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Elemental Schools, Strengths & Weaknesses

All 17 Elite elemental schools, live ability effects, intended weaknesses, and the upcoming elemental combat expansion.

World / SystemNightmare Cluster
DifficultyAdvanced
RecommendedNightmare players

Elemental Schools, Strengths & Weaknesses

RoosterMobs uses 17 elemental schools across its Elite and equipment systems. Every Elite school already has a live special ability.

Elemental Combat Expansion Coming

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RoosterMobs already defines weakness relationships and configured weakness/resistance multipliers. In 4.3.5, the Elite abilities are live, but the full elemental damage multiplier matrix is not yet fully connected to player-vs-Elite damage calculations. An upcoming combat update is planned to activate and balance those relationships.

Elemental Schools

Element Active Elite Effect Intended Weakness
Fire Sets the player on fire; duration scales with tier Frost
Void Pulls the player toward the Elite; pull strength scales with tier Tech
Frost Applies strong Slowness for about 5 seconds Fire
Earth Deals direct damage and launches the player upward Void
Tech Applies strong Weakness for about 6 seconds Earth
Static Lightning effect plus tier-scaled direct damage Earth
Blizzard Extreme Slowness plus Weakness for about 4 seconds Fire
Solar Blindness for about 5 seconds plus fire Frost
Lunar Weakness plus Mining Fatigue for about 10 seconds Tech
Poison Applies Poison for about 7 seconds Solar
Wither Applies Wither for about 5 seconds Lunar
Aero Launches the player vertically Earth
Hydro Removes remaining air and applies Slowness Fire
Magnetic Strongly pulls the player toward the Elite Tech
Chrono Applies extreme Slowness for about 2 seconds Void
Infernal Long burn combined with Wither Hydro
Plague Applies Hunger and Nausea for about 15 seconds Solar

Configured Elemental Multipliers

Interaction Configured / Planned Modifier 4.3.5 Status
Attack an elemental weakness 1.5ร— damage Coming
Matching/resisted elemental interaction 0.5ร— damage Coming

These values describe the current RoosterMobs elemental design, but the 1.5ร— and 0.5ร— modifiers should not be treated as guaranteed live damage multipliers until the upcoming combat update connects them to the runtime damage calculation.

Elite Ability Timing

Mechanic Current Behavior
Ability pulse Approximately every 30 ticks / 1.5 seconds
Telegraph Roughly 1 second of warning before the effect
Range 6 + (Tier ร— 0.16) blocks
T100 range Approximately 22 blocks
Line of sight Required for normal targeting
Watch the Telegraph

Elite abilities are designed to give you time to react. When an Elite telegraphs an attack, move, create distance, or prepare for the element you are facing.

Last updated August 21, 2026