Soltokemons Type Chart and Matchups Explained

Soltokemons has eight elements, and knowing which beats which is the single biggest skill edge in battle. The type chart is deliberately mild - a super-effective hit is 1.5x and a resisted one is 0.66x, not the big swings some games use - so matchups reward smart switching over grinding levels. This guide walks through both cycles - the core four and the Rock, Ice, Etherial and Wind loop - and a few worked examples you can copy straight into a fight.

The core cycle: Electric > Water > Fire > Grass > Electric

Four of the eight elements form one closed loop where each one beats the next. Electric beats Water, Water beats Fire, Fire beats Grass, and Grass beats Electric, which loops back to the start. Reading it the other way tells you what resists you: if Electric beats Water, then Water hits Electric for reduced damage.

Because it is a clean four-way cycle, there is no single best element. Every attacker has exactly one element it is strong against and exactly one that walls it. The four starter mascots all live in this cycle, so your opening creature always has a clear answer somewhere on the wheel.

  • Electric (Sparkmon) beats Water, loses to Grass
  • Water (Aquamon) beats Fire, loses to Electric
  • Fire (Pyromon) beats Grass, loses to Water
  • Grass (Floramon) beats Electric, loses to Fire

Rock, Ice, Etherial and Wind: the second cycle

The other four elements - Rock, Ice, Etherial and Wind - form a second closed loop of their own: Rock beats Ice, Ice beats Etherial, Etherial beats Wind, and Wind beats Rock. Wind spawns everywhere in the wild like the core elements, while Etherial is the endgame element, found only in the Lands of Etheria.

Crucially, the two cycles are NEUTRAL (1.0x) against each other. So a Rock, Ice, Etherial or Wind creature never gets a type bonus or penalty versus Electric, Fire, Grass or Water, and vice versa. That makes them reliable answers to a bad core-cycle matchup: they never trade into a 1.5x hit from the core four. Rock has the highest bulk in the game, Ice is a tanky controller, and Wind is a fast evasive striker, so leaning on their stat identity is a legitimate plan. Remember Rock, Ice and Wind are wild-only - you catch them, you cannot pick them as a starter - and Etherial is caught only in the Lands of Etheria.

What 1.5x and 0.66x actually mean

Super-effective hits deal 1.5x damage. Resisted (not very effective) hits deal 0.66x. Everything else, including every exchange between the two cycles, is a flat 1.0x. These numbers are milder on purpose: in a small-team format a bigger swing would let one good matchup one-shot through the whole fight.

The practical takeaway is that type is a strong, decisive edge but not an instant win. A 1.5x advantage is roughly a fifty-percent damage bump - enough to flip a close fight, not enough to ignore everything else. Speed matters too: the faster creature attacks first, and a status like Shocked or Soaked that lowers Speed can hand you the turn order.

Why switching beats out-leveling

Levels swing fights hard in Soltokemons. Growth is steep (HP +3.0%, ATK +4.5%, DEF +1.5% per level) with no per-level flat damage bonus - the strength is all in the stats - so a level gap tilts a fight fast. A super-effective type advantage can still overturn a gap, and Type and Speed decide even-level matches.

That changes how you answer a bad matchup. Grinding ten extra levels will not rescue a creature that is being hit for 1.5x while hitting back for 0.66x - the type math swamps the small stat gain. The correct move is to SWITCH to a creature that turns the matchup around. Your team holds up to four, and you can swap mid-battle, so build a team that covers multiple points on the cycle.

Worked examples

Example 1 - the enemy leads Water (say a wild Hydrali). Water resists Fire, so do not stay in with a Pyromon line; it hits for 0.66x and eats 1.5x back. Switch to an Electric creature like Shocklin or Voltragon: Electric beats Water for 1.5x, and Electric's high Speed usually lets it strike first.

Example 2 - you are stuck on an Electric trainer creature like Zapfox. Electric is fast and hits hard, so do not try to outrace it. Bring a Grass creature such as Bulbmon or Bloomlope: Grass beats Electric for 1.5x, and Grass self-sustains with Leech to outlast the glass cannon.

Example 3 - a wild Ice creature like Cryostral is walling your core team because it takes neutral 1.0x from all four of them. Type gives you no edge here, so win on bulk and chip damage, or switch to a Rock creature (Rock beats Ice for 1.5x) to break it quickly.

Putting it together in battle

Lead with a creature that is neutral or favourable, bank Energy with a cheap neutral Tackle, then spend it on a big elemental hit once you have the right matchup on the field. Apply the element's signature status (Shock, Burn, Soak, Leech) to tilt Speed and damage your way.

If you read the foe's element and your active creature is on the wrong side of the cycle, switch instead of forcing it. One well-timed swap into a 1.5x attacker, plus the Speed and status edge that comes with it, wins more close fights than any amount of extra levels.

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FAQ

What is the full Soltokemons type chart? +

Four elements form a cycle where each beats the next: Electric beats Water, Water beats Fire, Fire beats Grass, and Grass beats Electric. The other four form a second cycle: Rock beats Ice, Ice beats Etherial, Etherial beats Wind, and Wind beats Rock. The two groups are neutral (1.0x) against each other.

How much is a super-effective hit worth? +

Super-effective hits deal 1.5x damage and resisted hits deal 0.66x. Everything else is 1.0x. This is milder than many games on purpose, so type is a strong edge but never an instant one-shot.

Are Ice and Rock weak to anything? +

Within their own cycle, yes: Rock beats Ice for 1.5x, and Wind beats Rock. From Electric, Fire, Grass and Water they take normal 1.0x damage and deal normal damage back. Ice in turn beats Etherial for 1.5x.

Should I level up or switch to beat a tough matchup? +

Switch. A 1.5x type advantage still overturns a level gap, so bringing in the right element is usually stronger than out-leveling - even though stat growth is now steep and a big level deficit does hurt.

Which element is the best overall? +

None. Both groups form a balanced cycle where each element beats exactly one and loses to exactly one, and the two groups are neutral against each other. The best pick is whatever covers your current opponent.

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