Reference
Type chart
Rows are the attacking type, columns are the defending type. Blank cells are normal damage (1×). Against a dual-type Evermon, both columns multiply together — so a 2× and a ½× cancel out, and two 2× matchups stack to 4×.
Attacking → Defending
Normal | Flame | Tide | Verdant | Bolt | Stone | Gale | Frost | Venom | Spirit | Psyche | Fist | Metal | Umbra | Dragon | Zilla | Fae | Insect | Terra | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Normal | ½ | 0 | ½ | ||||||||||||||||
| Flame | ½ | ½ | 2× | ½ | 2× | 2× | ½ | ½ | 2× | ||||||||||
| Tide | 2× | ½ | ½ | ½ | 2× | ½ | 2× | 2× | |||||||||||
| Verdant | ½ | 2× | ½ | 2× | ½ | ½ | ½ | ½ | ½ | ½ | 2× | ||||||||
| Bolt | 2× | ½ | ½ | 2× | ½ | 0 | |||||||||||||
| Stone | 2× | 2× | 2× | ½ | ½ | 2× | ½ | ||||||||||||
| Gale | 2× | ½ | ½ | 2× | ½ | 2× | |||||||||||||
| Frost | ½ | 2× | 2× | ½ | ½ | 2× | 2× | ||||||||||||
| Venom | 2× | ½ | ½ | ½ | 0 | 2× | ½ | ||||||||||||
| Spirit | 0 | 2× | 2× | ½ | |||||||||||||||
| Psyche | 2× | ½ | 2× | ½ | 0 | ||||||||||||||
| Fist | 2× | 2× | ½ | 2× | ½ | 0 | ½ | 2× | 2× | ½ | ½ | ½ | |||||||
| Metal | ½ | ½ | 2× | 2× | ½ | 2× | |||||||||||||
| Umbra | 2× | 2× | ½ | ½ | ½ | ||||||||||||||
| Dragon | ½ | 2× | 2× | 0 | |||||||||||||||
| Zilla | 2× | 2× | ½ | 2× | ½ | ½ | 2× | ||||||||||||
| Fae | ½ | ½ | 2× | ½ | 2× | 2× | |||||||||||||
| Insect | ½ | 2× | ½ | ½ | ½ | 2× | ½ | ½ | 2× | ½ | |||||||||
| Terra | 2× | ½ | 2× | 2× | 0 | 2× | 2× | ½ |
No element at all, just force applied plainly. Hits everything for exactly what it is worth, and cannot touch a spirit.
Heat, embers, and burning resolve. Strong into growth and cold, smothered by water and stone.
Rivers, rain, and the deep. Wears down flame and stone, and the only thing a Zilla genuinely fears.
Root, leaf, and slow patient growth. Drinks the tide and cracks the stone.
Sudden charge and arcing light. Devastating over water and air, grounded by earth.
Wind, altitude, and pressure. Scatters leaves, and stays well above anything too heavy to jump.
Stillness and the killing cold. Brittle against flame and metal, but the bane of dragons.
The half-there. Ordinary force passes straight through it, and it passes straight through in return.
Focused thought used as a weapon. Overwhelms brute force and raw toxin alike, but a mind that is being watched from the dark has nowhere to hide.
Muscle, instinct, and the hunt. Breaks stone and buckles plating, but cannot land a blow on a spirit.
Shadow and the space between lamps. Preys on spirits, wary of a raised fist.
Something enormous that came out of the water and never really left. Flattens forests, cities and ordinary creatures alike; answers only to the sea, to dragons, and to its own kind.
Carapace, swarm, and the patience to wait in one place all day. Cuts into growth, thought and shadow; undone by fire, by wind, and by anything heavy enough to fall on it.
The ground itself, and everything that travels through it. Swallows a current whole and buries anything built or poisoned; nothing it does reaches something that never lands.