Elemental Debuff System: Status Effects, Synergy Chains & Damage Formula
Status durations, synergy chains, the damage formula, anti-synergy traps, and capture bonuses. The strategic reference for elemental reactions.
Element-reaction bonus is a SEPARATE damage bucket from type-chart advantage. They stack multiplicatively. A single Wet status on a Water target can double your Electric DPS.
All 7 elemental statuses share ONE slot. Only one can be active at a time. Applying a new elemental status immediately replaces the current one.
Exception: Poison, Sleep, FloatStun, ToxicGas and other non-elemental statuses are NOT bound by this rule. They can coexist with elemental statuses.
The damage formula
Element-reaction bonus is an INDEPENDENT damage bucket from type-chart advantage. They stack multiplicatively.
final = base × typeChart(1.2 / 0.83 / 1.0) × reaction(2.0 / 1.0) × global
Capture rate bonus
All 7 elemental statuses give +30% capture rate. Sleep gives +35%.
Full status & synergy list
- Fire → Burn · 15s · DoT: % MaxHP per tick · ↑— · ↓—
- Water → Wetness · 10s · Vulnerability marker. Enables Electric, blocks Fire · ↑Electric · ↓Fire
- Electric → Electrified · 10s · Short stun · ↑Water · ↓—
- Ice → Freeze · 3s · Hard CC: lock + freeze animation · ↑— · ↓—
- Ground → Muddy · 10s · Movement slow. Enables Leaf, blocks Electric · ↑Leaf · ↓Electric
- Leaf → Ivy Cling · 10s · Root/snare. Target cannot move · ↑Fire · ↓—
- Dark → Blind · 4s · Disables target tracking · ↑— · ↓—
- Dragon — —
- Neutral — —
- Poison · 18s · DoT. % MaxHP per tick. Applied by Dark-element skills
Cross-element synergy chains:
- Wetness + Electric → 2.0× — Water skills apply Wetness → the next Electric attack gains a 2.0× reaction multiplier. Bidirectional: Electric skills apply Electrified, and Water attacks vs Electrified targets also gain 2.0×.
- Electrified + Water → 2.0× — Reverse of the Wet→Electric chain. Electrical status (applied by Electric skills) acts as a vulnerability marker for incoming Water attacks. Same 2.0× multiplier.
- Ivy Cling + Fire → 2.0× — Grass skills apply IvyCling (vines wrap the target) → Fire attacks ignite the vines for a 2.0× reaction. Vines burn away (consumed).
- Muddy + Leaf → ~2.0× — Ground skills apply Muddy → Grass attacks gain a reaction multiplier (likely 2.0×, community test pending).
Anti-synergy warnings:
- Muddy + Electric → ~0.5×? — Muddy actively REDUCES incoming Electric damage. Ground + Electric is NOT a combo. It's a trap. The exact multiplier is inferred (~0.5×?) and unverified.
- Wetness + Fire → ~0.5×? — Wetness actively REDUCES incoming Fire damage. Don't combo Water→Fire. The exact multiplier is inferred (~0.5×?) and unverified.