SIMULATEUR INTERACTIF

Element Hit Multiplier Simulator

⚔️ Attacker Element:
🛡️ Defender Element 1:
🛡️ Defender Element 2 (Optional):
1.6×
Advantage (1.6×)
Attacker Eau deals 1.6× against Defender Feu.
MATRICE DE COMBAT 9×9

Attacker vs Defender Matrix

▲ 1.6 Strong (+60%)— 1 Neutral▼ 0.625 Weak (-37.5%)
Defender →↓ Attacker
Glace
Eau
Électrique
Feu
Herbe
Roche
Vent
Ténèbres
Sacré
Glace
▼0.625▲1.6▲1.6▼0.625—1▼0.625—1—1—1
Eau
▼0.625▼0.625—1▲1.6▼0.625▲1.6—1—1▼0.625
Électrique
▼0.625▲1.6▼0.625—1—1▼0.625▲1.6—1—1
Feu
▲1.6▼0.625—1▼0.625▲1.6▼0.625—1—1▼0.625
Herbe
—1▲1.6—1▼0.625▼0.625▲1.6—1—1▼0.625
Roche
▲1.6▼0.625—1▲1.6▼0.625▼0.625—1▼0.625—1
Vent
—1—1▼0.625—1▲1.6—1▼0.625▲1.6—1
Ténèbres
—1▼0.625▲1.6—1▲1.6—1▼0.625—1▲1.6
Sacré
—1—1▼0.625—1—1—1▲1.6▲1.6▼0.625
PALIERS DE MULTIPLICATEUR

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.

MANUEL DES ÉLÉMENTS

Per-Element Handbook

Glace

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

⚔️ When Glace Attacks

Strong against (1.6×):
EauÉlectrique
Weak against (0.625×):
GlaceFeuRoche

🛡️ When Glace Defends

Weak to (takes 1.6×):
FeuRoche
Resists (takes 0.625×):
GlaceEauÉlectrique

Eau

Can be used to put out fire or moisten objects.

⚔️ When Eau Attacks

Strong against (1.6×):
FeuRoche
Weak against (0.625×):
GlaceEauHerbeSacré

🛡️ When Eau Defends

Weak to (takes 1.6×):
GlaceÉlectriqueHerbe
Resists (takes 0.625×):
EauFeuRocheTénèbres

Électrique

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

⚔️ When Électrique Attacks

Strong against (1.6×):
EauVent
Weak against (0.625×):
GlaceÉlectriqueRoche

🛡️ When Électrique Defends

Weak to (takes 1.6×):
GlaceTénèbres
Resists (takes 0.625×):
ÉlectriqueVentSacré

Feu

Can be used to ignite wooden objects or melt ice.

⚔️ When Feu Attacks

Strong against (1.6×):
GlaceHerbe
Weak against (0.625×):
EauFeuRocheSacré

🛡️ When Feu Defends

Weak to (takes 1.6×):
EauRoche
Resists (takes 0.625×):
GlaceFeuHerbe

Herbe

No special effect

⚔️ When Herbe Attacks

Strong against (1.6×):
EauRoche
Weak against (0.625×):
FeuHerbeSacré

🛡️ When Herbe Defends

Weak to (takes 1.6×):
FeuVentTénèbres
Resists (takes 0.625×):
EauHerbeRoche

Roche

No special effect

⚔️ When Roche Attacks

Strong against (1.6×):
GlaceFeu
Weak against (0.625×):
EauHerbeRocheTénèbres

🛡️ When Roche Defends

Weak to (takes 1.6×):
EauHerbe
Resists (takes 0.625×):
GlaceÉlectriqueFeuRoche

Vent

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

⚔️ When Vent Attacks

Strong against (1.6×):
HerbeTénèbres
Weak against (0.625×):
ÉlectriqueVent

🛡️ When Vent Defends

Weak to (takes 1.6×):
ÉlectriqueSacré
Resists (takes 0.625×):
VentTénèbres

Ténèbres

No special effect

⚔️ When Ténèbres Attacks

Strong against (1.6×):
ÉlectriqueHerbeSacré
Weak against (0.625×):
EauVent

🛡️ When Ténèbres Defends

Weak to (takes 1.6×):
VentSacré
Resists (takes 0.625×):
Roche

Sacré

No special effect

⚔️ When Sacré Attacks

Strong against (1.6×):
VentTénèbres
Weak against (0.625×):
ÉlectriqueSacré

🛡️ When Sacré Defends

Weak to (takes 1.6×):
Ténèbres
Resists (takes 0.625×):
EauFeuHerbeSacré
MÉCANIQUES DE JEU

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 Roche, 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.