By combining Fire and Water you get a Scorch. This combination is free. However, upon combination, the unit will detonate in a steam explosion. This explosion does massive area-of-effect damage and stuns all units caught in the blast, as well as knocking them away from the explosion.
|Damage||2 bars Unarmoured|
800 Gold 0 Mana
Numerical data does not exist for the Elementals.
The massive stun and area-of-effect damage can make Scorch a very powerful attack that can be aimed at tight clusters of enemies to disable them all for a period of time. Although, it is fairly costly attack, which should be considered, as the Cycloid has a spell which can accomplish similar without being a kamikaze attack. A scorch attack that does not deal at least 800 gold's worth of damage to the enemy is often not a worthy trade, so should be used very sparingly unless you can afford uneven economy trades. It should also be noted that buying the water and fire units to create a scorch attack uses up two of your build queues, unlike bombers that only use the one (melee).
The water unit will naturally run faster and end up in front, so may often need continual pulling back to prevent sniping. Often the water will combine when ahead of the target with the fire unit behind to hit the target, as having the fire unit in front or identical pacing will mean a slower setup and allow the opponent more time to snipe down one of the two units.
Pre opponent miner upgrade this attack can be used to wipe out most or all of the opponents miners, sealing victory. The fire and water unit can also be held into a position next to the enemy's castle to deny their miners leaving garrison via the same instakill threat.
- This is the most effective way to stop massing in end game by Order and Chaos when speartons, juggerknights or shadowrath run pass your troops and attack your statue directly, use of 2 scorch blasts will (mostly) deal enough damage and apply long enough lasting stuns to allow you to respond and kill the units.