AniGame · Battle
Elements and battle mechanics
See which elements beat which, how much a matchup changes damage, how teams and Null cards are scored, and how upgrades raise stats.
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 | Strong against | Takes extra damage from |
|---|---|---|
| 🔥 Fire | 🍃 Grass | 💧 Water |
| 💧 Water | 🔥 Fire | ⚡ Electric |
| ⚡ Electric | 💧 Water | ⛰️ Ground |
| ⛰️ Ground | ⚡ Electric | 🍃 Grass |
| 🍃 Grass | ⛰️ Ground | 🔥 Fire |
| ☀️ Light | 🌙 Dark | 🌙 Dark |
| 🌙 Dark | ☀️ Light | ☀️ Light |
| ✨ Neutral | Nothing | Nothing |
| 🚫 Null | Nothing | Nothing |
Commands to try
/elementsView the element matchup reference when planning a card or encounter.
/info card_num:1Inspect 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
Damage from the element chart
1.5×
Battle log: It was super effective!
| Matchup | Damage | Battle log |
|---|---|---|
| Strong against the defender | 1.5× | It was super effective! |
| Unlinked elements, or a Neutral attacker | 1× | No message |
| Same element (not Neutral or Null) | 0.75× | It was not very effective... |
| Weak against the defender | 0.5× | 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.
| Attacking team | Defending team | Damage |
|---|---|---|
| 💧 Water, 💧 Water, 💧 Water | 🔥 Fire | 1.5× (It was super effective!) |
| 💧 Water, 💧 Water, 🍃 Grass | 🔥 Fire | 1.17× (It was slightly effective!) |
| 💧 Water, ✨ Neutral, ✨ Neutral | 🔥 Fire | 1.17× (It was slightly effective!) |
| 🔥 Fire, 💧 Water, ⚡ Electric | 💧 Water | 0.92× (It was slightly not effective...) |
| 🍃 Grass, 🍃 Grass, 🍃 Grass | 🔥 Fire | 0.5× (It was not very effective...) |
Commands to try
/team view team:First TeamInspect a named team or your selected attack team.
/team assignedCheck the team assigned to each battle mode before an encounter.
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.
| Attacking element | Damage |
|---|---|
| ✨ Neutral | 1.15× |
| Any other element, including Null | 0.85× |
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.
| Upgrade | Stat multiplier |
|---|---|
| Evo 1 | 1× |
| Evo 2 | 1.15× |
| Evo 3 | 1.3× |
| Each ascension step | A further 0.05× (Asc 1: 1.05×, Asc 2: 1.1×, …) |
Commands to try
/info card_num:1Inspect 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
/talentsBrowse talents or inspect one by name. Read its current description before assigning a card a role.
/ruleset view code_or_name:ABC123Inspect a ruleset by code or saved name before agreeing to a challenge.
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