ELHEXAELHEXA Codex
← elhexa.io

Elements

Every adventurer card and every enemy can carry one or more elements. When a skill lands, the attacker's element and the victim's element decide whether the damage is amplified, unchanged, or resisted. Knowing the chart turns a close fight into a clean sweep — and picking the wrong party turns an easy fight into a time-up.

The Six-Element Chain

FireIceWindEarthThunderWaterNature
The six basic elements form a clockwise chain — each is strong against the next. Nature sits at the heart: a gentle edge against all six.

The six basic elements — Fire, Ice, Wind, Earth, Thunder, Water — rotate clockwise, each strong against the next in the ring. At the center sits Nature, which holds a gentle edge against every basic and is broadly resistant in return.

Light & Dark

amplified both waysFireWindThunderIceEarthWaterLightDarkLIGHT SIDEDARK SIDE
Light and Dark are mirror forces — each leads three basic elements on its own side.

Light and Dark stand apart from the chain. They directly oppose each other — damage between them is amplified both ways. Each also leads a side of three basic elements: Fire, Wind, and Thunder belong to the Light side; Ice, Earth, and Water to the Dark side.

Your Adventurers and Their Elements

By default, player-controlled adventurers are non-elemental. Their skills carry whatever element the skill itself declares, and nothing more.

Some cards, however, are aligned with one or more elements (shown as small element badges on the card). When a card holds an element, two bonuses activate:

  • Matching magic skills deal +50% damage. If your Fire-aligned card casts a Fire magic skill, the element matches and the skill fires at one and a half times its base damage.
  • Physical attacks gain +25% matching-element damage. A plain non-elemental sword swing from the same Fire-aligned card carries a Fire chaser on top of its normal damage, worth 25% of the base hit.
Haguro 77 — a multi-element SSR adventurer card
A multi-element card — element badges appear near the portrait frame.
Azcarion, the Allflame Sovereign — a UR Fire-aligned card
A single-element UR card — her Fire alignment boosts her fire-tagged skills.

How Damage Lands on Enemies

Player adventurers as victims are always treated as non-elemental — enemies cannot exploit an element against your heroes. Enemies, on the other hand, often carry a single element with a purity rank from 1 to 4. The higher the purity, the more extreme the match-up: a weak element hits even harder, a strong counter barely scratches.

The basic chain says Water beats Fire, Fire beats Ice, Ice beats Wind, and so on around the ring. Against an enemy like Azcarion, the Allflame Sovereign (a high-purity Fire boss), that means:

Damage multiplier vs. a Fire enemy
Your skill's elementRank 1Rank 2Rank 3Rank 4
Water (strong against Fire)150%200%250%300%
Fire (same element)75%50%25%0%
Ice (Fire beats Ice — weak)50%25%0%0%

Against a Rank 4 Fire boss, a Water-element hit does triple damage while a same-Fire or Ice hit does literally nothing. Element picking is the single biggest lever you have in tough fights.

Nature, Light, and Dark

Nature
Nature
A mild edge when attacking any of the six basics (+5% to +20% based on the enemy's rank), and broadly hard to damage in return. A useful utility pick for uncertain match-ups.
Light
Dark
Light vs. Dark
DirectLight ↔ Dark hits at 150 / 200 / 250 / 300% by rank — same amp curve as the basic chain.
Cross
AmplifiedLight → Ice · Earth · Water
AmplifiedDark → Fire · Wind · Thunder
ResistedLight → Fire · Wind · Thunder
ResistedDark → Ice · Earth · Water