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Elemental damage multipliers and skill typing

Super-effective hits land at 1.6 times damage, resisted ones at roughly half, and the element that decides which you get belongs to the skill, not to the creature using it.

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The short version

  1. Super-effective elemental attacks deal 1.6 times normal damage.
  2. Resisted elemental attacks are cut to 0.5 to 0.6 times normal damage.
  3. Elemental advantage comes from the element of the ability you use, not from your Aniimo's own type.
  4. Your Aniimo's own typing still decides what incoming attacks do to it.
  5. Dark-type attacks are super-effective against Fire, Grass and Light.
  6. There are nine elements, and no chain reactions between them.

Combat in Aniimo runs on elemental match-ups. There are nine elements, each with advantages and disadvantages against the others, and the game ships an elemental type chart so you can look the relationships up rather than guess at them. Those match-ups significantly affect how a fight goes.

The part that trips people up is not the chart. It is which element the game reads when it decides whether your hit is strong or weak. Aniimo skills carry their own elements, and that is the number the damage calculation looks at.

Here is what the multipliers are, and how to make sure you are getting the good one.

The two numbers behind every hit

A super-effective elemental attack deals 1.6 times normal damage. A resisted one is cut to 0.5 to 0.6 times normal. Exactly where in that band a resisted hit lands is not pinned down, but the direction is clear enough: hitting into a resistance costs you most of the attack.

That is the whole of the elemental maths, and it is why the type chart is worth opening early. Aniimo have documented elemental strengths and weaknesses, and reading them off the chart before a fight is cheaper than working them out one bad attack at a time.

1.6x

Super effective damage multiplier

A super effective attack deals 1.6 times normal damage, while a resisted one drops to 0.5 to 0.6 times, so element choice swings a hit by roughly triple.

Aniimo skills have their own elements

Each skill in Aniimo has an element of its own, and it can differ from the element of the Aniimo casting it. Ignitis, for example, can learn and use a Grass-type skill.

Elemental advantage is then determined by the element of the ability you used, not by the attacking Aniimo's type. So exploiting a weakness is a matter of picking the right skill, not the right creature. If the target is weak to Grass, you need a Grass skill pointed at it, whatever is holding the skill.

The practical version: if a Dark skill is what you have, Fire, Grass and Light targets all take 1.6 times from it. Dark attacks are super-effective against those three. An Aniimo whose kit spans several elements can find an advantage against a target its own typing says nothing about.

Defence is the one place your own typing counts

Flip it around and the rule changes. An Aniimo's defensive match-up is set by its own typing against whatever is coming in.

So you read the chart from two ends. Offensively you are looking at the element of the skill you are about to press. Defensively you are looking at your creature, and asking what an enemy attack of a given element is going to do to it. A team that hits everything can still be the team that gets hit hardest back.

Which element the game reads

When you attack

  • Each skill carries its own element.
  • A skill's element can differ from the element of the Aniimo using it.
  • Elemental advantage comes from the ability used, not the attacker's type.
  • Hitting a weakness means picking a skill of the element the target is weak to.

When you defend

  • Your own typing sets the defensive matchup.
  • Incoming enemy attacks are measured against that typing.
  • Nine distinct elements are in play across the chart.

No chain reactions to build around

Combat in Aniimo does not feature elemental chain reactions. Elements do not combine or set each other off, and there is no reaction layer to stack on top of the match-ups.

That is good news for planning. What you get out of elements is the match-up and the multiplier attached to it, so a team is built around covering weaknesses across the nine elements rather than around pairing elements that trigger something together.

The multiplier is not the only thing deciding the fight

Helion is a close-range damage dealer, which means playing it well asks more of your positioning and timing than an Aniimo that can attack safely from a distance. The right element on the right target does nothing if you cannot stay in range to land it.

Helion also has an empowered attack that stuns enemies, and a stun is time in which nothing is hitting back. Read alongside the damage numbers, that is the trade a melee pick asks you to make: more exposure, more control over the fight while it lasts.

Helion is a close range damage dealer, so it asks for better positioning and timing than an Aniimo that attacks safely from a distance. Its empowered attack can stun enemies.

Where to start

Check the target's weakness, then check your skill list for something of that element. The 1.6 is sitting in your skill bar, not in your creature's type.

Every fact on this page was re-checked against the released game on 18 September 2026.