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
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
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.


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:
| Your skill's element | Rank 1 | Rank 2 | Rank 3 | Rank 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
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.