Elements (Combat RPS)
Combat advantage runs on elements, not cells. Every hero, enemy, and Famion carries one of 8 elements, and that element — assigned independently of cell — is the only thing that grants a type advantage in battle.
The 8-element wheel
Two elemental triangles + an astral rival pair. Cross-group matchups are neutral.
PRIME triangle: 🔥 Fire → 🌿 Nature → 💧 Water → 🔥 Fire
TEMPEST triangle: ⛰️ Earth → ⚡ Lightning → 🌪️ Storm → ⛰️ Earth
ASTRAL rivals: ✨ Light ⇄ 🌑 Shadow (mutual)
| Relationship | Damage dealt | Damage taken |
|---|---|---|
| Strong (→ in a triangle) | ×1.25 | ×0.85 |
| Weak (reverse) | ×0.75 | ×1.15 |
| Astral rival (Light ⇄ Shadow) | ×1.25 | — |
| Mirror (same element) | ×1.15 | — |
| Cross-group / unrelated | ×1.0 | — |
Read a matchup as: your element → their element. Fire beats Nature; Nature beats Water; Water beats Fire. Earth beats Lightning; Lightning beats Storm; Storm beats Earth. Light and Shadow hammer each other both ways.
Hero → element mapping
Hand-assigned by theme, decoupled from cell. 5 heroes per element, each with at least one cheap (15-fragment) hero for counter access.
| Element | Heroes |
|---|---|
| 🔥 Fire | Stan, Kiko, Marco, JR, Anika |
| 💧 Water | Badong, Kadang, Rosa, Doctora, Bong |
| 🌿 Nature | Ligaya, Rosanna, Golem, Btong, Maestro |
| ⛰️ Earth | Bato, David, Datu, Protacio, Catalina |
| ⚡ Lightning | Leonor, Voltaire, Yin, Pilara, Emman |
| 🌪️ Storm | Mayumi, Hiraya, Ambet, Soleil, Isko |
| ✨ Light | Atong, Clara, Andres, Tonyo, Bulan |
| 🌑 Shadow | Mika, Isagani, Yang, Unknown, Hawk |
Enemy elements by arc
Campaign enemies are distributed per-arc: a dominant element for ~70% of the arc (bosses are always the dominant), the rest split across two secondaries. The dominant rotates through the wheel so a diverse roster is rewarded.
| Arc | Name | Enemy mix | Bring (counter) | Avoid (weak) |
|---|---|---|---|---|
| 1 | Tondo Underground | 🔥 fire 8, earth 1, storm 1 | 💧 Water | Nature |
| 2 | Makati Heist | 💧 water 10, lightning 2, shadow 1 | 🌿 Nature | Fire |
| 3 | BGC Corporate War | 🌿 nature 12, water 2, earth 1 | 🔥 Fire | Water |
| 4 | Intramuros Secrets | ⛰️ earth 11, nature 2, fire 1 | 🌪️ Storm | Lightning |
| 5 | Manila Bay Assault | ⚡ lightning 12, water 2, storm 1 | ⛰️ Earth | Storm |
| 6 | Quezon City Uprising | 🌪️ storm 12, lightning 2, light 1 | ⚡ Lightning | Earth |
| 7 | MRT Hijack | ✨ light 12, nature 2, fire 1 | 🌑 Shadow (rival) | none |
| 8 | Malacañang Siege | 🌑 shadow 12, light 2, water 1 | ✨ Light (rival) | none |
| 9 | The Spyder's Web | 🔥 fire 12, shadow 2, earth 1 | 💧 Water | Nature |
| 10 | Kagayaku Circuit | 💧 water 12, nature 2, lightning 1 | 🌿 Nature | Fire |
| 11 | Kasanagan's Last Stand | 🌿 nature 12, earth 2, storm 1 | 🔥 Fire | Water |
| 12 | The Void Gate | 🌑 shadow 12, light 2, fire 1 | ✨ Light (rival) | none |
Overall enemy elements (172): nature 30 · shadow 27 · water 27 · fire 23 · lightning 17 · light 17 · earth 16 · storm 15.
Light- and Shadow-dominant arcs (7, 8, 12) have no "weak" element — nothing in your roster is disadvantaged there, only Shadow/Light get the rival bonus. They're the most forgiving arc type.
Famions & elements
Famions fight with their real element (they were formerly neutral), so a bonded Famion whose element counters the arc adds a small extra edge — and can itself be countered, dying faster and stripping its buff.
Enemies without an explicit element (e.g. procedurally-built Tower enemies)
fall back to inferEnemyElement(name) — a name-keyword heuristic.