Elements (Attributes / Properties)
The element matchup table. Single biggest damage lever after raw ATK. “Attribute” and “Property” are SEA / community names for the same system.
Key idea
Every attack and every monster has an element. The hit applies a multiplier from the elemental matchup table — from 0% (no damage / heals) up to 175% (very weak). Each element has 4 defender levels (1–4) which scale the matchup further.
Three things determine the matchup outcome:
- Attacker element (your weapon / skill element)
- Defender element + level (the monster’s armor element, e.g. “Earth Lv 2”)
- Element Pen / Resist (Feb 2026 patch additions — see bottom)
The 10 elements
Neutral · Water · Earth · Fire · Wind · Poison · Holy · Shadow · Ghost · Undead
Quick “what beats what” triangle
| Use this attack… | …against these defenders | Avoid these defenders |
|---|---|---|
| Water | Fire | Wind |
| Fire | Earth, Undead (+25%) | Water |
| Earth | Wind | Fire |
| Wind | Water | Earth |
| Holy | Shadow, Undead (+50%) | Holy itself, Poison |
| Shadow | Holy | Shadow itself, Undead |
| Ghost | Ghost | (anything else takes 25% only) |
| Neutral | most things | Ghost (25%) |
| Poison | (no monster strong-weakness) | Poison (heals!), Holy/Shadow/Undead resist |
| Undead | Holy (+50%) | Shadow, Undead |
Full table — RO M in-game (Attribute Restraint, user-verified 2026-05-22)
Source: in-game Traveler’s Notes → Adventure Guide → Attribute Restraint. This is the authoritative table for RO M — it overrides the classic-RO values found in most web guides.
Values are percentages (100 = normal, 200 = ×2.0, 25 = ×0.25). Column order matches in-game UI: Wind, Earth, Water, Fire, Neutral, Holy, Shadow, Ghost, Undead, Poison.
| Atk \ Def | Wnd | Erd | Wtr | Fir | Ntr | Hly | Shd | Gst | Und | Psn |
|---|---|---|---|---|---|---|---|---|---|---|
| Wind | 25 | 50 | 200 | 100 | 100 | 75 | 100 | 100 | 100 | 75 |
| Earth | 200 | 25 | 100 | 50 | 100 | 75 | 100 | 100 | 100 | 75 |
| Water | 50 | 100 | 25 | 200 | 100 | 75 | 100 | 100 | 150 | 75 |
| Fire | 100 | 200 | 50 | 25 | 100 | 75 | 100 | 100 | 200 | 75 |
| Neutral | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 25 | 100 | 100 |
| Holy | 100 | 100 | 100 | 100 | 100 | 25 | 200 | 100 | 200 | 125 |
| Shadow | 100 | 100 | 100 | 100 | 100 | 200 | 25 | 100 | 25 | 25 |
| Ghost | 100 | 100 | 100 | 100 | 25 | 75 | 75 | 200 | 175 | 75 |
| Undead | 50 | 50 | 50 | 50 | 100 | 175 | 25 | 100 | 25 | 25 |
| Poison | 125 | 125 | 100 | 125 | 100 | 50 | 25 | 50 | 25 | 25 |
Major differences vs classic RO:
- Strong matchups are 200% (not 150% — RO M has steeper element advantage)
- Several new mid-tier matchups: 75% (mild resist), 125% (mild strong), 150% / 175% (between mild and full strong)
- Earth ↔ Fire: in-game has Earth → Fire = 50% (was 100% in classic) and Fire → Earth = 200% (was 100% classic). RO M added a new strong matchup here.
- Fire → Undead = 200% (classic was 125%). Holy still strong vs Undead too.
- Holy → Shadow = 200% (classic 125%). Shadow → Holy = 200% (classic 125%). Both sides got steeper.
- Ghost row doesn’t auto-resist physical elements like classic claims — first 4 cells confirmed 100% (NOT 25% like classic). Only the Neutral column in the Ghost-attacker row drops to 25%. This means Ghost-element weapons deal full damage against Wind/Earth/Water/Fire-armored mobs in RO M (in classic they only did 25%).
Defender levels — RO M uses a single table
User-confirmed 2026-05-22: the in-game Attribute Restraint menu shows one fixed table with no Lv 1-4 scaling. Classic RO’s per-defender-level amplification doesn’t apply to RO M. A monster’s “element level” in the Adventure Handbook is just a category label (e.g. “Wind 2” = the Wind element category, not a damage modifier).
Practical implication: the single multiplier from the table above IS the final element multiplier — no further per-Lv scaling. A “Lv 1 Wind” mob and a “Lv 4 Wind” mob both take Earth → Wind = ×2.00 in RO M, unlike classic RO where Lv 3-4 defenders would amplify to ×2.0+ from a Lv 1 baseline of ×1.5.
This also means wrong-element attacks don’t heal like they could in classic at high defender levels — the lowest cell in the in-game table is 0.25 (×0.25 = quarter damage, not negative).
Practical “what to use” by attack element
If you mostly attack Neutral (most physical builds default)
- Strong: nothing (always 100%)
- Avoid: Ghost-armored mobs (only 25% — borderline useless without conversion)
- Strategy: bring a Ghost-element weapon or convert to Fire/Holy for Ghost areas
If you attack Fire
- Strong: Earth (150%), Undead-element (+25% bonus)
- Avoid: Water (50%), Fire-itself (25%), Ghost (0%)
- Strategy: Fire is great for Earth-element farm zones; weak vs Water (lots of fish/aquatic)
If you attack Water
- Strong: Fire (150%)
- Avoid: Wind (90%, slight resist), Water-itself (25%), Ghost (25%)
- Strategy: Water counters fire-element zones; ineffective against Wind monsters
If you attack Holy
- Strong: Shadow (125%), Undead (150% — biggest single matchup)
- Avoid: Holy-itself (0%), Poison (125% TO Poison armor — wait, Holy → Poison = 125% so it’s strong; Poison → Holy = 75% so Poison is weak vs Holy)
- Actually: Holy attacks → Poison-armored = 125%, so Holy is strong vs Poison-armor too
- Strategy: Holy is the king vs Undead and Shadow content. Hard to obtain Holy weapons; Aspersio buff or Holy-element cards are workarounds.
If you attack Shadow
- Strong: Holy (125%)
- Avoid: Shadow-itself (0%), Undead (0% — heals for Lv 2+!)
- Strategy: Shadow is the niche counter to Holy enemies; rare, mostly PvP/specific MVPs
If you attack Poison (Soul Blade Cross — your default)
- Strong: nothing big (only +25% via Soul Erosion-style stacking, not the table itself)
- Avoid: Poison armor (0% — heals), Holy/Shadow/Undead all resist (50–75%)
- Strategy: poison damage is great vs Neutral / common races but fails against Holy, Shadow, Undead. Switch weapon element when farming those zones.
If you attack Ghost
- Strong: Ghost itself (125%)
- Avoid: literally everything else (25%)
- Strategy: Ghost weapons are pure niche — only for Ghost-armored MVPs / mini-bosses
Soul Blade Cross — your skill elements
| Skill | Element |
|---|---|
| Auto-attack (default) | Neutral (becomes weapon’s element if endowed/converted) |
| Sonic Blow / Cross Impact | Neutral (weapon-derived) |
| Soul Breaker | Neutral physical (but adds INT scaling — magic-leaning) |
| Ghost Wave | Neutral (130% of Soul Breaker) |
| Soul Decay | Poison physical |
| Poisonous Smoke | Poison physical |
| Soul Depravity | Neutral (weapon element applies) |
| Soul Chain | Neutral (HP absorb, not really element-gated) |
Practical implication for SBC:
- Your Soul Decay / Poisonous Smoke are poison-locked → useless against Poison/Holy/Shadow/Undead enemies
- Your physical skills carry your weapon element → switch to Holy weapon for Undead farm, Fire for Earth zones, etc.
- Element converters (changes weapon element temporarily) are a key inventory item for flexible content
[VERIFY current converter items in RO M]
How to apply (general strategy)
- Match weapon element to enemy weakness — biggest single damage swing
- Element converters turn your weapon to a target element for a duration
[VERIFY] - Endow buffs (e.g. Aspersio for Holy, Endow Tornado for Wind) add element from a caster — sometimes self, sometimes party
[VERIFY availability] - Defensive: armor cards granting
Element Resistanceare major survivability picks (Marc card for Water res / freeze immunity is the canonical example) - Holy / Shadow weapons are special: rare but pierce many resistances; valuable for niche content
Element Penetration / Resistance (Feb 2026 patch)
The Feb 2026 patch overhaul added Element Penetration and Element Resistance as new stats on the player panel — analogous to the Race Pierce / Race Resist on the race axis (see race-size.md).
Confirmed
- Per-element Pen and Resist stats added to the stat panel
- Goddess Prayer and Sacred Blessings updated to grant per-element Pen/Resist
- Sits in the damage formula alongside the existing element table multiplier
[VERIFY exact formula interaction]
Inferred
- Element Penetration: reduces the effect of enemy Element Resistance on the same axis (e.g. Fire Pen reduces enemy Fire Resist)
- Element Resistance: reduces incoming damage from a specific element, on top of the existing element table reduction
Practical
- For PvP / WoE: opponents stacking Element Resist via the new system will blunt your weapon-element damage; counter with the matching Element Pen
- For PvE: most monsters don’t have substantial Element Resist as a stat, so the existing table dominates; Element Pen matters mainly for Pen-resistant content
→ See patch-2026-02.md for full patch context.
Common gotchas
- Ghost-armored enemies: very few elements hit them. Bring a Ghost-element weapon or Holy-enchant skill (Aspersio-equivalent)
[VERIFY skill name in RO M] - Undead element ≠ Undead race: a “Zombie” mob is Undead-race + Earth-element typically. Holy attacks hit both the race (race cards) AND the element (table) — that’s why Holy is so strong vs zombies
- Boss-type damage:
+% to Bossis a separate flag, not an element - Endow vs convert: endow = buff/skill that adds element; convert = item that changes weapon element item-by-item
- Healing from wrong element: at high defender levels (Lv 3+), wrong-element attacks can literally heal the target. Always check before engaging.
- Stacking with race / size: element multiplies separately from race% and size%. All three matching = exponential damage.
See also
- 🧮 damage-calculator.md — interactive calculator using this matrix
- race-size.md — race & size axes (separate but multiplicative)
- damage-formula.md — where the elemental multiplier sits
- patch-2026-02.md — Element Pen/Resist additions
- Mechanics MOC
Backlinks
Sources / verification log
- 2026-05-02 — table is RO classic baseline; matches RO M general behavior
- RagnaMobileGuide — Elements Guide
- 1gamerdash — RO Mobile Element Table Chart (full chart available in-game via Adventure Guide tab of Traveler’s Notes)
- WARRZ Gaming — Elemental Attributes Guide
- Joytify — RO M Element Table Explained
- ROGGH — Elements
- Fandom Wiki — Elements
- Specific defender-level (Lv 2/3/4) cell values
[VERIFY in-game Adventure Guide tab] - Element Pen/Resist exact formula
[VERIFY in-game tooltip]