Emberward Guide

Every tower in Emberward carries one of six damage identities, and the identity is not cosmetic — each one has a status effect with its own rules, its own relic pool, and its own way of paying off in a maze. This page is the mechanical reference: what each element actually does, which towers belong to it, and the relics that change its behaviour.

Normal

Standard damage with no status effect and no interactions. Normal towers are the filler of every maze: cheap, predictable, and available before you have committed to anything.

Normal towers: Scrap Tower, Dice Tower (unless the Elemental Dice relic is in play), Cannon Tower, Giant Dice Tower, Golden Statue, and any tower whose element is conditional — Boulder, Chomp, Scrap Tank and Earthquake — while its element-shifting upgrade has not been bought.

Fire

Mechanic: every Fire hit has a 5% chance to apply Burn. Burn ticks for 1% of the monster's maximum health per second, capped at 100 damage per tick (against bosses the cap is 0.25 — a quarter of that).

Fire is the element you take when the enemy waves are chunky and slow. Percentage-based damage does not care how much health a monster has, only that it has a lot of it, so Burn scales into late waves where flat damage stops mattering.

Fire towers: Flamethrower, Lava, Fireball, Sniper, Missile (after the Red upgrade), Dice Tower (with Elemental Dice, rolling a 5), Starfall (with the Blue upgrade, damage type is random), Bomb (unless the Blue upgrade is bought), Scrap Tank and Earthquake (when their last enhancing tower was Fire).

Fire relics worth knowing:

RelicEffect
Phoenix FeatherFire towers gain +5% critical hit chance, and their crits apply Burn for 5 seconds
Lava BucketFire damage may leave magma puddles, dealing 4 damage per second to monsters standing on them
FrostfireFire tower attack speed drops 20%, but Fire damage now applies Chill
Spark AmplifierElectric damage to a burning monster extends the Burn by 1 second, once per monster
Scrap Master's BootsA destroyed Scrap Tower explodes and applies Burn to nearby monsters for 5 seconds

Ice

Mechanic: Ice damage applies Chill, the control effect the whole game's maze-shaping advice leans on. A chilled monster stays in your kill zone longer, which is worth more than raw damage once your corridor is folded.

Ice is the support element. It rarely carries a run on its own, but it multiplies whatever else you built.

Ice towers and ice interaction: Frost Tower, Snowball Tower and Icicle Tower are the direct Ice family. Ice also shows up through relics that convert other elements (Frostfire on Fire, Frost Venom on Poison) and through the Frost Flame, which adds Ice damage to your Ember Spark and freezes blocks.

Ice-adjacent relics: Permafrost Gem, Black Ice Shard, Flash Freeze Device, Ice Storm, Cryo Conductor (a chilled monster hit by Electric damage consumes the Chill and accumulates double Charge).

Electric

Mechanic: Electric damage accumulates Charge on the monster. Charge thresholds are per-monster; when a monster reaches full Charge it is stunned for 0.5 seconds. Stuns are the answer to the specific problem of a fast monster walking past your damage, and they stack with the Weakspot Radar relic for guaranteed crits.

Electric towers: Drone, Laser, Lightning, Lightning Ball, Thunder, Missile (unless upgraded), Lasso (unless the Red upgrade is bought), Hammer (after the Blue upgrade), Dice Tower (rolling a 4 with Elemental Dice), Scrap Tank (enhanced from Electric).

Electric relics with real numbers:

RelicEffect
Lightning Conductor20% chance on an Electric attack to summon a lightning strike for 3 damage
Overcharged BatteryWhen Charge releases at 100%, chain lightning deals 3 Electric damage to up to 3 monsters
Static ShockerOn reaching 100% Charge, the monster also takes Electric damage equal to 10% of current HP (3% for bosses), once every 5 seconds
Weakspot Radar100% critical hit rate against stunned monsters

Poison

Mechanic: Poison damage accumulates on the monster and then drains as damage over time, and the damage per tick increases with the amount accumulated. Poison is a snowball: the longer a monster lives with poison on it, the harder the poison hits, which makes it excellent against the tanky monsters that survive your kill box and terrible against things that die instantly.

Poison towers: Dart, Poison (unless the Red upgrade is bought), Chomp (Blue upgrade), Bomb (Blue upgrade), Decimate, Scrap Tank (enhanced from Poison), Dice Tower (rolling a 3).

Poison relics:

RelicEffect
Resonant Poison+5% crit chance against poisoned monsters, and those crits deal 200% damage
Frost VenomPoison also applies Chill
Volatile PoisonA poisoned monster taking Fire damage converts the poison into a 25% area explosion
Amplify PoisonA poisoned monster taking Electric damage doubles its poison tick rate for 3 seconds and accumulates Charge

Arcane

Mechanic: Arcane damage always critically hits monsters above 80% health. That single rule defines the element: Arcane is a burst opener. It deletes the front of a wave and then does nothing special, which is why Arcane mazes are built around the first three tiles of the route.

Arcane towers: Arcane Missile, Axe, Magic Arrow, Boulder (Blue upgrade), Lasso (Red upgrade), Hammer (unless the Blue upgrade is bought), Landmine (unless the Blue upgrade is bought), Scrap Tank (enhanced from Arcane), Dice Tower (rolling a 6).

Arcane relics:

The Elemental Dice and Elemental Blueprint rules

Two relics rewrite how elements work and are worth building around: