Min Hero: Tower of Sages Wiki
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Considering a Minion's type(s), and the type of an attack it is about to receive, several scenarios 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 1.5 times damage) (display: "Super Effective");
  • or Resistant (will take 2/3rds damage) (display: "Not Effective").

If the Minion has two types, two other scenarios are added to the previous list:

  • Doubly Weak, when both of its types are Weak to the attack's (will take 2.25 times damage) (display= "Super Effective");
  • or Doubly Resistant (will take 4/9ths 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 attack launched in battle, including the non-damaging ones, according to their type. This could 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's not been determined, however, whether this actually alters the healing output. Healing, but not shielding, amount is super effective in reverse.

Elements List[]

According to the game[]

Element Weak to
Normal Image 1473 Image 902
Image 1633 Image 435 Image 1097
Image 965 Image 1633 Image 1608 Image 317 Image 852 Image 902
Image 425 Image 1633 Image 965 Image 1097
Image 435 Image 965 Image 425 Image 1473
Image 317 Image 425 Image 435
Image 1097 Image 435 Image 852
Image 302 Image 425 Image 317 Image 1097 Image 852
Image 852 Image 435 Image 1608
Image 1473 Image 965 Image 317 Image 249
Image 902 Image 249Image 425
Image 249 Normal Image 902
Image 1608 Image 435
Titan Nothing

Cha​rt[]

The color/colour code is the following:

Target is neutral to attacker
x1.0 Damage

Target is weak to attacker
x1.5 Damage

Target is resistant to attacker
x0.66667 Damage

...
Image 968
Image 343


(Attacker on left column; Target on top row)

Trg No. Fl. Pl. Wa. Ea. Ic. Fi. El. Ro. Di. Un. De. Ho. Ti.
Atk
Normal
Flying
Plant
Water
Earth
Ice
Fire
Electric
Robot
Dino
Undead
Demonic
Holy
Titan

Note: Another version of this chart, as well as charts for double types, can be found here. ("Energy" stands for "Electric" in this chart.)

Note(bis): Please do take in account that some "dual-type" combinations are not present in the game. Below is a list of the existing combinations, across all 102 Minions.

Existing in-game
Normal
Plant
Normal
Earth
Image 1633
Plant
Image 1633
Water
Image 1633
Ice
Image 1633
Image 1097
Image 1633
Image 302
Image 1633
Image 902
Plant
Water
Plant
Ice
Plant
Image 852
Plant
Image 249
Water
Ice
Water
Image 1097
Water
Image 302
Water
Image 1473
Earth
Image 317
Earth
Image 1097
Image 317
Image 1097
Image 317
Image 302
Image 317
Image 852
Image 317
Image 1473
Image 317
Image 902
Image 317
Image 249
Image 1097
Image 902
Image 1473
Image 902

Strategic Comparisons[]

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. 


Strength Comparison[]

According to the chart above, each element has a relative "strength factor". This can be calculated by comparing the number of "Super Effective" attacks each minion can deal, versus the number of "Not Effective" attacks, in ratio format. As of July 2014, the ratios fall into six different strength brackets:

  • '150%'
    • 3:2 Flying
    • 3:2 Ice
    • 3:2 Dino
  • '133.3%'
    • 4:3 Fire
  • '100%'
    • 1:1 Normal
    • 4:4 Earth
    • 3:3 Electric
    • 3:3 Demonic
    • 3:3 Holy
  • '80%'
    • 4:5 Water
  • '75%'
    • 3:4 Plant
  • '40%'
    • 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.

Resistance Comparison[]

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:

  • '250%'
    • 5:2 Fire
  • '200%'
    • 4:2 Holy
  • '150%'
    • 3:2 Electric
    • 3:2 Dino
    • 3:2 Demonic
  • '133.3%'
    • 4:3 Earth
  • '100%'
    • 1:1 Water
    • 3:3 Undead
  • '80%'
    • 4:5 Plant
  • '66.6%'
    • 2:3 Ice
  • '50%'
    • 1:2 Normal
    • 1:2 Flying
  • '25%'
    • 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.

This comparison may be useful in the perspective of building a team of "tenured" minions, combined with a "lasting defense" tactic. Also useful to choose a "casual" tank.

Reminders[]

  • These figures are 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. This can reverse a situation, no matter the tactic at the start.

See also: Strategy Guide

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