Element Bond
Matching elements in your team strengthen each other. If you field several Mebulis of the same element, your whole team gets a bond with its own bonus. On top of that come four formation bonuses that depend on how your team is mixed. The Element Bond is a pure combat bonus, it gives no gold.
Where you see it
- On the home screen and the team page your active bonds and formation bonuses show up as chips. Tapping one opens the Element Bond window on the Your team tab. There you see the tier, the next tier and which elements the bond makes your team vulnerable to.
- The ? next to it jumps straight into the Codex. It lists all 12 bonds and all 4 formation bonuses, including the ones you still lack Mebulis for. A dashed border marks what you could field right now with your collection.
- In battle, small badges show the active bonuses. When another Mebuli team fights you, for example in the arena, you also see its bond.
The Element Bond applies in every battle your team fights: story, Shadow Journey, Elemental Realms, Prism Rift, Endless Tower, dungeons and arena.
Points and tiers
Every Mebuli in the team counts toward its elements:
| Mebuli's type | Points |
|---|---|
| Primary type (first type) | 1 |
| Secondary type | ½ |
An element's points decide the tier of its bond:
| Points | Tier |
|---|---|
| from 2 | I |
| from 3 | II |
| from 4 | III |
| 5 matching primary types | IV |
Half points do not round up: 2.5 points are still Tier I. Tier IV only exists for a pure team of five Mebulis with the same primary type.
At most two bonds are active at the same time, namely the ones with the most points. On a tie, the Codex order decides (Fire first, Steel last).
Example: Two Water Mebulis, one Water/Ice Mebuli such as Molluscule and two Ice Mebulis give 3 points of Water (Swell II) and 2.5 points of Ice (Frost I).
The twelve bonds
| Element | Bond | Effect | I | II | III | IV |
|---|---|---|---|---|---|---|
| Ember | Burn chance | +6 % | +12 % | +18 % | +25 % | |
| Rootwork | Healing per round (in % of max HP) | 0.5 % | 1 % | 1.5 % | 2 % | |
| Overcharge | Crit chance | +3 % | +6 % | +9 % | +12 % | |
| Updraft | Dodge | +3 % | +6 % | +9 % | +12 % | |
| Versatile | ATK, DEF and HP | +1.5 % | +2.5 % | +3.5 % | +5 % | |
| Focus | Ult charge | +10 % | +24 % | +34 % | +56 % | |
| Veil | Enemy DEF ignored | 6 % | 12 % | 18 % | 24 % | |
| Steadfast | DEF | +6 % | +12 % | +18 % | +24 % | |
| Bulwark | HP | +4 % | +8 % | +12 % | +16 % | |
| Swell | Damage taken | -2 % | -4 % | -6 % | -8 % | |
| Frost | Enemy ATK | -2 % | -4 % | -6 % | -8 % | |
| Temper | Bonus damage from crits | -20 % | -40 % | -60 % | -80 % |
What the bonds do exactly
- Ember: The chance is added on top of the normal burn chance. It only helps Mebulis that carry Fire themselves.
- Rootwork: At the end of every round, each living Mebuli of your team heals. Per battle it heals at most 20 % of its max HP this way.
- Overcharge and Updraft: The caps still apply (crit at most 60 %, dodge at most 50 %).
- Focus: Your Mebulis' ult bar fills faster.
- Veil: Your team's normal attacks and ultimates ignore part of the enemy's defense.
- Swell: Normal attacks and ultimates hit your team for less. On top of that, Swell halves burn and poison damage from Tier I on.
- Frost: Enemy normal attacks and ultimates count with less attack against your team.
- Temper: Only the extra damage of a crit shrinks. At Tier IV a crit against your team deals ×1.16 instead of ×1.8 damage.
A bond is a trade
You get the bonus, but an enemy with the matching counter element hits a team of identical elements especially hard. Every bond card shows who that is under Weak against. Check the type chart before tough battles.
Formation bonuses
These four bonuses do not depend on one element, but on how your team is mixed:
| Bonus | Condition | Effect |
|---|---|---|
| Rainbow | 5 Mebulis with 5 different primary types | Type counters against your team -20 % (×2.5 becomes ×2, ×4 becomes ×3.2, never below ×1). In exchange no bond is active. |
| Triad | Three primary types in the team that beat each other in a circle, e.g. Fire beats Nature, Nature beats Water, Water beats Fire | Your team's type advantages get stronger: ×2.5 becomes ×2.8 |
| Dual Nature | All 5 Mebulis have a secondary type | Attacks use half the way from the average to the better type: (avg + max) / 2 |
| Lockstep | All five Mebulis within 3 levels of each other | ATK, DEF and HP +3 % |
- Rainbow is the safe formation without an element bonus. It switches off every bond, including ones that would only come from secondary types.
- Triad does not need a full team, three matching Mebulis are enough.
- Dual Nature by example: a Water/Flying Mebuli attacks a Nature target. Water counts ×0.5, Flying ×2.5. Normally the average ×1.5 applies, with Dual Nature it becomes ×2. More under Dual types on the attacker.
- Lockstep only depends on leveling and comes with any evenly trained team.
Bonds, Triad, Dual Nature and Lockstep combine freely. Only Rainbow and bonds exclude each other.