Tamer Elements and Statuses
Every partner and every move has one of eight elements. A partner can also carry one status.
Element chart
Rows attack, columns defend. 2 = super effective, 0.5 = resisted, blank = normal.
| Attacker | Strong against (x2) | Weak against (x0.5) |
|---|---|---|
| Neutral | none | none |
| Fire | Ice | Fire, Lightning, Water |
| Ice | Lightning | Fire, Ice |
| Lightning | Fire, Water | Ice, Lightning |
| Poison | Neutral, Holy | Poison, Dark |
| Holy | Dark | Holy |
| Dark | Poison, Holy | Dark |
| Water | Fire | Lightning, Water |
Different from the original game Dark moves are normal against Neutral, and Neutral moves are normal against Dark. Every other matchup follows the chart.
Statuses
A partner has at most one status, and a status never replaces another.
| Status | Effect |
|---|---|
| Poison | Loses 1/8 of Max HP each turn end (Poison chance is halved against Poison and Dark) |
| Burn | Loses 1/16 of Max HP each turn end; physical attack halved. Fire partners cannot be burned |
| Freeze | Cannot act; 20% to thaw each turn; a Fire hit thaws it. Ice partners cannot be frozen |
| Sleep | Cannot act for 1 to 3 turns |
| Paralyze | Speed halved; 25% to lose each action. Lightning partners cannot be paralyzed |
| Stun | Loses exactly one action |
Stat stages run from -6 to +6. Sleep and Freeze make binding 2.5 times easier, Poison, Burn and Paralyze 1.5 times (Capturing Monsters).






