The Nine Elements
Aniimo splits every creature across nine elements. These are the exact element names used in the game's own index filters, so they are the names you will see in-game and in the official database:
- Holy
- Fire
- Ice
- Dark
- Electric
- Grass
- Water
- Rock
- Wind
You will see some community sites call these elements by different labels — "Lightning" for Electric, "Light" for Holy, "Earth" for Rock. They are describing the same nine elements; the names above are the official ones, which is why we use them throughout this site.
An Aniimo's element is a fixed part of its identity, not something you change by building it differently. A few Aniimo carry a dual element — two elements at once. Those tend to be the ones worth studying closely, because they take resisted damage from more sources and can hit more weak points in return.
Element Weakness Chart
This is the table worth bookmarking. Read it as: pick the row matching your attacker's element, then read across to find the defender's element.
| Attacker ↓ / Defender → | Holy | Fire | Ice | Dark | Electric | Grass | Water | Rock | Wind |
|---|---|---|---|---|---|---|---|---|---|
| Holy | — | — | — | Strong | — | — | — | — | — |
| Fire | — | — | Strong | — | — | Strong | Weak | Weak | — |
| Ice | — | Weak | — | — | — | Strong | Weak | — | Strong |
| Dark | Weak | — | — | — | — | — | — | — | — |
| Electric | — | — | — | — | — | Weak | Strong | — | Strong |
| Grass | — | Weak | — | — | — | — | Strong | Strong | — |
| Water | — | Strong | — | — | Weak | Weak | — | Strong | — |
| Rock | — | Strong | Strong | — | — | Weak | Weak | — | — |
| Wind | — | — | Weak | — | — | Strong | — | Weak | — |
Element relationships are balance data, and balance data changes. The developers tune these multipliers through patches, and a matchup that reads "Strong" today can be adjusted. Treat the table as a working reference rather than a permanent law, and re-check it after any major patch.
What Each Element Is Good At
Holy
Holy is the game's rarest offensive element, carried by Aniimo like Celestis and Stellarys. It hits Dark hard, which makes it the cleanest answer to Dark-heavy enemy compositions. Dark resists Holy in return, so facing a Dark Aniimo with a Holy one is a fair fight rather than a free win. Where Holy earns its slot is coverage — it gives you damage that very little else resists.
Fire
Fire is the most beginner-friendly offensive element. It is strong into Ice and Grass, and its weaknesses into Water and Rock are easy to see coming, which means you can plan around them. Fire Aniimo tend to be straightforward damage dealers — Emberpup's line is the obvious starting point, and it evolves into a genuine damage threat by its later stages.
Ice
Ice is a technical element. It is strong against Grass and Wind, punished by Fire and Water, and it pairs naturally with control — slowing or locking down a target before it acts. Ice also appears on dual-element Aniimo, which makes those particular creatures flexible in ways single-element Ice is not. Malevsera sits at the end of the dex as Ice's strongest offensive option.
Dark
Dark hits nothing for weakness and is weak to Holy. That reads like a bad deal, and on paper it is the most constraining element offensively. In practice Dark Aniimo are built with high base stats and strong traits to compensate, so you are trading matchup coverage for raw output. A Dark Aniimo with a strong trait will out-damage a neutral matchup most of the time.
Electric
Electric is a strong attacker with two clear targets: Water and Wind. Its weakness to Grass is the one to watch, since Grass is common in early regions. Electric Aniimo like Bolty and Sparki bring fast, high-pressure skills, and Electric's ability to punish Water makes it valuable in regions where Water spawns heavily.
Grass
Grass is the defensive backbone element. It is strong into Water and Rock and weak to Fire and Wind — a narrow but workable profile. Grass Aniimo frequently carry support and healing traits rather than pure damage, and the Iris line is a good example of a Grass creature that gives you utility and damage at once.
Water
Water is the element that quietly does more than it looks like. It hits Fire and Rock hard, and while it is weak to Electric and Grass, Water Aniimo are used for more than attacking — mobility, traversal and support traits show up across the Water roster. Skippy's line is one of the game's best early support options.
Rock
Rock is the durable element. It is strong into Fire and Ice, weak to Grass and Water, and Rock Aniimo skew toward high physical defence and toughness. That makes Rock a natural choice for the front of a team — something that can hold a fight while your damage dealers work. Geodeback and Cozite show the archetype clearly: slow, hard to kill, and useful in competitions where survival matters as much as damage.
Wind
Wind is the mobility element. It is strong against Grass and Rock, weak to Ice, and Wind Aniimo tend to be fast and traversal-focused. The Chirpi line is the clearest example, evolving through several stages into creatures with high speed and utility. Wind is also excellent for exploration, since its Aniimo often bring traversal abilities that make crossing the map faster.
Building a Team Around Elements
Element coverage is the single fastest way to improve at Aniimo's combat. A team of three Aniimo the same element will lose to a balanced team of similar power, every time. Here is the practical approach:
- Cover your damage first. Have at least two different attacking elements so that no single enemy can resist everything you do.
- Pick your answer to the region you are farming. If you are working an area where Water Aniimo spawn heavily, an Electric attacker turns a slow grind into a fast one.
- Keep one defensively solid option. A Rock or Grass Aniimo that can absorb a bad turn protects your team when a fight goes wrong.
- Respect dual elements. A Fire/Dark Aniimo resists different things than a pure Fire one. Check the actual element tags rather than assuming.
- Remember Traits matter as much as elements. A trait that increases damage against element-weak targets can make a theoretically neutral matchup hit close to a real weakness — Emberpup's Scorching Flames is the early example.
Before committing to a team for a hard fight, open the full Aniimo list and filter by the element you are struggling against. Seeing every available option in that element at once is faster than trying to recall them.
Elements and Roles Are Different Things
New players often treat element and role as the same axis. They are separate, and understanding the split is what makes team building click.
Element is the type matchup — what you are strong and weak against. Role is what the Aniimo actually does in a fight. Aniimo come in these roles:
| Role | What it does in a fight |
|---|---|
| DPS | Deals damage. Your primary offensive slot. |
| Heal | Restores health, keeping the team alive through longer fights. |
| Support | Buffs allies and debuffs enemies rather than dealing damage directly. |
| BREAK | Specialises in breaking enemy defences and stagger states — the answer to armoured or tanky targets. |
| REGEN | Sustained recovery over time, useful for long exploration runs where you do not want to stop. |
The useful consequence: two Aniimo of the same element can fill completely different jobs. A Grass Heal and a Grass DPS are not interchangeable, even though they share matchups. When you build a team, pick roles first and then use elements to sharpen the matchup.
FAQ
How many elements are in Aniimo?
Nine: Holy, Fire, Ice, Dark, Electric, Grass, Water, Rock and Wind.
Which element is the strongest?
There is no single strongest element. Dark has the least offensive coverage but compensates with high-stat Aniimo, Holy has the widest useful coverage, and the rest form a cycle. Strength in Aniimo is about matchup, not a tier list of elements.
Can an Aniimo have two elements?
Yes. Some Aniimo carry a dual element, which changes both what they resist and what they threaten.
Does element matter more than stats?
For most fights, the element matchup will decide the outcome before stats do. A well-matched lower-power Aniimo regularly beats a poorly matched stronger one.
Do element relationships change?
They can. Balance patches adjust multipliers over time, so re-check the chart after major updates.
