Intro
While unique compared to other gachas, the elemental system in Endfield nevertheless plays a central point of its gameplay, and can be often used as the core for team building. There are five elements: Physical, Cryo, Electric, Heat, and Nature. The first is responsible for all Physical DMG in the game, while the latter four are responsible for Arts DMG, Arts Burst and Arts Reaction.
When it comes to Elements and Reactions, it’s easy to understand the entire system by starting through three key points:
- Physical Effects are treated separately from all Arts Reactions. (Except for [Shatter])
- Arts Burst happen when you apply the same Elemental infliction twice, while Arts Reactions happen when you apply two different Elemental inflictions.
- Arts Reactions are determined by the second Element inflicted. The element you use first doesn’t matter, which means that there is no need to worry about memorizing specific combinations.
- All Arts Reactions and Physical Effects direct damage scale with operator level; the higher your level, the more base damage they’ll do.
Physical
The Physical element has its own set of unique Effects and mechanics, and is outstanding at generating [Stagger]. Most of the time, it will work by itself, without mixing with other elements. The first time a Physical effect is inflicted upon an enemy, it will generate a stack of [Vulnerable]. Then, the next infliction will turn [Vulnerable] into either [Lift], [Knock Down], [Crush], or [Breach], depending on the skill or combo used. There are exceptions, however, such as Gilberta, who can forcibly [Lift] a target without it having any previous [Vulnerable Stack].

Lift

Applies one stack of [Vulnerable] to enemies hit. If the enemy is already [Vulnerable], it still applies a new stack of [Vulnerable] and launches them airborne if possible, while also dealing some damage based on ATK and additional Stagger.
Note: Enemies that cannot be launched Airborne will still take damage and Stagger while vulnerable.
| Enemy Vulnerable Stacks | ATK% Multiplier | Stagger |
|---|---|---|
| 1 | 147% | 10 |
| 2 | 147% | 10 |
| 3 | 147% | 10 |
| 4+ | 147% | 10 |
Knock Down

Applies one stack of [Vulnerable] to enemies hit. If the enemy is already [Vulnerable] it still applies a new stack of [Vulnerable] and knocks them down temporarily if possible while also dealing some damage based on ATK and additional Stagger.
Note: Enemies that cannot be knocked down will still take damage and Stagger while vulnerable.
| Enemy Vulnerable Stacks | ATK % Multiplier | Stagger |
|---|---|---|
| 1 | 147% | 10 |
| 2 | 147% | 10 |
| 3 | 147% | 10 |
| 4+ | 147% | 10 |
Crush

Applies one stack of [Vulnerable] to enemies hit if they have no [Vulnerable] stacks. Otherwise, when hitting an enemy with [Vulnerable] it instead consumes all stacks, dealing damage based on ATK which scales on the number of stacks consumed.
| Enemy Vulnerable Stacks | ATK % Multiplier |
|---|---|
| 1 | 368% |
| 2 | 552% |
| 3 | 736% |
| 4 | 920% |
Breach

Applies one stack of [Vulnerable] to enemies hit if they have no [Vulnerable] stacks. Otherwise, when hitting an enemy with [Vulnerable], it instead consumes all stacks, dealing damage based on ATK and applying a Physical Damage Taken Increase % debuff to them. All of which see their potency and duration scale on the number of stacks consumed.
| Enemy Vulnerable Stacks | ATK % Multiplier | Physical Damage Taken Increase % | Duration |
|---|---|---|---|
| 1 | 123% | 12% | 12 Seconds |
| 2 | 184% | 16% | 18 Seconds |
| 3 | 245% | 20% | 24 Seconds |
| 4 | 307% | 24% | 30 Seconds |
Arts Burst
Arts Bursts happen when the same Element is inflicted twice on the target. They deal extra DMG every time a new stack is added. Arts Burst’s have a base damage multiplier which is then increased based on your operator's level.

| Enemy Infliction Stacks | Arts Burst ATK% Multiplier |
|---|---|
| 1 | 233% |
| 2 | 233% |
| 3 | 233% |
| 4+ | 233% |
Arts Reactions
Combining two different elements triggers an Arts Reaction. The existing ones are: [Solidification], [Shatter], [Combustion], [Electrification], and [Corrosion]. As explained, they are determined by the second element used. The first Infliction doesn’t matter and can be of any element. This makes team building a lot more flexible, as you get a much wider variety of Infliction, Amp and Support Operators that you can use to build around each Arts Reaction.
Solidification and Shatter

Occurs when Cryo Infliction is applied to an enemy already possessing either Nature, Heat, or Electric Infliction stack(s). Deals Cryo damage based on ATK and freezes the enemy in place if they are susceptible to crowd control. If a Physical Status is applied to a Solidified enemy, [Shatter] will trigger, dealing large Physical damage based on ATK. The [Shatter]’s damage as well as the [Solidification] duration both scale on the amount of Inflictions on the enemy when triggered.
Note: Solidification can still be applied to enemies incapable of being frozen and then shattered. Also the initial damage of Solidification does not change - only Shatter does.
| Enemy Infliction Stacks | Solidification (Cryo) ATK% Multiplier (Lv90) | Shatter (Physical) ATK% Multiplier (Lv90) | Solidification Duration |
|---|---|---|---|
| 1 | 233% | 349% | 6 Seconds |
| 2 | 349% | 523% | 7 Seconds |
| 3 | 465% | 698% | 8 Seconds |
| 4 | 582% | 872% | 9 Seconds |
Combustion

Occurs when Heat Infliction is applied to an enemy already possessing either Nature, Electric or Cryo Infliction stack/s. Deals initial damage on trigger based on ATK and applies a Damage over Time (DoT) debuff lasting a short duration which also deals ATK based damage every second. The initial damage and potency of the DoT scale with the amount of infliction stacks on the enemy when triggered.
| Enemy Infliction Stacks | Reaction ATK % Multiplier (Lv90) | DoT ATK % Multiplier (Lv90) | DoT Duration |
|---|---|---|---|
| 1 | 233% | 35% | 10 Seconds |
| 2 | 349% | 52% | 10 Seconds |
| 3 | 465% | 70% | 10 Seconds |
| 4 | 582% | 87% | 10 Seconds |
Electrification

Occurs when Electric Infliction is applied to an enemy already possessing either Nature, Cryo, or Heat Infliction stack/s. Deals damage based on ATK and increases the enemy’s Arts DMG taken for a duration. The initial damage, Arts DMG taken potency, and duration all scale with the amount of Inflictions on the enemy when triggered.
Note: This debuff increases the damage of all Electric, Cryo, Heat and Nature damage dealt to the target from all sources.
| Enemy Infliction Stacks | Reaction ATK % Multiplier (Lv90) | Arts DMG Taken | Debuff Duration |
|---|---|---|---|
| 1 | 233% | 12% | 12 Seconds |
| 2 | 349% | 16% | 18 Seconds |
| 3 | 465% | 20% | 24 Seconds |
| 4 | 582% | 24% | 30 Seconds |
Corrosion

Occurs when Nature Infliction is applied to an enemy already possessing either Cryo, Heat, or Electric Infliction stack/s. Deals Nature damage based on ATK and applies the Corrosion debuff which reduces enemy elemental resistance for a set duration. Throughout the duration of Corrosion the resistance reduction will become increasingly potent before finally capping out shortly before expiration. The initial damage as well as the resistance reduction both scale on the amount of Inflictions on the enemy when triggered.
| Enemy Infliction Stacks | Reaction ATK % Multiplier (Lv90) | Max Elemental Resistance Reduction % | Corrosion Duration |
|---|---|---|---|
| 1 | 233% | -12% | 15 Seconds |
| 2 | 349% | -16% | 15 Seconds |
| 3 | 465% | -20% | 15 Seconds |
| 4 | 582% | -24% | 15 Seconds |
Video
You can also watch this video for more information:







