The Last Maul

Guide ·

The element triangle: fire, nature, water and neutral

Water towers in a green lane of The Last Maul pouring damage into a boss and its escort

Every tower and every creep in The Last Maul has an element: fire, nature, water or neutral. The right element can make a tower half again as strong; the wrong one can halve it. You don't need to memorise anything to start playing, but once your maze is solid, the element triangle is the next thing that decides whether a hard wave leaks. This guide gives you the exact rule, which creeps and towers belong to which element, and how to use it in a game.

The rule

Three elements form a circle, each strong against the next:

Turn it around and you get the weak hits: fire against water, nature against fire and water against nature deal only 0.5× damage. Everything else, same element against same element, is a normal 1× hit.

Neutral is outside the triangle. A neutral tower deals normal damage to everything, and every tower deals normal damage to a neutral creep. Neutral towers are never strong and never weak.

Bosses shrug off half the weakness. A weak hit against a boss deals 0.75× instead of 0.5×. Strong hits against a boss still count in full. So a boss of the "wrong" element for your race is a slower fight, not a hopeless one.

Tower ↓ / creep →FireNatureWaterNeutral
Fire1×1.5×0.5×1×
Nature0.5×1×1.5×1×
Water1.5×0.5×1×1×
Neutral1×1×1×1×

Which creeps carry which element

ElementCreepsBosses
FireWyvernOrc Warlord, Demon Lord, Dragon Lord
NatureScout, Swarmling, HowlrunnerThornwarden
WaterBat, RegeneratorRimeshroud, Stormwake
NeutralGrunt, Armored, Skeleton, OgreVoid King, Siegebreaker and the giants

A few things stand out. The fast creeps (Scouts, Swarmlings, Howlrunners) are nature, so fire splash is at its best against the rushes. The water creeps include the Regenerators, which heal unless you kill them quickly, and the Bats, which fly. The tanky Armored and Ogres are neutral: no element trick helps there, only raw damage and towers that ignore armour.

Arcane towers in a lane: Arcane is almost all neutral, so it never gains and never loses to an element
Arcane towers in a lane: Arcane is almost all neutral, so it never gains and never loses to an element

Which towers carry which element

Each race leans toward one element or stays neutral. Branches can differ from the tower they grew from, so check the tower's page before you commit.

RaceElements of its towers
FireMostly fire (Ember, Flame Tower, Volcano and their branches); the Mortar and Fire Organ are neutral
FrostMostly water (Chill, Frost Tower, Glue, Glacier and their branches); the Sniper is neutral
WaterAll water
NatureThe Poison line is nature; the rest (Sprig, Stone Thrower, Aura, Ancient) is neutral
StormA mix: the Tesla line is nature, the Laser line fire, the Spark and lightning lines neutral
LightAll neutral
GaleNeutral, apart from the water Hailstorm
ArcaneNeutral, apart from the nature Sorcerer

So there are really two kinds of race. Element races (Fire, Frost, Water and, line by line, Storm) hit very hard against one element and pay for it against another. Neutral races (Light, Gale, Arcane and most of Nature) are steady against everything. Neither is better; they want different habits.

How to use it in a game

Read the next wave

Between waves the game shows what is coming. If the next wave is nature and you play Fire, it's a wave to send early for the bonus gold. If it is water and you play Fire, that's the wave to spend on more damage first, or to ask a teammate for help.

Mix inside your own race

Element races have lines of other elements for a reason. Fire's neutral Mortar line doesn't care that a water wave is coming. Storm can lean on its Tesla line against water and on its Laser line against nature, depending on what the act throws at it. One or two towers of your off-element in the maze cover your weak waves cheaply.

Cover each other in co-op

In a team the triangle is the easiest way to split the work. A Fire player and a Water player cover each other's weak spots almost perfectly: Water hits the fire creeps that Fire is only normal against, and Fire burns the nature rushes that Water hits at 0.5×. A neutral race in the team catches whatever falls between. The races page lists what each race is strong and weak against: Fire is strong against Swarms, grouped enemies, Water against Grouped enemies, fast units.

A boss in the winter theme pushing into a lane while Water and Light towers fire on it
A boss in the winter theme pushing into a lane while Water and Light towers fire on it

Don't over-think bosses

Because weak hits against bosses deal 0.75×, element matters less in a boss fight than in a crowd. Against a boss, raw damage and range count first; against a crowd of nature or water creeps, the triangle can decide the wave.

Elements and the rest of the rules

Want to see it in action? Open The Last Maul at thelastmaul.com/play, pick Fire or Water and watch how much faster the creeps of the element you beat go down. For maze shapes that put your strongest element towers where they get the most shots, read the maze strategy for every map.

The Last Maul

Co-op tower defense for up to 8 players. Free to play, nothing to install.

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