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** ''VideoGame/DarkSoulsII'': At launch, Lightning and Fire seemed to be jostling for the top spot as the most powerful element. Fire was very useful against the many Hollows in the early game and the monstrous foes later on (made even more exploitable by the [[DiscOneNuke early availability of a Fire Longsword in the Forest of Fallen Giants]], while Lightning took care of most armored enemies: in addition, many enemies that were resistant to one element were weak to the other, as in the case of the Fire-resistant enemies in [[LethalLavaLand Iron Keep]] being cripplingly weak to Lightning. Lightning still seemed the better option overall, though, particularly since a large number of areas are partially submerged or raining, which lowers Lightning resistance and boosts Fire resistance. However, after the release of the first DLC, Lightning and most of its damaging miracles were heavily nerfed, making Fire a much more consistent option overall...save for the second DLC area, which consisted entirely of Fire-resistant enemies.

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** ''VideoGame/DarkSoulsII'': At launch, Lightning and Fire seemed to be jostling for the top spot as the most powerful element. Fire was very useful against the many Hollows in the early game and the monstrous foes later on (made even more exploitable by the [[DiscOneNuke early availability of a Fire Longsword in the Forest of Fallen Giants]], Giants]]), while Lightning took care of most armored enemies: in addition, many enemies that were resistant to one element were weak to the other, as in the case of the Fire-resistant enemies in [[LethalLavaLand Iron Keep]] being cripplingly weak to Lightning. Lightning still seemed the better option overall, though, particularly since a large number of areas are partially submerged or raining, which lowers Lightning resistance and boosts Fire resistance. However, after the release of the first DLC, Lightning and most of its damaging miracles were heavily nerfed, making Fire a much more consistent option overall...save for the second DLC area, which consisted entirely of Fire-resistant enemies.
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* ''VideoGame/{{Atelier}}'':

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* ''VideoGame/{{Atelier}}'':''VideoGame/AtelierSeries'':
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** In the first generation, Psychic was the clear top-tier element, as the only two intended weaknesses were Bug (which had no good offensive attacks) and Ghost (which also had no good offensive attacks, and due to a [[GoodBadBugs programming oversight]] was accidentally made to deal no damage at all to Psychic Pokémon, anyway). Meanwhile, nothing but Psychic itself actually resisted Psychic moves, making them a strong coverage option; while Normal and Dragon had comparably-few poor offensive matchups, neither had any good offensive matchups like Psychic did. The next generation introduced Dark and Steel types to combat this, and every year Psychic's power has been waning. Some things remain constant, though - Poison has pretty much always been at the bottom of the rankings, even though it got an advantage against the [[VideoGame/PokemonXAndY newly-introduced]] Fairy-type. But a given type may have wildly different performance offensively versus defensively. For instance, Ice-type attacks are very good (four enemy types are weak against them, one of which is otherwise weak only to itself and a newly-introduced one) but being an Ice-type is terrible (four weaknesses, three of which are incredibly commonly used; and a single resistance, to Ice). Steel-type is the opposite (the ''majority'' of other types do reduced damage against Steel-type Pokémon, but only three take extra damage from Steel-type attacks).

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** In the first generation, Psychic was the clear top-tier element, as the only two intended weaknesses were Bug (which had no good offensive attacks) and Ghost (which also had no good offensive attacks, and due to a [[GoodBadBugs programming oversight]] was accidentally made to deal no damage at all to Psychic Pokémon, anyway). Meanwhile, nothing but Psychic itself actually resisted Psychic moves, making them a strong coverage option; while Normal and Dragon had comparably-few poor offensive matchups, neither had any good offensive matchups like Psychic did. In seeming awareness of this, developmental material suggests that Sabrina, the Psychic-type Gym Leader, [[WhatCouldHaveBeen was intended to be the last and most powerful one]], with Giovanni being moved to the position relatively late (and she still has the most powerful team overall). The next generation introduced Dark and Steel types to combat this, and every year Psychic's power has been waning. Some things remain constant, though - Poison has pretty much always been at the bottom of the rankings, even though it got an advantage against the [[VideoGame/PokemonXAndY newly-introduced]] Fairy-type. But a given type may have wildly different performance offensively versus defensively. For instance, Ice-type attacks are very good (four enemy types are weak against them, one of which is otherwise weak only to itself and a newly-introduced one) but being an Ice-type is terrible (four weaknesses, three of which are incredibly commonly used; and a single resistance, to Ice). Steel-type is the opposite (the ''majority'' of other types do reduced damage against Steel-type Pokémon, but only three take extra damage from Steel-type attacks).
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** In ''VideoGame/Persona5'', Agi spells cost the same as most other elements, but can now inflict Burn. Garu spells do extra damage to foes afflicted with Burn and are cheaper than other elements. Frei spells do extra damage to foes afflicted with Freeze, Shock, or Burn, and [[PsychicPowers Psi]] spells do extra damage to foes afflicted with Confuse, Despair, Fear, Rage, and Brainwash. [[LightEmUp Kouha]] and [[CastingAShadow Eiha]] spells... have no particular upside and no access to Severe-level damage (except one skill that is unique to Tsukuyomi).

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** In ''VideoGame/Persona5'', Agi spells cost the same as most other elements, but can now inflict Burn. Garu spells do extra damage to foes afflicted with Burn and are cheaper than other elements. Frei spells do extra damage to foes afflicted with Freeze, Shock, or Burn, and [[PsychicPowers Psi]] spells do extra damage to foes afflicted with Confuse, Despair, Fear, Rage, and Brainwash. [[LightEmUp Kouha]] and [[CastingAShadow Eiha]] spells... have no particular upside and no access to Severe-level damage (except one skill spells only deal damage, but are stronger than other elemental spells of the same tier, with their heavy-tier spells being on par with the severe-tier spells of other elements, [[GuideDangIt not that is unique to Tsukuyomi).the game ever tells you this since you're never shown base power numbers]].
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* In the first ''VideoGame/AtelierIris'' game, the first and weakest offensive Mana Item you're able to synthesize is the Bomb Ice (Ice). Then you get the Obake Bag (Dark), Flame (Fire), Thunder Rod (Lightning), and finally the strongest one is Dragon Gem, which is also fire-based.
* In the second game, ''VideoGame/AtelierIris2'', Ice items are again the weakest, since there are only two of them and the stronger one only deals medium damage. Meanwhile, there are a lot more Fire-based items and the second strongest item (Cerberus Flute) is Fire-based. The strongest item, however, [[TakeAThirdOption deals all four elemental damage at once]].
* Seems to be a trend in ''VideoGame/{{Atelier}}'' series.
** In ''VideoGame/AtelierRorona'', the absolute strongest item, [[NukeEm Tera Bomb]], is Fire-elemental. Regarding the characters, though, the two Wind-based party members, [[DorkKnight Sterk]] and [[CoolOldGuy Gio]], are regarded as the [[CharacterTiers strongest party members]].
** In ''VideoGame/AtelierEschaAndLogy'', Logy's "Blitz" attack items are, from strongest to weakest: [[BlowYouAway Guryun Blitz]], [[MakingASplash Flava Blitz]], [[PlayingWithFire Roten Blitz]], and [[DishingOutDirt Airto Blitz]]. The InfinityPlusOneSword, Tauzent Blitz, is NonElemental.

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* ''VideoGame/{{Atelier}}'':
**
In the first ''VideoGame/AtelierIris'' game, ''VideoGame/AtelierIrisEternalMana'', the first and weakest offensive Mana Item you're able to synthesize is the Bomb Ice (Ice). Then you get the Obake Bag (Dark), Flame (Fire), Thunder Rod (Lightning), and finally the strongest one is Dragon Gem, which is also fire-based.
* ** In the second game, ''VideoGame/AtelierIris2'', ''VideoGame/AtelierIris2TheAzothOfDestiny'', Ice items are again the weakest, since there are only two of them and the stronger one only deals medium damage. Meanwhile, there are a lot more Fire-based items and the second strongest item (Cerberus Flute) is Fire-based. The strongest item, however, [[TakeAThirdOption deals all four elemental damage at once]].
* Seems to be a trend in ''VideoGame/{{Atelier}}'' series.
** In ''VideoGame/AtelierRorona'', ''VideoGame/AtelierRoronaTheAlchemistOfArland'', the absolute strongest item, [[NukeEm Tera Bomb]], is Fire-elemental. Regarding the characters, though, the two Wind-based party members, [[DorkKnight Sterk]] and [[CoolOldGuy Gio]], are regarded as the [[CharacterTiers strongest party members]].
** In ''VideoGame/AtelierEschaAndLogy'', ''VideoGame/AtelierEschaAndLogyAlchemistsOfTheDuskSky'', Logy's "Blitz" attack items are, from strongest to weakest: [[BlowYouAway Guryun Blitz]], [[MakingASplash Flava Blitz]], [[PlayingWithFire Roten Blitz]], and [[DishingOutDirt Airto Blitz]]. The InfinityPlusOneSword, Tauzent Blitz, is NonElemental.
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* In ''VideoGame/FinalFantasyIV'', you fight the [[FourElementEnsemble Elemental Archfiends]] in order of their strength, from the weakest, Scarmiglione (Earth), then Cagnazzo (Water), Barbariccia (Wind), and finally the strongest, Rubicante (Fire).

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* In ''VideoGame/FinalFantasyIV'', you fight the [[FourElementEnsemble [[ClassicalElementsEnsemble Elemental Archfiends]] in order of their strength, from the weakest, Scarmiglione (Earth), then Cagnazzo (Water), Barbariccia (Wind), and finally the strongest, Rubicante (Fire).
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* ''LightNovel/ThatTimeIGotReincarnatedAsASlime'': In the category of the Eight Elemental Attributes, five of them form a set where Earth > Space > Wind > Water > Fire > Earth, but they're trumped by a superior set consisting of Light and Darkness opposing each other in equal measure, and a final tier where Time is superior to all of them.

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* ''LightNovel/ThatTimeIGotReincarnatedAsASlime'': ''Literature/ThatTimeIGotReincarnatedAsASlime'': In the category of the Eight Elemental Attributes, five of them form a set where Earth > Space > Wind > Water > Fire > Earth, but they're trumped by a superior set consisting of Light and Darkness opposing each other in equal measure, and a final tier where Time is superior to all of them.
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* In ''VideoGame/TrailsSeries'', the seven elements are divided into two groups. The lower ones consist of Earth, Fire, Water, and Wind and the higher ones are Time, Space, and Mirage. Spells belonging to the latter three are generally considered NonElemental for gameplay purposes. ''VideoGame/TrailsInTheSky the 3rd'' takes place in a realm called Phantasma, and the fact that they play a part in the ElementalRockPaperScissors indicates Phantasma is a separate dimension than the real world.



[[folder: Metroidvania]]
* In ''Videogame/BloodstainedRitualOfTheNight'':
** The elemental enemies are scattered across the game locations, and naturally the ones located in later areas are stronger. The first elemental you'll meet is the Thunder Elemental in the lower sections of Dian Cecht Cathedral, then Light Elemental in the upper sections, then Dark Elemental in the Secret Sorcery Lab, then Fire Elemental immediately after in Inferno Cave, and the final one is Ice Elemental in Glacial Tomb.
** In the [[spoiler:second Zangetsu]] battle, he has four phases, each stronger than before. In the first phase he uses his standard sword and throwing daggers. In second phase he imbues them with fire, causing explosions with each sword swing and dagger throw. In the third phase he uses lightning, causing lightning strikes instead of explosions. While the lightnings are slightly less wide than the explosions, they also cover the entire height of the arena. In the final phase he uses ice powers. Now his sword causes a wave of icy explosions that persists after he finishes attacking, and his thrown daggers explode into icicle shards that travel in the eight direction.
[[/folder]]



** Finally, there are also various "secondary" elements like Plasma, Magnetism, Sonics, Plantlife, etc...While not inherently less powerful than the core 6 elements, they are much less known and used because their users are few and far between (Matoran and Toas of these elements are rare and almost never appear in the stories, while the only toys ever released that used these were the 6 Bohrok Kals, and they were explicitly 6 individuals rather than 6 breeds).

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** Finally, there are also various "secondary" elements like Plasma, Magnetism, Sonics, Plantlife, etc...While not inherently less powerful than the core 6 elements, they are much less known and used because their users are few and far between (Matoran and Toas of these elements are rare and almost never appear in the stories, while the only toys ever released that used these were the 6 Bohrok Kals, and they were explicitly 6 individuals rather than 6 breeds).breeds).
* ''Franchise/{{Digimon}}'' has the shield-themed Ludomon line, who changes element with each evolution. The Rookie stage Ludomon is a small humanoid figure in an armor made of shields. The Champion stage [=TiaLudomon=] gains a wolf-themed armor and ice shields. The Ultimate stage [=RaijiLudomon=] is a flying robotic figure who can generate electricity-based {{Beehive Barrier}}s. The Mega stage Bryweludramon is a giant dragon made of fire, who is covered with shields.
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* In ''VideoGame/EldenRing'' there are five elemental damage types: Magic, Fire, Lightning and Holy. Out of the five, Magic and Fire are tied as the best; magic is effective on damn near everything (though nothing is particularly weak to it either) and there are a lot of spells with it, allowing it great versatility. Fire is less universal, but there are plenty of enemies who are especially weak to it and may even get stunned when attacked with fire. Fittingly, the Sword of Night and Flames is considered one of THE best weapons in the game, due to it dealing normal, magic and fire damage at the same time, and having a weapon skill that allows either shooting a concentrated ray of magic or a wave of flames. Lightning comes second, being strong against armored individuals and not having any particular weaknesses. Holy, however, comes at an absolute last due to one simple fact: damn near every major boss in the game is ''extremely'' resistant to Holy damage, making weapons and spells that innately deal holy damage near useless against them; they do have some limited utility in fighting specific undead bosses, but those are all optional and fairly rare.

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* In ''VideoGame/EldenRing'' there are five four elemental damage types: Magic, Fire, Lightning and Holy. Out of the five, four, Magic and Fire are tied as the best; magic is effective on damn near everything (though nothing is particularly weak to it either) and there are a lot of spells with it, allowing it great versatility. Fire is less universal, but there are plenty of enemies who are especially weak to it and may even get stunned when attacked with fire. Fittingly, the Sword of Night and Flames is considered one of THE best weapons in the game, due to it dealing normal, magic and fire damage at the same time, and having a weapon skill that allows either shooting a concentrated ray of magic or a wave of flames. Lightning comes second, being strong against armored individuals and not having any particular weaknesses. Holy, however, comes at an absolute last due to one simple fact: damn near every major boss in the game is ''extremely'' resistant to Holy damage, making weapons and spells that innately deal holy damage near useless against them; they do have some limited utility in fighting specific undead bosses, but those are all optional and fairly rare.

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* In ''VideoGame/EldenRing'' there are five elemental damage types: Magic, Fire, Lightning and Holy. Out of the five, Magic and Fire are tied as the best; magic is effective on damn near everything (though nothing is particularly weak to it either) and there are a lot of spells with it, allowing it great versatility. Fire is less universal, but there are plenty of enemies who are especially weak to it and may even get stunned when attacked with fire. Fittingly, the Sword of Night and Flames is considered one of THE best weapons in the game, due to it dealing normal, magic and fire damage at the same time, and having a weapon skill that allows either shooting a concentrated ray of magic or a wave of flames. Lightning comes second, being strong against armored individuals and not having any particular weaknesses. Holy, however, comes at an absolute last due to one simple fact: damn near every major boss in the game is ''extremely'' resistant to Holy damage, making weapons and spells that innately deal holy damage near useless against them; they do have some limited utility in fighting specific undead bosses, but those are all optional and fairly rare.
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** While the best element in the game is up for debate, it's pretty unanimously agreed upon that [[HolyHandGrenade Holy]] is the absolute worst, because most of the game's major bosses massively resist it. Of the bosses important enough to drop a Remembrance, only a single one (the Regal Ancestor Spirit) has a Holy weakness, with ''every other boss'' having Holy resistances ranging from "respectable" to "almost immune". The FinalBoss, in particular, has so much Holy resistance that at one point the game's wiki erroneously reported that Holy damage actually ''healed'' it. While that is not the case, Holy damage is still so ineffective that trying to use it against the FinalBoss is essentially a SelfImposedChallenge.

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** While the best element in the game is up for debate, it's pretty unanimously agreed upon that [[HolyHandGrenade Holy]] is the absolute worst, because most of the game's major bosses massively resist it. Of the bosses important enough to drop a Remembrance, Remembrance,[[note]]Nominally 16, but Godfrey, Beast Clergyman, Astel, Mohg, Ancestor Spirit, and Godrick/Godefroy are each used twice, Margit/Morgott is used thrice, and Fortissax has near-identical counterparts in the form of Lansseax (herself fought twice) and the Farum Azula Dragons (of which there are four). So they comprise more like 30 actual boss fights.[[/note]] only a single one (the Regal Ancestor Spirit) has a Holy weakness, with ''every other boss'' having Holy resistances ranging from "respectable" to "almost immune". The FinalBoss, in particular, has so much Holy resistance that at one point the game's wiki erroneously reported that Holy damage actually ''healed'' it. While that is not the case, Holy damage is still so ineffective that trying to use it against the FinalBoss is essentially a SelfImposedChallenge.
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Fire Giant has 20% Holy resistance, and 0% against every other element besides Fire.


** While the best element in the game is up for debate, it's pretty unanimously agreed upon that [[HolyHandGrenade Holy]] is the absolute worst, because most of the game's major bosses massively resist it. Of the bosses important enough to drop a Remembrance, only a single one (the Regal Ancestor Spirit) has a Holy weakness, and only a single ''other'' one has a Holy neutrality (the [[spoiler: Fire Giant]]), with ''every other boss'' having Holy resistances ranging from "respectable" to "almost immune". The FinalBoss, in particular, has so much Holy resistance that at one point the game's wiki erroneously reported that Holy damage actually ''healed'' it. While that is not the case, Holy damage is still so ineffective that trying to use it against the FinalBoss is essentially a SelfImposedChallenge.

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** While the best element in the game is up for debate, it's pretty unanimously agreed upon that [[HolyHandGrenade Holy]] is the absolute worst, because most of the game's major bosses massively resist it. Of the bosses important enough to drop a Remembrance, only a single one (the Regal Ancestor Spirit) has a Holy weakness, and only a single ''other'' one has a Holy neutrality (the [[spoiler: Fire Giant]]), with ''every other boss'' having Holy resistances ranging from "respectable" to "almost immune". The FinalBoss, in particular, has so much Holy resistance that at one point the game's wiki erroneously reported that Holy damage actually ''healed'' it. While that is not the case, Holy damage is still so ineffective that trying to use it against the FinalBoss is essentially a SelfImposedChallenge.
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Oops. Runemasters aren't in Nexus, only Zodiacs are


* ''VideoGame/EtrianOdysseyIVLegendsOfTheTitan'' and ''VideoGame/EtrianOdysseyNexus'' have this with the Runemaster class. Runemasters, unlike the Alchemist and Zodiac classes of previous games, have a drastic difference in what their three elemental spells do: volt spells target an entire line, fire spells deal splash damage, and ice spells pierce to hit the back line. The imbalance is ''heavily'' weighted to volt, as targeting a whole line for equal damage is better than targeting one thing for full damage and things next to it for splash, or one thing in each line, assuming there even is something in the back. Bosses which have multiple parts are a common thing as well, and volt spells hit each part for full damage, which is something neither of the two can do. While later tier spells just hit everything, that costs more TP, meaning volt is best for conserving it whether wandering around a labyrinth or fighting a boss.
* In the first generation of ''Franchise/{{Pokemon}}'', Psychic was the clear top-tier element, as the only two intended weaknesses were Bug (which had no good offensive attacks) and Ghost (which also had no good offensive attacks, and due to a [[GoodBadBugs programming oversight]] was accidentally made to deal no damage at all to Psychic Pokémon, anyway). Meanwhile, nothing but Psychic itself actually resisted Psychic moves, making them a strong coverage option; while Normal and Dragon had comparably-few poor offensive matchups, neither had any good offensive matchups like Psychic did. The next generation introduced Dark and Steel types to combat this, and every year Psychic's power has been waning. Some things remain constant, though - Poison has pretty much always been at the bottom of the rankings, even though it got an advantage against the [[VideoGame/PokemonXAndY newly-introduced]] Fairy-type.
** It's worth noting that a given type may have wildly different performance offensively versus defensively. For instance, Ice-type attacks are very good (four enemy types are weak against them, one of which is otherwise weak only to itself and a newly-introduced one) but being an Ice-type is terrible (four weaknesses, three of which are incredibly commonly used; and a single resistance, to Ice). Steel-type is the opposite (the ''majority'' of other types do reduced damage against Steel-type Pokémon, but only three take extra damage from Steel-type attacks).

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* ''VideoGame/EtrianOdysseyIVLegendsOfTheTitan'' and ''VideoGame/EtrianOdysseyNexus'' have has this with the Runemaster class. Runemasters, unlike the Alchemist and Zodiac classes of previous games, have a drastic difference in what their three elemental spells do: volt spells target an entire line, fire spells deal splash damage, and ice spells pierce to hit the back line. The imbalance is ''heavily'' weighted to volt, as targeting a whole line for equal damage is better than targeting one thing for full damage and things next to it for splash, or one thing in each line, assuming there even is something in the back. Bosses which have multiple parts are a common thing as well, and volt spells hit each part for full damage, which is something neither of the two can do. While later tier spells just hit everything, that costs more TP, meaning volt is best for conserving it whether wandering around a labyrinth or fighting a boss.
* ''Franchise/{{Pokemon}}'':
**
In the first generation of ''Franchise/{{Pokemon}}'', generation, Psychic was the clear top-tier element, as the only two intended weaknesses were Bug (which had no good offensive attacks) and Ghost (which also had no good offensive attacks, and due to a [[GoodBadBugs programming oversight]] was accidentally made to deal no damage at all to Psychic Pokémon, anyway). Meanwhile, nothing but Psychic itself actually resisted Psychic moves, making them a strong coverage option; while Normal and Dragon had comparably-few poor offensive matchups, neither had any good offensive matchups like Psychic did. The next generation introduced Dark and Steel types to combat this, and every year Psychic's power has been waning. Some things remain constant, though - Poison has pretty much always been at the bottom of the rankings, even though it got an advantage against the [[VideoGame/PokemonXAndY newly-introduced]] Fairy-type.
** It's worth noting that
Fairy-type. But a given type may have wildly different performance offensively versus defensively. For instance, Ice-type attacks are very good (four enemy types are weak against them, one of which is otherwise weak only to itself and a newly-introduced one) but being an Ice-type is terrible (four weaknesses, three of which are incredibly commonly used; and a single resistance, to Ice). Steel-type is the opposite (the ''majority'' of other types do reduced damage against Steel-type Pokémon, but only three take extra damage from Steel-type attacks).
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** While the best element in the game is up for debate, it's pretty unanimously agreed upon that [[HolyHandGrenade Holy]] is the absolute worst, because most of the game's major bosses massively resist it. Of the bosses important enough to drop a Remembrance, only a single one (the Regal Ancestor Spirit) has a Holy weakness, and only a single ''other'' one has a Holy neutrality (the [[spoiler: Fire Giant]]), with ''every other boss'' having Holy resistances ranging from "respectable" to "almost immune". The FinalBoss, in particular, has so much Holy resistance that at one point the game's wiki erroneously reported that Holy damage actually ''healed'' it: while that is not the case, Holy damage is still so ineffective that trying to use it against the FinalBoss is essentially a SelfImposedChallenge.
** Lightning and Fire damage[[note]] or "Flame Art" damage, to be specific, as "Fire" damage scales almost purely with Faith[[/note]], rather than being purely tied to Faith, are somewhat connected to one's Dexterity or Strength stats respectively, allowing for builds specialized in physical stats to consistently deal elemental damage. However, Lightning still tends to be better than Fire for one simple reason: the weather system. When it's raining, all Fire damage is 10% weaker while all Lightning damage is 10% stronger, while there's no weather that does the opposite. Given that the community's favourite location for [=PvP=] dueling happens to be in Liurnia, where it rains often...

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** While the best element in the game is up for debate, it's pretty unanimously agreed upon that [[HolyHandGrenade Holy]] is the absolute worst, because most of the game's major bosses massively resist it. Of the bosses important enough to drop a Remembrance, only a single one (the Regal Ancestor Spirit) has a Holy weakness, and only a single ''other'' one has a Holy neutrality (the [[spoiler: Fire Giant]]), with ''every other boss'' having Holy resistances ranging from "respectable" to "almost immune". The FinalBoss, in particular, has so much Holy resistance that at one point the game's wiki erroneously reported that Holy damage actually ''healed'' it: while it. While that is not the case, Holy damage is still so ineffective that trying to use it against the FinalBoss is essentially a SelfImposedChallenge.
** The game's weather system incidentally causes Lightning and Fire damage[[note]] or "Flame Art" damage, to be specific, as "Fire" damage scales almost purely with Faith[[/note]], rather than being purely tied to Faith, are somewhat connected to one's Dexterity or Strength stats respectively, allowing for builds specialized in physical stats to consistently deal elemental damage. However, Lightning still tends to be better than Fire for one simple reason: the weather system. When it's raining, all Fire damage is 10% weaker while all Lightning damage is 10% stronger, while there's no weather that does the opposite. Given that the community's favourite location for [=PvP=] dueling Fire, just because if it happens to be raining, everything standing outside in the rain gets increased Fire resistance and reduced Lightning resistance. The same is true for anything standing in a pool of water, plus any Lightning attacks that strike the surface of the water will cause a Lightning [=AoE=]. The only way to reduce something's Fire resistance is to chuck an Oil Pot at it, which any player in [=PvP=] who isn't a total moron will surely dodge and most enemies will input-read and ''automatically'' dodge. Also, there are enemies with 100% Fire resistance. Granted, there's only two such enemies, one is practically harmless, and the other is only found in one area of the game, but still. Even Holy doesn't have anything ''that'' resistant to it. Finally, the favoured spot for [=PvP=] duelling is the Academy Main Gate site of grace in Liurnia, where it rains often...a lot. Invaders, meanwhile, will often encounter gank squads at the Boilprawn Shack, also in Liurnia and surrounded by ankle-deep water.
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* ''VideoGame/EtrianOdyssey IV'' and ''Nexus'' have this with the Runemaster class. Runemasters, unlike the Alchemist and Zodiac classes of previous games, have a drastic difference in what their three elemental spells do: volt spells target an entire line, fire spells deal splash damage, and ice spells pierce to hit the back line. The imbalance is ''heavily'' weighted to volt, as targeting a whole line for equal damage is better than targeting one thing for full damage and things next to it for splash, or one thing in each line, assuming there even is something in the back. Bosses which have multiple parts are a common thing as well, and volt spells hit each part for full damage, which is something neither of the two can do. While later tier spells just hit everything, that costs more TP, meaning volt is best for conserving it whether wandering around a labyrinth or fighting a boss.

to:

* ''VideoGame/EtrianOdyssey IV'' ''VideoGame/EtrianOdysseyIVLegendsOfTheTitan'' and ''Nexus'' ''VideoGame/EtrianOdysseyNexus'' have this with the Runemaster class. Runemasters, unlike the Alchemist and Zodiac classes of previous games, have a drastic difference in what their three elemental spells do: volt spells target an entire line, fire spells deal splash damage, and ice spells pierce to hit the back line. The imbalance is ''heavily'' weighted to volt, as targeting a whole line for equal damage is better than targeting one thing for full damage and things next to it for splash, or one thing in each line, assuming there even is something in the back. Bosses which have multiple parts are a common thing as well, and volt spells hit each part for full damage, which is something neither of the two can do. While later tier spells just hit everything, that costs more TP, meaning volt is best for conserving it whether wandering around a labyrinth or fighting a boss.

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added some souls/ring stuff


** ''VideoGame/DarkSoulsI'': Lightning is the most powerful element in terms of both gameplay (almost nothing has decent lightning resistance except DLC bosses which have massive resistances to ''everything'') and lore (it was the element of TopGod Gwyn, and the AchillesHeel of the otherwise NighInvulnerable everlasting dragons).
** ''VideoGame/DarkSoulsIII'': Lightning was most likely originally ''intended'' to be the most powerful element once again, since most of the lightning weapons and spells aren't obtainable until pretty late in the game. However, lightning ended up being merely decent, while the most useful element in terms of gameplay is fire, the earliest and easiest element to obtain (you can choose a Fire Gem as your starting gift, which lets you turn your starting weapon into a fire weapon immediately after beating the tutorial boss). [[DiscOneNuke Every boss during the first half of the game is massively weak to fire with the exception of the Old Demon King]], and [[ScissorsCutsRock during the later half of the game + the DLC, all bosses are either weak or at the very least minimally resistant to fire]], with the exception of dragons and [[WalkingSpoiler one specific DLC boss]]. Fire is also nearly always effective versus enemies and will even stun and stagger some fleshy enemies. This is on top of all the other bonuses pyromancy receives over sorcery and miracles, including faster cast times, easier attainability, minimal investment needed, and viability for PVP.

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** ''VideoGame/DarkSoulsI'': Lightning is the most powerful element in terms of both gameplay (almost nothing has decent lightning Lightning resistance except DLC bosses bosses, which have massive resistances to ''everything'') and lore (it was the element of TopGod Gwyn, and the AchillesHeel of the otherwise NighInvulnerable everlasting dragons).
dragons). Fire and Magic, by contrast, are significantly less useful overall. In the case of Fire, many of the early game bosses are resistant or (in the case of Queelag) almost immune to it, while in the late game, the Demon Ruins, Lost Izalith, and the Kiln of the First Flame are exclusively populated by enemies who highly resist it. Magic has the advantage of finding some more usability in the early game, but it falls off ''hard'' starting in Sen's Fortress, and almost everything in the Duke's Archives and the Crystal Cave takes very little damage from it.
** ''VideoGame/DarkSoulsII'': At launch, Lightning and Fire seemed to be jostling for the top spot as the most powerful element. Fire was very useful against the many Hollows in the early game and the monstrous foes later on (made even more exploitable by the [[DiscOneNuke early availability of a Fire Longsword in the Forest of Fallen Giants]], while Lightning took care of most armored enemies: in addition, many enemies that were resistant to one element were weak to the other, as in the case of the Fire-resistant enemies in [[LethalLavaLand Iron Keep]] being cripplingly weak to Lightning. Lightning still seemed the better option overall, though, particularly since a large number of areas are partially submerged or raining, which lowers Lightning resistance and boosts Fire resistance. However, after the release of the first DLC, Lightning and most of its damaging miracles were heavily nerfed, making Fire a much more consistent option overall...save for the second DLC area, which consisted entirely of Fire-resistant enemies.
** ''VideoGame/DarkSoulsIII'': Continuing the trend of the previous two games having a back-and-forth between Fire and Lightning damage, Lightning was most likely originally ''intended'' to be the most powerful element once again, since most of the lightning Lightning weapons and spells aren't obtainable until pretty late in the game. However, lightning Lightning ended up being merely decent, while the most useful element in terms of gameplay is fire, Fire, the earliest and easiest element to obtain (you can choose a Fire Gem as your starting gift, which lets you turn your starting weapon into a fire Fire weapon immediately after beating the tutorial boss). [[DiscOneNuke Every boss during the first half of the game is massively weak to fire Fire with the exception of the Old Demon King]], and [[ScissorsCutsRock during the later half of the game + and the DLC, all bosses are either weak or at the very least minimally resistant to fire]], Fire]], with the exception of dragons and [[WalkingSpoiler one specific DLC boss]]. Fire is also nearly always effective versus enemies Hollows and fleshy foes, and will even stun and stagger some fleshy enemies. Hollows, dogs, Corpse-Grubs, and Pus of Man, the which are DemonicSpiders in their own right. This is on top of all the other bonuses pyromancy receives over sorcery and miracles, including faster cast times, easier attainability, minimal investment needed, and viability for PVP.[=PvP=].



** While the best element in the game is up for debate, it's pretty unanimously agreed upon that [[HolyHandGrenade Holy]] is the absolute worst, because the majority of the game's really difficult bosses massively resist it. The FinalBoss has so much Holy resistance that at one point the game's wiki erroneously reported that Holy damage actually healed it.
** Lightning tends to be better than Fire for one simple reason: the weather system. When it's raining, all Fire damage is 10% weaker while all Lightning damage is 10% stronger, while there's no weather that does the opposite. Given that the community's favourite location for [=PvP=] dueling happens to be in Liurnia, where it rains often...

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** While the best element in the game is up for debate, it's pretty unanimously agreed upon that [[HolyHandGrenade Holy]] is the absolute worst, because the majority most of the game's really difficult major bosses massively resist it. Of the bosses important enough to drop a Remembrance, only a single one (the Regal Ancestor Spirit) has a Holy weakness, and only a single ''other'' one has a Holy neutrality (the [[spoiler: Fire Giant]]), with ''every other boss'' having Holy resistances ranging from "respectable" to "almost immune". The FinalBoss FinalBoss, in particular, has so much Holy resistance that at one point the game's wiki erroneously reported that Holy damage actually healed it.
''healed'' it: while that is not the case, Holy damage is still so ineffective that trying to use it against the FinalBoss is essentially a SelfImposedChallenge.
** Lightning and Fire damage[[note]] or "Flame Art" damage, to be specific, as "Fire" damage scales almost purely with Faith[[/note]], rather than being purely tied to Faith, are somewhat connected to one's Dexterity or Strength stats respectively, allowing for builds specialized in physical stats to consistently deal elemental damage. However, Lightning still tends to be better than Fire for one simple reason: the weather system. When it's raining, all Fire damage is 10% weaker while all Lightning damage is 10% stronger, while there's no weather that does the opposite. Given that the community's favourite location for [=PvP=] dueling happens to be in Liurnia, where it rains often...
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** ''[[VideoGame/MonsterHunterTri Monster Hunter 3 Ultimate]]'' made the [[StuffBlowingUp Slime]] status effect (known as Blast in later games) far too powerful, allowing it to easily lock down monsters while doing obscene damage.

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** ''[[VideoGame/MonsterHunterTri ''[[VideoGame/MonsterHunter3Tri Monster Hunter 3 Ultimate]]'' made the [[StuffBlowingUp Slime]] status effect (known as Blast in later games) far too powerful, allowing it to easily lock down monsters while doing obscene damage.

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** Lightning tends to be better than Fire for one simple reason: the weather system. When it's raining, all Fire damage is 10% weaker while all Lightning damage is 10% stronger, while there's no weather that does the opposite. Given that the community's favourite location for [=PvP=] duelling happens to be in Liurnia, where it rains often...
* In ''VideoGame/MonsterHunterWorld'', Fire elemental weapons get the short end of the stick because most monsters weak to it are not really much trouble to begin with, with others being either neutral or resistant. Only one trouble monster, [[spoiler:the elder dragon Vaal Hazak]], is weak to it. Dragon to an extent has shades of this as most Elder Dragons aren't really that weak to Dragon, but the Rathalos/Rathians are and the addition of [[AntiMagic Elderseal]] on most Dragon element weapons stops them from falling into the same rut. Thunder on the other hand is the king of elements because a ton of powerful monsters like Bazelgeuse, Deviljho, Nergigante and [[spoiler:Kushala Daora]] are weak against it. That being said, status ailment weapons are more universally useful because they affect all monsters equally: Poison has been buffed from previous entries and with enough points in the Poison Attack skill you can inflict the effect three or four times in a hunt with considerable damage each time; Sleep is quite powerful if you bring bombs or have a partner with a Great Sword, otherwise it just offers windows for healing and sharpening; Paralysis gives you and any partners a window to just go ham. And with the addition of skills that boost the damage of non-elemental weapons, forgoing an element weapon entirely is quite viable too.

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** Lightning tends to be better than Fire for one simple reason: the weather system. When it's raining, all Fire damage is 10% weaker while all Lightning damage is 10% stronger, while there's no weather that does the opposite. Given that the community's favourite location for [=PvP=] duelling dueling happens to be in Liurnia, where it rains often...
* In ''VideoGame/MonsterHunterWorld'', Fire elemental weapons get The ''VideoGame/MonsterHunter'' series treats its elements equally from a mechanical perspective, but an individual game's monster roster and available equipment may tip the short end of the stick because most scales for or against certain elements. The one consistent thread across every game is that Dragon is very rare, and only stronger monsters weak get to use it.
** ''[[VideoGame/MonsterHunterTri Monster Hunter 3 Ultimate]]'' made the [[StuffBlowingUp Slime]] status effect (known as Blast in later games) far too powerful, allowing
it are not really much trouble to begin with, with others being either neutral or resistant. Only one trouble monster, [[spoiler:the elder dragon Vaal Hazak]], is weak to it. easily lock down monsters while doing obscene damage.
** ''VideoGame/MonsterHunterWorld'' had significant distribution problems; Fire was majorly overrepresented among monsters, while Water and Ice were nearly absent. As a result, Fire damage, Water resistance, and Ice resistance were fairly worthless traits for equipment; Fire resistance, on the other hand, could be quite valuable. While
Dragon damage didn't have many strong matchups either, it fared better thanks to an extent has shades of this as most Elder Dragons aren't really that weak to Dragon, but the Rathalos/Rathians are and the addition of the new [[AntiMagic Elderseal]] on most Dragon element weapons stops them from falling into the same rut. Thunder on the other hand is the king of elements because a ton of powerful monsters like Bazelgeuse, Deviljho, Nergigante and [[spoiler:Kushala Daora]] are weak against it. That being said, status ailment weapons are more universally useful because they affect all monsters equally: Poison has been buffed from previous entries and with enough points in the Poison Attack skill you can inflict the effect three or four times in a hunt which would let it suppress the powers of elder dragons. The ''Iceborne'' expansion helped smooth out the imbalance by introducing more strong Water and Ice monsters.
** ''VideoGame/MonsterHunterRise'' avoided its predecessor's issues
with considerable damage each time; Sleep is quite powerful if you bring bombs or have roster diversity, but equipment diversity took a partner with a Great Sword, otherwise it just offers windows for healing and sharpening; Paralysis gives you and any partners a window to just go ham. And nosedive with the addition third title update. The new Crimson Glow Valstrax armor set offered massive buffs when at low health, at the expense of suppressing any elemental damage other than Dragon. Conveniently enough, not only did the corresponding weapons have Dragon damage, but they also came with high base damage and massive amounts of white sharpness, which trivialized sharpness management without the need for any armor skill investment. The ''Sunbreak'' expansion would end up shattering its monopoly, as the buffs were no longer as significant in Master Rank, and other armor sets offered much more flexibility.
** ''VideoGame/MonsterHunterStories2'', much like ''World'', opted to dramatically overrepresent Fire monsties at the expense of Water and Dragon. To add insult to injury, Water had almost no monstie
skills that boost the damage of non-elemental weapons, forgoing an element weapon entirely is quite viable too.
could crit, while Dragon completely lacked any Speed skills.



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* In the first generation of ''Franchise/{{Pokemon}}'', Psychic was the clear top tier element, as the only two intended weaknesses were Bug (which had no good offensive attacks) and Ghost (which also had no good offensive attacks, and due to a [[GoodBadBugs programming oversight]] was accidentally made to deal no damage at all to Psychic Pokémon, anyway). The next generation introduced Dark and Steel types to combat this, and every year Psychic's power has been waning. Some things remain constant, though - Poison has pretty much always been at the bottom of the rankings, even though it got an advantage against the [[VideoGame/PokemonXAndY newly-introduced]] Fairy-type.
** It's worth noting that a given type's ''attacks'' may be of vastly different value than having a Pokémon of that type. For instance, Ice-type attacks are very good (four enemy types are weak against them, one of which is otherwise weak only to itself and a newly-introduced one) but being an Ice-type is terrible (four weaknesses, three of which are incredibly commonly used; and a single resistance, to Ice). Steel-type is the opposite (the ''majority'' of other types do reduced damage against Steel-type Pokémon, but only three take extra damage from Steel-type attacks).

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* In the first generation of ''Franchise/{{Pokemon}}'', Psychic was the clear top tier top-tier element, as the only two intended weaknesses were Bug (which had no good offensive attacks) and Ghost (which also had no good offensive attacks, and due to a [[GoodBadBugs programming oversight]] was accidentally made to deal no damage at all to Psychic Pokémon, anyway).anyway). Meanwhile, nothing but Psychic itself actually resisted Psychic moves, making them a strong coverage option; while Normal and Dragon had comparably-few poor offensive matchups, neither had any good offensive matchups like Psychic did. The next generation introduced Dark and Steel types to combat this, and every year Psychic's power has been waning. Some things remain constant, though - Poison has pretty much always been at the bottom of the rankings, even though it got an advantage against the [[VideoGame/PokemonXAndY newly-introduced]] Fairy-type.
** It's worth noting that a given type's ''attacks'' type may be of vastly have wildly different value than having a Pokémon of that type.performance offensively versus defensively. For instance, Ice-type attacks are very good (four enemy types are weak against them, one of which is otherwise weak only to itself and a newly-introduced one) but being an Ice-type is terrible (four weaknesses, three of which are incredibly commonly used; and a single resistance, to Ice). Steel-type is the opposite (the ''majority'' of other types do reduced damage against Steel-type Pokémon, but only three take extra damage from Steel-type attacks).
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** In ''VideoGame/Persona5'', Agi spells cost the same as most other elements, but can now inflict Burn. Garu spells do extra damage to foes afflicted with Burn and are cheaper than other elements. [[ILoveNuclearPower Frei]] spells do extra damage to foes afflicted with Freeze, Shock, or Burn, and [[PsychicPowers Psi]] spells do extra damage to foes afflicted with Confuse, Despair, Fear, Rage, and Brainwash. [[LightEmUp Kouha]] and [[CastingAShadow Eiha]] spells... have no particular upside and no access to Severe-level damage (except one skill that is unique to Tsukuyomi).

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** In ''VideoGame/Persona5'', Agi spells cost the same as most other elements, but can now inflict Burn. Garu spells do extra damage to foes afflicted with Burn and are cheaper than other elements. [[ILoveNuclearPower Frei]] Frei spells do extra damage to foes afflicted with Freeze, Shock, or Burn, and [[PsychicPowers Psi]] spells do extra damage to foes afflicted with Confuse, Despair, Fear, Rage, and Brainwash. [[LightEmUp Kouha]] and [[CastingAShadow Eiha]] spells... have no particular upside and no access to Severe-level damage (except one skill that is unique to Tsukuyomi).

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* ''VideoGame/EldenRing'': While the best element in the game is up for debate, it's pretty unanimously agreed upon that [[HolyHandGrenade Holy]] is the absolute worst, because the majority of the game's really difficult bosses massively resist it. The FinalBoss has so much Holy resistance that at one point the game's wiki erroneously reported that Holy damage actually healed it.

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* ''VideoGame/EldenRing'': ''VideoGame/EldenRing'':
**
While the best element in the game is up for debate, it's pretty unanimously agreed upon that [[HolyHandGrenade Holy]] is the absolute worst, because the majority of the game's really difficult bosses massively resist it. The FinalBoss has so much Holy resistance that at one point the game's wiki erroneously reported that Holy damage actually healed it.it.
** Lightning tends to be better than Fire for one simple reason: the weather system. When it's raining, all Fire damage is 10% weaker while all Lightning damage is 10% stronger, while there's no weather that does the opposite. Given that the community's favourite location for [=PvP=] duelling happens to be in Liurnia, where it rains often...
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Moved as there are two games called Earthbound on this wiki.


* In ''VideoGame/EarthBound'', elemental attacks have different areas of effect. Ice is a single-target, Fire hits a whole row but does less damage, and Lightning targets a random enemy and is prone to missing frequently unless there are many enemies. So even if you're facing a lightning-vulnerable boss you probably want to use ice, and same goes for if the fire-weak enemies are on multiple rows.

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* In ''VideoGame/EarthBound'', ''VideoGame/EarthBound1994'', elemental attacks have different areas of effect. Ice is a single-target, Fire hits a whole row but does less damage, and Lightning targets a random enemy and is prone to missing frequently unless there are many enemies. So even if you're facing a lightning-vulnerable boss you probably want to use ice, and same goes for if the fire-weak enemies are on multiple rows.

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