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Elements and Elemental Advantage

Your skill's element decides the 1.6x bonus, not your Aniimo's type. Here is what beats what, what resists what, and which matchups are still unsettled.

4 min read6 sectionschecked updated

The short version

  1. Hitting a weakness deals 1.6 times normal damage. Attacking into resistance or disadvantage cuts damage with a 0.625x modifier.
  2. On offence, the element of the skill you use decides the advantage, not the element of the Aniimo using it. To hit a weakness, pick a skill of the element that target is weak to.
  3. On defence, your Aniimo's own typing decides how well it takes incoming attacks.
  4. Most elements are super effective against two others: Fire beats Grass and Ice, Lightning beats Water and Wind, Wind beats Dark and Grass, and Light and Dark beat each other.
  5. Some matchups are not settled: Dark's third target (Fire or Electric), Earth's second target (Fire or Lightning), and the exact multiplier for resisted hits.

Aniimo elements work like rock-paper-scissors. Every Aniimo has an elemental type, and the in-game elemental type chart lists what each one is strong and weak against. Hit something with the element it is weak to and you deal more damage. Hit it with an element it resists and you deal less.

The rule new players get wrong is about skills, not creatures. Your skill's element decides whether you get the bonus, so your Aniimo's type matters less than the moves you give it.

This page covers the multipliers, how skill elements work on offence and typing on defence, every matchup currently known, and the ones that are not settled.

The two numbers that matter: 1.6x and 0.625x

With elemental advantage, an attack deals 1.6 times normal damage. Attack into resistance or disadvantage and a 0.625x modifier applies. Being on the wrong side of a matchup makes your attacks weaker; it doesn't just withhold the bonus.

The resisted figure is the less certain of the two. The 0.625x modifier is the clearest one listed, but the resisted multiplier also appears as exactly half damage and as 0.5 to 0.6 times normal damage, so that number is not settled yet. Either way the lesson holds: hitting into resistance costs you a real share of your damage.

Aniimo combat has no elemental chain reactions. You won't find combos where one element primes a target for another. Each hit is judged on its own matchup and nothing more.

1.6x

Damage with elemental advantage

Picking a skill whose element the target is weak to multiplies its damage by 1.6 times normal.

Aniimo skills decide your offence

When you attack, the game checks the element of the ability you use, not the type of the Aniimo using it. A Fire-type Aniimo using a Water skill attacks as Water. To exploit a target's weakness, choose a skill of the element that target is weak to.

That changes how you should read any Aniimo skill guide. When you plan a skill set, the main question is which elements the skills cover, since those are the weaknesses your team can hit. An Aniimo whose skills are all one element can only exploit the weaknesses of that one element, whatever its own type.

Elements also matter outside combat. Fire-type abilities can burn away and destroy vine obstacles in the environment, so it helps to have Fire on hand while you explore.

All elements and what they beat

Most elements are super effective against two other types. These are the elements and matchups known so far:

Fire attacks deal 1.6 times damage against Grass and Ice. Fire-type Aniimo themselves are weak to Water attacks.

Water is weak to Grass, since Grass attacks are super effective against Water.

Lightning attacks deal 1.6 times damage against Water and Wind. Electric is also listed as an element in the game.

Wind is super effective against Dark and Grass.

Light and Dark are super effective against each other. Dark attacks are also super effective against Grass.

Earth attacks are super effective against Ice.

Grass comes up a lot as a target: Fire, Wind and Dark all hit it super effectively. If you are building around Grass, expect most teams to have an answer to it.

Matchups that are still unsettled

Two matchups have conflicting answers, and both matter for team building.

Dark's third target is listed as either Fire (Blazin) or Electric. The Electric version comes from a post-beta change that replaced Fire with Electric, so this matchup changed during the beta. Treat Dark against Fire as unreliable until you have checked the in-game chart.

Earth's second target is listed as either Fire or Lightning. If it is Lightning, Earth becomes a serious threat to any team built around Lightning. If you run a Lightning-heavy team, check this in the chart before you rely on it.

The resisted damage multiplier is the third open question: 0.625x, exactly half, or 0.5 to 0.6, as covered above.

Defence and building a team around matchups

Defence works differently from offence. When something attacks your Aniimo, the matchup depends on your Aniimo's own typing against the element of the incoming attack. You choose skills for offence, but your Aniimo's type is what takes the hits.

Water shows how this works. Water-type Aniimo resist Fire attacks and Rock attacks. Fire-type Aniimo are weak to Water attacks. A Water Aniimo with Water skills therefore takes less from Fire and deals more to it.

That is why the usual advice for Fire challenges is a Water-type team, with Earth Aniimo alongside. The general rule: look at which element you are facing, then bring Aniimo whose typing resists it and whose skills hit its weakness.

Where to start

Choose skills by the elements they cover, and choose Aniimo by the typing that will take the hits. For Fire content, take Water and Earth. Until the Dark and Earth matchups are settled, check them in the in-game elemental type chart before building a team around either.

Most of this page was re-checked against the released game on 4 October 2026. The rest has not been re-confirmed since release.

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