Type matchups
Use the chart to fix the fight that keeps going badly. One extra attacker is usually enough. You do not need one of every element.

Coverage is a spare answer in the roster, not a reason to collect all nine elements.
How to read the type chart
Start from the attacking skill’s element and read across that row. Fire is 1.6× into Grass and Ice, and 0.625× into Fire, Water, Rock, and Holy. Reversing the row gives the wrong answer. Use the type chart or the element directory.
Dual forms multiply both checks. Two advantages become 2.56×; an advantage and a resist cancel to 1×.
Memorizing the whole grid is optional. The useful question is smaller: when this element shows up again, do I have a button for it?
Strong and resisted matchups
Current matchup snapshot. A worked example of “How to read the type chart”, not a new plan.
The chart stored on this site uses 1.6× for a super-effective matchup and 0.625× for a resisted matchup. Start with the element of the skill you plan to press, then move across that row to the target element. Fire, for example, is strong into Grass and Ice, but resisted by Fire, Water, Rock, and Holy. Open the type chart or the element directory.
Forms need a second check. Coraliz's base record is Rock/Water, while its Rainstorm form is Rock-only; both list Crescent Bay as the habitat. Removing Water changes the matchup questions even though the creature name and route stay familiar. Check the form first, then the skill's actual element; do not infer the action from the portrait. See Forms and evolution.
This matrix is a current database snapshot and can change with the live game. Use it to pick a sensible test, then let the current combat result override an older saved assumption.

| Attack | 1.6× into | 0.625× into |
|---|---|---|
| Fire | Grass, Ice | Fire, Water, Rock, Holy |
| Water | Fire, Rock | Water, Grass, Ice, Holy |
| Grass | Water, Rock | Fire, Grass, Holy |
| Electric | Water, Wind | Electric, Ice, Rock |
| Ice | Water, Electric | Fire, Ice, Rock, Wind |
| Rock | Electric, Ice | Water, Grass, Rock, Dark |
| Wind | Grass, Dark | Electric, Wind |
| Holy | Wind, Dark | Electric, Holy |
| Dark | Fire, Grass, Holy | Water, Wind |
Fix one matchup
List the elements you actually take on a route. Circle the one fight that feels slow or unsafe. Add one candidate with the missing attack type and a job the party can use. Filter the roster, then check coverage in Team Builder.
A Grass attacker into Water is a real change. Another Fire DPS next to Emberpup is not, even if its stats look higher.
Test on the same route. A coverage plan that never leaves Team Builder is just a color puzzle.
- 01
Name the fight that hurts
Use a recent encounter, not a hypothetical endgame target.
- 02
Separate matchup from other failures
Missing Heal or BREAK is not an element problem.
- 03
Add one contrasting candidate
Filter by the element you need, then read role and skills.
- 04
Replay the same route
Keep the rest of the team still so you can tell what changed.
When a form changes the matchup
A form can change element, habitat, or skills. Highland Emberpup is Fire/Rock; the Basic record is Fire only. Rainstorm Coraliz is Rock-only; the base record is Rock/Water. Hunt and team plans both shift.
Compare the specific form page before you travel. A family name is not enough to assume the typing. See Forms and evolution.

One swap for a bad matchup
Keep the team, change the answer. A worked example of “Fix one matchup”, not a new plan.

Suppose Emberpup is your favorite attacker and a Water target keeps slowing the run. Fire is resisted by Water in the current chart, so replacing the entire party is an overreaction. A Grass or Electric attacking option gives you the 1.6× route into Water while Emberpup stays available for Grass and Ice targets later in the session. Leafy is a readable Grass test; Team Builder is where the swap happens.
Now take an Ice target. Fire is strong into Ice, but an Electric attack is resisted. That means an Electric specialist who solved the previous problem should not automatically lead every fight. The player's job is to carry a second answer and recognize when to use it, not to declare one element universally superior.
When a form changes elements, run this check again. Compare the exact form record, the skill element, and the target. Three quick reads prevent most ‘the chart is wrong’ moments that are really a mismatch between the base profile and the version on screen.

| Recurring target | Current attack problem | Smallest useful test |
|---|---|---|
| Water | Fire is resisted | Keep the core; test one Grass or Electric attacking option |
| Ice | Electric is resisted | Return to a Fire or Rock attack instead of replacing every Electric teammate |
| Dark | Rock is resisted | Test Wind or Holy coverage in the slot that already feels flexible |
| Holy | Fire, Water, and Grass are resisted | Look for a Dark attack and verify the exact skill element |
Keep the Aniimo you like
A coverage fix is usually one swap. Keep the creature whose range or movement you already like. Park a flexible slot for the awkward matchup and see if it earns a permanent place.
Elements set the first multiplier. Skills, BREAK, traits, and whether you enjoy the roster still decide the fight.
After a hard encounter, write the element that caused it and the role you wished you had. That pair is a better search than copying a full team.
Quick answers
What are Aniimo’s type multipliers?
On this site’s chart, super-effective is 1.6×, neutral is 1×, and resisted is 0.625×. Two advantages stack to 2.56×.
Do I need every element on my team?
No. Carry a spare answer for the matchup that keeps going badly. Four slots cannot cover nine elements anyway.
Why did the chart disagree with a fight?
Check the current form. Regional forms can drop or add an element, and the skill’s element can differ from the portrait.
Fire into Water feels terrible. What should I add?
Fire is resisted by Water. Test one Grass or Electric attacker and keep Emberpup for Grass and Ice targets.