The elements are the building blocks of battle in Battle Camp and the Battle Camp monster Elements help shape every aspect of each and every monster. When you’re getting started with Battle Camp, understanding the elements will help you to be a better Ranger.
Every Battle Camp monster type, from insignificant common critters to vastly powerful legendary behemoths, is of one of these five elements: fire, water, leaf, wind, or rock. Take a look at each Battle Camp monster Elements with our Battle Camp monster index.
Your job as a ranger is use Battle Camp monster elements to align elemental tiles in battle to unlock the destructive power of these monsters.
In battle, if you attack a monster using the element it is weak against, that attack will do one third extra damage, but if the monster is strong against that element the damage will be reduced by one quarter.
Don’t forget that you can target the opposing monsters by tapping them. If you know most of the damage you do in a turn will be from fire monsters, then make sure to tap a leaf monster. Otherwise the target of each single attack will be random. Target monsters to ensure take advantage of elemental weaknesses, and therefore maximise the damage you are dealing. See our combat guide for more details.
To help beginners remember the elemental table, Battle Camp has a chart that can be accessed by tapping the icon in the top right-hand of the battle screen.
You will find many examples in Battle Camp of things arranged according to the elements. For example, all the common Battle Camp monster can be arranged into groups with one monster per element in each. There are also two uncommon monsters per element. There is one monster (with evolutions) that commands over each of the five elements in the mythic tier. Read about mythic monsters here.
Some of the locations and Battle Halls have a special association with one particular element. This is described below. The final challenge in the game pits troops of rangers against an elemental gauntlet in the Lost temple. The troops must overcome the pure elemental power of the five crystals before they can proceed to the final boss fight.
Hopefully the rest of this page will helped you understand and appreciate the forces at work in the world of Battle Camp, and what powers are being manipulated when you venture into battle.
Battle Camp Monster Elements: Fire
Fire is one part of the rock-paper-scissors elemental arrangement, along with Leaf and Water. Fire incinerates leaf, but is extinguished by water. This means fire attacks will be super-effective against leaf monsters, but against water monsters that attack won’t look so hot.
The energy of fire comes from combustion, volcanoes, and the violent energy that lies in in hellish otherworlds. The fire element is the domain of monsters that can breathe fire directly from their lungs like dragons; those whose very bodies burn like stars; and those whose internal combustion processes can generate bolts of deadly, burning electricity.
Some of the most powerful Battle Camp monsters of fire are the demon Baphofrit, the dragon Dreadator, and the mythic Blazion.
Battle Camp Monster Elements: Water
Water is another third of the rock-paper-scissors elemental arrangement. Water puts out fire, but is soaked up by leaf. You will get the one-third bonus for attacking a fire monster with a dousing water attack, but water attacks against leaf monsters won’t be as effective.
The power of water is life-giving, but also life-taking: tsunamis, hurricanes and avalanches demonstrate what lethal potential lies within water monsters. They are monsters of the seas, of lakes, rivers, and you might even find a common Slushbug in your backyard pond or bath tub. Others water monsters make their habitats in snowy reaches and icy caves.
The water Battle Camp monsters with the best stats are Bunnysundae (who will put fear into the hearts of puritanical low-carb dieters and fire monsters alike), the vile leviathan Levilethon, and the mythic monster Mizumander.
The Battle Hall associated with water monsters is Waterfall Hall, located in Turtle Falls, where you will face the sea monster Poseithon, and in the Lost Temple the frozen aspect of ice-ages, Glaczar, stands between you and the final boss.
Battle Camp Monster Elements: Leaf
Leaf is the final element in the rock-paper scissors section of the elementary table. Leaf wilts when confronted with fire, but can absorb water; so, it will get a bonus to attacking water monsters, but the damage will be reduced if attacking a fire monster.
Leaf monsters draw upon the power of nature. Many are plants that can photosynthesize and therefore feed from the energy in sunlight to grow stronger. Others are armoured with the bark of hardwood trees, and are therefore almost as durable as rock. Natural poisons and acids are potent weapons of leaf monsters, which may disable, degenerate or dissolve their foes.
The most powerful leaf monster in Battle Camp could be Bundertaker (Bundertaker evolves into Bundam, who looks like a Japanese super-robot, but with more… leaf); or the walking tree Entchanter; or the mythic elephant titan Quadfolius.
The Battle Hall associated with leaf monsters is Forest Hall, in Spring Clearing. This is the habitat of a terrible Witherslither, the plant based basilisk boss.
Battle Camp Monster Elements: Wind
Wind and rock are opposite elements. They are both strong and weak against each other.
Wind might manipulate gently or erode progressively — or, it may gather up at incredible speeds to cause massive and widespread destruction in moments. Wind monsters are either at one with the wind, using the currents in the air to assist in flight, or they can tap into the powers of the weather directly to create deadly storms. Wind monsters are closer that other monsters to the sun… and to a mysterious realm of light and peace that lies above us all.
Knightstallion is an armored wind monster that has been blessed by those powers of light. Sarcopharoah is a warrior-leader from ages past who has returned, still encased, in its own sarcophagus. Pixter is a wind monster closer to nature than all others, who can control, who can tap into all the primal energies the sky has to offer. All of these are in service to the wind mythic, Pesterflux.
The Battle Hall at Teepee Hollow, Whirlwind Hall, is associated with the wind element, though also has rock minibosses guarding it’s corridors. The air monster that controls the whirlwind here is Wingdigo the Quetzalcoatl.
Battle Camp Monster Elements: Rock
Rock does bonus damage to wind monsters, but takes bonus damage from these monsters also.
The power of rock is a power from within the earth. Rock monsters may have impenetrable hides of stone and steel. They attack by throwing boulders, or by hammering their opponents with their bodies of immense weights. Sometimes the spirits of the earth call out to the bricks of a temple, and they are given life to become a powerful new monster. Sometimes the precious metals in jewellery decide they prefer life in the wild. And sometimes, that tremendous rock in the sky, that we call the moon, creates monsters of its own…
Amongst the most powerful monsters of the rock element are the lunar ghost Frightgeist, the ancient Aztec demi-god, Megacerberus, and the dragon of pure gold, Baldor. The rock mythic Terracrunch rules over each of them and keeps them from causing too much havoc in the mines and caves of the world of Battle Camp.
Rangers will go to Boulder Hall in Rocky Ridge, where they hope to better understand the monsters of the rock element. The guardian boss of this Battle Hall is Quakemaker.
You can see exactly how powerful all legendary and mythic monsters mentioned here really are by comparing our list of their attack, hp, recovery and feed stats. All this and more data in our Battle Camp monster index.