We will be updating the game guide on Stickpage soon however here is some basic information in the meantime:
Elemental Empire Units:
1. Earth Elemental
A cheap basic ground unit with a stun attack. It can also transform into a miner.
2. Water Elemental
Quick support unit with mass heal and cure upon death. Also has ability to freeze an enemy into a block of ice.
3. Air Elemental
A flying range unit that casts a powerful bolt of lighting on a single target.
4. Fire Elemental
A ranged ground unit that throws a ball of fire. This unit can kite and its projectile causes burn damage.
5. Charrog - Earth + Fire
Heavy armored ground infantry with the ability to burrow and burn.
6. Cycloid - Water + Air
A flying melee support caster with the ability to protect units and throw powerful stunning tornados.
7. Treature - Earth + Water
A massive slow moving caster that can spawn Scorplings and suck life from its enemies.
8. Infernos - Air + Fire
A powerfull caster with the ability to summon the mighty dragon "Vastolis" and call down a rain of fire.
9. Scortch Spell - Water + Fire
The most powerful known explosion that will cause mass knock back and burn damage.
10. Blind Gate - Earth + Air
A temporary gate rises from the ground that the enemy cannot see past.
11. Scorpling - Spawned from Treatures mouths
A unit spawned from the mouth of the Treature. This fast weak unit has the ability to poison with its attack if upgraded.
12. Chompler Miner - Earth Elemental morphs into this unit.
A hard working miner that will eat gold and collect it in his back, as well as pray for mana at the statue. It can also attack with its sharp beak and claws.
List of Buildings for Elementals:
1. Stone Temple
-Trains: Earth Elemental;
- Upgrades: “Summon Scorplings”
2. Water Shrine
-Trains: Water Elemental;
- Upgrades: “Advanced Healing”
3. Molten Core
-Trains: Fire Elemental;
- Upgrades: Meteor Strike
4. Drifting Hollow
-Trains: Air Elemental;
- Upgrades: “Castle Element 1, 2 & 3” and “Tornado”
5. Cell Pod
-Trains: none
- Upgrades: “Resilience” and “Clone level 1 & 2”
6. Gold Keep
-Trains: Earth Elemental;
- Upgrades: “Miner Hustle”, “Passive Income Level 1, 2, & 3” and “Tower Spawn 1 & 2”
List of Technologies & Abilities for Elementals
1. Earth Elemental - “Morph”
Effect: The Earth Elemental will morph into a turtle/crab type creature called a Chompler which is the Elementals Miner unit.
* The only way to create miners for this empire. VERY IMPORTANT!
* Earth Elementals are much faster than when they transform into Chompler miners. Convert them close to gold mine because this will take advantage of the the time it takes to run to the gold mine.
*If you Select all your Earth Elementals at once be careful because pushing the Morph ability will convert ALL of the selected units.
2. Water Elemental - “Sacrificial Mass Heal”
Effect: This unit will sacrifice itself creating an explosion of healing and curing power healing all nearby friendly units.
*This ability can be used on command however it will also automatically be set off upon this units death. Knowing this try to freeze a unit then fight near or above, knowing this unit will die and therefore heal all your closeby units.
3. Charrog - “ Radiant Heat”
The Charrog will glow with heat causing burn damage to all nearby units.
*Don’t pop this ability to early.
*Burn damage will reset until Radiant Heat is no longer in direct contact, so you can maximize damage output by running around attacking multiple units back and forth to effectively reset the burn damage timer.
4. Charrog - “Burrow”
The Charrog will dig itself into the ground and can not be detected or damaged by the enemy.
*Useful in scouting or escape
5. Charrog - Unburrow
The Charrog will shoot out from the ground then slam himself on down stunning and damaging nearby units.
*This can be useful to run behind the enemy that might retreat then jump out and stun, then turn on Radiant Heat Ability.
6. Cycloid - Tornado
Summons a large tornado causing a path of destruction.
* A great spell against weak or clumped up units.
* If you have more than one Cycloid wait until the stun wears off from the first Tornado before casting the next to maximize your stun time. IE don't cast them all at once!
7. Cycloid - Protect
Casts a temporary shield on itself or a targeted friendly unit.
*Use Protect on itself so you can get in close and cast more effective Tornados.
*Use Protect on weak casters such as Infernos and V that might normally die before getting close enough.
8. Treature - Death Blossom
Casts a row of dead flowers that chase the targeted enemy then stun them with a spike root stealing life and blossoming the dead flowers.
*Note this spell costs mana to cast. Early in a game mana can be very valuable so really decide if its worth casting this spell or if you might be doing it just because its available.
9. Treature - Summon Scorplings
The tree will root itself into the ground and summon Scorplings from its hollow.
*Scorplings main downfall is the fact that they will die the second the Treature dies and or unroots itself.
10. Infernos - Dragon Call
Summon the mighty dragon "Vastolis" from the depths to cause mass devastation to the enemy.
*This spell is very powerful and damaging, however the cast time and delay before Vestalis appears makes it very difficult to land without your enemy simply moving out of the way.
*Save this spell for a large battle
*Use in combination with a second Infernos casting Fire Rain to distract and make it difficult to see where the dragon may be called.
11. Infernos - Firerain
Calls down a rain of fire to the selected location inflicting burn damage on the enemy. Upgradable to Meteor Strike for increased damage.
*Best for use against weak units such as archers, which makes it difficult to get in close. Therefore try to have a Clycloid protect spell accompany you.
12. V - Flash
Instant teleportation to and through to the targeted location.
* V’s worst enemy can be the stealthy Shadowrath so be patient when teleporting away. Try to wait until the Shadowrath cloaks before teleporting, you should have a less than a second to cast yourself away while he winds up for the deathblow.
13. V - Clone
Creates two identical looking V units which auto attack the enemy.
* These clones will only do a small portion of the actual V damage.
14. V - Possess
Target an enemy unit to control it for as long as you can maintain Possess mode.
* It may be tempting to Possess a Magikill or Giant it is often best to Possess a Shadowrath then use his Shinobi ability to take out the Magikill, not only does this take out his best unit but will also use up his best chance to cancel the Possess.
*It can seem at first that this ability is Overpowered but consider that the V is a very expensive unit to train build and even cast his abilities, if you can sacrifice multiple units trying to kill him you may still end up ahead.
15. V - Clone level 1 & 2
The unit V will gain the ability to create two clones upon command.
Level 2 The unit V's clones will do increased damage.
*Clone level 1 is a mere distraction until you can upgrade this.
16. Scorpling - Poison
Scorplings will cause poison damage. They will also gain health and size.
17. Water Elemental - Advanced Healing
Increased the amount healed when using Sacrificial Mass Heal Ability.
* A must have for late game.
18. Infernos - Meteor Strike
Fire rain ability will include flaming meteors creating a pile of burning rocks causing burn damage.
* If you plan to build an Infernos start researching this at the same time.
* The Meteors will not only cause more damage than the fire rain, they will also remain on the ground for a time, causing burn damage if walked on.
19. Castle Element I, 2 and 3
An untargetable powerful Air Elemental will appear high on your castle walls out of reach from the enemy. Each upgrade will add another Air Elemental up to a max of 3.
*These do increase damage rather than splash (area) damage like Order castle archers.
20. “Passive Income - Level 1, 2, 3”
Effect: Passively gain a small amount of gold and mana every few seconds. Increasing the amount gained with each level up to a maximum of 3 levels.
*If you are not pressured and have a defensive stance Investing a small amount of gold and mana will pay for itself quickly and give you a bigger edge the longer the game goes lasts.
21. Miner - “Hustle”
Effect: Miners walking speed increases.
*Walking speed will increase your gold collection rate dramatically and especially for reaching Gold mines further out on the map.
*Use Miner Speed to catch your Enemy off guard for an all in attack using your miners to tank their way in front of your army.
22. Statue Health - “Resilience”
Effect: Increase statue health.
*This should be used in a defensive strategy.
23. Tower - “Tower Spawn 1 & 2”
Effect: Spawn an uncontrolled ghostly unit from the center tower for no cost or population.
*This will break a stalemate against an over defensive opponent.
Elemental Empire Game Guide
Started by: CRAZY JAY | Replies: 0 | Views: 1,418
Mar 19, 2014 6:47 PM #1177650