SPAM Game Elements

SPAM has 7 elements. Six of them hold 21 cards each and Ether holds one. A card's element decides its frame and its Heart Tox, but the real engine is element points: each point you stack raises every ability of that element by 10% for the rest of the match.

Elements
7
Cards per element
21Ether has 1
Per element point
+10%damage and healing
Arena terrain
+5points for both players
Rare element
Etherignores resistances

How element points work

Element points are SPAM's synergy system. They belong to the player, not to a card, so one card can power up another.

  1. Each player has a separate pool of points for every element. Both pools start at 0.
  2. Every point in an element raises the damage and healing of that element's abilities by 10%. 5 Fire points turn a 30 Fire attack into 45.
  3. Points come from abilities (the Spirits add +1 every turn, Multiboost adds +3 to every element), from Heart Tox (+1 to +8 every turn) and from the arena terrain, which gives both players +5 in its element.
  4. Points last for the rest of the match, so an engine card started on turn 1 keeps paying off every turn after.
  5. A few abilities spend points as their cost, and the Multiplier Tox doubles the bonus for the card that holds it.
Why mono-element decks scaleTwo cards that each add 1 Fire point a turn have stacked 20 points by turn 10, so every Fire attack then hits three times as hard. Mixed decks spread the same points over several elements.

Who resists what

Calculated

The average resistance of each element's cards against each damage element, from the game data. Higher means less damage taken.

Who resists what
Cards ↓ / Damage →FireWaterEarthNatureShadowLight
Fire cards11.6%5.6%11.3%10.5%11.8%6.9%
Water cards9.9%9.9%10.7%10.5%8.1%10.5%
Earth cards9.6%10.7%12.7%11.8%9.4%11.6%
Nature cards10%7.2%8.5%7.4%11.4%9.9%
Shadow cards10.6%12.6%8.3%13.1%9.5%4.9%
Light cards4.3%4.8%7.1%6.9%5%7.5%

There is no fixed type chart: resistances are set card by card and usually fall between 5% and 13%. Across the pool, Shadow cards resist Nature damage best (13.1% on average) and Light cards take the most from Fire (4.3%). Ether damage ignores resistances.

SPAM v1.20 spreads its 127 cards over 7 elements. Damage scales with element points (+10% each), so decks that stack one or two elements outgrow decks that spread out. Resistances differ card by card rather than by a type chart; the biggest gap in the pool is Light cards against Fire damage at 4.3%.

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SPAM elements FAQ — v1.20

How many elements are in SPAM?

There are 7: Fire, Water, Earth, Nature, Shadow, Light, Ether. The six main elements have 21 cards each; Ether has a single card.

What are element points in SPAM?

Each player has a pool of points per element. Every point adds 10% to the damage and healing of that element's abilities for the rest of the match. Points come from card abilities, Heart Tox and the arena terrain.

Does SPAM have a type chart?

No. Each card has its own resistance percentage against each element, usually 5 to 13%. Some cards have negative resistances and take extra damage from an element.

What is the best element in SPAM?

No element is best on its own; what matters is stacking points. The strongest modeled decks stack one or two elements with cards like Spirits, Heart Tox and Multiboost. See the deck tier list for current picks.

What is Ether (Aether) in SPAM?

Ether is the seventh element and has a single card, Aeltheria, Primordial Mother, of the Divine rarity. Ether has no resistance entry, so its damage is never reduced by resistances.