Gunfire Reborn Wiki

Elemental Effects are caused by inflicting elemental damage. Corrosion? can inflict Decay?, Fire? can inflict Burning?, and Lightning? can inflict Shock?. A weapon which does not deal elemental damage needs Elemental DMG convert(full text) to inflict the corresponding elemental effect.

Elemental Effects[]

Elemental effects have a chance to be inflicted each time elemental damage is applied, based on the source.

  • Burning? deals 20% of the hit's damage to the affected target each second, lasting for 5 seconds. Stronger Burning effects override weaker ones, while weaker effects will start as soon as the stronger one ends, with reduced duration based on when it was applied. Damage is affected by the Element share(full text) Gemini when active (Bonus/penalty is based on the offhand weapon's element and the target's health type).
  • Shock? causes the affected target to take +10% damage from all hits for 5 seconds.
  • Decay? decreases the affected target's Movement Speed by -50% for 5 seconds. This has no effect on enemies taking actions, such as attacking, dodging or jumping.

Fusion Effects[]

If an elemental effect is inflicted while under a different one, a fusion effect is triggered.

Elemental effects are not consumed upon creating a fusion effect, allowing fusion effects to be applied many times as long as the other elemental effect doesn't expire. Fusion effects may occur twice in a single hit, given that both corresponding effects were applied by that hit and that the target was already afflicted by those effects.

Fusion effects will only occur on enemies. Players can never have a fusion effect inflicted on them.

  • Burning? and Decay? inflict Combustion?, dealing an extra 200% damage instantly to the target and 100% damage to other enemies in an 5 meter area, based on the hit that triggered it, once every 0.12 seconds per enemy. This effectively triples the damage of the triggering shot, at minimum. Enemies hit are also staggered. Damage is Fire/Corrosion element, dealing +50% total to Health/Armor, but -25% To Shields. The amount of damage is only changed by raising/lowering the damage of the hit, Combustion damage increases (such as Pyrodominance level 3) or by having the Element share(full text) Gemini active with a Lightning weapon in the offhand.
  • Burning? and Shock? inflict Manipulation?, which causes the enemy to attack other nearby enemies for 5 seconds, or stop attacking entirely if there are no other enemies nearby. Damage done to other enemies is very low. Elite enemies and bosses are immune to Manipulation.
  • Shock? and Decay? inflict Miasma?, which deals True? damage equivalent to 9% of the enemy's maximum Health? each second, lasting 5 seconds. Damage dealt drops to 0.75% maximum Health against elite enemies and 0.3% maximum Health against bosses. Damage will still hit Shields? and Armor? first, and is doubled when it does. Miasma can stack up to 9 times, each stack dealing its own damage. In Multiplayer, damage dealt divided by the number of players (9%, 4.5%, 3% and 2.25% against normal enemies, for example).

Heroes Affecting Elemental Effects[]

  • Crown Prince:
    • Wildfire increases rate of fire upon killing (or hitting at level 3) an enemy affected by any elemental effect.
    • Elemental Rage increases damage against enemies affected by an elemental effect.
    • Energy Echo allows Energy Orb to apply an elemental effect with 100% chance when holding an elemental weapon.
    • Pyrodominance level 3 increases the damage of Burning and Combustion? by +100%.
    • Electrodominance level 3 increases weapon damage by +120% against enemies affected by Shock?.
    • Elemental Shield level 3 grants immunity to elemental effects.
    • Elemental Maestro guarantees elemental effects for 4 seconds, every 10 seconds.
    • Elemental Orb causes weapon hits to summon elemental balls that can inflict elemental effects.
    • Ignition Device increases elemental effect chance by +20% every time weapon damage is dealt without inflicting an elemental effect. Resets when inflicting an elemental effect.
    • Elemental Resonance deals an extra 100% damage when a hit inflicts an elemental effect. (Cooldown: 3s)
  • Lei Luo:
  • Li:
    • Spiritual Flame recovers 2 energy when killing an enemy affected by Burning?.
    • Flaming Cape inflicts Burning onto enemies that hit her.
    • Hunt of Fire increases damage by +50% against enemies affected by Burning.
    • Flare Calling level 3 grants a chance to cast Spiritual Flame if the shot inflicts Burning.
    • Molten Meteor level 3 increases elemental effect chance by +20%, up to +60%.
    • Flame Talisman reduces damage taken and increases damage when inflicting Burning several times, up to -90% and +100%, respectively.
    • Blazing Rain grants a chance that Blazing Meteor summons more meteors when hitting an enemy affected by Burning.
    • Unceasing Blaze grants a chance to recover Supplies when Blazing Meteor inflicts Burning.
    • Fiery Heart guarantees Burning for Spiritual Flame, and guarantees Burning (if using a fire weapon) on the next weapon shot after casting Spiritual Flame.
    • Flame Dance grants +30% weapon damage and +5% enemy damage taken (up to 10 stacks) for 10s when inflicting Burning.
    • Energy Draining recovers 2 energy every time Burning is inflicted.
    • Meltdown increases the damage of Burning and Combustion? by +50%.
    • Blazing Nova grants a 33% chance for Blazing Meteor to become a Blazing Nova, which has guaranteed Burning.
  • Zi Xiao:
    • Perfect Deck allows cards to deal elemental damage and inflict elemental effects when Astroaspects gained are high enough quality.
    • Last Star level 2 and 3 allows shots that consume the last ammo in the magazine to consume Astroaspects, granting the ability to inflict elemental effects when consuming certain Astroaspects.
  • Nona:

Scrolls Affecting Elemental Effects[]

Inscriptions Affecting Elemental Effects[]

Other Effects on Elemental Effects[]

  • Copycat temporarily guarantees Burning?, Shock? or Decay? after killing a Fiery, Lightning or Corrosive enhanced enemy, respectively. Additionally the player is temporarily immune to elemental effects after killing a Resistive enhanced enemy.
  • Painkiller allows inflicting any elemental effect on an enemy to inflict all elemental effects. Additionally it reverses the effects of elemental effects applied to the player.
  • Enhanced weapons with the Elemental enhancement gain an extra +60% to +80% elemental effect chance.
  • Sacred Aura grants immunity to elemental effects.
  • Thorny Cape removes all elemental effects on the player upon losing 20% Health?.
  • Copycat temporarily guarantees Burning, Shock or Decay after killing a Fiery, Lightning or Corrosive enhanced enemy, respectively. Additionally the player is temporarily immune to elemental effects after killing a Resistive enhanced enemy.
  • Elemental Amplifier increases total elemental damage by +125%, but decreases elemental effect chance of the held weapon by -50%.
  • Well-trained increases CritX by +2x if the enemy is affected by an Elemental Effect. Otherwise it increases Lucky Shot Chance by +75%.
  • Scorching Force increases the damage of Burning and Combustion? by +200%.
  • Corrosive Touch increases the effect of Decay by +50%, and you take -50% damage from enemies affected by Decay.
  • Lightning Oppression increases the effect of Shock by +100%, and enemies affected by Shock take +100% damage.

Weapons[]

Each weapon type has a fixed elemental effect chance. Weapons dealing normal damage will show this attribute when they have Elemental DMG convert(full text). Every shot can trigger the effect independently, resulting in a higher chance per second for weapons with higher rate of fire and shorter reload time.

Weapons which can shoot multiple projectiles per shot or have an area of effect can deal more on hit per shot. Each hit can trigger the elemental effect independently. However, the table below only shows the possible effect chance per target.

Elemental Effect Chance
Weapon Type Weapon Element per Projectile per Shot/Burst per Second
Rifle Big Hippo Any 5% 5% 32%
Cavalry Any 14% 36% 50%
Crimson Firescale Burning? 12% 12% 56%
Dragonchaser Any 8% 8% 37%
Lightning Blast Shock? 20% 20% 69%
Rainbow Arch Any 8% 8% 44%
SMG Angelic Aura Any 8% 8% 58%
Concealed Ammo Any 5% 5% 32%
Demonlore Burning? 10% 10% 56%
Scalpel x1 ? Any 10% 10% 60%
Scalpel x2 ? Any 10% 19% 77%
Star Devourer Shock? 10% 10% 57%
Pistol Aura of Venom Decay? 40% 40% 64%
Aura of Venom? Decay? 40% 95% 78%
Glimmering[*] Burning? 10% 19% 34%
Prism[*] Decay? 30% 30% 53%
Scorching Rounds[*] Burning? 25% 25% 33%
Sunder[S] Any 20% ~100% ~100%
Talisman[T] Any 10% 47% 38%
Shotgun Argus Any 12% 81% 87%
Hell Any 8% 63% 60%
Illusion Any 5% 40% 83%
Porcupine Decay? 10% 79% 98%[P]
Porcupine? Decay? 10% 79% 75%
Pupil Shock? 10% 65% 73%
Wild Hunt Any 8% 63% 58%
Sniper Double Caliber Any 20% 36% 35%
Double Caliber? Any 20% 36% 51%
Golden Bow Any 30% 30% 30%
Goshawk Any 25% 25% 17%
Piercing Flame[*] Burning? 40% 40% 36%
Sting[S] Decay? 25% 44% 47%
Woodpecker Any 20% 20% 39%
Launcher Bone Dragon[*] Any 10% 10% 6%
Frenzied Shark[*] Any 10% 10% 12%
Justice[*] Burning? 20% 20% 26%
Shrieker[*] Any 10% 10% 6%
Tiger Cannon[*] Any 10% 10% 3%
Injector Fire Dragon[*] Burning? 20% 20% 82%
Laser Gloves Burning? 5% 5% 43%
Rainbow Any 10% 10% 66%
Thunderclap Gloves[*] Shock? 5% 5% 47%

[*] A weapon which can hit multiple targets with each projectile. All effect chances applies to all enemies hit.
[S] Sunder spreads its projectiles in a wide horizontal line, which makes it extremely unlikely to hit a single target with all projectiles.
[P] Porcupine scatters its projectiles in all directions upon hit, which makes it extremely unlikely to hit a single target with all projectiles.
[S] Sting Shoots 1-3 projectiles per shot, which have 25%-58% chance to inflict Decay, average 44%.
[T] Talisman can Switch? between all three elements, which makes it able to inflict all three elemental effects.

Update History[]

  • 07/29/2022 update:
    • Shock no longer spreads 50% of the damage dealt.
    • Combustion now deals 100% damage to all other enemies within 5m, but has a 0.12s cooldown per enemy.
    • Miasma no longer spreads the damage dealt. Damage type changed from Normal to True damage. Damage changed from 12%/1%/0.4% to 9%/0.75%/0.3%, doubled against Shielded/Armored enemies.