Elements
The four elements — Ice, Fire, Wind, Lightning — their solo effects and every combo they form together.
Elements
Each time you roll a die, it has a small chance to come up elemental. Elemental dice still carry their face value (so they still count toward your hand), but they also add a color to the combo pool. If enough colors line up when you score, you trigger an elemental combo on top of your hand damage.
How often elemental dice appear
- Per-die check, roughly 3–5% base — each die rolls independently, so multiple elemental dice can appear in one roll naturally
- Floors 1–3: at least one die is guaranteed elemental per roll (tutorial window)
- Floor 4+: pure % chance, upgradeable through the skill tree up to around 25%
- Held dice keep their element — the main way to build combos across multiple rerolls
The four elements are Ice (blue), Fire (red), Wind (green), and Lightning (purple).
How combos are detected
After hand damage lands, the game checks your rolled elements for the highest-tier combo that matches.
Only the highest-tier matching combo triggers. Combos do not stack. Priority: 4-element > 3-element > 2-element > no combo.
All combo damage percentages below are expressed as a share of your hand damage.
2-element combos (Dual)
| Combo | Elements | Damage | Effect |
|---|---|---|---|
| Thermal Shock | Ice + Fire | 60% | Bonus damage + apply Vulnerable (2 turns) |
| Frost Lance | Ice + Wind | 50% AoE | Hit all enemies, 25% chance to Freeze each |
| Flame Pillar | Fire + Wind | 55% AoE | Hit all enemies, apply Burn (2 turns) |
| Cryo Surge | Ice + Lightning | 45% | Hit 2 random enemies, +5% per status on target |
| Arc Flare | Fire + Lightning | 70% main | Main target full, 30% splash to others, Burn chance |
| Thunder Storm | Wind + Lightning | 40% ×3 | Hit one random enemy three times |
3-element combos (Triple)
| Combo | Elements | Damage | Effect |
|---|---|---|---|
| Cataclysm | Ice + Fire + Wind | 90% AoE | Hit all, Burn (2 turns), 20% Freeze each |
| Overload | Ice + Fire + Lightning | 110% main | Vulnerable, 40% splash, +10% per status on target |
| Tempest | Fire + Wind + Lightning | 50% ×2 AoE | Hit all twice, 20% Freeze, +10% per status |
| Maelstrom | Ice + Wind + Lightning | 25% ×6 | Hit one random 6 times, 25% Freeze, Frozen targets take +50%, final hit 20% splash |
4-element combo (Ultimate)
| Combo | Elements | Effect |
|---|---|---|
| Singularity | Ice + Fire + Wind + Lightning | 120% AoE damage + apply Burn, Freeze, and Vulnerable to every enemy |
Singularity is the rarest and most powerful combo in the game. Landing it on a boss is the dream scenario — and the Catalyst relic doubles its damage.
Combos and hand damage are independent
A roll can produce a strong hand and a combo on the same turn — the hand damage lands first, then the combo fires. This is why the Elementalist archetype (paired elemental dice), the Combo Amplifier relic (+20% combo damage), and Resonance Crystal (30% chance for combo to trigger the next tier up) all compound so hard.
Related: Status Effects · Elemental Combos · Element Combo Table