The Nine Elements

Fire, Water, Grass, Lightning, Ice, Earth, Wind, Light and Dark. Every creature carries one or two of them, and the whole damage system runs on three multipliers and nothing else.

Three multipliers, no immunities.

The game's own Counters Info panel uses exactly three values: ×1.6 super effective, ×1 neutral and ×0.625 resisted. There is no immunity anywhere in the chart, and an element attacking its own type is resisted rather than neutral. The full nine-by-nine grid is on the type chart.

Every element

Sorted by how much of the roster it covers.

Dual typing and asymmetry

Dual types multiply

A creature with two elements takes the product of both defensive matchups. That is why a Grass/Water creature is not simply weak to Fire — the Water half cancels the Fire weakness into a neutral hit. Always check both halves before you commit a damage dealer.

The chart is not symmetric

Lightning is super effective against Water, but Water is neutral into Lightning — it is not resisted. Light and Dark are super effective against each other. Because of this, neither list here can be derived from the other; both are read straight off the in-game panel.

Break cares about weakness too

Hitting an elemental weakness does not only raise damage — it drains the target's yellow Break meter faster. Against anything with a large meter, the element you bring decides how long the fight takes, not just how hard it hits.