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Element (XC2)

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For other articles titled "Element", see Element (disambiguation).

Elements are a property of most combatants and attacks in Xenoblade Chronicles 2 and Torna ~ The Golden Country. There are a total of eight elements: Fire, Water, Wind, Earth, Electric, Ice, Light, and Dark. While some attacks are of no element, the vast majority are one of these eight types. For players, the element of attacks is determined by the element of the weapon's Blade, while for enemies, each individual attack is assigned a specific element.

There are several mechanics based on the element of attacks.

  • If an attack is the opposite element of its target, it deals +20% damage. If an attack is the same element as its target, it deals -20% damage.
  • If there is an element orb of the attack's element on the target, the damage is reduced by -25%.
  • Certain Blade Skills, Aux Cores, and so on can modify the damage dealt or taken from specific elements.
  • When a Blade Special is used, its element determines what sort of Blade Combo develops, and which seal and element orb will be applied at the end.
  • During a Chain Attack, attacks target their opposite element orb and deal double damage to that orb. If no opposite orb exists, or it has already been broken, it targets an orb at random.
  • Playable Drivers' idea levels increase the damage of attacks of the matching elements by +5% per level, and the biggest one increases the odds of receiving a Blade of those elements from Core Crystals by +5% per level.

List of elements[edit]

Note that this table lists the "raw" element of a Blade. Some Blades' element can be customised, or changed during battle.

Common Blades can be any element except for Light.

Element Opposite Idea Rare Blades Seal
XC2 element icon Fire.png
Fire
XC2 element icon Water.png Water XC2 thought icon Bravery.png Bravery Brighid, Crossette, Dagas, Dagas, Newt, Perdido, Pyra Seal Self-Destruct
XC2 element icon Water.png
Water
XC2 element icon Fire.png Fire XC2 thought icon Bravery.png Bravery Aegaeon, Dromarch, Gorg, Catalyst, Praxis, Sheba Seal Stench
XC2 element icon Wind.png
Wind
XC2 element icon Ice.png Ice XC2 thought icon Truth.png Truth Adenine, Boreas, Finch, Fiora, Poppi QTπ, Roc, Sever, Sever, Zenobia Seal Blowdown
XC2 element icon Earth.png
Earth
XC2 element icon Electric.png Electric XC2 thought icon Compassion.png Compassion Agate, Cressidus, Floren, Nim, Patroka, Poppi QT, Poppi α, Wulfric Seal Shackle Driver
XC2 element icon Electric.png
Electric
XC2 element icon Earth.png Earth XC2 thought icon Compassion.png Compassion Akhos, Electra, Herald, Kora, Obrona, Pandoria, Vess Seal Back Attack
XC2 element icon Ice.png
Ice
XC2 element icon Wind.png Wind XC2 thought icon Truth.png Truth Dahlia, Godfrey, Perun, Theory, Ursula Seal Shackle Blade
XC2 element icon Light.png
Light
XC2 element icon Dark.png Dark XC2 thought icon Justice.png Justice Corvin, KOS-MOS, Mythra, Pneuma, Poppibuster, Shulk Seal Affinity Down
XC2 element icon Dark.png
Dark
XC2 element icon Light.png Light XC2 thought icon Justice.png Justice Azami, Elma, Kasandra, Mikhail, Perceval, T-elos, Vale Seal Reinforcements

Strategy[edit]

Xenoblade Chronicles 2[edit]

It is a commonly-held misconception that a team must have a wide variety of elements (via equipping Blades of many different elements) in order to be successful, and that having two Blades with the same element is not ideal because of the damage reduction that element orbs provide. In truth, this is not correct at any stage of the (base) game.

On Normal difficulty just playing through the story, the main use of elements is for performing Blade Combos to add element orbs for a Chain Attack, and to break said orbs during the Chain Attack in order to get extra rounds. For most purposes, the number of orbs that must be applied is really quite low - it is entirely possible to defeat most story bosses with a 2-orb Chain Attack, although some particularly-tanky bosses such as Aeshma's Core may require 3. This means that easy access to 3-4 elements is sufficient, as long as these can inflict 2-3 element orbs and consistently break them in a Chain Attack. Having multiple Blades with the same element is often a boon rather than a hindrance, if it means the desired Blade Combos can be more easily performed and the applied orbs can be reliably broken.

An example of a basic party setup which can do this as early as chapter 2 is as follows:

This setup only has three elements and can be put together with only story Blades and Common Blades, yet it is able to easily inflict three element orbs: one with a Fire -> Water -> Fire or Fire -> Fire -> Fire Blade Combo using Rex and Nia, one with Water -> Water -> Water (again with Rex and Nia), and Earth -> Fire -> Earth with Tora and Rex or Nia. It can also consistently burst the orbs in a Chain Attack: using both Rex and Nia's Fire Blades in a round will be guaranteed to burst a Water orb, and vice versa for Fire. Indeed, three element orbs is overkill for all situations before chapter 4; the majority of early story bosses can be defeated with just one orb (once Chain Attacks are available), which is trivially easy to do with Fire -> Water -> Fire and requires no tactics to burst in a Chain Attack.

The above is only a minimal example which can be implemented very early on. As the story progresses, options such as Mythra and, later, A Dream of the Future make access to key elements even easier at no opportunity cost. If a three-orb Chain Attack is insufficient to defeat an enemy, it often indicates severe inefficiencies in the party's damage output, which are typically much more easily fixed by using better equipment than by changing around elemental setup to allow for more orbs. This is especially true given that inflicting more orbs takes more time in combat, which not only means more chances for things to go wrong, but also means the enemy will take more damage that could render the extra orb unnecessary by the time it's applied.

In theory, stacking extra unnecessary orbs does have a use because it allows for more Overkill, thus granting extra rewards. But in practice, this is only for serotonin purposes. It is already easy to become overlevelled due to Overkill without aiming to maximize it.

On Bringer of Chaos difficulty and during postgame optimisation, the strategy often shifts from many-orb Chain Attacks to be more reliant on Fusion Combos, and elements become less of a concern. If and when they are relevant, they are usually used to take advantage of enemy weaknesses; some enemies (such as Immovable Heir Carlos) take much greater damage to certain elements in certain circumstances, such as when they become Enraged. Setups exploiting this are obviously highly enemy-dependent.

Torna ~ The Golden Country[edit]

In Torna ~ The Golden Country, where Chain Attacks are weaker per-orb, having a wider variety of elements can be valuable, to the point that even having all 8 available is useful. This is especially true since element orbs are trivially easy to apply, nullifying the advantage of doubling up on elements.

Having all eight elements is easy to accomplish, as each of the six Blades have a unique element; all that is required is for the Drivers to cover the remaining two (Earth and Electric), which Addam and Hugo provide by default. The remaining Driver will necessarily double up on an element. This should be an element which is not shared by any of the Driver's Blades, so that two different Teams can attack with the same element in a Chain Attack, guaranteeing a burst on its opposite orb and ensuring the Chain Attack will continue past the first round.

Gallery[edit]