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.
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.
-
Grass
14Beats Water and Earth. Fire, Grass, Light and Wind all blunt it.
Super effective against -
Wind
11Beats Grass and Dark. Lightning and its own kind resist it.
Super effective against -
Fire
8Cuts through Grass and Ice, but bounces off Water, Light and its own kind.
Super effective against -
Water
8Beats Fire and Earth. Resisted by Water, Grass, Ice and Light, and Lightning hits it hard.
Super effective against -
Earth
6Beats Fire and Ice. Water, Grass, Earth and Dark hold it off.
Super effective against -
Dark
5The broadest coverage: beats Grass, Lightning and Light. Water and Wind resist it.
Super effective against -
Ice
2Beats Water and Lightning. Fire, Ice and Earth all resist it.
Super effective against -
Lightning
0Beats Water and Wind. Ice and Earth resist it, and attacking Water back is neutral, not resisted.
Super effective against -
Light
0Beats Wind and Dark — and nothing resists it except its own kind and Lightning.
Super effective against
Dual typing and asymmetry
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.
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.
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.