The composition is for going up against the order empire as elementals and has yet to be tested extensively upon both ele and chaos respectively but shall be in the near future. Nevertheless, let me proceed upon elaborating upon the subject of the comp and how to apply it to the EvO MU.
You start off the match how one normally would with the main start being 3 earths, allowing us as ele to fall back upon sighting the opponent utilizing the archer start. (Commonplace against order players of higher level against ele) You should be able to capture tower first for at least 1-2 pings of 20 gold to steady out and easily burst rush your economy with earth ques at a steady pace. Should your opponent rush at you with their current composition of an archer (with possibly some swords to follow) you can easily earth micro to tank the damage of arrows as you continue to pump earths. Eventually overwhelming the opponents melee units that will most likely be running in to anticipate a castle air which may or may not be qued. If you are successful with your micromanagement with your earths, you can then, que a water to push away the enemy archer presence. Once this is done you can convert the following earths to chomplers before queing a fire which is where the application of your pressure can begin. The potential for a scorch may or may not be able to end The game in itself but your primary focus should be to intimidate the opponent into spending gold on both hustle, wall, and additional swords and archers to deal with your approaching army. Continue to que both fires and occasional waters to continue the pressure as you tech into hustle along with ts1 which should allow you to start chipping away at the opponents wall and eventually pressing into their base at which time you should follow up your fire ques with at least 1-2 airs and watch how your opponent reacts according to the presence of your current army to determine whether you should go for infernoes or double cycloids to begin your end game as you continue to pump more fire and charrog pressure. Not allowing for much breathing room.
The end result should be your opponent pinned under the garrison or fighting from just behind the statue which will allow for a clap of units with infernoes, cycloids or scorch. Earning you the game.