1. Damage types are the whole build
There are five: physical, fire, shock, cryo and toxic. The first four elements do something extra once you have applied enough of them to a target. Build up 40 points and the status triggers — fire leaves a burn, shock briefly stuns, cryo slows hard, and toxic both damages over time and strips armour.
The practical consequence is that spreading damage across every type is usually worse than committing to two. Buildup does not carry between types. A weapon dealing a little of everything triggers nothing; two weapons dealing the same element reach the threshold constantly. When a level-up offers you a card that deepens what you already have against one that adds a new element, the deepening is almost always correct.
One important exception: some elites adapt. Ironhide in particular counters repeated single-type damage, so a build with exactly one answer will eventually meet the enemy designed to ignore it. Two committed types, not one and not five.
2. Armour is why your damage stopped working
Enemy armour is not a flat subtraction. Percentage armour follows a diminishing curve, roughly armour / (armour + 15), so the first few points matter much more than the tenth. A separate flat reduction is then applied after the percentage, with a floor so that no hit is ever fully absorbed.
This is why a build that felt strong on wave four feels useless on wave nine. Armour rises with the wave number, and a weapon firing many small hits loses proportionally far more to flat reduction than one firing few large ones. If your damage has fallen off a cliff, you need either armour shred — toxic, most directly — or fewer, bigger hits.
3. Read the telegraph, not the enemy
Anything that will hurt you meaningfully announces itself first: a ground ring before a slam, reticles before a volley, a filling arc before a sweep. The tell is always longer than the reaction it needs. Learning four or five telegraphs matters more than any weapon you will draft, because the damage that ends runs is almost never the trickle from ordinary enemies.
Mini-bosses resist hard crowd control, so cryo will slow them but never simply stop them. Plan to move rather than to lock them down.