Systems Combat systems Last verified 2026-09-20

Elements and the Break Meter

Two systems decide every fight in Aniimo, and they are connected: the element chart and the Break meter. Understanding them separately is the reason a lot of teams underperform.

The nine elements

Fire · Water · Grass · Lightning · Ice · Earth · Wind · Light · Dark

Every Aniimo carries one or two of them. Dual-typed creatures are not rare, and a second element changes the maths in both directions.

Three multipliers and nothing else

The game’s own Counters Info panel uses exactly three values:

ResultMultiplier
Super effective×1.6
Neutral×1
Resisted×0.625

There are no immunities anywhere. And an element attacking its own type is resisted, not neutral — which catches people out, because many games in this genre treat same-type as a wash.

The chart is not symmetric

This is the detail that breaks imported type charts:

  • Lightning is super effective against Water. Water against Lightning is neutral, not resisted.
  • Light and Dark are super effective against each other.

Because of this, neither side of the chart can be derived from the other. A chart generated by assuming “if A beats B then B resists A” is simply wrong for this game. The type chart page is transcribed cell by cell from the in-game panel for exactly that reason.

Dual typing does two different things

This is the part worth internalising:

  • Defending with two elements means the two matchups multiply. Both apply to every hit that lands on you. A Grass/Water creature is not “weak to Fire” in the simple sense — the Water half cancels that weakness into a neutral hit.
  • Attacking with two elements means you choose which one you fire. Practically, you take the better of the two rows, because you decide what skill to use.

A calculator that does both is on the tools page if you want to check a specific case.

Break is what makes the element matter

Hitting an elemental weakness does two things at once:

  1. More damage. ×1.6 where a neutral hit would be ×1.
  2. Faster Break. The target’s yellow Break meter drains faster.

The second one is the important one. When the Break meter empties, the target is stunned and takes amplified damage from everything. That window is where fights are actually won.

So the element you bring does not just decide how hard you hit — it decides how long the fight takes, because it decides how often the window opens.

Putting it together

The practical consequence for team building:

  • One Break role, always. Without it, meters drain slowly and windows are rare.
  • Cover more than one element. A single-element team stalls at the first resistant enemy.
  • Check both halves of a dual-typed defender. The second element is frequently the reason your “super effective” attack is landing for neutral.