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Welcome to the bestiary! Here, you will discover all that is known about every summonable elemental in the Alchemy universe.
✍️ Written by Cyberya, Jin, and Alex Finden
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- 🔍 Quick Navigation
- Introduction
- Fire Elementals
- Earth Elementals
- Water Elementals
- Air Elementals
- Aether Elementals
- Neutral Elementals
- Consolidated List of the Elementals and Abilities
Introduction
In Cosmic War, players engage in strategic gameplay by invoking the aid of the Alchemy Gods to summon Fire, Earth, Water, Air, Aether, and Neutral elemental units. These summoned units possess distinct capabilities, either offensive or defensive, tailored to enhance a player's strategy in battle.
Mastery in effectively deploying and synergizing these units can significantly bolster a player's advantage during confrontations with opponents. This article provides a comprehensive overview of the summoned units, detailing their unique skills, abilities, and statistics, each essential for optimizing gameplay and achieving victory in Cosmic War.
Unique to Gods at Level 20 or more are the Parimo. Preferring to battle solo, they possess immensely strong properties that can easily annihilate any enemy of lower level with little difficulty. But, there’s a catch! Parimo deal damage to allies at the first turn, absorbing their elemental energy to execute their deadly blasts.
NEW! You can now discover the skins and lore associated with each elemental.
Fire Elementals
Earth Elementals
Water Elementals
Air Elementals
Aether Elementals
Neutral Elementals
Consolidated List of the Elementals and Abilities
Summoned | Lvl | Abilities | Skills | STR | INT | VIT | DEF | MR | SPD | Health | ATK | SPD | CHRG |
Fire Creature | 1 | Use Flame Roll if 100 energy. Otherwise, use Chomp. | Chomp: 35 physical damage. +5 damage if they are on fire
Flame Roll: 50 physical damage. 50% chance to light opponent on fire. (Meter: 1) | 17 | 5 | 10 | 12 | 10 | 6 | 295 | 30 | 6 | 20 |
Fire Demon | 2 | Use Flame Wave if 100 energy. Otherwise, use Flare. | Flare: 50 magical damage. Always lights opponent on fire for 1 turn.
Flame Wave: 65 magical damage. hits target behind the front target if the target was on fire, lighting them on fire as well for 2 turns. (Meter: 1) | 6 | 26 | 25 | 15 | 15 | 11 | 500 | 30 | 11 | 20 |
Fire Lord | 3 | Use Hydra Flurry if 200 energy. Otherwise, use Flame Tangle. | Flame Tangle: 80 magical damage. Heavy magic damage - if the enemy is on fire they take a fire damage tic (Same damage as Burn damage).
Hydra Flurry: Attacks 9 times with a random chance to hit any opponent (30 physical damage each). 30% chance to burn each opponent. (Meter: 2) | 24 | 30 | 60 | 25 | 25 | 16 | 950 | 30 | 16 | 20 |
Fire Parimo | 4 | Uses Parimo Energy if 300 energy. Otherwise, use Flame Siphon. | Flame Siphon: Deals damage to other allies, and grants self Fire Power Active. If Fire Power Active, deal 250 magical damage to all enemies, and burns them for 2 turns instead.
Parimo Energy: Sharply increases stats to self. (Meter 3) | 18 | 33 | 60 | 80 | 80 | 16 | 1400 | 30 | 16 | 20 |
Earth Creature | 1 | Use Battle Roar if 100 energy. Otherwise, use Horn Ram. | Horn Ram: 30 physical damage. reduce opponent DEF by 2
Battle Roar: Increase team STR and DEF by 5. (Meter: 1) | 16 | 4 | 10 | 17 | 8 | 5 | 300 | 30 | 5 | 20 |
Earth Demon | 2 | Use Mind Root if 100 energy. Otherwise, use Sprout Shield. | Sprout Shield: Increase DEF by 5 then deals damage equal to DEF stat.
Mind Root: 75 physical damage. Reduce enemy INT by 20. (Meter: 1) | 26 | 9 | 25 | 27 | 15 | 8 | 600 | 30 | 8 | 20 |
Earth Lord | 3 | Use Wrath of Nature if 200 energy. Otherwise, use Empowered Tusk. | Empowered Tusk: STR-based physical damage, and ignores defense. Pushes Frontline to the backline
Wrath of Nature: 70 physical damage. Deals damage to each enemy equal to the diff between the earth lords DEF and each enemy DEF, (Meter: 2) | 35 | 18 | 60 | 55 | 15 | 11 | 1100 | 30 | 11 | 20 |
Earth Parimo | 4 | Uses Parimo Energy if 300 energy. Otherwise, use Earth Siphon. | Earth Siphon: Deals damage to other allies, and grants self Earth Power Active. If Earth Power Active, deal 100 physical damage to all enemies and 70% chance to inflict Crushed instead.
Parimo Energy: Sharply increases stats to self. (Meter 3) | 50 | 18 | 60 | 180 | 120 | 11 | 1900 | 30 | 11 | 20 |
Water Creature | 1 | Use Bubble Shot if 100 energy. Otherwise, use Fin Slap. | Fin Slap: 25 magical damage. Twice the normal charge
Bubble Shot: 50 magical damage. Reduces opponent charge in half. (Meter: 1) | 5 | 18 | 10 | 13 | 14 | 6 | 300 | 30 | 6 | 20 |
Water Demon | 2 | Use Aqua Slice if 100 energy. Otherwise, use Abyssal Gaze. | Abyssal Gaze: 50 magical damage. Reduce enemy charge by 10.
Aqua Slice: 75 physical damage. Reduce enemy charge in half and deal 1 damage for each energy lost. (Meter: 1) | 18 | 11 | 25 | 30 | 35 | 11 | 600 | 30 | 11 | 20 |
Water Lord | 3 | Use Hydro Chomp if 200 energy. Otherwise, use Riptide Claws. | Riptide Claws: 40 physical damage. Deals additional damage equal to ((your charge + opponents charge)/5)
Hydro Chomp: 80 physical damage. Opponent can't use energy skills for three turns, but give them 100 energy. (Meter: 2) | 20 | 20 | 60 | 20 | 25 | 16 | 950 | 30 | 16 | 20 |
Water Parimo | 4 | Uses Parimo Energy if 300 energy. Otherwise, use Water Siphon. | Water Siphon: Deals damage to other allies on first turn, and grants self Water Power Active. If Water Power Active, deal 100 physical damage to all enemies, and 60% to inflict Silence instead.
Parimo Energy: Sharply increases stats to self. (Meter 3) | 20 | 20 | 60 | 80 | 80 | 17 | 1400 | 30 | 17 | 20 |
Air Creature | 1 | Use Swipe if 100 energy. Otherwise, use Speed Fang. | Speed Fang: 25 physical damage. Increased damage if faster than opponent based on the difference in speed times 3
Swipe: 35 physical damage. Hits front and mid and reduces speed by 1. (Meter: 1) | 15 | 5 | 10 | 10 | 10 | 10 | 260 | 30 | 10 | 20 |
Air Demon | 2 | Use Thunderclap if 100 energy. Otherwise, use Gust. | Gust: 30 magical damage. Damage to front and mid - increased damage equal to the difference in speed. Thunderclap: 45 physical damage. Also deals 15 magic damage to all enemies and reduces their speed by 2. (Meter: 1) | 25 | 28 | 25 | 28 | 17 | 15 | 600 | 30 | 15 | 20 |
Air Lord | 3 | Use Hurricane if 100 energy. Otherwise, use Thunder Arc. | Thunder Arc: 50 magical damage. Damage to front, chains less to mid, chains less to back.
Hurricane: 50 magical damage. Hits entire enemy team - chance to critically strike is equal to difference in speed. (Meter: 2) | 10 | 44 | 60 | 35 | 65 | 35 | 950 | 30 | 35 | 20 |
Air Parimo | 4 | Uses Parimo Energy if 300 energy. Otherwise, use Air Siphon. | Air Siphon: Deals damage to other allies on first turn., and grants self Air Power Active. If Air Power Active, deal 80 magical damage to all enemies, and reduce their MR to 0 instead.
Parimo Energy: Sharply increases stats to self. (Meter 3) | 10 | 33 | 60 | 80 | 140 | 35 | 1400 | 30 | 35 | 20 |
Aether Creature | 1 | Use Cleave if 100 energy. Otherwise uses Poisoned Claws. At the end of each turn, if Empowered, use Bite, ignoring Silence. | Poisoned Claws: Deal 50 physical damage, and Poison (x2) the enemy. If empowered, inflict the Vulnerable first.
Cleave: Deal 70 physical damage to front and midline enemies. (Meter: 1)
Bite: Deal 25 physical damage. 50% to gain empowered. | 16 | 13 | 10 | 8 | 8 | 5 | 260 | 30 | 5 | 20 |
Aether Demon | 2 | Use Curse if 100 energy. Otherwise uses Soul Drain. At the end of each turn, if Empowered, use Bite, ignoring Silence. | Soul Drain: Drain 45 HP from the enemy frontline to heal yourself.
Curse: Inflict Vulnerable (take 50% more damage) and Silence (cannot use skills) on the enemy frontline for 2 turns. (Meter: 1)
Bite: Deal 25 physical damage. 50% to gain empowered. | 30 | 20 | 25 | 25 | 25 | 13 | 600 | 30 | 13 | 20 |
Aether Lord | 3 | Use Nova Storm if 200 energy. Otherwise uses Meditate. At the end of each turn, if Empowered, use Bite, ignoring Silence. | Meditate: Charge 100 energy, and if Meter is 2, give Empowered, Heal 50 hp and increase STR and DEF by 10 to all allies.
Nova Storm: Deals (50 + user’s remaining energy) Magical Damage to all enemies. (Meter: 2)
Bite: Deal 25 physical damage. 50% to gain empowered. | 18 | 30 | 60 | 35 | 30 | 17 | 950 | 30 | 17 | 20 |
Aether Parimo | 4 | Uses Parimo Energy if 300 energy. Otherwise, use Aether Siphon. | Aether Siphon: Deals damage to other allies, and grants self Aether Power Active. If Aether Power Active, deals 250 magical damage to all enemies, and heal 50 hp to self instead.
Parimo Energy: Sharply increases stats to self. (Meter 3) | 18 | 18 | 60 | 80 | 80 | 17 | 1400 | 30 | 17 | 20 |
Neutral Creature | 1 | Use Cleave if 100 energy. Otherwise use Shadow Strike. | Shadow Strike: Deal 70 physical damage, then move back 1 position.
Cleave: Deal 70 physical damage to front and midline enemies. (Meter: 1) | 14 | 3 | 8 | 9 | 9 | 3 | 220 | 30 | 3 | 20 |
Neutral Demon | 2 | Use Rapid Fire if 100 energy. Otherwise use Battle Cry. | Battle Cry: Deal attack self, then increase your frontline's STR stat by 75%.
Rapid Fire: Deals 50 damage to frontline 3 times. (Meter: 1) | 20 | 3 | 25 | 40 | 10 | 8 | 500 | 30 | 8 | 20 |
Neutral Lord | 3 | Use Acid Spray if 200 energy. Otherwise use Viper Strike. | Viper Strike: Deal 30 physical damage, then poison enemy frontline x4. (+5 damage for all HP changes, per stack)
Acid Spray: Poisons the enemy frontline (4 stacks), then double their poison stacks. (Meter: 2) | 15 | 10 | 50 | 45 | 40 | 5 | 850 | 30 | 5 | 20 |
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