Aniimo 屬性相剋表 — 元素弱點與剋制關係
Aniimo 官方 9×9 元素相剋矩陣、打擊倍率模擬器、5 種傷害分級(2.56× 至 0.39×)以及射程戰鬥機制。
Element Hit Multiplier Simulator
Attacker vs Defender Matrix
Defender →↓ Attacker | 冰 | 水 | 電 | 火 | 草 | 土 | 風 | 暗 | 光 |
|---|---|---|---|---|---|---|---|---|---|
冰 | ▼0.625 | ▲1.6 | ▲1.6 | ▼0.625 | —1 | ▼0.625 | —1 | —1 | —1 |
水 | ▼0.625 | ▼0.625 | —1 | ▲1.6 | ▼0.625 | ▲1.6 | —1 | —1 | ▼0.625 |
電 | ▼0.625 | ▲1.6 | ▼0.625 | —1 | —1 | ▼0.625 | ▲1.6 | —1 | —1 |
火 | ▲1.6 | ▼0.625 | —1 | ▼0.625 | ▲1.6 | ▼0.625 | —1 | —1 | ▼0.625 |
草 | —1 | ▲1.6 | —1 | ▼0.625 | ▼0.625 | ▲1.6 | —1 | —1 | ▼0.625 |
土 | ▲1.6 | ▼0.625 | —1 | ▲1.6 | ▼0.625 | ▼0.625 | —1 | ▼0.625 | —1 |
風 | —1 | —1 | ▼0.625 | —1 | ▲1.6 | —1 | ▼0.625 | ▲1.6 | —1 |
暗 | —1 | ▼0.625 | ▲1.6 | —1 | ▲1.6 | —1 | ▼0.625 | —1 | ▲1.6 |
光 | —1 | —1 | ▼0.625 | —1 | —1 | —1 | ▲1.6 | ▲1.6 | ▼0.625 |
The 5 Damage Multiplier Tiers
Double Advantage (2.56×)
1.6 × 1.6Attacker element counters both defender elements simultaneously. Target counts as countered, triggering element restraint bonuses.
Advantage (1.6×)
1.6 × 1.0Attacker element counters one defender element and is neutral to the other. Target counts as countered with standard restraint bonus.
Neutral (1×)
1.0 × 1.0 or 1.6 × 0.625Normal damage multiplier. Neutral against both elements, or counter advantage cancels out resistance exactly (1.6 × 0.625 = 1.0).
Resisted (0.625×)
0.625 × 1.0Defender resists the incoming element. Target counts as resisted, applying the defender element resist reduction ratio.
Double Resisted (0.39×)
0.625 × 0.625 = 0.390625Both defender elements resist the incoming element. Extreme damage reduction with full element resist division.
Per-Element Handbook
冰
Can be used to put out fires or freeze wet objects and water.
⚔️ When 冰 Attacks
🛡️ When 冰 Defends
水
Can be used to put out fire or moisten objects.
⚔️ When 水 Attacks
🛡️ When 水 Defends
電
Can be transmitted via metal objects or used to power various mechanisms.
⚔️ When 電 Attacks
🛡️ When 電 Defends
火
Can be used to ignite wooden objects or melt ice.
⚔️ When 火 Attacks
🛡️ When 火 Defends
草
No special effect
⚔️ When 草 Attacks
🛡️ When 草 Defends
土
No special effect
⚔️ When 土 Attacks
🛡️ When 土 Defends
風
Can be used to blow other objects, slowly put out fires or melt ice.
⚔️ When 風 Attacks
🛡️ When 風 Defends
暗
No special effect
⚔️ When 暗 Attacks
🛡️ When 暗 Defends
光
No special effect
⚔️ When 光 Attacks
🛡️ When 光 Defends
Combat Rules & Range Interaction
Element Calculation Formula
- Dual-Element Multiplication: Damage element factor is calculated as the product of
matrix[attacker][d]across every elementdof 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_ratiomultiplies damage by(1 + ratio). If < 1, the defender'selement_resist_add_ratiodivides 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 土, corresponding to Earth in internal game string tables).
Tactical Range & State Rules
Ranged attacks cannot target [Tunneling] targets but are more effective against [Flying] targets.
While flying, you can avoid ground attacks, but ranged attacks and large-area attacks can still hit you. While flying, damage taken is increased.
[Tunneling] Aniimo can only be hit by skills with the [Pound] effect. Being hit by such skills will significantly increase their damage taken.
Skills with the [Pound] tag can hit [Tunneling] targets and deal greatly increased damage.