System of teams and elemental synergies

In Aetherion Chronicles, team composition is one of the most significant choices a player can make. Each battle requires not only brute strength but also wisdom in formation, understanding roles, and knowledge of elemental interactions. This system is designed to reward adaptability and creativity, making each encounter a unique challenge.


Team Structure

The player's team consists of 4 active characters, freely selectable from those owned. Each character brings with them:

  • An Element

  • An Attack Type (Melee, Ranged, Magic, Support, etc.)

  • A primary Role (Tank, DPS, Healer, Buffer, Debuffer, Control)

  • A combination of unique, passive, and active abilities

The balance between roles and synergies is crucial: a team with 4 DPS can deal a lot of damage quickly, but may collapse under targeted attacks without a tank or support.


Element System

The elemental system is based on six main elements, each with its own strengths and weaknesses:

Element
Strong against
Weak against

Fire

Earth

Water

Water

Fire

Air

Earth

Air

Fire

Air

Water

Earth

Light

Dark

Dark

Dark

Light

Light

⚖️ Light and Dark represent rare elements, often associated with legendary characters or those with mystical powers, and interact with each other through mirror interactions (reciprocal bonus damage).


Elemental Bonus

During combat, elements influence:

  • Accuracy of attacks

  • Damage dealt

  • Probability of status effects

  • Activation of conditional abilities (e.g. 'Inflicts burn if the opponent is Earth type')

Additionally, forming a team with multiple characters of the same element or with a balanced distribution can generate team bonuses: Examples:

  • Mono-element (4 Fire): +15% attack, but -10% resistance

  • Double pair (2 Fire + 2 Water): cross-activation abilities (e.g. steam reaction)

  • All different: +5% speed and +5% critical"


Role Synergies

Roles are not rigid but strongly defining. A winning team leverages synergies between roles to create action chains, cross protections, or control mechanics:

  • Tank + Healer: high resilience to contain tough bosses

  • DPS + Debuffer: damage amplification through negative status effects

  • Buffer + DPS + Control: setup for quick eliminations before the enemy can react

  • Full Support: build focused on countering or reflected damage

Many characters have abilities that activate based on the team composition, for example:

  • 'Increases damage if there is another Fire-type character in the team'

  • 'Doubles regeneration if a Healer is on the field'"


Combo and Attacks

Some characters are capable of activating combos when paired with specific allies or under certain conditions:

  • Dual Strike: automatic attack with an ally if both are alive

  • Support Link: a buffer directly enhances the skills of another character

  • Elemental Combo: inflicting burn + wind triggers an additional explosion

These synergies emerge through study and experimentation, rewarding players who explore different formations.


Flexibility and Metagame

The system is designed to avoid a fixed “meta.” Rotations of events, dungeons, PvP, and environmental conditions will change from time to time:

  • Passive bonuses tied to the element of the week

  • Maluses against certain recurring formations

  • Global buffs for less-used elements

This variability encourages team rotation, collection of new characters, and strategic adaptation, ensuring greater longevity for the system.


Design Philosophy

"Each character is strong in a specific context. There is no perfect unit, only the right team.

The team and synergy system is built to encourage players to explore, test, fail, and reinvent. Victory is not about having the rarest character, but knowing how to make them shine in the right team, at the right time.

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