Elements

When you decide your Affinity, remember that your attacks and defensive actions will be of that element by default, and that you will have strengths and weaknesses through that. When you have the advantage, you deal an additional 20% damage; likewise, if you're at a disadvantage, you deal 20% less. The one mistake to never make, however, is to attack someone of your own element - you deal a whopping 50% less damage then!

Fire

 * Strong against Earth
 * Weak to Water
 * 30% Chance to Burn foes, dealing 5% of their Max HP as damage once per turn for 3 Turns.

Earth

 * Strong against Wind
 * Weak against Fire
 * 20% Chance to Silence targets, preventing Skill use for 2 Turns.

Wind

 * Strong against Lightning
 * Weak to Earth
 * 20% Chance to Cloud targets, preventing Ability use for 2 turns.

Lightning

 * Weak to Wind
 * Strong against Water
 * 20% Chance to Shock targets, preventing regular Attack use for 2 Turns.

Water

 * Weak to Lightning
 * Strong against Fire
 * 30% Chance to Maroon targets, making movement impossible for the turn.

Solar

 * Strong against Lunar
 * Weak to Time
 * 15% chance to Flare foes, dealing an additional 15% damage, but only once.

Lunar

 * Strong against Storm
 * Weak to Solar
 * 10% chance to Illuminate foes, reducing their Evasion to 0 for 1 Turn.

Storm

 * Strong against Void, somehow.
 * Weak to Lunar.
 * 20% Chance to Waterlog targets, preventing Item use for 2 Turns.

Void

 * Strong against Time.
 * Weak to Storm
 * 20% chance to Nullify foes, cutting their Toughness and Resistance by 33% for 2 Turns.

Time

 * Strong against Solar
 * Weak to Void
 * 20% chance to Slow foes, cutting their Agility and Evasion by 33% for 2 Turns.