SIMULADOR INTERATIVO

Element Hit Multiplier Simulator

⚔️ Attacker Element:
🛡️ Defender Element 1:
🛡️ Defender Element 2 (Optional):
1.6×
Advantage (1.6×)
Attacker Água deals 1.6× against Defender Fogo.
MATRIZ DE COMBATE 9×9

Attacker vs Defender Matrix

▲ 1.6 Strong (+60%)— 1 Neutral▼ 0.625 Weak (-37.5%)
Defender →↓ Attacker
Gelo
Água
Elétrico
Fogo
Grama
Rocha
Vento
Trevas
Sagrado
Gelo
▼0.625▲1.6▲1.6▼0.625—1▼0.625—1—1—1
Água
▼0.625▼0.625—1▲1.6▼0.625▲1.6—1—1▼0.625
Elétrico
▼0.625▲1.6▼0.625—1—1▼0.625▲1.6—1—1
Fogo
▲1.6▼0.625—1▼0.625▲1.6▼0.625—1—1▼0.625
Grama
—1▲1.6—1▼0.625▼0.625▲1.6—1—1▼0.625
Rocha
▲1.6▼0.625—1▲1.6▼0.625▼0.625—1▼0.625—1
Vento
—1—1▼0.625—1▲1.6—1▼0.625▲1.6—1
Trevas
—1▼0.625▲1.6—1▲1.6—1▼0.625—1▲1.6
Sagrado
—1—1▼0.625—1—1—1▲1.6▲1.6▼0.625
NÍVEIS DE MULTIPLICADOR

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.

MANUAL ELEMENTAL

Per-Element Handbook

Gelo

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

⚔️ When Gelo Attacks

Strong against (1.6×):
ÁguaElétrico
Weak against (0.625×):
GeloFogoRocha

🛡️ When Gelo Defends

Weak to (takes 1.6×):
FogoRocha
Resists (takes 0.625×):
GeloÁguaElétrico

Água

Can be used to put out fire or moisten objects.

⚔️ When Água Attacks

Strong against (1.6×):
FogoRocha
Weak against (0.625×):
GeloÁguaGramaSagrado

🛡️ When Água Defends

Weak to (takes 1.6×):
GeloElétricoGrama
Resists (takes 0.625×):
ÁguaFogoRochaTrevas

Elétrico

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

⚔️ When Elétrico Attacks

Strong against (1.6×):
ÁguaVento
Weak against (0.625×):
GeloElétricoRocha

🛡️ When Elétrico Defends

Weak to (takes 1.6×):
GeloTrevas
Resists (takes 0.625×):
ElétricoVentoSagrado

Fogo

Can be used to ignite wooden objects or melt ice.

⚔️ When Fogo Attacks

Strong against (1.6×):
GeloGrama
Weak against (0.625×):
ÁguaFogoRochaSagrado

🛡️ When Fogo Defends

Weak to (takes 1.6×):
ÁguaRocha
Resists (takes 0.625×):
GeloFogoGrama

Grama

No special effect

⚔️ When Grama Attacks

Strong against (1.6×):
ÁguaRocha
Weak against (0.625×):
FogoGramaSagrado

🛡️ When Grama Defends

Weak to (takes 1.6×):
FogoVentoTrevas
Resists (takes 0.625×):
ÁguaGramaRocha

Rocha

No special effect

⚔️ When Rocha Attacks

Strong against (1.6×):
GeloFogo
Weak against (0.625×):
ÁguaGramaRochaTrevas

🛡️ When Rocha Defends

Weak to (takes 1.6×):
ÁguaGrama
Resists (takes 0.625×):
GeloElétricoFogoRocha

Vento

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

⚔️ When Vento Attacks

Strong against (1.6×):
GramaTrevas
Weak against (0.625×):
ElétricoVento

🛡️ When Vento Defends

Weak to (takes 1.6×):
ElétricoSagrado
Resists (takes 0.625×):
VentoTrevas

Trevas

No special effect

⚔️ When Trevas Attacks

Strong against (1.6×):
ElétricoGramaSagrado
Weak against (0.625×):
ÁguaVento

🛡️ When Trevas Defends

Weak to (takes 1.6×):
VentoSagrado
Resists (takes 0.625×):
Rocha

Sagrado

No special effect

⚔️ When Sagrado Attacks

Strong against (1.6×):
VentoTrevas
Weak against (0.625×):
ElétricoSagrado

🛡️ When Sagrado Defends

Weak to (takes 1.6×):
Trevas
Resists (takes 0.625×):
ÁguaFogoGramaSagrado
MECÂNICAS DO JOGO

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 Rocha, 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.