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Combat & Mebulis

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.

The multiplier feeds directly into the damage formula:

Damage = Attack² / (Attack + Defense) × Type × Crit × Variance
On defense →On offense →FireFireFire → Fire: ×0.50.5Fire → Nature: ×2.52.5Fire → Electric: ×1Fire → Flying: ×1Fire → Normal: ×1Fire → Psychic: ×1Fire → Ghost: ×1Fire → Earth: ×1Fire → Rock: ×0.50.5Fire → Water: ×0.50.5Fire → Ice: ×2.52.5Fire → Steel: ×2.52.5NatureNatureNature → Fire: ×0.50.5Nature → Nature: ×0.50.5Nature → Electric: ×1Nature → Flying: ×0.50.5Nature → Normal: ×1Nature → Psychic: ×1Nature → Ghost: ×1Nature → Earth: ×1Nature → Rock: ×2.52.5Nature → Water: ×2.52.5Nature → Ice: ×1Nature → Steel: ×1ElectricElectricElectric → Fire: ×1Electric → Nature: ×1Electric → Electric: ×0.50.5Electric → Flying: ×2.52.5Electric → Normal: ×1Electric → Psychic: ×1Electric → Ghost: ×1Electric → Earth: ×0.10.1Electric → Rock: ×1Electric → Water: ×2.52.5Electric → Ice: ×1Electric → Steel: ×2.52.5FlyingFlyingFlying → Fire: ×0.50.5Flying → Nature: ×2.52.5Flying → Electric: ×1Flying → Flying: ×0.50.5Flying → Normal: ×1Flying → Psychic: ×1Flying → Ghost: ×1Flying → Earth: ×2.52.5Flying → Rock: ×0.50.5Flying → Water: ×1Flying → Ice: ×1Flying → Steel: ×1NormalNormalNormal → Fire: ×1Normal → Nature: ×1Normal → Electric: ×1Normal → Flying: ×1Normal → Normal: ×1Normal → Psychic: ×1Normal → Ghost: ×0.10.1Normal → Earth: ×1Normal → Rock: ×0.50.5Normal → Water: ×1Normal → Ice: ×1Normal → Steel: ×1PsychicPsychicPsychic → Fire: ×1Psychic → Nature: ×1Psychic → Electric: ×1Psychic → Flying: ×1Psychic → Normal: ×1Psychic → Psychic: ×0.50.5Psychic → Ghost: ×2.52.5Psychic → Earth: ×1Psychic → Rock: ×1Psychic → Water: ×1Psychic → Ice: ×1Psychic → Steel: ×0.10.1GhostGhostGhost → Fire: ×1Ghost → Nature: ×1Ghost → Electric: ×1Ghost → Flying: ×1Ghost → Normal: ×0.50.5Ghost → Psychic: ×2.52.5Ghost → Ghost: ×2.52.5Ghost → Earth: ×1Ghost → Rock: ×1Ghost → Water: ×1Ghost → Ice: ×1Ghost → Steel: ×0.10.1EarthEarthEarth → Fire: ×2.52.5Earth → Nature: ×1Earth → Electric: ×2.52.5Earth → Flying: ×0.10.1Earth → Normal: ×1Earth → Psychic: ×1Earth → Ghost: ×0.10.1Earth → Earth: ×0.50.5Earth → Rock: ×1Earth → Water: ×1Earth → Ice: ×1Earth → Steel: ×2.52.5RockRockRock → Fire: ×2.52.5Rock → Nature: ×1Rock → Electric: ×1Rock → Flying: ×2.52.5Rock → Normal: ×1Rock → Psychic: ×1Rock → Ghost: ×1Rock → Earth: ×1Rock → Rock: ×0.50.5Rock → Water: ×1Rock → Ice: ×1Rock → Steel: ×0.50.5WaterWaterWater → Fire: ×2.52.5Water → Nature: ×0.50.5Water → Electric: ×1Water → Flying: ×1Water → Normal: ×1Water → Psychic: ×1Water → Ghost: ×1Water → Earth: ×1Water → Rock: ×2.52.5Water → Water: ×0.50.5Water → Ice: ×0.50.5Water → Steel: ×2.52.5IceIceIce → Fire: ×0.50.5Ice → Nature: ×2.52.5Ice → Electric: ×1Ice → Flying: ×2.52.5Ice → Normal: ×1Ice → Psychic: ×1Ice → Ghost: ×1Ice → Earth: ×1Ice → Rock: ×1Ice → Water: ×1Ice → Ice: ×0.50.5Ice → Steel: ×2.52.5SteelSteelSteel → Fire: ×1Steel → Nature: ×0.50.5Steel → Electric: ×1Steel → Flying: ×0.50.5Steel → Normal: ×2.52.5Steel → Psychic: ×2.52.5Steel → Ghost: ×0.10.1Steel → Earth: ×1Steel → Rock: ×2.52.5Steel → Water: ×1Steel → Ice: ×2.52.5Steel → Steel: ×0.50.5

Legend

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)
Fire Fire Nature Nature · Ice Ice · Steel Steel Fire Fire · Rock Rock · Water Water
Nature Nature Rock Rock · Water Water Fire Fire · Nature Nature · Flying Flying
Electric Electric Flying Flying · Water Water · Steel Steel Electric Electric Earth Earth
Flying Flying Nature Nature · Earth Earth Fire Fire · Flying Flying · Rock Rock
Normal Normal Rock Rock Ghost Ghost
Psychic Psychic Ghost Ghost Psychic Psychic Steel Steel
Ghost Ghost Psychic Psychic · Ghost Ghost Normal Normal Steel Steel
Earth Earth Fire Fire · Electric Electric · Steel Steel Earth Earth Flying Flying · Ghost Ghost
Rock Rock Fire Fire · Flying Flying Rock Rock · Steel Steel
Water Water Fire Fire · Rock Rock · Steel Steel Nature Nature · Water Water · Ice Ice
Ice Ice Nature Nature · Flying Flying · Steel Steel Fire Fire · Ice Ice
Steel Steel Normal Normal · Psychic Psychic · Rock Rock · Ice Ice Nature Nature · Flying Flying · Steel Steel Ghost Ghost

Defensive reading

To see what threatens your Mebuli, read the table "the other way": a Nature Nature Mebuli, for example, takes more damage from Fire Fire, Flying Flying and Ice Ice (they list it under "strong vs").

Full matrix

Row = attacker, column = target. Empty cells are neutral (×1).

↓ Attacker \ Target → Fire Nature Electric Flying Normal Psychic Ghost Earth Rock Water Ice Steel
Fire Fire · · · · · ·
Nature Nature · · · · · · ·
Electric Electric · · · · · · ·
Flying Flying · · · · · · ·
Normal Normal · · · · · · · · · ·
Psychic Psychic · · · · · · · · ·
Ghost Ghost · · · · · · · ·
Earth Earth · · · · · ·
Rock Rock · · · · · · · ·
Water Water · · · · · ·
Ice Ice · · · · · · ·
Steel Steel · · · ·

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

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.

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