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Elemental Tips & Tactics

Started by: SHAD0VV | Replies: 18 | Views: 3,761

SHAD0VV

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Oct 31, 2015 10:44 PM #1412490
I The Elemental Empire can seem confusing to play as compared to Order and Chaos. Most users agree it is rather unbalanced at the moment, however you can still achieve a decent rating with it.
Here are some tips to help you improve your Ele gameplay:
Note: It is important you are familiar with "Micro Tactics" like kiting, cycling, miner splitting, etc.
1. Morph Earths as close as possible to gold mines, and turn your low health ones into Chomplers when you are done using them. Doing this will give you a fairly large economic advantage.
2. Get passives. Try to get Passive Income III by 4 minutes, and you will be able to only use one or two Chomplers on mana. Passives are often overlooked, but they are quite good if you can utilize them.
3. For strategies, it is best to use different combinations of elements, for example, Air and Charrog can load faster than Fire and Charrog--Airs can load at the same time as Fires and Earths, wheras with Fires as your main ranged unit, there is overlap between the Charrogs and the Fires, making it take longer to accumulate your army.
4. Using Earths to their full potential: Often in early game battles you have 2-3 earths, and the opponent has 3 Swordwrath. Try stun locking one of the enemy swords with two of your Earths by placing them on either side. Then, when that sword would normally garrison, it can't and you can get a kill.
5. Pressuring: There are a few things you can do to pressure, a tactic that is good is 3 Airs, a Tower Spawn, and (opitional) a Cycloid. Run in every time TS comes with your Airs and Cycloid. Cast the protect spell on your Charrog, and make the three airs attack an archer or miner. Three bolts will instakill un-upgraded miner, archidon, crawler, bomber, or do immense damage to units with two bars of health. The protected Charrog will stay alive longer than normal, run out once it is almost dead. Also, it is important to keep the Cycloid far away and out of harm so that you can reuse it.
6. Turtling Starter: To turtle with Elementals, (only on long maps--Forest, Ice, Gates) buy three Earth Elementals. Send the first one to the tower, capture it if you can, and morph the other two into Chomplers as close to the goldmines as possible. It is likely you will see one of the following: A Swordwrath, an Archidon, or an Archer and a sword. If they do not have any of these, you can build a large economy fast. If they do, get a Castle Air, and build up your economy to get Trees or Charrogs.
7. Fires: Start with a fire elemental (swamp, Halloween, desert, castle) and try to get close to an enemy archidon to out kite it and kill it. Three shots will do a lot of damage, then the burn will finish it off. Fires are good at pressuring miners, so what you can do is put it at the bottom of the map, run forward and attack the miner, then, if they have a Castle Archer or Dead, run diagonally left-upwards to dodge the arrow or gut (it is easier to do this against Castle Deads). Practice this against the AI in custom matches--if done right, you can repeat the process and kill of miners without your fire being touched.
8. Scorch: Scorch can be hard to use--however, if the enemy does not have a miner wall, it can be very powerful. What you want to do is put the Fire several units lengths IN FRONT of the Water (depending on the map, for shorter ones only put it slightly in front), then run forward and hit scorch once your units are in the middle of the enemy's miners. Either dodge the Castle Archers/Deads as you go in, or grab an Earth to protect your Water and Fire.
9. Trees and Towerspawn: It can be powerful to get 2-3 Trees and TS I. Position your Trees close to the second row of the enemy's goldmines, and constantly pressure with your Scorplings and Charrog. Get a Cycloid to protect the TS I and ward off flying units that are trying to kill the trees if you have the money.

Spell caster tactics:
1.Cycloid: They can be hard to fit in sometimes, but protect is good for using on tower spawn then running in with fires or airs. The tornado spell is most effective with two cycloids, as you can cast them one after another (it is good to wait for the stun to wear off first, to maximize the time your other units can attack the enemy.) If the opponent has an archer mass, put a cycloid at the top of the map and cast it diagonally down towards the archers--this will hit more. Attack them with your charrogs or scorplings and when the stun wears off use your second cycloid to cast another tornado. This should kill nearly all of them. Make sure to keep your cycloids out of harm in the process. Use this against miners or albows, too. In the case of flying crossbowman, cast protect on both cycloids, attack the albows. They'll probably retreat. Cast the tornadoes and you can finish them off.
2.Inferno: Vastolis is very slow, and if not used proper only works in laggy situations. If the enemy is running forwards with archers, swords, crawlers and other low health units, cast the vastolis close to the infernos (melee units attacking) and at a distance away where they are likely to be (ranged units attacking.) Fire rain is pretty much useless, so it important to upgrade to Meteor Strike. Try using this spell at the enemy's base, where it is most powerful, as they are either forced to garrsion or must lose archers/miners. In other fights, place the meteor behind the enemy so they cannot escape without killing their archers. Use this similarly on turtling by getting to infernos and casting meteor one after another, once the other has worn off.
3. V: The V, albeit low on mana, is very high in gold so you must be careful in deciding whether or not to get it. It is very powerful if the enemy has high tier units (e.g. Giants, Magikill) but your main focus should be to possess your opponent's shadowrath and use it to assassinate their magikill. This way, you've turned the threat to the V onto your side and eliminated a key unit of the opponent.
If you had possessed their Mage or Giant their shadowrath would have killed your V and you would lose the possesed unit. Flash is an ability that is often overlooked. Use it to escape shinobis, or dart in to the enemy's base, posses a unit, and once that unit has died, teleport out again. Clones, when upgraded fully, work well with Trees and TS so you can constantly pressure at a little cost once set up.
Post your thoughts here if this helped you and tell me how I can improve this list as well.
MasterKaito
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Nov 1, 2015 12:18 AM #1412506
This is a pretty good beginner guide.
nutsophast

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Nov 1, 2015 12:45 AM #1412508
You covered most of and basics and even explained some of the different macros, I'm impressed. One thing that you left out is using trees and charrog together, it's like using units of the same que (archers and albows), it simply takes up population and neither can do the job of the other. You could also put some tips into how to utilize abilities of the spellcasters. You could put in some tips for tornado, meteors and V.
AsePlayer
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Nov 1, 2015 2:43 AM #1412530
Quote from nutsophast
You covered most of and basics and even explained some of the different macros, I'm impressed. One thing that you left out is using trees and charrog together, it's like using units of the same que (archers and albows), it simply takes up population and neither can do the job of the other. You could also put some tips into how to utilize abilities of the spellcasters. You could put in some tips for tornado, meteors and V.


Also may want to point out the advantages of blind gate. (Trust me there are some :o )
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Nov 1, 2015 4:00 AM #1412543
Quote from AsePlayer
Also may want to point out the advantages of blind gate. (Trust me there are some :o )


BM?
Style?

Can't think of any others
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Nov 1, 2015 4:27 AM #1412549
Quote from MasterKaito
BM?
Style?

Can't think of any others


Blind gate is sort of useful if you can get your opponent to mass garrison, which happens quite often out of fear of scorch wiping out the archer spam. Pop a gate in front of the castle walls and hide a scorch behind it, player won't know when it's safe to come out resulting in either a successful scorch or a miss depending on your trigger finger :P
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Nov 1, 2015 5:43 AM #1412553
Quote from AsePlayer
Blind gate is sort of useful if you can get your opponent to mass garrison, which happens quite often out of fear of scorch wiping out the archer spam. Pop a gate in front of the castle walls and hide a scorch behind it, player won't know when it's safe to come out resulting in either a successful scorch or a miss depending on your trigger finger :P


We already had this discussion lol

it's better to use the air for an inferno + meteor pool

Don't forget order can send just one unit out to nullify it

As an ele player, if a good order opponent is in garrison generally either your win is already secured, or you'll take large losses/lose momentum thereafter. So blind gate is pretty useless
SHAD0VV

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Nov 1, 2015 8:18 AM #1412569
Quote from nutsophast
You covered most of and basics and even explained some of the different macros, I'm impressed. One thing that you left out is using trees and charrog together, it's like using units of the same que (archers and albows), it simply takes up population and neither can do the job of the other. You could also put some tips into how to utilize abilities of the spellcasters. You could put in some tips for tornado, meteors and V.

Thanks for the feed back, I'll add some inferno, cycloid and V tips as well. You're right about trees and charrogs, although I found that since earths are only 4 seconds in que time, it is not quite as impacting on your army's build time. Generally with the trees and charrogs I buy 3 trees and only one or two charrogs with TS I. It is still a little inefficient but can be powerful for pressuring along with some airs.
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Nov 1, 2015 3:04 PM #1412614
Quote from SHAD0VV
Thanks for the feed back, I'll add some inferno, cycloid and V tips as well. You're right about trees and charrogs, although I found that since earths are only 4 seconds in que time, it is not quite as impacting on your army's build time. Generally with the trees and charrogs I buy 3 trees and only one or two charrogs with TS I. It is still a little inefficient but can be powerful for pressuring along with some airs.


Take that army in with a scorch or inferno?
SHAD0VV

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Nov 1, 2015 4:54 PM #1412623
Quote from AsePlayer
Take that army in with a scorch or inferno?

Yes, that would be quite useful as long as you had the resources and your opponent did not get shadows. Mainly I use this type of pressuring to break a turtle, so the inferno would help a lot. Scorch would not be great here unless the don't have walls, and one of the units can be killed from CA splash. The inferno is only slightly more expensive but its spells are more powerful and it can be reused so I would recommend not using scorch, unless there are ninjas or an easy way into the opponents miners.
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Nov 1, 2015 5:22 PM #1412625
Quote from SHAD0VV
Yes, that would be quite useful as long as you had the resources and your opponent did not get shadows. Mainly I use this type of pressuring to break a turtle, so the inferno would help a lot. Scorch would not be great here unless the don't have walls, and one of the units can be killed from CA splash. The inferno is only slightly more expensive but its spells are more powerful and it can be reused so I would recommend not using scorch, unless there are ninjas or an easy way into the opponents miners.


Make the inferno at the base, not before it. This renders the shadow less useful than if you just waltzed in with it.
SHAD0VV

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Nov 2, 2015 7:32 PM #1412865
True, but likely it will still be killed by a shadowrath so scorch could be a better option.
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Nov 2, 2015 11:24 PM #1412884
Quote from SHAD0VV
True, but likely it will still be killed by a shadowrath so scorch could be a better option.


It only takes a few seconds to activate the spell. The shadow won't kill it that quickly.
SHAD0VV

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Nov 4, 2015 12:24 AM #1413057
Quote from AsePlayer
It only takes a few seconds to activate the spell. The shadow won't kill it that quickly.

Sure, it won't kill it immediately, but you will use 750 gold 100 mana (plus meteor costs) for one spell. This would make sense if they had a wall or a wall and shadows, but with no walls a scorch is cheaper and works better than vastolis. Overall infernos are better, but in the case of shadows you may waste a lot of resources for a one-time use is unit where the opponent can simply garrison their miners.
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Nov 4, 2015 12:59 AM #1413062
Quote from SHAD0VV
Sure, it won't kill it immediately, but you will use 750 gold 100 mana (plus meteor costs) for one spell. This would make sense if they had a wall or a wall and shadows, but with no walls a scorch is cheaper and works better than vastolis. Overall infernos are better, but in the case of shadows you may waste a lot of resources for a one-time use is unit where the opponent can simply garrison their miners.


The meteor will not let them out. The price is well worth it, as archidons and miners will not be able to exit + live.
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