Aniimo Elements
Nine types with their own chart — Light is not Lightning, and Water is not a Pokémon photocopy.
Aniimo combat reads as an action RPG. Planning still lives on a type sheet. There are nine elements — Ice, Light, Fire, Dark, Lightning, Wind, Earth, Water, Grass — and they are not a silent clone of another collector’s chart. Dual-types exist (Inferlupa is Fire/Dark). Roles (DPS, Break, Heal, Support, Regen) sit on top of elements; a Fire Heal is still a Heal. This page is the prose. The grid you glance at mid-fight is the type chart. Creature names live on the creature index. How you press the advantage lives in combat. How you pick four slots after you understand types lives on the PvE tier list.
The matchups below follow the May 2026 type video used as a closed-beta snapshot. Launch on 16 September 2026 (PC and consoles; mobile on the 23rd) can still retune a cell. We would rather reprint a dated snapshot than invent a tenth element.
Light is not Lightning. That mix-up is the most expensive one on this wiki. Light is the holy/radiant column Helion and Lunara live in. Lightning is the storm column. They even threaten each other in different ways. If you built a party because the icons looked similarly bright, rebuild it.
Ice
Ice is strong versus Lightning and Water. It also carries lots of resists, which is why Ice bodies feel stubborn in the overworld even when their damage is not glamorous. Testers who treated Ice as generic ‘cold water’ bounced off the real sheet. Bring Ice when the elite is a storm or a tide. Do not assume Ice is a universal wall; the video framed it as a specialist with a thick hide, not as an unbeatable cube.
Light
Light beats Dark and Earth. Ice and Lightning trouble it. Helion and Lunara both sit here, which is why the starter fork does not change your homework: you still need an answer for ice storms and thunder. Light is the story colour, not a free win. Dark punishes Light on the other side of the sheet, so a Light-only party is a gift to Stellarys.
Fire
Fire torches Ice and Grass. Water and Earth hit Fire. Emberpup → Flameruff → Scorchhowl is the tutorial sentence. Inferlupa adds Dark on top of Fire, which makes the Breaker greedier and the tax heavier. Fire Twine also lights world nodes; that is exploration, not a type cell. If every slot is Fire because the meadow was on fire, a river Alpha will grade you.
Dark
Dark holds an edge on Light, Fire, and Grass. Earth and Water punish Dark. Celestis → Stellarys is the magic DPS poster. Helmut → Pawney → Rookey is the bulkier cousin. Inferlupa’s Dark half is why that Breaker feels greedy and then suddenly dead. Dark is the ‘I win the screenshot’ column. Earth and Water are the invoice.
Lightning
Lightning covers Wind and Water. Ice and Earth are the threats. Dark resists Lightning, which is the cell people skip because they already mixed Light and Lightning in their head. Storm kits look fast. They are not a Light companion, and they are not a free Dark hunt. If your Thunder plan is ‘it should hit the holy lion,’ reread this paragraph.
Wind
Wind beats Dark and Grass. Wind and Earth punish it — yes, Wind is on its own threat list in the snapshot, so mirror Wind is not a hug. Nimbi → Turbo is Support. Somniwing is flight. Eko is detect. Those jobs matter more on ridges than in a type vacuum, but the sheet still applies when you land. Do not Twine a flyer into an Earth cave and then log a physics bug.
Earth
Earth crushes Ice and Lightning. Water and Wind are the weakness. Budclaw, Pebbling, Cubbo, Grizbo, and the rock walls live here. Burrow kits and cave weight are why Earth is an exploration A even when a river exists two screens over. Dual-types that splash Fire onto a rock fork (Pebbling toward Lavazar / Magmarex in dumps) change the sentence; rank the body you evolved, not the Lumin you remember.
Water
Water is strong versus Fire and Earth. Ice, Light, and Water itself hit it hard. Skippy → Pranky → Glacy is the Heal line you actually want. Mirror Water is not safe — the snapshot calls out Water hitting Water. Light also leans on it, which surprises Pathfinders who came from charts where holy and tide never touch. Swim Twine is the exploration half of this column. Catch a Water body even if you ‘main Fire.‘
Grass
Grass is strong versus Earth and Water. It is weak to Fire and Grass itself. Hummin → Tuckin is the Break teacher. Thornblade is the coverage DPS. Leafy is Regen. Mirror Grass is a real threat, so a four-Grass overgrowth party is as silly as four Fire. Twine Grass into a brush fire for a puzzle, then swap off before a Scorchhowl looks at you.
Dual-types and roles on top of the sheet
Inferlupa is the teaching dual-type: Fire/Dark Break. Offensively it can look like a buffet. Defensively it inherits the worst of Dark’s Earth/Water problem and Fire’s Water/Earth problem — which is to say, Water and Earth are still the adult in the room. When a line branches (Pebbling), the element can change with the fork. Read the Aniilog row, not the family nickname.
Roles do not replace types:
- A Grass Break (Tuckin) still wants Earth and Water in front of it.
- A Water Heal (Glacy) still dies to Ice, Light, and mirror Water if you Twine it into the wrong slam.
- A Dark DPS (Stellarys) still needs a Breaker and a Heal around it.
- Support and Regen (Turbo, Leafy) still pay the same type tax; they just pay it slower.
Four field slots. Five roles. The spine remains Breaker + DPS + Heal + flex. Use elements to choose which Breaker and which DPS, not to skip Heal because your type is ‘good this week.‘
Building coverage without a spreadsheet addiction
You do not need all nine on hour one. You need to stop stacking the same two:
- Keep the tutorial Fire DPS.
- Add Water (Heal + Fire/Earth answer).
- Add Grass Break or Earth Break depending on what the next elite is.
- Add Light (you already have Helion or Lunara) or Dark, not both as your only plan.
- Park Wind for traversal even if the sheet is only average in that fight.
Online co-op (up to four Pathfinders) is how you borrow a type you refused to catch. It is not a substitute for reading the sheet. If four friends all locked Fire, you have a barbecue, not a raid.
Launch will add lines and maybe retune cells. We will update the type chart first, then this prose, then the PvE ranks. Until 16 September, memorise two sentences: Light ≠ Lightning, and Water and Earth collect Dark’s debts. The rest is which Aniimo you actually caught on the creature index.
Ice resists more than it brags. Light hunts Dark and Earth, then flinches at storms. Fire eats ice and gardens, then drinks a river. Dark steals screenshots and pays Earth. Lightning covers wind and tide, then bounces off Dark. Wind cuts Dark and Grass, then trips on itself and on rock. Earth sits on storms and melts in weather. Water douses fire and mud, then eats ice, light, and its own reflection. Grass drinks mud and tide, then burns — including on other Grass. That is the nine-colour sentence. Press it in combat, do not recite it as trivia.
Frequently Asked Questions
Quick answers Pathfinders search for before launch.
Is Aniimo's type chart the same as Pokémon?
No. Nine elements, unique cells, dual-types, and Light separate from Lightning. Use the type chart instead of importing another game's memory.
What is the difference between Light and Lightning?
Light is the radiant column (Helion, Lunara): strong versus Dark and Earth, troubled by Ice and Lightning. Lightning is the storm column: covers Wind and Water, threatened by Ice and Earth, resisted by Dark. Do not merge the icons.
Which element should I catch first after Fire?
Water, usually via Skippy toward Glacy, because you need a Heal and an answer to Fire and Earth. Then a Breaker whose type matches the next wall. See the PvE tier list.
Do dual-types use both attacking strengths?
Treat Inferlupa as Fire *and* Dark for planning: greedy offense, stacked taxes. Always read the Aniilog row. Branching evolutions can change the pair.
Will these matchups change at launch?
They can. This page follows a May 2026 type video used as a CBT snapshot. Recheck after 16 September 2026. Combat habits still live in the combat guide.