Skip to content
REFERENCE

Elements & Weakness Chart

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

Damage types

🔥 Elemental
Fire, Ice, Electric and Wind — the Mage/Summoner staples for weakness hits.
⚔️ Physical
Slash, Strike and Pierce — 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 — 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 — a safe answer to enemies weak to nothing.
  • Light and Dark carry instant-kill chances against non-resistant foes — 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 — don't ignore them.

The nine affinities

Nearly everything in the game does one of nine damage types (Game8 also lists Almighty skills, outside them). Three are physical and six are elemental, and the split matters because your weapon decides the physical one while your Archetype decides the rest.
GroupAffinitiesWhere it comes from
PhysicalSlash, Pierce, StrikeMostly your equipped weapon — a cut, a stab and a blunt hit are three different affinities, not flavour text
ElementalFire, Ice, Electric, WindArchetype skills
Light & DarkLight, DarkArchetype skills, and the two that instant-kill rather than just hit hard
Cover all three physical types across the party. It is the part people under-plan: elemental gaps are obvious because you can see which Archetype you are missing, but if your whole party swings slashing weapons you will meet enemies you simply cannot pressure.

Cross-checked

Cross-checked on 5 September 2026 against GamerRant's and DotEsports' affinity breakdowns — both confirm the nine affinities split exactly as three physical (Slash, Pierce, Strike) and six elemental/other (Fire, Ice, Electric, Wind, Light, Dark), matching this page. What is still unverified is the only thing reading cannot settle — nobody here has played it.
← Back to Metaphor: ReFantazio Guide

Content last reviewed

Community tips

Short, practical things that helped you on this page.

Sign in to leave a tip.

Support the Guide

Did This Guide Help You?

GuideVault is free and independent: no ads, no tracking cookies. If a guide saved you time, supporting the project keeps it that way.

🅿️

Donate via PayPal

Any amount — no minimum. Every donation helps keep the guide updated with every new patch.

💙 Donate with PayPal

One-time · No subscription required

🔴

Subscribe on Patreon

From €3 a month: new guides a week early and your name in the credits below. From €5: your own card style, a vote that counts ×2 on the next guide, saved builds and 5 Game Memory slots. With Legend: 25 slots, a ×5 vote, focus mode and export.

❤️ Join on Patreon

Cancel anytime