INTERACTIVE SIMULATOR

Element Hit Multiplier Simulator

⚔️ Attacker Element:
🛡️ Defender Element 1:
🛡️ Defender Element 2 (Optional):
1.6×
Advantage (1.6×)
Attacker Water deals 1.6× against Defender Fire.
9×9 BATTLE MATRIX

Attacker vs Defender Matrix

▲ 1.6 Strong (+60%)— 1 Neutral▼ 0.625 Weak (-37.5%)
Defender →↓ Attacker
Ice
Water
Lightning
Fire
Grass
Rock
Wind
Dark
Light
Ice
▼0.625▲1.6▲1.6▼0.625—1▼0.625—1—1—1
Water
▼0.625▼0.625—1▲1.6▼0.625▲1.6—1—1▼0.625
Lightning
▼0.625▲1.6▼0.625—1—1▼0.625▲1.6—1—1
Fire
▲1.6▼0.625—1▼0.625▲1.6▼0.625—1—1▼0.625
Grass
—1▲1.6—1▼0.625▼0.625▲1.6—1—1▼0.625
Rock
▲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
Dark
—1▼0.625▲1.6—1▲1.6—1▼0.625—1▲1.6
Light
—1—1▼0.625—1—1—1▲1.6▲1.6▼0.625
MULTIPLIER TIERS

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.

HANDBOOK

Per-Element Handbook

Ice

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

⚔️ When Ice Attacks

Strong against (1.6×):
WaterLightning
Weak against (0.625×):
IceFireRock

🛡️ When Ice Defends

Weak to (takes 1.6×):
FireRock
Resists (takes 0.625×):
IceWaterLightning

Water

Can be used to put out fire or moisten objects.

⚔️ When Water Attacks

Strong against (1.6×):
FireRock
Weak against (0.625×):
IceWaterGrassLight

🛡️ When Water Defends

Weak to (takes 1.6×):
IceLightningGrass
Resists (takes 0.625×):
WaterFireRockDark

Lightning

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

⚔️ When Lightning Attacks

Strong against (1.6×):
WaterWind
Weak against (0.625×):
IceLightningRock

🛡️ When Lightning Defends

Weak to (takes 1.6×):
IceDark
Resists (takes 0.625×):
LightningWindLight

Fire

Can be used to ignite wooden objects or melt ice.

⚔️ When Fire Attacks

Strong against (1.6×):
IceGrass
Weak against (0.625×):
WaterFireRockLight

🛡️ When Fire Defends

Weak to (takes 1.6×):
WaterRock
Resists (takes 0.625×):
IceFireGrass

Grass

No special effect

⚔️ When Grass Attacks

Strong against (1.6×):
WaterRock
Weak against (0.625×):
FireGrassLight

🛡️ When Grass Defends

Weak to (takes 1.6×):
FireWindDark
Resists (takes 0.625×):
WaterGrassRock

Rock

No special effect

⚔️ When Rock Attacks

Strong against (1.6×):
IceFire
Weak against (0.625×):
WaterGrassRockDark

🛡️ When Rock Defends

Weak to (takes 1.6×):
WaterGrass
Resists (takes 0.625×):
IceLightningFireRock

Wind

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

⚔️ When Wind Attacks

Strong against (1.6×):
GrassDark
Weak against (0.625×):
LightningWind

🛡️ When Wind Defends

Weak to (takes 1.6×):
LightningLight
Resists (takes 0.625×):
WindDark

Dark

No special effect

⚔️ When Dark Attacks

Strong against (1.6×):
LightningGrassLight
Weak against (0.625×):
WaterWind

🛡️ When Dark Defends

Weak to (takes 1.6×):
WindLight
Resists (takes 0.625×):
Rock

Light

No special effect

⚔️ When Light Attacks

Strong against (1.6×):
WindDark
Weak against (0.625×):
LightningLight

🛡️ When Light Defends

Weak to (takes 1.6×):
Dark
Resists (takes 0.625×):
WaterFireGrassLight
GAME SOURCE MECHANICS

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 Rock, 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.