Version 2: Types and matchups
Oct 26, 2026. Fact check and copy edit (wiki audit, 2026-10-26)
Changes from the page now
- Summary
The seventeen types, how the type chart scores a hit against one or two defending types, how orbs turn that score into damage, and where items and arenas come in.The seventeen types, how the type chart scores a hit, what a dual-typed ball's primary typing means, and how orbs change the numbers.
- Removed: The game calls types **attributes**. There are seventeen, and every ball has one or two of them. Mymics in raids have types too, and a merged boss encounter can carry five at once.
- Added: The game calls types **attributes**. There are seventeen, and each ball has one or two of them.
- {{types: Agriculture, Balance, Chaos, Cosmic, Energy, Faith}}
- …
- ## The type chart
- Removed: The game publishes a chart that scores every attacking type against every defending type: **+1** when the attack is strong, **0** when it's neutral and **−1** when it's weak. Fire, for example, is strong against Agriculture, Ice, Metal, Nature, Oil and Shadow, and weak against eight types including Water and Cosmic. Balance is the opposite extreme: it's strong only against Chaos and weak only against itself. [The type chart, type by type](wiki:type-chart-by-type) lists all seventeen.
- Removed:
- Removed: The chart isn't a mirror. Chaos is strong against Fire, but Fire hitting Chaos is neutral, not weak. Chaos is even strong against itself, while Balance is weak against itself. Always read a matchup from the attacker's side.
- Removed:
- Removed: ## Two defending types
- Removed:
- Removed: The attacker hits with **one** type. The defender's types **both** count, and their scores add together. So a hit into a dual-typed ball scores anywhere from −2 to +2.
- Removed:
- Removed: Take the British Empire, which is Water and Light:
- Removed:
- Removed: - **Nature** and **Agriculture** are strong against both Water and Light, so they hit it at **+2**.
- Removed: - **Storm** is strong against Light and neutral against Water, so it hits at **+1**.
- Removed: - **Fire** and **Light** are weak against both, so they hit at **−2**.
- Removed:
- Removed: A strong and a weak score cancel. Prague is Storm and Shadow. Light is strong against Shadow but weak against Storm, so a Light hit into Prague comes out neutral.
- Removed:
- Removed: A ball whose two types are the same counts that type once. Global Dominion British Empire is Cosmic only, so a Light hit into it is a plain +1.
- Removed:
- Removed: The Dex shows the result for each ball under **Type Matchups**. Prague's card lists three types it's weak to (Faith, Fire and Mountain) and five it resists (Agriculture, Chaos, Cosmic, Metal and Shadow).
- Added: For each attacking type against each defending type, the game's chart says **+1** (strong), **0** (neutral) or **−1** (weak).
- Removed: ## From score to damage
- Added: Only the attacker's one attack type counts. The defender's types both count, and their values add up. So a hit into a dual-typed ball lands anywhere from −2, weak against both, to +2, strong against both. A +1 and a −1 cancel out to neutral.
- Removed: The score alone doesn't say how much damage changes. That comes from the orb tracks under Type Proficiency, and it depends on both balls:
- Added: ## Primary typing
- Removed: - When the score is positive, the hit grows by the **attacker's Type Boost** for each point. Type Boost comes from the Attack track and runs from 10% at level 1 to 30% at level 10.
- Removed: - When the score is negative, the hit shrinks by the **defender's Resistance** for each point. Resistance comes from the Multiattack track and runs from 5% at level 1 to 25% at level 10.
- Removed: - At 0, the hit is unchanged.
- Added: A ball with two types doesn't attack with whichever one is better. When you unlock a copy, the game picks one of its two types at random. That is the copy's **primary typing**, and it's the type that copy attacks with for as long as you own it. You can't choose it.
- Removed: Here is a 2,000 hit at different scores and orb levels:
- Added: Trading picks it again. After a trade, both balls get a new primary typing drawn from their own two types. A single-typed ball keeps its type.
- Removed: - +2 with Attack orbs at 10: 60% more, **3,200**.
- Removed: - +2 with Attack orbs at 1: 20% more, **2,400**.
- Removed: - −1 into Multiattack at 10: 25% less, **1,500**.
- Removed: - −2 into Multiattack at 10: 50% less, **1,000**.
- Added: So two players' copies of the same ball can be different matchups. British Empire with a Light primary typing hits differently from a copy with its other type as primary.
- Removed: So the chart's swing is small on fresh balls and large on fully upgraded ones. Both curves also climb faster near the top, so the last few orb levels are worth more than the first few. [Type Proficiency and orbs](wiki:type-proficiency-and-orbs) has every level.
- Added: {{balls: 203:0=British Empire, 11:0=China, 371:0=Ancient Greece}}
- Removed: ## Primary typing
- Added: ## From the chart to damage
- Removed: A dual-typed ball doesn't choose its better type. When you unlock a copy, the game picks one of its two types at random, and that **primary typing** is the type the copy attacks with for as long as you own it. A trade picks it again for both balls.
- Added: Orb upgrades, under Type Proficiency, turn the chart's total into a damage change:
- Removed: So two United States copies, Oil and Agriculture, can play very differently. An Oil copy is strong against Fire and Nature. An Agriculture copy is strong against Faith, Light, Nature and Water instead. Defending, both copies take the same hits, because defense always uses both types. See [Primary typing](wiki:primary-typing).
- Added: - **Attack** orbs give **Type Boost**. When the total is positive, damage goes up by the attacker's Type Boost for each point. It's 10% at level 1, 16% at level 5 and 30% at level 10.
- Added: - **Multiattack** orbs give **Resistance**. When the total is negative, damage goes down by the defender's Resistance for each point. It's 5% at level 1, 10% at level 5 and 25% at level 10.
- Removed: {{balls: 1:0=United States, 980:1=Prague, 203:1=British Empire, 11:0=China}}
- Added: A total of zero leaves damage as it is. With level 10 Attack orbs, a +2 hit deals 1.6 times damage. Into level 10 Resistance, a −1 hit deals 0.75 times.
- Removed: ## Items carry a type of their own
- Added: The last orb levels are worth more than the first ones, since both curves get steeper toward the top.
- Removed: Most items have a **resonance** type. In PvP and war duels, the Weapon move hits with the item's resonance instead of the ball's own type, so an item can hand a ball a strong hit it otherwise lacks.
- Added: The third orb track adds Speed in PvP and war duels. Speed decides who hits first and adds no damage.
- Removed: In one recorded ladder duel, a Global Dominion British Empire (Cosmic) carried Staff of Incandescence ✦✦✦, a Light item. Its normal Cosmic hit into a United Nations (Cosmic and Balance) was neutral, but its Weapon hit was Light into Cosmic, a +1. See [Items, tiers and resonance](wiki:items-tiers-resonance).
- Added: ## Items and type
- Removed: {{items: 112=Staff of Incandescence, 91=Shadowscript Brush, 183=Arachnid Claws}}
- Added: An item has its own resonance type. In PvP and war duels, the Weapon move hits with that type, so an item can give a ball a strong hit its own type can't. See [Items, tiers and resonance](wiki:items-tiers-resonance).
- ## Arenas
- Removed: Every PvP duel is fought in a random arena, shown when the duel loads. Each arena boosts some types by 5%, and any hit of those types, Weapon hits included, is multiplied by 1.05 after the chart. You never pick the arena, so it's no reason to build around one type. Arenas don't apply to war attacks.
- Added: In PvP duels, the arena is random and shown when the duel loads. Each arena boosts some types by 5%, Weapon hits included. You never pick it, so build for the whole field.
- ## Raids
- Removed: Mymics have types, and raid items talk in the same terms. Taegeuk Spirits makes its holder's attacks ignore type matchups and deal 30% more damage, and Gardener's Trowel deals 20% more damage to Agriculture types. Tutor Leviticus is Light and Faith, the same pair as Lord of Light, so on the chart Agriculture and Nature score +2 against it and Fire scores −2. How much that moves a raid hit isn't known, because the raid damage formula isn't published. See [Raids and Mymics](wiki:raids-and-mymics).
- Removed:
- Removed: {{mymics: 10341=Tutor Leviticus, 64=Lord of Light, 31=Sea Ruler}}
- Added: Mymics have types too, and a few have more than two in a merged encounter. A ball whose primary typing is strong against both of a Mymic's types hits it much harder. The Raids pages on polbielytics show which types to bring for each boss.
- ## Type isn't everything
- Removed: In a duel the chart only scales a hit up or down. CP and country stats set the size of the hit in the first place, and the moves both sides pick decide whether it lands. At the same CP, Russia's Military of 95 makes its normal hit 35% bigger than Switzerland's Military of 40, more than a −1 hit loses even into maxed Resistance. A good matchup can still lose to a much stronger ball. See [Country stats](wiki:country-stats) and [How a duel works](wiki:how-a-duel-works).
- Added: The chart decides how much a hit is raised or cut. CP, the five country stats and the moves both sides pick decide the rest. A good type matchup can still lose to a much stronger ball.
- ## On polbielytics
- Removed: - The [type chart](/types) shows any matchup both ways, with the orb levels as inputs.
- Added: - The [type chart](/types) shows any matchup both ways.
- - Each typing has its own page, like [Fire](/typing/Fire) or [Fire and Water](/typing/Fire-Water).
- - [Typings](/typings) ranks typings by how they do in real battles.
- Added: - The [type matchups guide](/guides/type-matchups) has more detail.
This version
The game calls types attributes. There are seventeen, and each ball has one or two of them.
The type chart
For each attacking type against each defending type, the game's chart says +1 (strong), 0 (neutral) or −1 (weak).
Only the attacker's one attack type counts. The defender's types both count, and their values add up. So a hit into a dual-typed ball lands anywhere from −2, weak against both, to +2, strong against both. A +1 and a −1 cancel out to neutral.
Primary typing
A ball with two types doesn't attack with whichever one is better. When you unlock a copy, the game picks one of its two types at random. That is the copy's primary typing, and it's the type that copy attacks with for as long as you own it. You can't choose it.
Trading picks it again. After a trade, both balls get a new primary typing drawn from their own two types. A single-typed ball keeps its type.
So two players' copies of the same ball can be different matchups. British Empire with a Light primary typing hits differently from a copy with its other type as primary.
From the chart to damage
Orb upgrades, under Type Proficiency, turn the chart's total into a damage change:
- Attack orbs give Type Boost. When the total is positive, damage goes up by the attacker's Type Boost for each point. It's 10% at level 1, 16% at level 5 and 30% at level 10.
- Multiattack orbs give Resistance. When the total is negative, damage goes down by the defender's Resistance for each point. It's 5% at level 1, 10% at level 5 and 25% at level 10.
A total of zero leaves damage as it is. With level 10 Attack orbs, a +2 hit deals 1.6 times damage. Into level 10 Resistance, a −1 hit deals 0.75 times.
The last orb levels are worth more than the first ones, since both curves get steeper toward the top.
The third orb track adds Speed in PvP and war duels. Speed decides who hits first and adds no damage.
Items and type
An item has its own resonance type. In PvP and war duels, the Weapon move hits with that type, so an item can give a ball a strong hit its own type can't. See Items, tiers and resonance.
Arenas
In PvP duels, the arena is random and shown when the duel loads. Each arena boosts some types by 5%, Weapon hits included. You never pick it, so build for the whole field.
Raids
Mymics have types too, and a few have more than two in a merged encounter. A ball whose primary typing is strong against both of a Mymic's types hits it much harder. The Raids pages on polbielytics show which types to bring for each boss.
Type isn't everything
The chart decides how much a hit is raised or cut. CP, the five country stats and the moves both sides pick decide the rest. A good type matchup can still lose to a much stronger ball.
On polbielytics
- The type chart shows any matchup both ways.
- Each typing has its own page, like Fire or Fire and Water.
- Typings ranks typings by how they do in real battles.
- The type matchups guide has more detail.
















