Gaming Guide

Aniimo Elemental Type Chart Explained: All Nine Element Matchups

Nine elements, three damage multipliers, and no immunities — here is how every attacker-versus-defender matchup resolves in combat.

Nine elements, three damage multipliers, and no immunities — here is how every attacker-versus-defender matchup resolves in combat.

Image: Pawprint Studio

Every Aniimo carries at least one element, and that element decides how much damage it deals and takes in a fight. The system follows a clean rock-paper-scissors logic, so once you know which type beats which, you can pick the right creature before a battle even starts.

Quick answer: There are nine elements and only three damage multipliers — 1.6× (super effective), 1× (neutral), and 0.625× (resisted). Every element resists its own type, and there are no immunities.

Image credit: Pawprint Studio

How Aniimo element damage multipliers work

Damage in combat is scaled by one of three fixed multipliers, based on the attacking element against the defending element. A super-effective hit deals 1.6× damage, a neutral hit deals 1×, and a resisted hit deals 0.625×.

  • The nine elements are Fire, Water, Grass, Lightning, Ice, Earth, Wind, Light, and Dark.
  • An element always resists its own type, so a same-type hit lands at 0.625×, not 1×.
  • There are no immunities — no matchup reduces damage to zero.
  • Anything not listed as super effective or resisted is neutral (1×).

One quirk sets Aniimo apart from other creature collectors. Wind deals neutral damage to Earth instead of nothing, Ice beats Lightning, and Earth deals normal damage to Lightning. If you carry over habits from other monster-taming games, a few matchups will surprise you.

Image credit: Pawprint Studio

Aniimo type chart: every element matchup

Read each row as the attacking element. The middle column lists the defenders it hits for 1.6×, and the right column lists the defenders that resist it down to 0.625×. Every other target takes neutral damage.

AttackerDeals 1.6× toDeals 0.625× to
FireGrass, IceFire, Water, Earth, Light
WaterFire, EarthWater, Grass, Ice, Light
GrassWater, EarthFire, Grass, Light
LightningWater, WindLightning, Ice, Earth
IceWater, LightningFire, Ice, Earth
EarthFire, IceWater, Grass, Earth, Dark
WindGrass, DarkLightning, Wind
LightWind, DarkLightning, Light
DarkGrass, Lightning, LightWater, Wind

To find what beats an enemy, scan the middle column for its element. If it shows up there, the attacker in that row is your super-effective pick.

Image credit: Pawprint Studio

Element name differences: Holy, Rock, and Electric

The game does not always use the same label for a type. World Boss content and some in-game panels use Holy, Rock, and Electric, while the creature directory and material lists use Light, Earth, and Lightning. These are the same elements under different names.

  • Holy = Light
  • Rock = Earth
  • Electric = Lightning

Dual-type Aniimo and Prismana Forms

Some Aniimo carry two elements at once. That widens both what they resist and what they are weak to, since each incoming attack is checked against both of their types. The confirmed dual-types on the current roster are:

AniimoElements
InferlupaFire / Dark
GlacyWater / Ice
LeafyGrass / Water
HexxinDark / Grass
BudclawEarth / Grass
ShrubclawEarth / Grass
SomniwingWind / Grass
LavazarFire / Earth
MagmarexFire / Earth
ReefishEarth / Water
CoralizEarth / Water
BubbeepGrass / Water
GlameepGrass / Water

Prismana Forms complicate this further because they can swap or add a second type. Glacy, normally Water/Ice, becomes Holy/Water in its Prismana Form. That shifts its weaknesses from Water, Grass, Lightning, and Earth to Dark, Grass, Lightning, and Wind, and it gains super-effective coverage against Dark. When an Aniimo changes form, recalculate its matchups using its new typing.


Broadest coverage elements: Wind, Light, and Dark

Wind, Light, and Dark are resisted by the fewest types, which makes them the most reliable attackers across a mixed field. Wind and Light are only resisted by two matchups each, and Dark is only resisted by Water and Wind. Against most enemies they land at least neutral damage, so they rarely feel dead weight.

That is handy early on, since the starters Helion and Lunara are both Light-type and will be the only creatures of that element you encounter for a while. Lean on their broad coverage while you round out the rest of your team with the counters in the chart above.