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Elemental Conclave
Spirits of wind, water, fire, lightning and earth. Evasion, bouncing lightning and area magic.
The Elemental Conclave is a circle of summoners bound by pact to wind, water, fire, lightning and earth. They swore that no other castle would ever master those forces, and so they bring them to the field themselves. Their spirits slip past blows, send lightning leaping from foe to foe and sweep away whole ranks with magic.
Buildings and troops
One entry per build slot (the key you press in the game). Open it to see each building, what it upgrades into and the troop it trains.
QBound Whirlwind · Monument of the Winds · Sanctum of the Skies
Conjures Living Breezes.
- Cost
- 130 gold
- Health
- 1200
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +2.60
- Lumber back
- +130
- Trains every
- 21s
Anti-air: gusts of cutting wind against flyers; does not attack the ground. Regenerates HP.
- Health
- 350 (+1/s)
- Armor
- 2 · Medium
- Attack type
- Pierce
- Damage
- 25–55
- Range
- 400
- Speed
- 300
- Bounty
- 5 gold
- Spawns every
- 21s
Strong against: Light 175%Weak against: Heavy 70%, Fortified 45%, Hero 60%, Divine 25%
A breath of air that learned to be angry: light on the shoulder, cutting on the face.
Conjures Wind Spirits.
- Cost
- 180 gold
- Health
- 1400
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +3.60
- Lumber back
- +180
- Trains every
- 30s
Strong gusts against flyers; weaker gusts against the ground. Regenerates HP. Gale: nearby enemy flyers attack and fly 20% slower.
- Health
- 550 (+1.5/s)
- Armor
- 4 · Medium
- Attack type
- Pierce
- Damage
- 60–70
- Range
- 450
- Speed
- 300
- Bounty
- 11 gold
- Spawns every
- 30s
Strong against: Light 175%Weak against: Heavy 70%, Fortified 45%, Hero 60%, Divine 25%
- Aura. Nearby enemies (radius 700): −20% attack speed, −20% movement.
It whistles before it strikes, and those who know the sound duck by instinct.
Conjures Living Tempests.
- Cost
- 200 gold
- Health
- 1600
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +4.00
- Lumber back
- +200
- Trains every
- 40s
Fierce winds against flyers, with 70% splash around the target; weaker gusts with no splash against the ground. Gale: nearby enemy flyers attack and fly 35% slower. Instability: all damage taken becomes mana; at 680 it explodes for 375 spell damage on the nearest enemy.
- Health
- 1300 (+2.5/s)
- Armor
- 9 · Medium
- Attack type
- Pierce
- Damage
- 55–110
- Range
- 450
- Speed
- 300
- Bounty
- 17 gold
- Mana
- 1100
- Spawns every
- 40s
Strong against: Light 175%Weak against: Heavy 70%, Fortified 45%, Hero 60%, Divine 25%
- Splash damage. The shot splashes 70% of its damage around (radius 200).
- Aura. Nearby enemies (radius 700): −35% attack speed, −35% movement.
- Born Drained. Starts with no mana.
- Instability. All damage taken becomes mana.
- Unstable Blast. At 680 mana, explodes for 375 spell damage on the first enemy in range. 680 mana
It aims at no one in particular; it simply happens to whoever is nearby.
WWellspring · Clear Fountain · Fountain of Tides
Conjures Living Droplets.
- Cost
- 140 gold
- Health
- 1200
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +2.80
- Lumber back
- +140
- Trains every
- 22s
Liquid body: 50% chance to negate direct hits and −30% spell damage taken.
- Health
- 300 (+0.5/s)
- Armor
- 1 · Medium
- Attack type
- Normal
- Damage
- 32–60
- Range
- melee
- Speed
- 270
- Bounty
- 5 gold
- Spawns every
- 22s
Strong against: Medium 175%Weak against: Light 70%, Fortified 50%, Hero 60%, Divine 25%
- Evasion. Dodges 50% of hits.
- Spell resistance. −30% spell damage taken.
Striking it is like slashing at rain: the blade passes through, and it is still there.
Conjures Water Spirits.
- Cost
- 180 gold
- Health
- 1400
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +3.60
- Lumber back
- +180
- Trains every
- 31s
Liquid body: 60% chance to negate direct hits and −40% spell damage taken.
- Health
- 500 (+1/s)
- Armor
- 3 · Medium
- Attack type
- Normal
- Damage
- 59–70
- Range
- melee
- Speed
- 270
- Bounty
- 11 gold
- Spawns every
- 31s
Strong against: Medium 175%Weak against: Light 70%, Fortified 50%, Hero 60%, Divine 25%
- Evasion. Dodges 60% of hits.
- Spell resistance. −40% spell damage taken.
It has the patience of a river and the same stubbornness: it always finds a way to you.
Conjures Living Tides.
- Cost
- 185 gold
- Health
- 1600
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +3.70
- Lumber back
- +185
- Trains every
- 40s
Liquid body: 70% chance to negate direct hits and −50% spell damage taken. Illusion: 20% chance per attack to create an imperfect copy of itself that takes double damage and deals 40% less.
- Health
- 650 (+1.5/s)
- Armor
- 7 · Medium
- Attack type
- Normal
- Damage
- 110–130
- Range
- melee
- Speed
- 270
- Bounty
- 17 gold
- Spawns every
- 40s
Strong against: Medium 175%Weak against: Light 70%, Fortified 50%, Hero 60%, Divine 25%
- Evasion. Dodges 70% of hits.
- Spell resistance. −50% spell damage taken.
- Illusion. 20% chance per attack: creates an imperfect copy of itself (takes +100% damage and deals −40%).
It pulls back when you advance and returns when you least expect it, always a little higher.
EBrazier · Living Furnace · Tower of Ancient Lore
Conjures Living Flames.
- Cost
- 200 gold
- Health
- 1200
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +4.00
- Lumber back
- +200
- Trains every
- 25s
Ranged chaos fireballs.
- Health
- 625 (+0.5/s)
- Armor
- 5 · Heavy
- Attack type
- Chaos
- Damage
- 40–50
- Range
- 400
- Speed
- 260
- Bounty
- 6 gold
- Spawns every
- 25s
It devours everything it touches and never says thanks; such is the nature of fire.
Conjures Blazes.
- Cost
- 220 gold
- Health
- 1400
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +4.40
- Lumber back
- +220
- Trains every
- 36s
Split: after 15 attacks, splits into 2 identical copies. Fire Breath: 20% chance per attack to deal 95 spell damage to every enemy in a cone ahead.
- Health
- 900 (+1/s)
- Armor
- 7 · Heavy
- Attack type
- Chaos
- Damage
- 69–85
- Range
- 450
- Speed
- 260
- Bounty
- 13 gold
- Spawns every
- 36s
- Split. After 15 attacks, splits into 2 identical copies (once).
- Fire Breath. 20% chance per attack: 95 spell damage to every enemy in a cone ahead.
When it flares up, the fire jumps from one enemy to the next like gossip on market day.
Legendary: conjures the Elemental Archon.
- Cost
- 300 gold · 400 lumber · 1 crystal
- Health
- 1900
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +6.00
- Lumber back
- +300
- Trains every
- 54s
Legendary. Every 8s casts Lightning Wave or Frost Volley (one of the two, at random), stronger with each element’s production buildings. Wave: 2 missiles (+0.33 per lightning building) dealing 75–300 spell damage (+75 per fire building) that pierce 2 targets (+0.5 per wind building). Volley: 5 missiles (+2 per water building) dealing 225–450 spell damage (+75 per earth building) and 75 around; those hit attack and move 30% slower for 6s.
- Health
- 1200 (+3/s)
- Armor
- 8 · Unarmored
- Attack type
- Magic
- Damage
- 100–140
- Range
- 500
- Speed
- 280
- Bounty
- 23 gold
- Spawns every
- 54s
Strong against: Heavy 175%Weak against: Medium 70%, Fortified 40%, Hero 60%, Divine 25%
- Legendary resistance. Legendary: −70% spell damage; immune to hex, mind control and instant death.
- Lightning Wave. 2 missiles (+0.33 per lightning building) dealing 75–300 spell damage (+75 per fire building) that pierce up to 2 targets (+0.5 per wind building). cooldown 8s
- Frost Volley. 5 missiles (+2 per water building) dealing 225–450 spell damage (+75 per earth building) and 75 to enemies around; those hit attack and move 30% slower for 6s. cooldown 8s
It speaks with every element at once: the frost holds the enemy fast and the lightning ends the conversation.
RLightning Pillar · Storm Pillar
Conjures Living Sparks.
- Cost
- 230 gold
- Health
- 1300
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +4.60
- Lumber back
- +230
- Trains every
- 26s
Lightning attack: spell damage that hits up to 3 targets (50 each; half against buildings). Static Shock: when struck in melee, 15% chance to deal 25 spell damage to the attacker and stun it for 2s.
- Health
- 500 (+1/s)
- Armor
- 3 · Light
- Attack type
- Spell
- Damage
- 50–50
- Range
- 350
- Speed
- 255
- Bounty
- 7 gold
- Spawns every
- 26s
Weak against: Hero 70%, Divine 25%
- Bounce. Bounces to 2 more targets, −0% per bounce.
- Demolisher. ×0.5 damage to buildings.
- Static Shock. When struck in melee: 15% chance to deal 25 spell damage to the attacker and stun it for 2s.
Small and jittery, it leaps from target to target and leaves the fingers of anyone who touches it tingling.
Conjures Living Thunders.
- Cost
- 210 gold
- Health
- 1500
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +4.20
- Lumber back
- +210
- Trains every
- 37s
Lightning attack: spell damage that hits up to 5 targets (80 each; half against buildings). Static Shock: when struck in melee, 30% chance to deal 50 spell damage to the attacker and stun it for 4s.
- Health
- 800 (+1.5/s)
- Armor
- 9 · Light
- Attack type
- Spell
- Damage
- 80–80
- Range
- 400
- Speed
- 255
- Bounty
- 14 gold
- Spawns every
- 37s
Weak against: Hero 70%, Divine 25%
- Bounce. Bounces to 4 more targets, −0% per bounce.
- Demolisher. ×0.5 damage to buildings.
- Static Shock. When struck in melee: 30% chance to deal 50 spell damage to the attacker and stun it for 4s.
First comes the light, then the roar, and finally the silence of whoever stood in front.
AStonefield · Great Rift
Conjures Living Rocks.
- Cost
- 250 gold
- Health
- 1300
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +4.50
- Lumber back
- +187.5
- Trains every
- 27s
Earthquake: 20% chance per attack to deal 100 true damage to ground enemies around itself (half to those farther away). Aftershock: up to +50 siege damage per attack, based on missing HP. Topples buildings.
- Health
- 500 (+1/s)
- Armor
- 4 · Hero
- Attack type
- Siege
- Damage
- 75–75
- Range
- melee
- Speed
- 240
- Bounty
- 8 gold
- Spawns every
- 27s
Strong against: Fortified 160%Weak against: Light 70%, Medium 70%, Heavy 70%, Hero 40%, Divine 20%
- Earthquake. 20% chance per attack: 100 true damage to ground enemies around itself (half to those farther away).
- Aftershock. Each attack deals up to +50 siege damage, based on missing HP.
Walls don’t impress it: it was stone long before any castle existed.
Conjures Living Mountains.
- Cost
- 240 gold
- Health
- 1500
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +4.32
- Lumber back
- +180
- Trains every
- 39s
Earthquake: 25% chance per attack to deal 200 true damage to ground enemies around itself (half to those farther away). Aftershock: up to +100 siege damage per attack, based on missing HP. Topples buildings.
- Health
- 950 (+2/s)
- Armor
- 8 · Hero
- Attack type
- Siege
- Damage
- 150–150
- Range
- melee
- Speed
- 240
- Bounty
- 15 gold
- Spawns every
- 39s
Strong against: Fortified 160%Weak against: Light 70%, Medium 70%, Heavy 70%, Hero 40%, Divine 20%
- Earthquake. 25% chance per attack: 200 true damage to ground enemies around itself (half to those farther away).
- Aftershock. Each attack deals up to +100 siege damage, based on missing HP.
Each of its steps is a tremor, and each blow an earthquake that knows exactly where it’s going.
SMana Condenser
Special: Power Transfer — tethers to the nearest allied building that uses mana (production or spells) and has no other Condenser: −30% to its spawn interval and cooldown.
- Cost
- 200 gold · 250 lumber
- Health
- 1000
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +2.40
- Power Transfer. Tethers to an allied building that uses mana and has no other Condenser: −30% to its cooldown (−15% for non-Elemental buildings). cooldown 1s
DObelisk of the Elements
Special: every 11s, on an allied troop (preferably one without an enchantment): if it is missing at least 350 HP, Soothing Mist heals 450; otherwise it gains, until it dies, an enchantment it does not have yet: Blazing Weapon (attacks deal 50% extra true damage to the target and the troops around it), Lightning Speed (+70% attack speed and +15% movement speed) or Rock Shield (+15 armor).
- Cost
- 245 gold · 550 lumber
- Health
- 900
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +2.94
- Mana
- 12 (+1.09/s)
- Enchantment. On an allied troop (preferably one without an enchantment): if it is missing at least 350 HP, Soothing Mist heals 450; otherwise it gains, until it dies, an enchantment it does not have yet: Blazing Weapon, Lightning Speed or Rock Shield. 12 mana · cooldown 11s
FLiving Grimoire · Elemental Rain · Meteor Shower
Special: choose (free upgrade) the spell it casts on its own every 15s: Elemental Rain (ground only) or Meteor Shower (air only).
- Cost
- 340 gold · 650 lumber
- Health
- 1000
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +3.06
Special: every 15s, on a random enemy ground troop, a Monsoon (5 waves of 50 spell damage) or a Blizzard (7 waves of 30). Hits the ground only.
- Cost
- 0 gold
- Health
- 1000
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +0.00
- Mana
- 16 (+1.07/s)
- Elemental Rain. A Monsoon (5 waves of 50 spell damage) or a Blizzard (7 waves of 30) on a random enemy ground troop; hits the ground only. 16 mana · cooldown 15s
Special: every 15s, on a random enemy flyer, 5 waves of meteors: 30 spell damage and a 15/s burn for 3s per wave. Hits air only.
- Cost
- 0 gold
- Health
- 1000
- Armor
- 5 · Fortified
- Upgrade
- 2s
- Income
- +0.00
- Mana
- 16 (+1.07/s)
- Meteor Shower. 5 waves of meteors on a random enemy flyer: 30 spell damage and a 15/s burn for 3s per wave; hits air only. 16 mana · cooldown 15s
YSentinel Tower · Discharge Tower
Tower: long-range chaos elemental bolts. Avalanche: 40% chance per shot of +100 spell damage and a 10s stun on the target. Regenerates 2 HP/s.
- Cost
- 220 gold · 300 lumber
- Health
- 1500
- Armor
- 5 · Fortified
- Build
- 20s
- Income
- +0.88
- Attack
- Chaos 80–110
- Range
- 900
- Avalanche. 40% chance per shot: a boulder deals +100 spell damage and stuns the target for 10s.
Tower (swap for the Sentinel Tower): Discharge — spell bolts (29–40) at a random visible enemy troop in range. Regenerates 2 HP/s.
- Cost
- 20 gold
- Health
- 1500
- Armor
- 5 · Fortified
- Upgrade
- 20s
- Income
- +0.08
- Attack
- Spell 30–40
- Range
- 800
XPrimordial Bond
Legendary special: when an allied troop dies, wounded allies near it share a heal of 4.25 HP per Elemental production building (up to 125). Multiple Bonds don’t stack.
- Cost
- 700 gold · 1900 lumber · 1 crystal
- Health
- 1800
- Armor
- 5 · Fortified
- Build
- 2s
- Income
- +8.40
- Bond. When an allied troop dies, wounded allies near it share 4.25 HP per Elemental production building (up to 125).



