Considering a Minion's type -or types if it has two-, and the type of an attack it is about to receive, several scenarii can occur. If the Minion has one type, then it can be:
- Neutral against the attack's type (will take normal damage) (display: none);
- Weak (will take double damage) (display: "Super Effective");
- or Resistant (will take half of damage) (display: "Not Effective").
If the Minion has two types, two other scenarii must be added to the previous:
- Doubly Weak, when both of its types are Weak to the attack's (will take quadruple damage) (display: "Super Effective");
- or Doubly Resistant (will take quarter of damage) (display: "Not Effective").
- (If the Minion has one type Weak and the other one Resistant, it will be Neutral overall.)
The game displays effectiveness messages for every single attack launched in battle, also including the non damaging ones, just according to their type. (Which can seem kind of inappropriate, but it might inform you about the type(s) of an opponent Minion that you meet for the first time)
Note: This works in particular for healing skills that you use on your allies, but the inverse way. For examples, if you heal a Fire type with a Water skill, the message "Not Effective" will be displayed (water on fire, that's no good, even for healing...); or if you have your Holy type minion healing itself with a Holy skill, the message "Super Effective" will appear. (This was useful to figure out the 'Titan-Titan' effectiveness.) It is not sure, however, if this actually alters the healing output...
According to the gameEdit
(Chat at loading screen and NPC advice):
- Weak to Undead and Demonic;
- Weak to Earth and Electric;
- Weak to Flying, Ice, Fire, Dino and Demonic;
- Weak to Flying, Plant and Electric;
- Weak to Plant, Water and Undead;
- Weak to Water and Earth;
- Weak to Earth and Dino;
- Weak to Water, Fire, Electric and Dino;
- Weak to Earth and Ice;
- Weak to Plant, Fire and Holy;
- Weak to Water and Holy;
- Weak to Normal and Demonic;
(Ice,Grass and Titan are not mentioned in-game)
Here is a more complete study, with both weaknesses and strengths, in defense as well as in offense.
The colour code is the following:
Target is neutral to attacker
Target is weak to attacker
Target is resistant to attacker
('Attacker on left column; 'Target on top row)
Note: Another version of this chart, as well as charts for double types, can be found here. ("Energy" stands for "Electric" in these)
Note(bis): Please do take in account that some "dual-type" combinations are not present in the game. Below, a list of the existing combinations, across all 102 Minions.
When deciding which minions to have in your party, think of the Elements as one of the three essential Strategic Points (along with Statistics and Skills).
Your choices should depend on what tactics you want to focus in battle: rather on a "swift offense" (attempting to sweep enemy minions before they can react), or instead on a "lasting defense" (controlling the situation despite the enemy's offensive).
These would also depends on whether you want to build yourself a team of "tenured" minions for the whole game, or work with a varying team of "casual" minions so as to adapt to a given situation.
According to the chart above, each element can be considered to have a relative "strength factor". This can be calculated by comparing the number of 'Super Effective' each minion can deal, versus the number of 'Not Effective', in ratio format. As of July 2014, the ratios fall into six different strength brackets, which are as follows:
- 3:2 Flying
- 3:2 Ice
- 3:2 Dino
- 4:3 Fire
- 1:1 Normal
- 4:4 Earth
- 3:3 Electric
- 3:3 Demonic
- 3:3 Holy
- 4:5 Water
- 3:4 Plant
- 2:5 Undead
Note: The Robot element is obviously meant to be the most balanced type in term of offense (0:0), and does not fit into any strength bracket...
Strategic interest: In a well rounded team, all things being equal, minions with attacks of elements located toward the top of the list will beat opposing minions more often than not, statistically.
So, this comparison may be useful in the perspective of building a team of "tenured" minions, combined with a "swift offense" tactic. Also useful to choose a "casual" damage dealer.
In a similar way, we can establish a relative "resistance factor" for each element (number of 'Not Effective' taken, versus number of 'Super Effective'), which gives us nine different resistance brackets:
- 5:2 Fire
- 4:2 Holy
- 3:2 Electric
- 3:2 Dino
- 3:2 Demonic
- 4:3 Earth
- 1:1 Water
- 3:3 Undead
- 4:5 Plant
- 2:3 Ice
- 1:2 Normal
- 1:2 Flying
- 1:4 Robot
Strategic interest: In a well rounded team, minions of elements located toward the top of the list will be defeated by opposing minions less often, statistically.
So, this comparison may be useful in the perspective of building a team of "tenured" minions, combined with a "lastind defense" tactic. Also useful to choose a "casual" tank.
- These figures are but formal and statistical; one could consider calculating other "factors" of their own, that they would then interpret to steer their choices of minions;
- Likewise, do not feel forced to come round to one of the two strategies given above; you can choose to combine several simple tactics, or build a more technical one...
- However, with any strategy, do not forget to take in account the Speed factor, that can reverse a situation, no matter the tactic at the start.
See also: Strategy Guide