Etheria Restart Element System Guide: Weaknesses, Resistances, and Team Element Balance
Etheria Restart’s element system massively amplifies or cuts your damage, so treating it like a core mechanic (not a minor modifier) is essential for late‑game progression. Using on‑element carries and keeping a balanced roster across elements is what lets you farm all bosses and stages efficiently.
Element wheel and match‑ups
Etheria uses three main “colored” elements plus two special factions, with a rock‑paper‑scissors loop.
- Reason, Hollow, Odd loop
- Disorder and Constant
Prydwen and combat guides stress that advantage and disadvantage are “pretty severe” in Etheria, much more impactful than in many turn‑based gacha titles.
What advantage and disadvantage actually do
Elemental advantage affects far more than just raw damage numbers.
- When you hit into advantage (e.g., Reason → Hollow):
- Your damage and crit rate increase.
- Your debuffs and control effects land more reliably.
- When you hit into disadvantage (e.g., Reason → Odd):
OSLink’s beginner guide explicitly notes that using the wrong element “reduces effect accuracy, crit rate, and damage,” while the right matchup raises damage and crit rate. The general combat guide reiterates that you “aren’t supposed to ignore elements” and that harder content “demands elemental strategy.”
Team element balance for progression
Because each major content area has its own element focus, guides recommend building a spread instead of just over‑capping one element.
- HellHades’ content breakdown lists specific areas for each element (Reason, Odd, Hollow, Disorder, Constant) and notes that as you go up to Inferno difficulty, element‑tuned prowess mats become mandatory.
- OSLink uses Leanne as an example:
Practical balance rules inferred from multiple beginner and progression guides:
- Maintain at least one strong DPS for each of the three main colors (Reason/Hollow/Odd) plus at least one Disorder/Constant core for flexible content.
- Do not build only Reason Lian/Lian‑type carries; fold in a Hollow DPS (e.g., Rosa/Tiamat) and an Odd DPS as soon as you can.
- Use neutral or high‑sustain units (Lingluo, Freya, Rahu, etc.) even off‑element, since their primary job is survive/buff rather than main damage.
How to use elements when building teams
Element balance interacts with roles, buffs, and debuffs.
- DPS picks by stage:
- Match your main DPS element to the stage weakness whenever possible; this is especially important for Threshold, Aurora, and elemental dungeons where bosses hit hard.
- Use supports, healers, and tanks off‑element if needed, because their impact comes from buffs, shields, and control rather than raw damage.
- Debuff and DPS synergy:
- Some late‑game DPS sets (described on Prydwen) grant up to +36% damage if the target has six debuffs or control effects, and those debuffs themselves benefit from hitting into element advantage (higher effect accuracy).
- Combining on‑element DPS with DEF‑/Vulnerable appliers of any element yields the best results – e.g., Reason DPS into Hollow boss plus a Disorder debuffer that stacks Vulnerable/Weakness.
- Rotating rosters:
Quick takeaways for building around elements
- Always check the stage’s dominant element and bring at least one on‑element damage dealer; this applies from mid‑story through Threshold and Inferno.
- Keep a balanced stable: at least one strong Reason, Hollow, Odd, and a couple of Disorder/Constant high‑rarity units for flexible content.
- Use off‑element supports (Lingluo/Freya/Lily, etc.) freely, but avoid running your main DPS into disadvantage unless you have no alternative, as it hurts both damage and debuff reliability.
Treating the element wheel as a core team‑building axis, not an afterthought, makes campaign, bosses, and endgame dungeons significantly easier to clear on reasonable stats.


