Elementalist

Revision as of 14:49, 1 February 2026 by imported>Gabonnie

Event Content

Elementalist has been made unobtainable from the game as of the 15th of January 2025 as it was part of the Operation I.C.E Event.
Players with the item in question can continue using it, but you cannot obtain this item anymore, outside of limited-time promotional sales.

"An elemental specialist capabale[sic] of switching between frost and fire modes to apply debuffs."
―Store Description

Description

The Elementalist is an exclusive tower that could have been obtained by triumphing Outpost 32 from the Operation I.C.E Event on the Hard difficulty. It is mainly an offensive tower with some support capabilities, mainly in the form of freezing enemies. It could be bought through a limited time gamepass for   799.

The Elementalist fires in bursts. The displayed firerate in-game is the time between a burst ending and another burst starting, while the actual time between shots during a burst is a separate statistic. It has two modes which it can switch between, fire and frost. Fire makes it set enemies on fire with each hit, making them receive additional burn damage, while frost applies chillness to enemies, slowing them down. At Level 2, it also gains two abilities, both of which can only be used with their respective modes active and have separate cooldowns, allowing players to quickly switch modes and utilize both abilities. The first is Heatwave, which creates a heatwave in its range, dealing damage to enemies, applying burn to them and knocking them back. The second is Ice Turret, which allows it to create an Ice Turret in its range. It is a stationary unit with limited lifespan that deals damage to enemies, applying chillness to them while also being able to freeze them. There is a 5 second cooldown before modes can be changed.

The Elementalist has a placement limit of 5 per player.

Upgrades

Elemental Armory
Level 1 • Cost: Elemental Armory -  $1,500

+2 Damage  

+3 Range  

3 > 4 Burst Size  

+3 Burn Damage  

2 > 3 Burn Time  

5% > 7.5% Slowdown per Hit  


Sell Price changes to  $1,166

 
Experimental Tech
Level 2 • Cost: Experimental Tech -  $4,000

+5 Damage  

+2 Range  

+Hidden Detection  

3 > 4 Burn Time  

45% > 50% Max Slowdown  

Creates a heatwave that deals damage, applies burn and knockbacks enemies

•150 Damage  

•10 Burn Damage  

•0.5 Burn Tick  

•5 Burn Time  

•12.5 Range  

•20 Knockback Force  

•40 Ability Cooldown  

Creates an Ice Turret in the selected spot, which freezes enemies on max chillness

•10 Damage  

•0.458 Firerate  

•10 Range  

•1,000 Health  

•45 Second Lifespan  

•25% Slowdown per Hit  

•50% Max Slowdown  

•5 Slowdown Time  

•2 Freeze Time  

•50 Ability Cooldown  


Sell Price changes to  $2,500

 
Improved Exhaust Systems
Level 3 • Cost: Improved Exhaust Systems -  $8,000

+3 Damage  

4 > 5 Burst Size  

0.608 > 0.508 Burst Cooldown  

+2 Burn Damage  

4 > 2 Burn Time  

0.5 > 0.25 Burn Tick  

7.5% > 10% Slowdown per Hit  

+100 Damage  

+5 Burn Damage  

+1 Range  

+2.5 Knockback Force  

+10 Damage  

+2.5 Range  

0.458 > 0.358 Firerate  


Sell Price changes to  $5,166

 
Frost Fire Specialist
Level 4 • Cost: Frost Fire Specialist -  $15,000

+5 Damage  

5 > 7 Burst Size  

0.208 > 0.133 Firerate 

0.508 > 0.408 Burst Cooldown  

2 > 4 Burn Time  

10% > 12.5% Slowdown per Hit  

50% > 60% Max Slowdown  

+150 Damage  

+5 Burn Damage  

+1.5 Range  

+2.5 Knockback Force  

+10 Damage  

+2.5 Range  

0.358 > 0.308 Firerate  

25% > 30% Slowdown per Hit  

50% > 60% Max Slowdown  


Sell Price changes to  $10,166

 

Abilities

Heatwave
Level 2+ • 40s Cooldown

Creates a shockwave, which deals damage to enemies, knocks them back and sets them on fire.

 
Ice Turret
Level 2+ • 50s Cooldown

Creates an Ice Turret in the selected spot, which chills and freezes enemies.

 

Stats Table

To see all the previous statistics of this tower, see the history page, while for the statistics without the Firerate Bug, visit the Firerate Bug page.

Fire Mode
Level Total Price Damage Burn Damage Burst Size Firerate Burst Cooldown Burn Tick Range Burn Time Total Elapsed Damage[2] DPS[3] Cost Efficiency
0  $2,000 3 5 3 0.208 0.608 0.5 12 2 20 18.79[4]  $106.44
1  $3,500 5 8 4 0.208 0.608 0.5 15 3 48 32.23[5]  $108.59
2  $7,500 10 8 4 0.208 0.608 0.5 17 4 64 48.47[6]  $154.73
3  $15,500 13 10 5 0.208 0.508 0.25 17 2 80 88.51[7]  $175.12
4  $30,500 18 10 7 0.133 0.408 0.25 17 4 160 144.48[8]  $211.1
Frost Mode
Level Total Price Damage Burst Size Firerate Burst Cooldown Range Slowdown per Hit Max Slowdown Slowdown Time DPS Cost Efficiency
0  $2,000 3 3 0.208 0.608 12 5% 45% 2 8.79  $228.31
1  $3,500 5 4 0.208 0.608 15 7.5% 45% 2 16.23  $215.65
2  $7,500 10 4 0.208 0.608 17 7.5% 50% 2 32.47  $230.98
3  $15,500 13 5 0.208 0.508 17 10% 50% 2 48.51  $319.52
4  $30,500 18 7 0.133 0.408 17 12.5% 60% 2 104.48  $291.92
Heatwave
Level Damage Burn Damage Range Burn Tick Burn Time Knockback Force Speed Total Elapsed Damage[2] DPS
2 150 10 12.5 0.5 5 20 2 100 23.75[9]
3 250 15 13.5 0.5 5 22.5 2 150 36.25[10]
4 400 20 15 0.5 5 25 2 200 50[11]
Ice Turret
Level Health Damage Firerate Range Slowndown per Hit Max Slowdown Slowdown Time Freeze Time Lifespan DPS
2 1,000 10 0.458 10 25% 50% 5 2 45 21.83
3 1,000 20 0.358 12.5 25% 50% 5 2 45 55.87
4 1,000 30 0.308 15 30% 60% 5 2 45 97.4

Strategy

  • The Elementalist can be quite effective at taking down single, high health enemies, due to its high DPS and its frost mode slowing them down, giving it more time to damage them.
    • Its Ice Turrets can also help, as they provide additional DPS and allow it to deal even more damage to these enemies.
  • The Elementalist can clear out hordes of weaker enemies with ease, as its Heatwave ability allows it to deal a lot of damage to hordes.
    • The Elementalist itself can also be used by having it apply its burn to multiple enemies, most easily by setting it to Random, though its burn effect is weaker than the one from Heatwave.
  • As each enemy can only have burn applied once, it may be more beneficial to have only one Elementalist set to fire and the others set to frost, with others only being set to fire to use its Heatwave ability.
  • While the Ice Turrets created by the Elementalist may appear to have infinite health due to their lack of a health bar, this is not the case. It does have health, meaning it can be killed by abilities, though its health is quite large.
    • While the Boomer cannot kill it with its 400 damage explosion, the Unknown can with its 1,000 damage Stomp.
  • Unlike most other stalling towers, the Elementalist has hidden detection, making it great against enemies like Shadow Bosses or other high health enemies.
  • The Elementalist lacks any lead or flying detection, but it does have other ways to damage these enemies.
    • Elementalist set to Fire can directly hurt any Lead enemies through burn damage.
    • Elementalist can damage and set fire to Flying enemies through Heatwave, however they do not take knockback.
      • This should not be relied on as the Heatwave's 40 second cooldown makes it inconsistent.
  • When using frost mode, selecting Strongest can help stall high health enemies.
    • This is greater when using Ice Turret as it can freeze the enemy if it doesn't have Freeze Immunity.
  • The Elementalist is incapable of dropping Defense with its frost or fire mode and other towers like Freezer and Pyromancer should be used to drop them instead.
  • The Elementalist can only inflict slowdown onto enemies and cannot freeze enemies on its own, only the Ice Turrets are capable of freezing.
  • Unlike the Engineer's sentries, Ice Turrets have to be built somewhere within the Elementalist's range manually using the Ice Turret ability and only one Ice Turret per Elementalist can be active at a time. The Ice Turret requires to be built in empty spaces with no towers, but towers and other Ice Turrets can be placed on top of them once they are built.
    • As Ice Turrets have to be replaced regularly, it is best to communicate with your team to leave an empty space in Elementalist's range for optimal Ice Turret placements.

Update History

For previous cosmetic variations, see the gallery page.

  • 16 December 2024 - v1.46.0
    • Elementalist added.
    • Bug: Elementalist cannot be obtained after beating the Hard difficulty of Outpost 32.
    • Bug: Heatwave does not deal damage.
    • Bug: Ice Turrets do not disappear when the Elementalist is sold.
    • Bug: Placing multiple Ice Turrets too quickly can cause the overlay remain after use.
    • Bug: Kills from the Elementalist's burn do not give cash.
    • Bug: Burn damage does not increase the total damage counter.
  • 17 December 2024 - v1.46.3
    • Bugfix: Elementalist is now obtainable.
  • 18 December 2024
    • Bugfix: Heatwave now deals damage.
  • 20 December 2024 - v1.47.0
    • Statistical changes:
      • Level 3
        • Damage increased from +2 to +3.
        • Ice Turret's range increased from 10 to 12.5.
      • Level 4
        • Damage increased from +3 to +5.
        • Ice Turret's range increased from 10 to 15.
    • Bug: Can no longer summon Ice Turrets.
  • 20 December 2024 - v1.47.1
  • 25 December 2024 - v1.47.4
    • Gamepass price decreased from   799 to   599.
  • 28 December 2024 - v1.47.5b
    • Gamepass cost increased from   599 to   799.
  • 15 January 2025 - v1.49.0
    • Elementalist can no longer be obtained by triumphing Outpost 32 on Hard difficulty.
      • Elementalist is still available via its gamepass.
    • Statistical changes:
      • Level 2
      • Level 3
      • Level 4
    • Bug: Spawning a Ice Turret then selling the tower causes it to stay and deal zero damage until naturally despawning.
  • 12 February 2025 - v1.53.0
    • Gamepass taken offsale.
  • 9 April 2025 - v1.60.0
    • Defense role added.
  • 28 May 2025 - v1.65.0
    • Bug: When the Fight Dirty Skill is active, the Ice Turret freeze times will become longer the more enemies it freezes in quick successions, leading to freeze times so long enemies are frozen up to multiple minutes.
    • Bugfix: Ice Turret now disappears properly.

Notes

  1. Although it cannot detect flying enemies, its Heatwave ability can damage flying enemies.
  2. 2.0 2.1 Total Elapsed Damage is calculated as Burn Damage × (Burn Time ÷ Tick).
  3. DPS is calculated as (Damage x Burst Size) ÷ ([Burst Size - 1] x Firerate + Burst Cooldown) + Burn Damage ÷ Burn Tick.
  4. 8.79 Normal DPS + 10 Burn DPS
  5. 16.23 Normal DPS + 16 Burn DPS
  6. 32.47 Normal DPS + 16 Burn DPS
  7. 48.51 Normal DPS + 40 Burn DPS
  8. 104.48 Normal DPS + 40 Burn DPS
  9. 3.75 Normal DPS + 20 Burn DPS
  10. 6.25 Normal DPS + 30 Burn DPS
  11. 10 Normal DPS + 40 Burn DPS


 
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