Elements
Elements are characteristics attributed to adventurers, dragons, quests, and certain crafted weapons. Elements serve many purposes, including damage and stat modifiers, categorization, and resource classification. There are five primary elements: Flame,
Water,
Wind,
Light, and
Shadow.
Elements are effective or weak against each other in a rock-paper-scissors pattern of Flame > Wind > Water > Flame. Light and Shadow are effective against each other as well, and always favors the player. (e.g. Light player adventurers will always be considered advantageous to Shadow enemies for both attacking and defending)
When an elemental weapon or dragon is equipped onto an adventurer of the same element, the bonus HP and strength given by them is increased by 50%.
In addition, when most dragons are equipped onto an adventurer of the same element, the adventurer's total stats are increased by the elemental ability of the dragon (refer to each dragon's specific page for what their boost is). This bonus is reflected in the adventurer details screen, under the Ability row.
- Some dragons such as
Mini Mids and
Fatalis have a stat-enhancing ability that does not require the adventurer to have a matching element.
For more information on assembling teams, see the Team Building page.
Damage Modifiers[edit]
The damage modifiers below are determined by the element of the unit vs the element of the enemy.
- The element of an equipped weapon or dragon will not change this damage modifier, unless the adventurer is shapeshifted into a dragon that does not match the element of the adventurer. In this case, the element of the dragon the adventurer is shapeshifted into is used instead.
Elemental Damage effects (such as Light Damage +20%) add to the elemental bonus values.
- Example 1:
Light element has a modifier of 1.50x against enemies weak to Light.
Peony's
Light Damage +20% co-ability as well as
Gala Reborn Jeanne's
(Light) Oath of the Righteous IIIf the user is attuned to Light: adds 30% to the modifier applied to damage against shadow-attuned enemies and enemies with no attunement for 45 seconds every time the dragon gauge fills by 10%. This increase will not stack, and, after activating, this ability will not activate again for 5 seconds.
(Might: 200) effect will increase this by (0.20x + 0.30x) = 0.50x to 2.00x, or a 33.33% boost in relative terms. - Example 2:
Flame element has a modifier of 1.00x against neutral or non-elemental enemies.
Panther's
WildfireLv. 3: Grants the user the "Fire Boost" and "Snipe" effects, deals 1 hit of 855% flame damage to enemies directly ahead, and fills the Persona gauge by 300 UTP if the attack connects. Fire Boost increases flame-attuned damage by 10% for 15 seconds and does not stack, while Snipe increases strength by 10% for 15 seconds and does not stack. If this skill is used when Carmen is active, a variant called Wildfire! will be used instead.
Wildfire! deals 1 hit of 1496.2% flame damage to enemies directly ahead. Scorchrent foes take 1 hit of 2019.87% flame damage instead. [5920 SP] grants her a Fire Boost, which increase the elemental bonus by 0.10x to 1.10x, or a 10% boost in relative terms.
Adaptive Suppression subtracts from the elemental bonus value of the foe, if the foe at a disadvantage or has no element. It does not apply if the foe is at an advantage, or if the foe is at a neutral standing while having an element.
- Example 1:
Wind element foes have a modifier of 0.50x against Flame adventurers.
Yukata Cleo's
Festival Mirage skill will decrease this by 0.05x to 0.45x, or a 10.00% reduction in relative terms.
- Example 2:
Non-elemental foes have a modifier of 1.00x against Flame adventurers.
Yukata Cleo's
Festival Mirage skill will decrease this by 0.05x to 0.95x, or a 5.00% reduction in relative terms.
Player Attacking Enemy[edit]
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Enemy Attacking Player[edit]
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