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
π₯ Elemental
Fire, Ice, Electric and Wind β the Mage/Summoner staples for weakness hits.
βοΈ Physical
Slash, Strike and Pierce β Warriors, Brawlers and Gunners cover these.
β¨ 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.
π¬ Community Strategies & Discussion
Did you find a hidden chest? Struggling with a boss? Share your tips and questions with other mercenaries below!