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.