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Mythomon

Mythomon Elements Explained: Matchups and Real Stats

Learn which of the six Mythomon elements beats which, how much extra damage an element edge really gives, and how each element's monsters compare on attack and defence, with every number taken from the game.

By the Mythomon team · Published · 6 min read · How we write

Illustration of six glowing elemental orbs with small faces arranged on a rune circle in a dark arena
Illustration

Short answer

Each Mythomon element beats two others and is weak to two. Hitting with the edge deals 1.4 times the damage, hitting against it deals 0.7 times, and Air has the highest average attack and defence of the six.

Mythomon has 54 monsters split evenly across six elements: Fire, Water, Earth, Electric, Air and Magic. The element printed on a card is not just a colour. It decides how hard your hits land, and it shapes what each monster is good at. This guide pulls the real numbers from the game, so you can pick fights you are likely to win.

You can browse every monster on the Mythomon monster list, or jump straight to one element from the sections below.

How element matchups work

Every attack compares the attacking monster's element with the defending monster's element and picks one of three results:

Result Damage multiplier
Advantage 1.4x
Neutral (including same element) 1.0x
Disadvantage 0.7x

The swing is not symmetric on purpose. Bringing the right element adds 40% to your damage, while bringing the wrong one takes away 30%. A wrong pick hurts, but it doesn't make a fight hopeless.

In one-on-one fights there are two extra details. A monster with the element edge lands critical hits twice as often (a 20% chance instead of 10%), and a critical hit adds 0.2 to the multiplier. So an advantaged critical hit deals 1.6 times the damage, and even a critical hit from a bad matchup only reaches 0.9. The matchup is always decided by the two monsters' own elements, so the element on the card is the one that counts.

The matchup chart

Here is who beats whom in squad battles, the three-card fights in the campaign and live tournaments:

Element Strong against (1.4x) Weak against (0.7x)
Fire Earth, Magic Water, Air
Water Fire, Air Earth, Electric
Earth Water, Electric Fire, Magic
Electric Water, Air Earth, Magic
Air Fire, Magic Water, Electric
Magic Earth, Electric Fire, Air

Every element beats exactly two others and loses to exactly two. The remaining matchup, plus a mirror match, is neutral. For example, Fire against Electric is neutral in both directions.

One-on-one arena fights use almost the same chart, with three differences. In a one-on-one fight, Water against Air is neutral rather than an advantage, Air against Water is neutral rather than a disadvantage, and Air attacking Earth deals 0.7 times damage (Earth attacking Air stays neutral). If you play Air in the arena, Earth opponents are worth avoiding.

Defence is your health

Attack and defence do more than the names suggest. In battle, a monster's health pool is built from its defence stat, so a high-defence monster simply takes more hits to bring down. Attack sets how hard each hit lands. In squad battles, no single hit can take more than 45% of a monster's full health, so every card survives at least two hits, however strong the attacker.

That is why the element tables below show both stats. A high-attack element ends fights fast. A high-defence element lasts long enough to land more hits.

Every element by the numbers

All figures come from the 54-monster catalogue. Each element has six common, two rare and one legendary monster. "Strongest" here means the highest attack plus defence combined.

Element Common / Rare / Legendary Avg attack Avg defence Strongest monster
Fire 6 / 2 / 1 1,694.44 1,183.33 Voidwing Drakon (2,700 / 1,350)
Water 6 / 2 / 1 1,200.00 922.22 Crystalis Sprite (1,800 / 1,500)
Earth 6 / 2 / 1 1,116.67 1,333.33 Gem Golem (1,800 / 2,700)
Electric 6 / 2 / 1 1,677.78 1,361.11 Crys-Electrus (2,100 / 1,800)
Air 6 / 2 / 1 2,141.67 1,725.00 Mecha-Draco (2,700 / 2,250)
Magic 6 / 2 / 1 1,544.44 1,188.89 Cosmic Lynx (2,250 / 1,650)

Across all 54 monsters the average attack is 1,562.50 and the average defence is 1,285.65.

Fire

Fire is the second-highest attack element but sits below average on defence. Voidwing Drakon, the Fire legendary, shares the top attack in the game (2,700) with Mecha-Draco. Fire's best defender is actually a rare: Smelter-Forg, at 1,750.

Water

Water has the lowest average defence (922.22) and the second-lowest average attack. Its legendary, Crystalis Sprite, is the strongest Water card by a clear gap, at 1,800 attack and 1,500 defence. Water's value is in the matchup chart: it is one of only two elements that beat Fire.

Earth

Earth is the only element whose average defence is higher than its average attack. Its legendary, Gem Golem, has 2,700 defence, the highest of any monster, which gives it the deepest health pool in the game.

A hulking beast coated in diamond plating, its sparkling gemstone armour catching the light
Gem Golem, the Earth legendary (catalogue art)

Electric

Electric is the most even element, with the second-highest average defence (1,361.11) and solid attack. Crys-Electrus leads it at 2,100 attack and 1,800 defence. Electric beats both Water and Air, which makes it a good answer to the highest-stat element.

Air

On paper, Air is the strongest element: it has the highest average attack and the highest average defence. Mecha-Draco has the best combined stats of all 54 monsters (2,700 attack, 2,250 defence), and even Air's two rares, Crystal Leo and Aquamarine Serpent, each have at least 2,400 attack. The trade-off is the matchup chart: Water and Electric both hit Air for 1.4 times damage.

An armoured mechanical dragon with wide wings, crackling with energy
Mecha-Draco, the Air legendary (catalogue art)

Magic

Magic sits in the middle on both stats. Cosmic Lynx, its legendary, leads at 2,250 attack and 1,650 defence. Magic's edge is that it beats Earth and Electric, the two highest-defence elements after Air.

Building a squad around elements

A squad battle puts three of your cards against three of theirs. Two rules from the game are worth planning around:

  • Element synergy (campaign only). When three or more of the cards you send share an element, each of those cards hits 10% harder. That is a nice bonus, but it comes with a cost: a squad of one element shares the same two weaknesses.
  • Coverage. Because every element beats two others, a squad of three different elements can have an answer to most opponents. Fire, Water and Electric, for example, between them beat Earth, Magic, Fire, Air and Water.

A quick checklist before you press fight

  1. Look at the opponent's elements first, then build the squad, not the other way around.
  2. Field at least one monster that hits the opponent's strongest card for 1.4x.
  3. Avoid sending a card that is weak to two of the three opponents; 0.7x on most of your hits is a long fight.
  4. If you are even on matchups, let defence decide: the higher-defence card survives more exchanges because health comes from defence.
  5. In the campaign only, check whether a third card of the same element is worth the 10% attack bonus against the weaknesses it shares.

The how to play guide explains how to collect pieces and unlock the monsters you need. Upgrading a monster raises both its attack and its defence, so a well-upgraded card can still hold its own in a neutral matchup. Winning fights also feeds your rewards: victories pay out FONE, and you can read how that works on the play and earn page or in our guide to earning without paying first.

Sources

  • Mythomon monster catalogue, attack and defence values for all 54 monsters: Mythomon monster list, checked 2026-11-09.
  • Mythomon battle rules (element multipliers, critical hits, damage cap, campaign element synergy), taken from the game's code, checked 2026-11-09.

No external sources were used for this article.

Key takeaways

  • An element edge multiplies damage by 1.4, a bad matchup by 0.7, and everything else stays at 1.0.
  • In squad battles, Fire beats Earth and Magic, Water beats Fire and Air, Earth beats Water and Electric, Electric beats Water and Air, Air beats Fire and Magic, Magic beats Earth and Electric.
  • Defence is also your health: in battle a monster's HP is built from its defence stat.
  • Air monsters have the highest average attack (2,141.67) and defence (1,725); Water and Earth have the lowest average attack.
  • In the campaign, sending three or more cards of one element gives those cards 10% more attack.

Bottom line

Before a fight, check the opponent's element and bring a monster that beats it. If you can't, pick one that at least isn't weak to it, because a 0.7 matchup costs you nearly a third of your damage.

Questions

No element wins every matchup: each one beats two elements and is weak to two. On raw stats, Air has the highest average attack (2,141.67) and average defence (1,725) of the six elements, and Mecha-Draco has the highest combined attack and defence of all 54 monsters.

An attack with the element edge deals 1.4 times its normal damage. An attack into a bad matchup deals 0.7 times. Same-element and other matchups stay at 1.0. In one-on-one fights a critical hit adds another 0.2 to that multiplier.

Yes. Each of the six elements has nine monsters: six common, two rare and one legendary, 54 in total.

It depends on the mode. In the campaign, three or more cards of one element each hit 10% harder. The catch is that a whole squad of one element shares the same two weaknesses, so a mixed squad covers more opponents.

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