow once ignite procs.
- Melting point (Countess shard) is a separate form of ignite that applies a x% debuff and stacks with standard ignite.
- Ignite will drop the Drakenlord's shield of ice temporarily.
Freeze
- It's approximately a 4s stun.
- Slows mobs by 40% for 2 seconds after the end of the stun.
- Cannot be applied to frost mobs.
- Can drop flying mobs & void-kill like petrify. The kill does not Work against Dark Assassins.
- Counts towards controller mods.
- Counts towards Controlled Burn Mutator.
- Has diminishing returns (DR).
Shatter
- The earth damage providing the shatter will deal 50% more damage.
- Slows mobs by 40% for 2 seconds after the end of the stun.
- Is a 2.5s stun.
- Does not have DR on it's own but will get affect from it on any other stun.
- Counts towards controller mods.