INTERAKTIVER SIMULATOR

Element Hit Multiplier Simulator

⚔️ Attacker Element:
🛡️ Defender Element 1:
🛡️ Defender Element 2 (Optional):
1.6×
Advantage (1.6×)
Attacker Wasser deals 1.6× against Defender Feuer.
9×9-KAMPFMATRIX

Attacker vs Defender Matrix

▲ 1.6 Strong (+60%)— 1 Neutral▼ 0.625 Weak (-37.5%)
Defender →↓ Attacker
Eis
Wasser
Elektro
Feuer
Gras
Fels
Wind
Dunkel
Heilig
Eis
▼0.625▲1.6▲1.6▼0.625—1▼0.625—1—1—1
Wasser
▼0.625▼0.625—1▲1.6▼0.625▲1.6—1—1▼0.625
Elektro
▼0.625▲1.6▼0.625—1—1▼0.625▲1.6—1—1
Feuer
▲1.6▼0.625—1▼0.625▲1.6▼0.625—1—1▼0.625
Gras
—1▲1.6—1▼0.625▼0.625▲1.6—1—1▼0.625
Fels
▲1.6▼0.625—1▲1.6▼0.625▼0.625—1▼0.625—1
Wind
—1—1▼0.625—1▲1.6—1▼0.625▲1.6—1
Dunkel
—1▼0.625▲1.6—1▲1.6—1▼0.625—1▲1.6
Heilig
—1—1▼0.625—1—1—1▲1.6▲1.6▼0.625
MULTIPLIKATOR-STUFEN

The 5 Damage Multiplier Tiers

2.56×

Double Advantage (2.56×)

Formula: 1.6 × 1.6

Attacker element counters both defender elements simultaneously. Target counts as countered, triggering element restraint bonuses.

1.6×

Advantage (1.6×)

Formula: 1.6 × 1.0

Attacker element counters one defender element and is neutral to the other. Target counts as countered with standard restraint bonus.

1×

Neutral (1×)

Formula: 1.0 × 1.0 or 1.6 × 0.625

Normal damage multiplier. Neutral against both elements, or counter advantage cancels out resistance exactly (1.6 × 0.625 = 1.0).

0.625×

Resisted (0.625×)

Formula: 0.625 × 1.0

Defender resists the incoming element. Target counts as resisted, applying the defender element resist reduction ratio.

0.39×

Double Resisted (0.39×)

Formula: 0.625 × 0.625 = 0.390625

Both defender elements resist the incoming element. Extreme damage reduction with full element resist division.

ELEMENTAR-HANDBUCH

Per-Element Handbook

Eis

Can be used to put out fires or freeze wet objects and water.

⚔️ When Eis Attacks

Strong against (1.6×):
WasserElektro
Weak against (0.625×):
EisFeuerFels

🛡️ When Eis Defends

Weak to (takes 1.6×):
FeuerFels
Resists (takes 0.625×):
EisWasserElektro

Wasser

Can be used to put out fire or moisten objects.

⚔️ When Wasser Attacks

Strong against (1.6×):
FeuerFels
Weak against (0.625×):
EisWasserGrasHeilig

🛡️ When Wasser Defends

Weak to (takes 1.6×):
EisElektroGras
Resists (takes 0.625×):
WasserFeuerFelsDunkel

Elektro

Can be transmitted via metal objects or used to power various mechanisms.

⚔️ When Elektro Attacks

Strong against (1.6×):
WasserWind
Weak against (0.625×):
EisElektroFels

🛡️ When Elektro Defends

Weak to (takes 1.6×):
EisDunkel
Resists (takes 0.625×):
ElektroWindHeilig

Feuer

Can be used to ignite wooden objects or melt ice.

⚔️ When Feuer Attacks

Strong against (1.6×):
EisGras
Weak against (0.625×):
WasserFeuerFelsHeilig

🛡️ When Feuer Defends

Weak to (takes 1.6×):
WasserFels
Resists (takes 0.625×):
EisFeuerGras

Gras

No special effect

⚔️ When Gras Attacks

Strong against (1.6×):
WasserFels
Weak against (0.625×):
FeuerGrasHeilig

🛡️ When Gras Defends

Weak to (takes 1.6×):
FeuerWindDunkel
Resists (takes 0.625×):
WasserGrasFels

Fels

No special effect

⚔️ When Fels Attacks

Strong against (1.6×):
EisFeuer
Weak against (0.625×):
WasserGrasFelsDunkel

🛡️ When Fels Defends

Weak to (takes 1.6×):
WasserGras
Resists (takes 0.625×):
EisElektroFeuerFels

Wind

Can be used to blow other objects, slowly put out fires or melt ice.

⚔️ When Wind Attacks

Strong against (1.6×):
GrasDunkel
Weak against (0.625×):
ElektroWind

🛡️ When Wind Defends

Weak to (takes 1.6×):
ElektroHeilig
Resists (takes 0.625×):
WindDunkel

Dunkel

No special effect

⚔️ When Dunkel Attacks

Strong against (1.6×):
ElektroGrasHeilig
Weak against (0.625×):
WasserWind

🛡️ When Dunkel Defends

Weak to (takes 1.6×):
WindHeilig
Resists (takes 0.625×):
Fels

Heilig

No special effect

⚔️ When Heilig Attacks

Strong against (1.6×):
WindDunkel
Weak against (0.625×):
ElektroHeilig

🛡️ When Heilig Defends

Weak to (takes 1.6×):
Dunkel
Resists (takes 0.625×):
WasserFeuerGrasHeilig
SPIELMECHANIKEN

Combat Rules & Range Interaction

Element Calculation Formula

  • Dual-Element Multiplication: Damage element factor is calculated as the product ofmatrix[attacker][d] across every element d of the defender. If the defender has two elements, both cells multiply.
  • Restraint & Resist Ratios: Each cell comparison also casts a vote: 2 for factor > 1, 0.5 for factor < 1, or 1 for neutral. If the product of votes is > 1, the target is counted as countered and the attacker's element_restraint_add_ratio multiplies damage by (1 + ratio). If < 1, the defender's element_resist_add_ratio divides the damage by (1 + ratio). If exactly 1, neither ratio applies.
  • Terminology Note: Element labels on this site follow the official wiki's terminology (code 8 is labeled Fels, corresponding to Earth in internal game string tables).

Tactical Range & State Rules

RangedHELP_RANGED

Ranged attacks cannot target [Tunneling] targets but are more effective against [Flying] targets.

FlyHELP_FLY

While flying, you can avoid ground attacks, but ranged attacks and large-area attacks can still hit you. While flying, damage taken is increased.

TunnelHELP_BURROW

[Tunneling] Aniimo can only be hit by skills with the [Pound] effect. Being hit by such skills will significantly increase their damage taken.

PoundHELP_EARTHQUAKE

Skills with the [Pound] tag can hit [Tunneling] targets and deal greatly increased damage.