Elemental Combos
When to chase elemental combos, how to set them up reliably, and which tier is worth building around.
Elemental Combos
Elemental combos sit on top of hand damage as a second layer of output. A hand damage roll always lands; a combo only fires when the right colors show up. The question is whether you build your run to force them or treat them as a bonus.
When to build around combos
Commit to combos when two or more of these are true:
- You're playing The Elementalist (paired elemental rolls stack with everything)
- You've picked up Elemental Lens, Combo Amplifier, or any
+X% element chancerelic in your first 2–3 rewards - Your skill tree has invested into an elemental branch (Pyromaniac, Permafrost, Gale Force, Stormcaller, or center Elementalist)
- You're headed into Act 2 or Act 3 — higher floors = higher elemental chance = reliable combos
If none of these hit, don't chase combos. The base rate (~3% per die) means a random Act 1 run will see maybe 1 combo per 3–4 combats. Hand damage is your floor.
Raising your elemental chance
The base is ~3–5% per die. Stacks push it up:
| Source | Bonus |
|---|---|
| Ember / Frost / Wind / Spark relic (Common) | +3% per element |
| Elemental Lens (Uncommon) | +2% per die |
| The Elementalist archetype signature | +5% per die + pairs |
| Skill tree small nodes (Fire/Ice/Wind/Lightning branches) | +1% per die each |
| Skill tree notable nodes | +5% per element |
| Elementalist keystone (center) | All 4 elements equally likely, combo damage +30%, small nodes give 50% value |
| Prismatic Die relic (Rare) | One die is always elemental |
Deep investment (keystone + relics + tree branch) can take you to ~25% per die. With 5 dice that's ~76% chance of at least one elemental per roll, and ~25–30% chance of two or more.
How to actually set up a combo
Combos require the right combination of elements in your final scoring roll — not just any elemental dice. The trick is holding across rerolls.
- First roll: check what elements landed. Any elemental die is a candidate to hold.
- Hold elemental dice before rerolling. Held elements persist.
- Reroll the rest chasing a different element.
- Repeat until you either have a combo set up or you're out of rerolls.
The key insight: you don't need to roll all your elements in one throw. You accumulate them across rerolls by locking down the ones you've got.
Which combo tier to chase
-
2-element combos (Dual) are your bread and butter. You'll see them most runs. Pick one to specialize in:
- Flame Pillar (Fire + Wind) — AoE burn for add-heavy fights
- Thunder Storm (Wind + Lightning) — triple hit for bosses
- Thermal Shock (Ice + Fire) — Vulnerable debuff for a burst next turn
-
3-element combos (Triple) are build-around payoffs. Overload (Ice + Fire + Lightning, 110% main target) is the best single-target damage combo in the game.
-
Singularity (all 4 elements) is the jackpot. Don't plan your run around it — it'll happen 2–3 times across a victorious run and feel incredible every time. Catalyst doubles the damage if you want to build a "Singularity finisher" deck.
The key relic trifecta
If you have room for only three elemental relics, take these in order:
- Combo Amplifier (Uncommon) — +20% damage on every combo, no strings attached
- Resonance Crystal (Rare) — 30% chance your combo triggers the next tier up. A 2-element roll can become a 3-element payout.
- Catalyst (Rare) — Singularity ×2. Only worth taking after you have dice chance high enough to plausibly hit 4-element rolls.
Combo setup consumables
- Prism (Rare) — this turn, all your elemental dice count as every element. If you have 2+ elemental dice, you're guaranteed a combo. Save for boss openers.
- Tempering (Rare) — upgrades your combo one tier. 2 elementals fire as a 3-element combo; 3 elementals fire as Singularity.
- Elemental Charge (Uncommon) — force a random die to become a specific element. Useful when you have three of four elements and need the last.
Related: Elements · Element Combo Table · Skill Tree