Type Chart (Counters)
Every Mebuli has one (some have two) element type. In battle, the type of the attack versus the type(s) of the target decides a damage multiplier, from ×0.1 up to ×4. It's rock-paper-scissors: with the right counter you clear enemies much faster.
The multiplier feeds directly into the damage formula:
Damage = Attack² / (Attack + Defense) × Type × Crit × VarianceLegend
| Symbol | Multiplier | Meaning |
|---|---|---|
| ×2.5 | strong, deals more damage | |
| ×0.5 | weak, deals less damage | |
| ×0.1 | highly resistant, barely a scratch | |
| · | ×1 | neutral |
No true immunity any more
This used to be real immunity (×0). That made a well-chosen Mebuli immortal in the Endless Tower, 0 damage means infinitely far. Today it is ×0.1: the resistance stays very strong, but finite. This applies in every battle: story, realms, tower, arena and dungeons.
Counters per type
Which attack type is strong or weak against which target types:
| Attack type | Strong vs (×2.5) | Weak vs (×0.5) | Highly resistant (×0.1) |
|---|---|---|---|
Defensive reading
To see what threatens your Mebuli, read the table "the other way": a
Nature Mebuli, for example, takes more damage from
Fire,
Flying and
Ice (they list it under "strong vs").
Full matrix
Row = attacker, column = target. Empty cells are neutral (×1).
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Dual types on the target
If the target has two types, both effects combine:
| Case | Result |
|---|---|
| Both strong ( + ) | ×4, massive damage |
| Both weak ( + ) | ×0.2, barely a scratch |
| Strong + weak ( + ) | ×1. They cancel out |
| One highly resistant () | ×0.1, the attack almost completely bounces off |
So an attack that is strong against both of an enemy's types deals quadruple damage, the fastest way to crack tough bosses.
Dual types on the attacker
If your Mebuli has two types as well, it brings both into the attack. The result is the average of the two individual effectiveness values.
Example: a Water/Flying Mebuli attacks a Nature target. Water gives ×0.5, Flying ×2.5. That becomes ×1.5.
For a single-type Mebuli nothing is averaged; its type simply applies.
Element Bond shifts the values
Three formation bonuses of the Element Bond change this calculation directly:
- Dual Nature (all 5 Mebulis with a secondary type): instead of the average, half the way to the better type counts. The example above (×1.5) becomes ×2.
- Triad: your team's type advantages get stronger, ×2.5 becomes ×2.8.
- Rainbow (5 different primary types): counters against your team get 20 % weaker, ×2.5 becomes ×2. A counter never drops below neutral (×1) this way.
Help in the game
- Tooltips on the type icons (in battle, in the Mebuli Codex and in the Endless Tower) show what a type is strong against, weak against and where it barely deals damage.
- Hovering over an element icon in battle highlights which targets take more or less damage.
- When building your team, the element filter can be switched to Strong vs. It then shows every Mebuli that is strong against the chosen element.