The Seven Elements
Every creature belongs to exactly one of seven elements. Element is the flavor axis of combat: it tints a creature's PvP skill and, more importantly, it decides the type-advantage multiplier applied to every hit. Land a hit on an element you're strong against and you deal ×1.2 damage; hit into your counter and you deal only ×0.8. Everything else is neutral (×1.0).
The multiplier is intentionally modest (±20%) — element is a tilt, not a hard rock-paper-scissors gate. A well-built, higher-power team still wins most off-element fights, but on close matchups picking the right attacker swings the result.
Five elements form a single closed attack wheel — Ignis → Flora → Aqua → Terra → Aero → back to Ignis (each beats the next). Lux and Void sit apart in their own mutual duel: each beats the other, and neither has an advantage over the five-element wheel. So a Lux or Void attacker is neutral against every wheel element — its only real matchup is its rival.
Read a row as the attacker and a column as the defender. Green ×1.2 = the row element hits the column element for +20% damage. Red ×0.8 = the row is hitting into a bad matchup for −20%. Grey ×1.0 = neutral. Each header is tinted with that element's real in-game color.
| ATK ▼ / DEF ▶ | Terra | Flora | Aqua | Aero | Ignis | Void | Lux |
|---|---|---|---|---|---|---|---|
| Terra | — |
×1.0 |
×0.8 |
×1.2 |
×1.0 |
×1.0 |
×1.0 |
| Flora | ×1.0 |
— |
×1.2 |
×1.0 |
×0.8 |
×1.0 |
×1.0 |
| Aqua | ×1.2 |
×0.8 |
— |
×1.0 |
×1.0 |
×1.0 |
×1.0 |
| Aero | ×0.8 |
×1.0 |
×1.0 |
— |
×1.2 |
×1.0 |
×1.0 |
| Ignis | ×1.0 |
×1.2 |
×1.0 |
×0.8 |
— |
×1.0 |
×1.0 |
| Void | ×1.0 |
×1.0 |
×1.0 |
×1.0 |
×1.0 |
— |
×1.2 |
| Lux | ×1.0 |
×1.0 |
×1.0 |
×1.0 |
×1.0 |
×1.2 |
— |
The matrix is symmetric by design: wherever a row shows ×1.2 against a column, the mirror cell shows ×0.8. Each of the five wheel elements has exactly one target it beats and one that beats it; Lux and Void trade ×1.2 / ×0.8 only with each other and are neutral against the entire wheel.
The same chart, unrolled per element. "Strong vs" is the element you hit for ×1.2; "Weak vs" is the element that hits you for ×1.2 (so you deal only ×0.8 into it). You are neutral against everything not listed.
Note the Lux/Void duel: the same opponent (its rival) is both the element you're strong against and the one you're weak against — because you hit it for ×1.2 while it hits you back for ×1.2. In a Lux↔Void mirror, whoever swings lands the ×1.2, so turn order (Agility) decides who gets that hit first.
Each element has a fixed accent color used everywhere — badges, PvP skill VFX tint, dungeon-region banners, and creature-card borders. These are the exact hex values from the live game:
| Element | Accent | Hex | Flavor / theme |
|---|---|---|---|
| Terra | earthen ochre | #9a7b3e | Stone, mountains — tank stats (high DEF/HP) |
| Flora | leaf green | #5fbf3f | Forest, growth — support & sustain |
| Aqua | deep blue | #0096ff | Ocean, tides — balanced bruisers |
| Aero | sky cyan | #7fd0f6 | Wind, speed — top Agility (turn tempo) |
| Ignis | ember orange | #ff5000 | Fire, aggression — highest raw Attack |
| Void | violet | #9b3fe0 | Shadow, stealth (ShadowCloak) — glass-cannon |
| Lux | radiant gold | #f6c945 | Light, Radiance auras — holy dueler vs Void |
Every element has a dedicated elemental egg in the Egg Shop, and every dungeon region is themed to one or two elements (wild-creature and rare-egg drops pull from that region's element set). The five-element wheel maps cleanly onto the five regions; Lux and Void are the deepest, gem-tier tail.
Elemental eggs
Each themed egg locks its species roll to its element. All seven elemental eggs cost 50,000 Gold — Gold is abundant in the 2026-07-01 economy, so eggs are a routine grind buy, not a splurge. (Shards were removed entirely — nothing on this page costs Shards.)
| Egg | Element | Rarity table | Price | Hatch |
|---|---|---|---|---|
| Basic Egg | Any (Terra…Lux) | 70% Common · 30% Uncommon | 2,500 Gold | 5s |
| Mountain Egg | Terra | 40 / 40 / 20 (C / U / R) | 50,000 Gold | 60s |
| Forest Egg | Flora | 40 / 40 / 20 (C / U / R) | 50,000 Gold | 60s |
| Ocean Egg | Aqua | 40 / 40 / 20 (C / U / R) | 50,000 Gold | 60s |
| Sky Egg | Aero | 40 / 40 / 20 (C / U / R) | 50,000 Gold | 60s |
| Volcano Egg | Ignis | 40 / 40 / 20 (C / U / R) | 50,000 Gold | 60s |
| Void Egg | Void | 50 / 35 / 15 (C / U / R) | 50,000 Gold | 120s |
| Lux Egg | Lux | 50 / 35 / 15 (C / U / R) | 50,000 Gold | 120s |
| Premium Egg | Any (Rare+ pool) | 50 / 35 / 15 (R / E / L) | 50 | 180s |
The Premium Egg is the only Gem-priced egg and rolls the Rare→Legendary pool across any element. Void and Lux eggs weight their common tier a bit heavier (50 / 35 / 15) and take 120s to hatch — the two "duel" elements are deliberately the moodier, slower unlocks.
Dungeon regions → elements
The 25 dungeons are grouped into 5 regions (5 dungeons each). Each region's element set decides which wild creatures and rare-egg drops you find there. Only Gems are depth-gated — all three base materials drop in every region (2026-07-01), so any region is a valid farm; you go deeper for the element and a higher Gem rate, not for the mats.
| Region | Name | Element(s) | Rare-egg drop | Stamina |
|---|---|---|---|---|
| 1 | Meadow Hollows | Terra Flora | Forest Egg | 6 |
| 2 | Tidal Caverns | Aqua Aero | Ocean Egg | 8 |
| 3 | Ember Depths | Ignis | Volcano Egg | 10 |
| 4 | Shadow Reach | Void | Premium Egg | 14 |
| 5 | Celestial Spire | Lux | Premium Egg | 18 |
The two duel elements live at the bottom of the dungeon ladder — Region 4 (Shadow Reach) is pure Void and Region 5 (Celestial Spire) is pure Lux, both of which hand out the Gem-tier Premium Egg as their rare drop. That's why Lux/Void species skew Rare-and-up: they arrive through the deepest, gem-gated channels.
How the full 118-species bestiary divides across the seven elements. The wheel elements (Terra / Flora / Aqua / Aero / Ignis) carry the broadest lines; Void and Lux are slightly leaner but each hold multiple Mythical godlies. Counts include base, breeding, hybrid, raid, mystery and event/godly species.
| Element | Species | Signature stat lean | Top-end examples |
|---|---|---|---|
| Terra | 18 | DEF / HP — tanks & coin-generators | Fortaran, Gaiamir (Mythical) |
| Flora | 19 | Balanced HP / DEF — support auras | Verdantia (Mythical) |
| Aqua | 16 | ATK / AGI bruisers | Leviath (Mythical, 48 ATK) |
| Aero | 16 | Top Agility — turn tempo | Zephyron (Mythical, 40 AGI) |
| Ignis | 17 | Highest raw Attack — nukes | Manticore (Mythical, 80 ATK) |
| Void | 16 | Glass-cannon ATK / AGI + stealth | Nihilarch, Umbraluxis (Mythical) |
| Lux | 16 | Radiance support + bulk | Chronovex, Solivanna (Mythical) |
| TOTAL | 118 | Full per-species stats on the Creatures page | |
Element does not change a creature's stat block on its own — element is fixed at birth and only ever affects the ×1.2 / ×0.8 hit multiplier and the flavor of its PvP skill. Stats come from species, stage, level, rarity and variant. See Combat & PvP for how the multiplier folds into the full damage formula.