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# Element Bond

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

The display appears from **Story 1, chapter 3**. The bonus applies before that as well.

- 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](https://mebulalegends.bitmeup.com/wiki/en/guide/arena/), you also see its bond.

The Element Bond applies in every battle your team fights: story, [Shadow Journey](https://mebulalegends.bitmeup.com/wiki/en/guide/shadow-journey/), [Elemental Realms](https://mebulalegends.bitmeup.com/wiki/en/guide/realms/), [Prism Rift](https://mebulalegends.bitmeup.com/wiki/en/guide/prism-rift/), [Endless Tower](https://mebulalegends.bitmeup.com/wiki/en/guide/tower/), [dungeons](https://mebulalegends.bitmeup.com/wiki/en/guide/dungeons/) and [arena](https://mebulalegends.bitmeup.com/wiki/en/guide/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 |
|---|---|---|:-:|:-:|:-:|:-:|
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/el_fire.webp" alt="Fire"> Fire | **Ember** | Burn chance | +6 % | +12 % | +18 % | +25 % |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/el_nature.webp" alt="Nature"> Nature | **Rootwork** | Healing per round (in % of max HP) | 0.5 % | 1 % | 1.5 % | 2 % |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/el_electric.webp" alt="Electric"> Electric | **Overcharge** | Crit chance | +3 % | +6 % | +9 % | +12 % |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/el_flying.webp" alt="Flying"> Flying | **Updraft** | Dodge | +3 % | +6 % | +9 % | +12 % |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/el_normal.webp" alt="Normal"> Normal | **Versatile** | ATK, DEF and HP | +1.5 % | +2.5 % | +3.5 % | +5 % |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/el_psychic.webp" alt="Psychic"> Psychic | **Focus** | Ult charge | +10 % | +24 % | +34 % | +56 % |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/el_ghost.webp" alt="Ghost"> Ghost | **Veil** | Enemy DEF ignored | 6 % | 12 % | 18 % | 24 % |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/el_earth.webp" alt="Earth"> Earth | **Steadfast** | DEF | +6 % | +12 % | +18 % | +24 % |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/el_rock.webp" alt="Rock"> Rock | **Bulwark** | HP | +4 % | +8 % | +12 % | +16 % |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/el_water.webp" alt="Water"> Water | **Swell** | Damage taken | -2 % | -4 % | -6 % | -8 % |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/el_ice.webp" alt="Ice"> Ice | **Frost** | Enemy ATK | -2 % | -4 % | -6 % | -8 % |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/el_steel.webp" alt="Steel"> Steel | **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](https://mebulalegends.bitmeup.com/wiki/en/guide/status-effects/). 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 (soft caps: crit 60 %, dodge 35 %).
- **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.

::: warning 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](https://mebulalegends.bitmeup.com/wiki/en/guide/types/) 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](https://mebulalegends.bitmeup.com/wiki/en/guide/types/#dual-types-on-the-attacker).

Bonds, Triad, Dual Nature and Lockstep combine freely. Only Rainbow and bonds exclude each other.
