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Elemental effectiveness table

The complete damage matrix from the game’s own Elemental Effectiveness screen. Read a row as the element you attack with — usually the converter you brought — and a column as the element the monster defends with.

Monster defends with →
You attack with ↓NeutralWaterFireWindEarthPoisonHolyShadowGhostUndead
Neutral········−30%·
Water·−75%+75%−10%··−25%···
Fire·−20%−75%·+75%·−25%··+50%
Wind·+75%·−75%−20%·−25%···
Earth··−20%+75%−75%·−25%···
Poison·+25%+25%+25%+25%−75%−50%−50%·−75%
Holy······−75%+50%·+75%
Shadow·····−50%+50%−75%·−75%
Ghost−30%·····−25%−25%+50%+25%
Undead·····−50%+25%−75%·−75%

How to read it

A cell is the damage modifier in percent. +75% means you deal almost double; −75% means you deal a quarter. A blank cell is normal damage, and there are far more blanks than people expect — most pairings simply do nothing.

Converters exist for neutral, water, fire, wind and earth. Archers get holy as an extra option, which is why the planner sometimes shows a second recommendation.

Why the planner may not pick the strongest one

On a single-element map the choice is obvious: bring whatever gets +75%. Real maps are mixed, and that changes the goal — in AFK farming, what matters is that you keep one-shotting every monster there, not that you hit one of them very hard.

So the planner picks the converter with the best worst case, breaking ties by average. On a map with Wind and Water monsters, Earth (+75% on Wind, nothing on Water) beats Wind (+75% on Water but −75% on Wind) — the second option would double your damage on half the map and gut it on the other half, which is exactly how a hitkill run stops being a hitkill run.

Open the planner for the live, progress-aware answer based on your own MR.