Summary
In this blog post we will cover affinities in the game.
Tip: For all intends and purposes, affinities are just a game-specific term for types in other monster-catching games.
Affinity List
The 6 affinities in this game are the following:
- water
- fire
- wind
- electric
- ice
- earth
Affinity Groups
There are two groups (as shown below):
- water, fire, wind
- electric, ice, earth

Shadow creatures can have 1 or 2 affinities, each from a different group
- This means that certain combinations are not possible, like fire / water, earth / electric, etc
Groups work like classic rock-paper-scissors
- water is strong against fire, weak against wind
- fire is strong against wind, weak against water
- wind is strong against water, weak against fire
- etc
All affinities have a complement. A complementary affinity is the affinity that each affinity is strong against
- Example: wind is the complementary affinity of fire
Attack Modifiers
When it comes to affinities, there are two multipliers to be aware of:
SAM (same affinity multiplier)
- if you attack with a creature that has the same type as the move you are performing, you receive a 1.5X multiplier
CAD(complimentary affinity divider)
- if you attack with a creature that has a type that is complementary to the move you are performing, you receive a 0.75X multiplier
For example, If you are attacking with a creature with water affinity with a fire attack, this attack does 0.75 times as much damage as it would do normally
On the other hand, if a wind creature attacks with an electric attack, no modifier is applied.