REFERENCE

Elements & Weakness Chart

Press-turn combat rewards hitting weaknesses. Cover every element and you'll always find an extra turn β€” and just as importantly, you'll know which of your own members to protect.

Damage types

πŸ”₯ Elemental
Fire, Ice, Electric and Wind β€” the Mage/Summoner staples for weakness hits.
βš”οΈ Physical
Slash, Strike and Pierce β€” Warriors, Brawlers and Gunners cover these.
✨ Light & Dark
Almighty and light/dark magic for instant-kill chances and coverage.

How to use it

  • Scan a new enemy to reveal weaknesses, then assign Archetypes to cover them.
  • A full team of weakness hits can nearly double your actions that turn.
  • Watch your own weaknesses β€” enemies get extra turns off you the same way.

Covering every element

  • Spread the four elements plus a Pierce option (Gunner) across your four active members.
  • Inherit a stray element onto a physical striker to plug a coverage gap without a party swap.
  • Carry an Almighty or Light/Dark option for enemies that resist everything else.
  • Re-tune coverage per dungeon rather than running one fixed loadout all game.

Almighty & ailments

  • Almighty damage ignores resistances β€” a safe answer to enemies weak to nothing.
  • Light and Dark carry instant-kill chances against non-resistant foes β€” huge time-savers.
  • Ailments (sleep, poison, fear) from a Faker neutralise bosses without a clear weakness.
  • Buffs and debuffs shift a fight as much as raw element matching β€” don't ignore them.
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