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Elemental counters: which element to bring to a fight
Fire hits Grass and Ice for 1.6 times damage, a strong team of the wrong element stalls, and the starters gain 30% damage when they have no edge.
The short version
- In Aniimo, a well-built team of the wrong element cannot brute-force content, so pick your element before you worry about upgrades.
- Fire attacks and Fire-type Aniimo deal 1.6 times damage against Grass and Ice types, and Grass is super effective against Water.
- Against Scorchhowl, bring a Water team led by a Water damage dealer.
- Two damage dealers of different elements, such as a Light and a Dark DPS, let you switch to cover whatever element the enemy brings.
- The starter passive grants 30% more damage when attacking without elemental advantage, so a neutral matchup is not a wasted one for them.
Aniimo elements decide fights more than raw stats do. A team you have spent hours building can still stall against an enemy it has no answer for, and the fix is usually a different element, not more levels.
This guide covers the element matchups that are pinned down, how to cover two elements with two damage dealers, and the one case where bringing no advantage at all is a reasonable plan: the starters' passive.
Why a strong team of the wrong element stalls
Elemental matchups have to be considered in Aniimo. A well-built team of the wrong element cannot brute-force content. That is the rule everything else on this page follows from.
In practice it means you should build around the fight, not around your favourite roster. The clearest example is Scorchhowl. The recommended answer is a Water team led by a Water damage dealer. Not your best team with one Water Aniimo tucked in. A team whose damage comes from Water.
Aniimo element matchups that are settled
A handful of matchups are firm enough to plan around.
Fire attacks and Fire-type Aniimo deal 1.6 times damage against Grass and Ice types. That multiplier applies whether the Fire comes from an attack or from the Aniimo itself, so a Fire lineup is the obvious pick into Grass or Ice opponents.
Grass is super effective against Water. Keep that in mind when you build the Water team for a fight like Scorchhowl: it is the right tool there, and the wrong one if the other side brings Grass.
Not every pairing has a winner. Flameruff's element has no elemental advantage over Turbo, so that matchup comes down to everything except element.
1.6 times
Fire damage against Grass and Ice
Covering two elements with two damage dealers
You will not always know what element the next enemy uses, and you cannot rebuild your team for every fight. The answer is to run two damage dealers of different elements, such as a Light and a Dark DPS. When the enemy's element turns up, you switch to whichever one covers it.
The important word is different. Helion and Lunara are both DPS Aniimo of the Light element (also called Holy), so neither has an elemental weakness the other does not. Pairing them gives you two strong attackers and one element. If a fight punishes Light, it punishes both. The full comparison between the two lives in the starter guide; for counter picking, what matters is that they do not cover each other.
When the starters' no advantage passive makes neutral worth it

Most of this page is about finding the advantage. The starters are the exception. The starter Aniimo's passive grants 30% more damage when attacking without elemental advantage.
Lunara's own passive trait works on the same condition: it increases Lunara's final damage by 30% when it attacks without an elemental advantage.
That changes how you treat a neutral fight. For most damage dealers, no advantage just means no bonus. For these, no advantage is when the bonus switches on. So when you face an enemy you have no good counter for, a starter is a sensible pick rather than a fallback. It does not rescue a fight where the enemy has the edge on you; the passive is about attacking without advantage, which is a different thing from attacking at a disadvantage.
30%
Starter damage bonus without elemental advantage
Thornblade: a damage dealer with an unsettled element

Thornblade (No. 034) is a DPS Aniimo, and you should know going in that its element is not settled. It is given as Grass alone in its standard Basic form, with its Prismana form, Prismana Thornblade, adding Water. It is also given as Grass and Water outright.
Its Thunderstorm form is Grass and Electric.
The one constant across every version is Grass, and Grass is one of the two types Fire hits for 1.6 times damage. Before you lean on Thornblade as one half of a two element pair, check which form you have and what element it shows in game, because the second element is exactly the part that varies.

Where to start
Pick the element first. Use Fire into Grass and Ice, Water against Scorchhowl, and avoid a Water lead into Grass. Carry two damage dealers of different elements so you can switch, and do not count Helion and Lunara as two elements. When you have no counter at all, that is the fight for a starter, since their passive pays out exactly when there is no advantage.
Most of this page was re-checked against the released game on 2 October 2026. The rest has not been re-confirmed since release.

