Evomon Type Weakness Chart: All 9 Elements Explained
Why Evomon Type Weakness Is the Skill That Wins Fights
If your team keeps hitting walls in Roblox Evomon, the problem usually isn't your level — it's your matchups. Understanding Evomon type weakness is the single fastest way to turn losing fights into clean wins, because the damage multiplier system in this game rewards players who know the chart and punishes those who ignore it. Every creature belongs to one of nine elements, and each element has specific targets it hits for double damage and specific threats that hit it just as hard back. This guide breaks down all nine types, their weaknesses, their strengths, and how to use that knowledge to build a five-slot team that actually holds together under pressure.
The Full Evomon Type Weakness Chart
The game currently features nine elements: Fire, Water, Grass, Ice, Bug, Ground, Rock, Shadow, and Light. The table below shows attack effectiveness — read it as "the attacking type in the left column deals this damage to the defending type across the top row."
Note: The type chart is community-reported and still being verified against the live game. Some fringe matchups may shift in future updates. Use the big matchup lanes below with confidence, but treat edge cases as directional rather than final.
| ATK ↓ / DEF → | Fire | Water | Grass | Ice | Bug | Ground | Rock | Shadow | Light |
|---|---|---|---|---|---|---|---|---|---|
| Fire | 1× | ½× | 2× | 2× | 2× | ½× | ½× | 1× | 1× |
| Water | 2× | ½× | ½× | 1× | 1× | 2× | 2× | 1× | 1× |
| Grass | ½× | 2× | ½× | 1× | ½× | 2× | 2× | 1× | 1× |
| Ice | ½× | ½× | 2× | ½× | 2× | 2× | 1× | 1× | 1× |
| Bug | ½× | 1× | 2× | 1× | 1× | 1× | ½× | 2× | ½× |
| Ground | 2× | 1× | ½× | ½× | 2× | 1× | 2× | 1× | 1× |
| Rock | 2× | 1× | 1× | 2× | 2× | ½× | 1× | 1× | 1× |
| Shadow | 1× | 1× | 1× | 1× | ½× | 1× | 1× | 2× | 2× |
| Light | 1× | 1× | 1× | 1× | 1× | 1× | 1× | 2× | ½× |
A 2× result means super effective. A ½× result means not very effective. A 1× result is neutral damage.
Every Type Weakness Listed by Element
Breaking each type down individually makes it easier to plan around your starter and your opponents.
Fire
| Category | Types |
|---|---|
| Strong against | Grass, Ice, Bug |
| Weak to | Water, Ground, Rock |
| Resists | Grass, Ice, Bug |
Fire is one of the most aggressive offensive types early on. It punishes three common types and resists the same three. Its vulnerability to Water is the most important thing to plan around, especially since Water anchors are extremely popular in the current meta.
Water
| Category | Types |
|---|---|
| Strong against | Fire, Ground, Rock |
| Weak to | Grass |
| Resists | Fire, Water, Ice |
Water has the narrowest weakness in the game — only Grass hits it super effectively. That single-weakness profile makes Water the most forgiving anchor for new players, which is why Bubble and its evolution line are consistently recommended as beginner-friendly starters.
Grass
| Category | Types |
|---|---|
| Strong against | Water, Ground, Rock |
| Weak to | Fire, Ice, Bug |
| Resists | Water, Grass, Ground |
Grass is a strong offensive type that covers three targets, but it carries three weaknesses in return. It's a reliable coverage pick when your team already has a Fire or Water anchor, but it needs protection from Bug and Ice threats.
Ice
| Category | Types |
|---|---|
| Strong against | Grass, Ground, Bug |
| Weak to | Fire, Rock |
| Resists | Ice, Ground |
Ice is a solid offensive type with two clear weaknesses. It's particularly valuable for covering Ground types, which resist a lot of common damage. Ice's resistance to its own type means Ice-versus-Ice matchups favor the higher-stat creature rather than type advantage.
Bug
| Category | Types |
|---|---|
| Strong against | Grass, Shadow |
| Weak to | Fire, Ice, Ground, Rock |
| Resists | Grass, Shadow |
Bug has the most weaknesses of any element in the game — four types hit it super effectively. Its offensive value is narrow, but its ability to hit Shadow types for 2× damage makes it a meaningful coverage pick in teams that expect to fight Shadow creatures in dungeons or boss encounters.
Ground
| Category | Types |
|---|---|
| Strong against | Fire, Rock, Bug |
| Weak to | Water, Grass, Ice |
| Resists | Fire, Rock |
Ground is a powerful offensive type that punishes three common elements, including Fire. Its three weaknesses are all common types, so Ground creatures need team support to stay healthy in longer fights.
Rock
| Category | Types |
|---|---|
| Strong against | Fire, Ice, Bug |
| Weak to | Water, Grass, Ground |
| Resists | Fire, Bug |
Rock overlaps with Fire offensively, hitting Ice and Bug for super effective damage. It's a decent coverage type but shares its weaknesses with several popular team anchors, so stacking Rock alongside Fire without Water cover is risky.
Shadow
| Category | Types |
|---|---|
| Strong against | Light, Shadow |
| Weak to | Bug, Shadow, Light |
| Resists | None listed |
Shadow is the most unusual element in the game. It hits both Light and Shadow for super effective damage, but it's also weak to Bug, Shadow, and Light. Shadow types currently have no confirmed resistances, which means they take neutral or super effective damage from most incoming attacks. They're high-risk, high-reward picks.
Light
| Category | Types |
|---|---|
| Strong against | Shadow |
| Weak to | Shadow |
| Resists | Bug, Light |
Light is the narrowest type in the chart — it has one offensive target and one weakness, both pointing at Shadow. Light types resist Bug and their own type, giving them some defensive utility. Their primary role on a team is as a Shadow counter.
How to Use Type Weakness to Build Your Team
Knowing the chart is only half the job. The other half is applying it to your actual five-slot team.
Start with one anchor, then cover its weakness. If your lead is a Water type, Grass is the one thing that punishes it for 2×. Your second slot should answer that threat before you think about anything else. Adding a Fire or Ice creature alongside a Water anchor closes that gap immediately.
The Water-Fire-Grass core is the easiest early shape. These three types together cover a wide range of opponents without creating obvious blind spots. It's not a perfect triangle for its own sake — it's a practical starting point that works in most early-game and mid-game content.
| Team Slot | Suggested Role | Why It Works |
|---|---|---|
| Slot 1 (Anchor) | Water | Single weakness, wide offensive coverage |
| Slot 2 (Counter-cover) | Fire or Ice | Answers Grass, threatens Bug and Ice |
| Slot 3 (Coverage) | Grass or Ground | Covers Rock and Ground threats |
| Slot 4 (Flex) | Shadow or Light | Handles dungeon-specific matchups |
| Slot 5 (Support) | Best available roll | Fills the remaining type gap |
Add one coverage answer at a time. The most common mistake is adding a new creature after every loss without checking whether it actually closes a real hole. If two slots already handle the same matchup, the third one isn't coverage — it's redundancy.
Role first, quality second. Once you know which type you need in a slot, then use your creature's Talent grade, Nature, and Trait to decide which specific capture fills that role best. A great roll in the wrong type still leaves the team with a gap.
Common Type Weakness Mistakes to Avoid
These habits consistently make teams weaker than the box actually deserves.
- Stacking the same type twice. Two Water types don't double your coverage — they double your Grass weakness and waste a slot.
- Ignoring Shadow and Light entirely. These two types counter each other directly, and Bug hits Shadow for 2×. If boss or dungeon content features Shadow creatures, a Bug or Light pick suddenly becomes much more valuable than it looks on paper.
- Treating the chart as final law on fringe matchups. The type chart is still being verified against the live game. The major lanes — Water beats Fire, Grass beats Water, Fire beats Grass — are reliable. Unusual interactions between less common types may still shift.
- Building around future creatures instead of current ones. The team that wins tonight's boss is the one using your best current anchor, not the one waiting for a better pull.
FAQ: Evomon Type Weakness
What is the most important Evomon type weakness to know first? The Water-Grass interaction is the most important early on. Water is the most common anchor type and Grass is its only weakness, so knowing that Grass hits Water for 2× damage shapes how you build your counter-cover slots before anything else.
Does Shadow have any resistances in Evomon? Based on community-reported data, Shadow currently has no confirmed resistances. It takes neutral or super effective damage from most incoming types, which makes it a risky anchor but a strong offensive pick for players who can keep it protected.
How many elements are in the Evomon type chart? There are nine elements in the current type chart: Fire, Water, Grass, Ice, Bug, Ground, Rock, Shadow, and Light. Each has its own set of strengths, weaknesses, and resistances that shape team building decisions.
Do I need to memorize every Evomon type weakness before building a team? No. The big matchup lanes are enough to make dramatically better teams than guesswork alone. Start with the Water-Fire-Grass core, learn what beats your anchor, and fill the remaining slots based on the content you're actually running. Fringe matchups can be learned through actual battles over time.