Elements
Every attack and defense carries an element. Hitting an enemy with an element it's weak to deals ×1.25; resisted hits deal ×0.75 (or ×0.5 same-element). Below is each element's matchups and quirks.
Neutral
Attacking
×0.75 vs Poison
×0.75 vs Shadow
Defending
×1.25 from Poison
×1.25 from Shadow
Fire
Attacking
×1.25 vs Earth
×0.5 vs Fire
×0.75 vs Water
Defending
×1.25 from Water
×0.5 from Fire
×0.75 from Earth
Water
Attacking
×1.25 vs Fire
×0.5 vs Water
×0.75 vs Wind
Defending
×1.25 from Wind
×0.5 from Water
×0.75 from Fire
Wind
Attacking
×1.25 vs Water
×0.5 vs Wind
×0.75 vs Earth
Defending
×1.25 from Earth
×0.5 from Wind
×0.75 from Water
Earth
Attacking
×1.25 vs Wind
×0.5 vs Earth
×0.75 vs Fire
Defending
×1.25 from Fire
×0.5 from Earth
×0.75 from Wind
Poison
Attacking
×1.25 vs Neutral
×0.5 vs Poison
×0.75 vs Undead
Defending
×1.25 from Undead
×0.5 from Poison
×0.75 from Neutral
Holy
Attacking
×1.25 vs Shadow
×1.25 vs Undead
×0.5 vs Holy
Defending
×1.25 from Shadow
×0.5 from Holy
×0.75 from Undead
Shadow
Attacking
×1.25 vs Neutral
×1.25 vs Holy
×0.5 vs Shadow
Defending
×1.25 from Holy
×0.5 from Shadow
×0.75 from Neutral
Special
- Shadow-element armor can reveal invisible enemies.
Undead
Attacking
×1.25 vs Poison
×0.5 vs Undead
×0.75 vs Holy
Defending
×1.25 from Holy
×0.5 from Undead
×0.75 from Poison
Special
- Healing effects deal damage instead of restoring HP.
- Immune to Slow, Curse, Frozen and Bleeding.
Cards that "Enchant weapon with X element" or "Convert to X element" change your damage/defense element to the one shown above — use this chart to pick what each piece is strong or weak against.