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The 12 elements

Elements & Synchro

Every element in the game and all 58 cross-element Synchro bonuses — which stats each pair boosts, straight from the game code. Synchro magnitudes scale with your synchro grid, so they are shown as computed.

12
Elements
58
Synchro bonuses (cross pairs)

The 12 elements

Each element with its essence and its number of cross Synchro bonuses.

ElementEssencePairs
Fire FireEssence 9
Earth EarthEssence 11
Water WaterEssence 9
Air AirEssence 11
Poison PoisonEssence 9
Mind MindEssence 9
Life LifeEssence 10
Electric ElectricEssence 11
Death DeathEssence 10
Holy HolyEssence 9
Time TimeEssence 11
Space SpaceEssence 7
How to read

Fire channels into FireEssence and takes part in 9 cross Synchro bonuses (table below).

Synchro bonuses (cross pairs)

What each element pair boosts — tags and stats from the code. 58 of the 66 possible combinations have a dedicated bonus.

Synchro bonus magnitudes are computed in-game from your synchro grid — they are not constants, so they are not published here.

SynchroBoostsType
Air+Death AttackDelay Multiplier
Air+Electric AttackSpellSpellCooldown Multiplier
Air+Holy † NumberOfHits Addition
Air+Life † ActionMagnitude Multiplier
Air+Mind ExpGainStudy Multiplier
Air+Poison Dodge Addition
Air+Space SpellActionEffectActionMagnitudeTemporaryEffectMagnitude Multiplier
Air+Time TemporaryEffectMagnitude Multiplier
Death+Holy RitualEffect Multiplier
Death+Space BuildingEffect Multiplier
Death+Time TemporaryEffectDuration Multiplier
Earth+Air SpellActionEffectActionMagnitudeTemporaryEffectMagnitude Multiplier
Earth+Death HPRegen Multiplier
Earth+Electric SpellActionEffectActionMagnitudeTemporaryEffectMagnitude Multiplier
Earth+Holy TemporaryEffectDuration Multiplier
Earth+Life Defense Multiplier
Earth+Mind Cap Addition
Earth+Poison ChannelingEfficiency Multiplier
Earth+Space ItemQualityLevelDelta Addition
Earth+Time TemporaryEffectMagnitude Multiplier
Earth+Water MaxHP Multiplier
Electric+Death CorruptionCap Addition
Electric+Holy AttackSpellActionMagnitude Multiplier
Electric+Space AttackSpellActionMagnitude Multiplier
Electric+Time ChannelingEfficiency Multiplier
Fire+Air TimePerAutoSalePerStall Multiplier
Fire+Death † ActionMagnitude Multiplier
Fire+Earth AttackDefense Multiplier
Fire+Electric CatalystEffectivity Multiplier
Fire+Life Attack Multiplier
Fire+Mind Accuracy Addition
Fire+Poison LootFromExploration Multiplier
Fire+Time TemporaryEffectMagnitude Multiplier
Fire+Water SpellActionEffectActionMagnitudeTemporaryEffectMagnitude Multiplier
Holy+Space AttackDamageReceived Multiplier
Holy+Time SpellTemporaryEffectDuration Multiplier
Life+Death SpellActionEffectActionMagnitudeTemporaryEffectMagnitude Multiplier
Life+Electric CatalystEffectivity Multiplier
Life+Holy MaxHP Multiplier
Life+Time AttackDelay Multiplier
Mind+Electric CatalystEffectivity Multiplier
Mind+Holy TemporaryEffectMagnitude Multiplier
Mind+Life SpellActionEffectTemporaryEffectMagnitudeShapeshiftingSpell Multiplier
Mind+Space LootItemAmountFromExplorationFromFamiliarExploration Addition
Mind+Time ActionMagnitude Multiplier
Poison+Death PoisonDoTAmount Multiplier
Poison+Electric SpellCooldown Multiplier
Poison+Holy † SpellCooldown Multiplier
Poison+Life SpellActionEffectActionMagnitudeTemporaryEffectMagnitude Multiplier
Poison+Time TemporaryEffectDuration Multiplier
Time+Space SpellCooldownAttackSpell Multiplier
Water+Air AttackSpellSpellCooldown Multiplier
Water+Death † selfAttack Multiplier
Water+Electric Production Multiplier
Water+Life † ActionMagnitude Multiplier
Water+Mind Production Multiplier
Water+Poison ProductionConsumption Multiplier
Water+Time † TemporaryEffectDuration Multiplier

† effect tied to a specific game entity (reference not statically resolved — will be detailed with the spells/familiars slices).

Every element also has a Synchro bonus with itself (“Synchro Bonus ({{element}}+{{element}})”), generic: SpellActionEffectActionMagnitudeTemporaryEffectMagnitudeChannelingEfficiency — Multiplier.

How to read

“Synchro Bonus (Air+Electric)” (the game's own name) applies a Multiplier — whose value depends on your synchro grid — to the AttackSpell and SpellCooldown tags: it acts on your attack spells' cooldown.