Legend of Elements Beginner's Guide: First 7 Days
A seven-day route for Legend of Elements: pick a class you can live with, fix one upgrade bottleneck, bank pulls for the 100-pull SSR pity, and time the garden.
The first decision that actually matters in Legend of Elements is not which class you pick. It is whether you spend summon currency the moment it arrives or bank it until the 100-pull SSR pity is in reach. Do the second one, and your second week is much easier than your first.
This route covers the first seven days on the global build. It assumes you are mostly auto-battling main stages and checking in two or three times a day, which is how the game is built to be played.
Pick the class that matches your worst content
All three classes clear the early stages. The difference shows up when a stage goes wrong.
- Warrior is the forgiving pick: high health and defense, lower damage, and the least punishing when auto-battle positions badly.
- Sorcerer is the farming pick: ranged elemental damage with area coverage, but low health and a reliance on staying out of melee.
- Swordsman is the boss pick: fast single-target damage, weaker against packs, and the most dependent on timing and positioning.
Use one rule: if you watch the screen and want fewer deaths, take Warrior; if you want faster clears and accept manual repositioning, take Sorcerer; if your wall is a single boss with a timer, take Swordsman.
The game lets you switch classes, but published guides disagree on the cost. One current guide says switching is free at any time; another warns that changing after you have invested costs resources. Treat your first pick as a week-one commitment and switch only after you know how you actually play.
Fix one bottleneck at a time
Auto-battle means your stats do the fighting, so upgrades matter more than moment-to-moment input. Your character has nine regular gear slots and six class-exclusive slots, and each class can carry three active skills, four passives, and one ultimate.
The trap is upgrading everything that has a red dot. Instead, diagnose the failure:
- The stage times out — you need damage. Upgrade the core skill and the gear slots that feed it.
- You die before the timer — you need health or defense, or a sustain spirit.
- You cannot afford the next upgrade — farm the specific material for that slot instead of starting a second project.
Do not spend refining materials in week one. A class guide for the Swordsman is blunt about this: refines matter later, and early sand is better saved than spread across mediocre rolls.
Bank pulls for the 100-pull SSR pity
Spirits summon from the Manor after Main Quest 70, and you deploy three at a time. The pool gives SSRs and SRs, with a mix of complete spirits and shards, and an SSR is guaranteed at 100 pulls.
That pity count is the reason to save. A scattered ten-pull on every banner gives you shards across several spirits and no guaranteed body. If your pull count is below 100, do not spend on a banner you cannot finish.
Once you do pull, build around jobs rather than rarity letters: one damage spirit, one buff or debuff spirit, and one sustain or control slot. A high-rarity spirit that duplicates a job you already cover is worth less than a lower-rarity one that fixes the missing slot.
The garden is the life skill to touch first
Life skills look optional and are not. The Garden unlocks early in the Manor, and its fruit feeds the Home Spirit Training research tree, which grants permanent attack, health, and defense bonuses. A wiki breakdown of the tree reports that the top three research nodes alone give large base stat increases, and additional nodes add skill bonuses, crafting bonuses, and AFK time.
The routine is simple: keep every plot planted, harvest before you log off, and spend fruit on research instead of hoarding it. Basic seeds arrive daily; elite seeds come from the garden shop. If you have ten spare minutes, plant and queue research rather than opening the marriage or apprentice menus.
Cooking, farming, mounts, pets, and treasure hunting can wait until a quest or event asks for them. They are content, not a week-one power source.
Your first seven days
| Days | Main focus | Stop when |
|---|---|---|
| 1–2 | Push main quests toward 70 | Spirit summon is unlocked |
| 3–4 | Gear and skill levels on your main class | The next stage clears without timing out |
| 5 | First real spirit batch, three-slot lineup | You have damage, a buff, and sustain |
| 6–7 | Garden research and guild boss attempts | Plots are planted and research is queued |
If a day ends with unspent summon currency below 100 and an empty garden plot, that costs you more progress than any failed stage attempt.
What to ignore in week one
Marriage and apprenticeships are social systems with delayed payoffs. PvP ranking is a comparison against players who already finished this route. Perfect element counters matter once you have a roster deep enough to counter anything. Cosmetic mounts and pet chasing are pull sinks, not power spikes.
Do the boring loop first: quests, one upgrade line, saved pulls, planted garden. The game opens up quickly once those four are steady.
FAQ
Should I switch class in the first week?
Only if you have already hit a wall your current class cannot pass. Switching resets your core skill and your gear priorities, and guides disagree on whether it costs resources. Pick the class that fits the content you actually play and stay there until day seven.
Is it worth saving for the 100-pull SSR pity?
Yes, if you can reach 100 before the banner leaves. A guaranteed SSR is worth more than several partial pulls that leave you with shards across unrelated spirits.
Which life skill should I unlock first?
The Garden, because its fruit buys permanent stats through Home Spirit Training. Cooking and farming are worth doing when a quest or event requires them, not before.
What should I spend gold on first?
Whatever clears your current bottleneck: core skill and weapon upgrades if stages time out, health and defense if you die. Do not split gold across every character you own.
How this page was checked
Written for Mini Game Guides and last verified on Oct 23, 2026. Store names, release dates and platform availability were checked against the official listing; gameplay advice is based on the mechanics described on that listing and the sources below. If a code or a reward is not confirmed, it is not printed.
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