상성 시뮬레이터

Element Hit Multiplier Simulator

⚔️ Attacker Element:
🛡️ Defender Element 1:
🛡️ Defender Element 2 (Optional):
1.6×
Advantage (1.6×)
Attacker 물 deals 1.6× against Defender 불.
9×9 상성 매트릭스

Attacker vs Defender Matrix

▲ 1.6 Strong (+60%)— 1 Neutral▼ 0.625 Weak (-37.5%)
Defender →↓ Attacker
얼음
물
전기
불
풀
땅
바람
어둠
빛
얼음
▼0.625▲1.6▲1.6▼0.625—1▼0.625—1—1—1
물
▼0.625▼0.625—1▲1.6▼0.625▲1.6—1—1▼0.625
전기
▼0.625▲1.6▼0.625—1—1▼0.625▲1.6—1—1
불
▲1.6▼0.625—1▼0.625▲1.6▼0.625—1—1▼0.625
풀
—1▲1.6—1▼0.625▼0.625▲1.6—1—1▼0.625
땅
▲1.6▼0.625—1▲1.6▼0.625▼0.625—1▼0.625—1
바람
—1—1▼0.625—1▲1.6—1▼0.625▲1.6—1
어둠
—1▼0.625▲1.6—1▲1.6—1▼0.625—1▲1.6
빛
—1—1▼0.625—1—1—1▲1.6▲1.6▼0.625
배율 단계

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.

속성 핸드북

Per-Element Handbook

얼음

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

⚔️ When 얼음 Attacks

Strong against (1.6×):
물전기
Weak against (0.625×):
얼음불땅

🛡️ When 얼음 Defends

Weak to (takes 1.6×):
불땅
Resists (takes 0.625×):
얼음물전기

물

Can be used to put out fire or moisten objects.

⚔️ When 물 Attacks

Strong against (1.6×):
불땅
Weak against (0.625×):
얼음물풀빛

🛡️ When 물 Defends

Weak to (takes 1.6×):
얼음전기풀
Resists (takes 0.625×):
물불땅어둠

전기

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

⚔️ When 전기 Attacks

Strong against (1.6×):
물바람
Weak against (0.625×):
얼음전기땅

🛡️ When 전기 Defends

Weak to (takes 1.6×):
얼음어둠
Resists (takes 0.625×):
전기바람빛

불

Can be used to ignite wooden objects or melt ice.

⚔️ When 불 Attacks

Strong against (1.6×):
얼음풀
Weak against (0.625×):
물불땅빛

🛡️ When 불 Defends

Weak to (takes 1.6×):
물땅
Resists (takes 0.625×):
얼음불풀

풀

No special effect

⚔️ When 풀 Attacks

Strong against (1.6×):
물땅
Weak against (0.625×):
불풀빛

🛡️ When 풀 Defends

Weak to (takes 1.6×):
불바람어둠
Resists (takes 0.625×):
물풀땅

땅

No special effect

⚔️ When 땅 Attacks

Strong against (1.6×):
얼음불
Weak against (0.625×):
물풀땅어둠

🛡️ When 땅 Defends

Weak to (takes 1.6×):
물풀
Resists (takes 0.625×):
얼음전기불땅

바람

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

⚔️ When 바람 Attacks

Strong against (1.6×):
풀어둠
Weak against (0.625×):
전기바람

🛡️ When 바람 Defends

Weak to (takes 1.6×):
전기빛
Resists (takes 0.625×):
바람어둠

어둠

No special effect

⚔️ When 어둠 Attacks

Strong against (1.6×):
전기풀빛
Weak against (0.625×):
물바람

🛡️ When 어둠 Defends

Weak to (takes 1.6×):
바람빛
Resists (takes 0.625×):
땅

빛

No special effect

⚔️ When 빛 Attacks

Strong against (1.6×):
바람어둠
Weak against (0.625×):
전기빛

🛡️ When 빛 Defends

Weak to (takes 1.6×):
어둠
Resists (takes 0.625×):
물불풀빛
게임 내부 메커니즘

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 땅, 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.