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Key takeaways

  • Fire beats Grass, Grass beats Ground, Ground beats Electric, Electric beats Water and Water beats Fire. Light and Dark beat each other.
  • By default an advantage deals 1.5× damage, a disadvantage 0.5× and the same element 0.75×. Neutral is even against everything.
  • Teams average every pairing, so one mismatched card weakens the whole team's advantage.

The element chart

Every card has one element, shown on its card info and in the card database. The five main elements form a cycle in which each beats the next, while Light and Dark are each strong against the other. Neutral and Null sit outside the chart.

Matchups work in both directions: Fire takes extra damage from Water, and its own attacks on Water deal less. Light and Dark are the exception: each deals and takes extra damage against the other. Elements that are not linked, such as Fire and Ground, are even.

Element chart
ElementStrong againstTakes extra damage from
🔥 Fire🍃 Grass💧 Water
💧 Water🔥 Fire⚡ Electric
⚡ Electric💧 Water⛰️ Ground
⛰️ Ground⚡ Electric🍃 Grass
🍃 Grass⛰️ Ground🔥 Fire
☀️ Light🌙 Dark🌙 Dark
🌙 Dark☀️ Light☀️ Light
✨ NeutralNothingNothing
🚫 NullNothingNothing

Commands to try

  • /elements

    View the element matchup reference when planning a card or encounter.

  • /info card_num:1

    Inspect an owned card by inventory number. Check its identity, progress and status before using it.

How much a matchup changes damage

The bot multiplies elemental damage by the matchup. A normal attack uses the attacking card's element; a talent that deals elemental damage uses the element in its own description. The battle log adds a line whenever the matchup changed the damage.

Try a matchup below. Add up to three cards per side to see how a team is scored.

Matchup calculator

Attacking
Defending

Damage from the element chart

1.5×

Battle log: It was super effective!

One card against one card, default strength
MatchupDamageBattle log
Strong against the defender1.5×It was super effective!
Unlinked elements, or a Neutral attacker1×No message
Same element (not Neutral or Null)0.75×It was not very effective...
Weak against the defender0.5×It was not very effective...

Teams average every pairing

In raids and team challenges, the bot compares every element on the attacking team with every element on the defending team. Each strong pairing adds to the advantage, each weak pairing takes it away, a same-element pairing takes away half as much, and other pairings are even. The result is averaged over all pairings.

Neutral and Null cards count toward that average without adding an advantage, so they dilute it. A team of one element gets the full advantage or penalty; mixing elements trades the best case for fewer bad matchups.

Example team matchups
Attacking teamDefending teamDamage
💧 Water, 💧 Water, 💧 Water🔥 Fire1.5× (It was super effective!)
💧 Water, 💧 Water, 🍃 Grass🔥 Fire1.17× (It was slightly effective!)
💧 Water, ✨ Neutral, ✨ Neutral🔥 Fire1.17× (It was slightly effective!)
🔥 Fire, 💧 Water, ⚡ Electric💧 Water0.92× (It was slightly not effective...)
🍃 Grass, 🍃 Grass, 🍃 Grass🔥 Fire0.5× (It was not very effective...)

Commands to try

Neutral and Null cards

Neutral cards have no strengths or weaknesses on the chart, whether they attack or defend. Null cards also sit outside the chart, but defending Null cards change incoming damage: Neutral damage is boosted, and damage of every other element, including Null, is reduced.

The adjustment scales with the share of Null cards on the defending side. One Null card in a team of three gives 1.05× for Neutral damage and 0.95× for other elements. It applies on top of the element chart.

Damage against a Null card
Attacking elementDamage
✨ Neutral1.15×
Any other element, including Null0.85×

How upgrades raise a card's stats

A card's base stats, rarity and level set its starting point. Evolution and ascension then multiply them, so the same card at the same level is stronger at a higher Evo or ascension. Evolving resets the kept card to level 1, so it needs leveling again before the gain shows.

Ascension 1 multiplies stats by 1.05×, ascension 2 by 1.1× and so on, on top of evolution: an Evo 3 card with two ascensions has 1.3 × 1.1 = 1.43× the stats of its Evo 1, unascended copy at the same level.

Stats at the same level
UpgradeStat multiplier
Evo 11×
Evo 21.15×
Evo 31.3×
Each ascension stepA further 0.05× (Asc 1: 1.05×, Asc 2: 1.1×, …)

Commands to try

  • /info card_num:1

    Inspect an owned card by inventory number. Check its identity, progress and status before using it.

Talents and custom rules can change matchups

Some talents deal damage of a particular element, which can differ from the card's own. A few change elements or strengthen elemental damage during a battle. Read a talent's description before relying on it, and check the battle log to see what happened.

Custom rulesets can make matchups count for more or less and can restrict which elements a team may use. Both players should view the same ruleset before a challenge.

Commands to try

  • /talents

    Browse talents or inspect one by name. Read its current description before assigning a card a role.

  • /ruleset view code_or_name:ABC123

    Inspect a ruleset by code or saved name before agreeing to a challenge.

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