Elemental Damage
Every 30 burning-enemy kills in a wave changes Elemental Damage by +1 point, up to +4 per wave.
This is a keyed effect; no fixed additive total is assumed beyond the stated trigger.
Rare · Tier III · Base game
Structured effects, restated
Every 30 burning-enemy kills in a wave changes Elemental Damage by +1 point, up to +4 per wave.
This is a keyed effect; no fixed additive total is assumed beyond the stated trigger.Changes Attack Speed by −7 percentage points.
Each owned copy contributes this additive effect.Purchase-time direct weapon metric
Using zero bonus player stats and zero item counters
Claw goes from 56.49 to 49.25 expected primary-target DPS.
Both sides use the shared expected primary-target, pre-mitigation direct-DPS engine. The after side adds fixed global-stat changes and the declared count/stat-scaled changes shown on this page. It includes staged damage rounding, crit expectation, projectile count, shooting duration, and steady-state mean cooldown.
It excludes enemy armor, target density, positioning, misses, overkill, burning, explosions, spawned attacks, temporary effects without a fixed duration state, conditional procs, target debuffs, and weapon-scripted damage changes. A displayed zero therefore means zero within this stated direct metric, not zero value in every combat situation.
Zero-stat baseline, highest available tier
ClawMelee · Tier IV
56.49 → 49.25
−7.24 DPS (−12.8%)
ObliteratorRanged · Tier IV
127.42 → 120.59
−6.84 DPS (−5.4%)
War HammerMelee · Tier IV
104.23 → 99.78
−4.45 DPS (−4.3%)
Particle AcceleratorRanged · Tier IV
76.42 → 72.68
−3.74 DPS (−4.9%)
Rocket LauncherRanged · Tier IV
79.69 → 76.01
−3.68 DPS (−4.6%)
Declared count/stat relationship
Every 30 burning-enemy kills in a wave adds +1 Elemental Damage point, capped at +4 per wave.
| burning enemies killed this wave | Elemental Damage from this scaling effect | Net Elemental Damage change from the item |
|---|---|---|
| 0 | 0 | 0 |
| 30 | +1 | +1 |
| 60 | +2 | +2 |
| 120 | +4 | +4 |
| 150 | +4 | +4 |
Availability and ownership fields
Offer and resolved-stat relationships
This item is filtered out of normal pre-final shop and crate rolls for the characters below. At the final-wave boundary and in endless, character filters are disabled. If filtering empties the candidate pool, generation can use an unfiltered backup pool. Upgrade rejection stops after 50 retries. These are offer filters, not ownership or use prohibitions.
For declared direct stat effects, the same item calculation used on character pages applies each character’s stat-gain factors. A value group appears when the signed change is at least 50% of this item’s total absolute direct-stat magnitude.