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2026-07-24

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.

9 elements7 debuff statuses4 synergy chains

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.

Worked example:Electric vs Water target: type-chart ×1.2 + Wet status reaction ×2.0 = ×2.4 base damage.
Elemental status mutex

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
  1. Fire → Burn · 15s · DoT: % MaxHP per tick · ↑— · ↓—
  2. Water → Wetness · 10s · Vulnerability marker. Enables Electric, blocks Fire · ↑Electric · ↓Fire
  3. Electric → Electrified · 10s · Short stun · ↑Water · ↓—
  4. Ice → Freeze · 3s · Hard CC: lock + freeze animation · ↑— · ↓—
  5. Ground → Muddy · 10s · Movement slow. Enables Leaf, blocks Electric · ↑Leaf · ↓Electric
  6. Leaf → Ivy Cling · 10s · Root/snare. Target cannot move · ↑Fire · ↓—
  7. Dark → Blind · 4s · Disables target tracking · ↑— · ↓—
  8. Dragon — —
  9. Neutral — —
  10. 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.