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Elements

Every skill, monster, and some equipment pieces have an elemental affinity. Hitting an enemy’s weakness is one of the most impactful things you can do in combat.

All six elements and how they interact:

ElementBeatsWeak To
Fire FireWindWater
Water WaterFireEarth
Earth EarthWaterWind
Wind WindEarthFire
Shadow ShadowHolyHoly
Holy HolyShadowShadow
None None

The four nature elements form a cycle: Fire → Wind → Earth → Water → Fire. Each beats the next and loses to the previous. Shadow and Holy are mutually weak against each other. None has no strengths or weaknesses.

MatchupMultiplierExample
Advantage (hitting weakness)×1.5Fire skill vs Wind enemy
Same element×0.5Fire skill vs Fire enemy
Neutral (no relationship)×1.0Fire skill vs Shadow enemy
Holy vs Shadow×1.5Holy skill vs Shadow enemy
Shadow vs Holy×1.5Shadow skill vs Holy enemy

The attacker’s element is on the left, the defender’s element is across the top.

FireWaterEarthWindShadowHolyNone
Fire0.51.01.01.51.01.01.0
Water1.50.51.01.01.01.01.0
Earth1.01.50.51.01.01.01.0
Wind1.01.01.50.51.01.01.0
Shadow1.01.01.01.00.51.51.0
Holy1.01.01.01.01.50.51.0
None1.01.01.01.01.01.01.0
  • Check a monster’s element in the Bestiary before hunting in a new zone
  • Switch jobs to access skills of the right element — sub-skills retain 70% power, which still beats a neutral-element skill at full power when you factor in the 1.5x multiplier
  • Zone 4 (Emberveil Caldera) has many Fire monsters — Water skills dominate here
  • Zone 5 (The Riftmaw) and Zone 6 (Endless Rift) feature Shadow bosses — Paladin’s Holy skills shine
  • Equipment with elemental damage (e.g., fire_damage affix) adds that element to your basic attacks, letting any job exploit weaknesses