Guides › System
Elemental combat matchups and status ailments in Aniimo
Nine elements, two damage multipliers, and a stack economy that turns debuffs into stuns. Here is what actually decides an Aniimo fight.
The short version
- Advantage comes from the element of the skill you press, not the element of the Aniimo pressing it.
- Hitting an elemental advantage applies a 1.6x multiplier. Hitting resistance or disadvantage applies 0.625x.
- Wind attacks deal 2.56 times damage against Dark and Grass dual-type Aniimo.
- Light-element Aniimo resist most damage types and are vulnerable exclusively to Dark.
- Earth is super-effective against Lightning and Ice, which makes it a major threat to lightning-based compositions.
- Ice, fire and lightning debuffs stack on a target, and specific skills spend those stacks for extra damage or a stun.
Aniimo combat has elemental type effectiveness, and the matchup does more work than almost anything else you bring to a fight. Attack into an advantage and your damage is multiplied by 1.6. Attack into resistance or disadvantage and it is cut to 0.625x. That gap is the whole game at the start.
The thing most players get wrong first: elemental advantage is determined by the element of the ability used, not by the attacking Aniimo's own type. So exploiting a weakness means picking a skill of the element the target is weak to. Having the right creature on the field is not enough if you press the wrong button.
Sitting on top of that is a stack economy. Ice, fire and lightning debuffs pile onto a target, and certain skills exist purely to spend them, either for a burst of extra damage or for hard control.
The nine Aniimo elements
Combat includes nine distinct elemental types: Holy, Fire, Ice, Dark, Electric, Grass, Water, Rock, and Wind.
The naming is not consistent across the game, which trips people up when they go looking for a tenth element that does not exist. You will see Holy written as Light, Electric written as Lightning, and Rock written as Earth. The count is still nine.
Keep the ability rule in mind while you read the rest of this. Every matchup below is about the element of the skill, not the element of the creature casting it.
The two multipliers: 1.6x and 0.625x
Attacking with an elemental advantage grants a 1.6x damage multiplier. Attacking into elemental resistance or disadvantage reduces damage by a 0.625x modifier. Those are the two numbers to memorise, and the swing between them is why a correctly typed team clears content that a stronger, wrongly typed team stalls on.
Dual types make the multiplier steeper. Wind attacks deal 2.56 times damage against Dark and Grass dual-type Aniimo, which is the largest printed figure in the matchup table and the clearest argument for keeping a Wind option on your bench.
The practical read: you are rarely choosing between good damage and great damage. You are choosing between 1.6x and 0.625x against the same target, and the wrong pick costs you more than any skill rotation wins back.
Elemental advantage
- Damage is multiplied by 1.6x.
- The element of the ability decides this, not the attacking Aniimo's own type.
- Fire attacks deal increased damage against Ice and Grass.
- Earth attacks are super effective against Lightning and Ice.
Resistance or disadvantage
- Damage is reduced by a 0.625x modifier.
- Light element Aniimo resist most damage types.
- Light is vulnerable exclusively to the Dark element.
Which element beats what
Fire attacks and Fire-type Aniimo deal increased damage against Ice and Grass types. That is the matchup you meet earliest and the one that stays useful longest.
Dark is the broadest attacker on the list. Dark-type attacks are super-effective against three types: Fire, Grass, and Light. Light is the mirror image of that, and the reason Dark matters so much. Light-element Aniimo resist most damage types and are vulnerable exclusively to the Dark element. Against a Light target, there is no clever second-best answer. You bring Dark or you grind.
Fragrancier lowers Dark resistance on enemies, which makes it a natural partner for any Dark damage dealer rather than a damage pick in its own right.
Earth attacks are super-effective against Lightning and Ice, which poses a major threat to lightning-based compositions. If you are building around lightning, assume Earth is the answer someone brings against you.
2.56x
Wind damage against a Dark and Grass dual type
Ice Debuff: apply the stacks, then spend them
Ice is built around a two-step. Boomerang Blade throws an ice blade that continuously applies stacks of Ice Debuff to targets in its area. You can recall it at any time by pressing the skill button again, but it drains energy for as long as it stays out, so it is a resource decision rather than a free field effect.
The payoff is Frost Tail Strike, a Physical skill used by the Ice Aniimo Glynsera. It has a power of 60, and it can consume 10 stacks of Ice Debuff on its target to deal 85% extra damage. Applying stacks without ever cashing them in is the most common way to waste an Ice kit.
Ashfrost Judgment adds pressure on a different clock. Its final hit applies a damage-over-time effect dealing damage equal to 6 Might every second for 10 seconds.

Lightning: stored damage and paralysis
Lightning works on stacks too, with a delay built in. Thunder Imprint stores the damage of each hit on the target and releases it when the effect ends. If the target is holding 10 stacks of Lightning Debuff at that moment, the stacks are consumed to deal additional damage. The timing of the release is the skill, not the casting of it.
Thunder Field is the simpler tool. Enemies inside it take extra damage and lightning effects when struck, so it rewards holding a target in place rather than chasing one around.
For control, Fulmintis has an ability called Lightning Blade Impact. A critical hit from it inflicts Paralysis on the target for 6 seconds, which means your crit rate is doing double duty on that creature: damage and a lockout.
Stuns and Nightmare
Fire's stack payoff is control rather than burst. Magma Rex's Magma Surge stuns targets carrying more than five stacks of fire debuff for 3.5 seconds. Build the stacks first, then press it.
Drowsiness runs on a smaller counter with a much longer effect. Applying three stacks of Drowsiness puts a target into Nightmare for 20 seconds. Nightmare lowers the target's Dark Resistance and prevents it from moving or casting skills for 3 seconds. The catch is that taking damage ends that control effect, so anyone swinging at the target early throws away the lockout. The Dark Resistance reduction is the longer-lived half of it, and it lines up neatly with a Dark attacker waiting for the window.
Where to start
Learn the two multipliers first, then the Light and Dark relationship, then the stack skills for whichever element you are actually playing. Everything else is detail on top of those three.
Most of this page was re-checked against the released game on 20 September 2026. The rest has not been re-confirmed since release.