Shock
Electro + Water
- Both statuses are consumed instantly
- Deals burst Electro damage equal to Electro DPS × (Electro remaining + Wet remaining)
All the remaining tick damage from both statuses, converted into one burst.
Achievement Shock Therapy
Six elements, each with a direct damage type and a status it leaves behind. Put the right two statuses on the same target and they react — consuming both and firing off something much larger.

| Element | Direct damage | Status it leaves |
|---|---|---|
| Fire | Fire | Burn — damage over time |
| Water | Water | Wet — status only |
| Cold | Cold | Freeze — slows by 50% |
| Electro | Electro | Shock — status only |
| Air | Air | Weathered — status only |
| Earth | Earth | Rooting — status only |
Beyond the six there is also Poison, which deals damage over time, and Petrification, which is a magical status rather than an elemental one.
When two specific statuses are active on the same target, they react: both are consumed at once and the damage scales with how much duration each of them had left. The longer both had to run, the harder it lands.
Electro + Water
All the remaining tick damage from both statuses, converted into one burst.
Achievement Shock Therapy
Cold + Air
A cold explosion: it detonates the buildup and splashes the cold onto everything around.
Achievement Wind Chill
Fire + Air
Frostbite's fire twin — and it spreads the burn rather than just dealing it.
Achievement Total Burnout
Cold + Water
Hard crowd control. It cannot move or attack, and takes double Strike damage while it stands there.
Bosses cannot be frozen.
Achievement Frozen Solid
Earth + Water
Locks the enemy in place and hits it once. Unlike Freeze, it can still fight back.
Bosses cannot be rooted.
Achievement Deep Roots
Fire meets Water or Cold
Water and Cold cancel Fire, and it works both ways. You cannot hold Fire and Water or Cold on a target at once.
Achievement Boiling Point
Enemies — and you — carry hidden secondary health bars, one per element. An elemental attack has to chew through the matching bar before its status will stick at all.
While the bar still has anything left, the status is blocked outright. Once it reaches zero, the status applies normally. The bars regenerate at 0.1 per second after a two-second delay, and refill completely once the status they were guarding against wears off.
So an enemy with a lot of Fire health is not resistant to fire damage — it is resistant to catching fire. You have to break through before burn will apply at all.
While a status ticks, it passively repairs the resistance bar of its opposite. Stacking one element therefore makes its counterpart harder to land — which is the main reason a mixed-element build can fight itself.
| Active status | Heals resistance to | Rate |
|---|---|---|
| Burning | Cold resistance | +10% per tick |
| Wet | Fire resistance | +10% per tick |
| Wet | Air resistance | +10% per tick |
| Freeze | Fire resistance | +10% per tick |
| Weathered | Earth resistance | +10% per tick |
| Weathered | Water resistance | +10% per tick |
| Rooting | Poison resistance | +10% per tick |
Petrification is a magical status, not an elemental one — Medusa is the enemy you will meet it on. A petrified target stops animating and cannot move, and while it lasts all elemental damage against it is set to zero. Killing something petrified shatters it into stone.
With the Perfect Block Elemental defence mastery active, a perfect block completely negates any elemental status the blocked attack would have applied — fire, electro, water, cold, air, earth and poison alike.
How Perfect Block is unlocked, and everything else blocking does