Elements

There are seven elements in total: Fire, Lightning, Water, Ice, Wind, Physical and Corrosion. Out of these, only the last three do not participate in elemental reactions, having their own mechanics instead.

  • Fire
    Fire
    - Certain Echomancers can generate Fire Zones. In [Dry Environments], Fire DMG also has a chance to generate Fire Zones, and they last longer there than in [Wet Environment]. Enemies inside a Fire Zone take Fire DMG equal to 1% of their current HP per second, with the damage capped at the value of the TRM stat.
  • Lightning
    Lightning
    - Can trigger Elemental Reactions (Explosion, Electroconduct, Electrolyzed) but do not generate elemental zones.
  • Water
    Water
    - Certain Echomancers can generate Water Zones. In [Wet Environments], Water Zones last longer and can even expand, while in [Dry Environments], they dry out faster. Enemies inside a Water Zone take 10% more Water DMG.
  • Ice
    Ice
    - Ice Zones can be generated by certain Echomancer skills or by dealing Ice DMG to enemies inside a Water Zone. Ice Zones are significantly easier to generate and keep in [Wet Environments]. Enemies inside an Ice Zone will be Frozen. Ice DMG on frozen enemies has a chance to trigger [Frostbreak], killing them instantly.
  • Wind
    Wind
    - Wind does not trigger elemental reactions, but it can blow away enemies, clear up poisonous mist, and deals additional damage to airborne enemies.
  • Physical
    Physical
    - Physical does not trigger elemental reactions, but can benefit from reaction bonuses, such as the Damage Reduction received from Vaporization or the extra damage dealt by Melt.
  • Corrosion
    Corrosion
    - Whenever one or more Corrosion Echomancers are on the field, a Corrosion Accumulation bar will appear on the top right of the screen. At 100 Corrosion Accumulation, a Corrosion Blast will occur, damaging all enemies in the map based on their current HP percentage. Corrosion scales with TRM and its bonus can be further enhanced once TRM exceeds 1000 points.

Reactions

  • [Vaporized]:
    Fire
    Fire
    +
    Water
    Water
    . Generates a Vaporized zone. Allied Echomancers take 50% less damage while inside this zone.
  • [Explosion]:
    Fire
    Fire
    +
    Lightning
    Lightning
    . When a target inside a Fire Zone takes Lightning DMG, it receives additional DMG based on the ATK and MST of the unit who triggered it.
  • [Melt]:
    Fire
    Fire
    +
    Ice
    Ice
    . When a target inside a Fire Zone takes Ice DMG, or when a target inside an Ice Zone takes Fire DMG, it triggers [Melt]. Each instance of Melt reduces the target’s Basic Damage Reduction by 5%, up to 60%.
  • [Electroconduct]:
    Lightning
    Lightning
    +
    Water
    Water
    . When a target inside a Water Zone takes Lightning DMG, it triggers [Electroconduct]. Enemies affected by [Paralyzed] are unable to take actions. While auto-attacks will only Paralyze the main target, Lightning skills will make the effect spread and affect all enemies within the Water Zone.
  • [Electrolyzed]:
    Lightning
    Lightning
    +
    Ice
    Ice
    . When a target inside an Ice Zone takes Lightning DMG, it triggers [Electrolyzed]. This effect reduces the ATK of the enemies within the zone by 33%, stacking up to 3 times (less effective against Elite and Boss enemies).
  • [Frozen]:
    Water
    Water
    +
    Ice
    Ice
    . When a target inside a Water Zone takes Ice DMG, or when a target inside an Ice Zone takes Water DMG, it triggers [Freeze]. Frozen enemies cannot act.