Soltokemons Type Chart and Matchups Explained
Soltokemons has six elements, and knowing which beats which is the single biggest skill edge in battle. The type chart is deliberately mild - a super-effective hit is 1.5x and a resisted one is 0.66x, not the big swings some games use - so matchups reward smart switching over grinding levels. This guide walks through the full cycle, the neutral Ice and Rock category, and a few worked examples you can copy straight into a fight.
The core cycle: Electric > Water > Fire > Grass > Electric
Four of the six elements form one closed loop where each one beats the next. Electric beats Water, Water beats Fire, Fire beats Grass, and Grass beats Electric, which loops back to the start. Reading it the other way tells you what resists you: if Electric beats Water, then Water hits Electric for reduced damage.
Because it is a clean four-way cycle, there is no single best element. Every attacker has exactly one element it is strong against and exactly one that walls it. The four starter mascots all live in this cycle, so your opening creature always has a clear answer somewhere on the wheel.
- •Electric (Sparkmon) beats Water, loses to Grass
- •Water (Aquamon) beats Fire, loses to Electric
- •Fire (Pyromon) beats Grass, loses to Water
- •Grass (Floramon) beats Electric, loses to Fire
Rock, Ice, and the neutral category
The other two elements, Rock and Ice, sit in a separate group. Right now the only matchup between them is Rock beats Ice. Ice does not beat anything yet - its job is control, chilling the foe with its signature status rather than winning the type race.
Crucially, Rock and Ice are NEUTRAL (1.0x) against all four core elements, and those four are neutral back. So a Rock or Ice creature never gets a type bonus or penalty versus Electric, Fire, Grass or Water. That makes them reliable answers to a bad cycle matchup: they never trade into a 1.5x hit from the core four. Rock has the highest bulk in the game and Ice is a tanky controller, so leaning on their raw bulk is a legitimate plan. Remember Rock and Ice are wild-only - you catch them, you cannot pick them as a starter.
What 1.5x and 0.66x actually mean
Super-effective hits deal 1.5x damage. Resisted (not very effective) hits deal 0.66x. Everything else, including all Rock/Ice versus core-element exchanges, is a flat 1.0x. These numbers are milder on purpose: in a small-team format a bigger swing would let one good matchup one-shot through the whole fight.
The practical takeaway is that type is a strong, decisive edge but not an instant win. A 1.5x advantage is roughly a fifty-percent damage bump - enough to flip a close fight, not enough to ignore everything else. Speed matters too: the faster creature attacks first, and a status like Shocked or Soaked that lowers Speed can hand you the turn order.
Why switching beats out-leveling
Levels barely swing fights in Soltokemons. Growth is gentle (HP +1.5%, ATK +2.0%, DEF +0.8% per level) and there is no per-level damage bonus, so a +1 or +2 level gap is close to a coin flip. Type and Speed decide even matches.
That changes how you answer a bad matchup. Grinding ten extra levels will not rescue a creature that is being hit for 1.5x while hitting back for 0.66x - the type math swamps the small stat gain. The correct move is to SWITCH to a creature that turns the matchup around. Your team holds up to four, and you can swap mid-battle, so build a team that covers multiple points on the cycle.
Worked examples
Example 1 - the enemy leads Water (say a wild Hydrali). Water resists Fire, so do not stay in with a Pyromon line; it hits for 0.66x and eats 1.5x back. Switch to an Electric creature like Shocklin or Voltragon: Electric beats Water for 1.5x, and Electric's high Speed usually lets it strike first.
Example 2 - you are stuck on an Electric trainer creature like Zapfox. Electric is fast and hits hard, so do not try to outrace it. Bring a Grass creature such as Bulbmon or Bloomlope: Grass beats Electric for 1.5x, and Grass self-sustains with Leech to outlast the glass cannon.
Example 3 - a wild Ice creature like Cryostral is walling your core team because it takes neutral 1.0x from all four of them. Type gives you no edge here, so win on bulk and chip damage, or switch to a Rock creature (Rock beats Ice for 1.5x) to break it quickly.
Putting it together in battle
Lead with a creature that is neutral or favourable, bank Energy with a cheap neutral Tackle, then spend it on a big elemental hit once you have the right matchup on the field. Apply the element's signature status (Shock, Burn, Soak, Leech) to tilt Speed and damage your way.
If you read the foe's element and your active creature is on the wrong side of the cycle, switch instead of forcing it. One well-timed swap into a 1.5x attacker, plus the Speed and status edge that comes with it, wins more close fights than any amount of extra levels.
Featured creatures
FAQ
What is the full Soltokemons type chart? +
Four elements form a cycle where each beats the next: Electric beats Water, Water beats Fire, Fire beats Grass, and Grass beats Electric. Separately, Rock beats Ice. Rock and Ice are neutral against all four core elements, and the core four are neutral against them.
How much is a super-effective hit worth? +
Super-effective hits deal 1.5x damage and resisted hits deal 0.66x. Everything else is 1.0x. This is milder than many games on purpose, so type is a strong edge but never an instant one-shot.
Are Ice and Rock weak to anything? +
No. Ice and Rock take normal 1.0x damage from Electric, Fire, Grass and Water, and deal normal damage back. Among themselves, Rock beats Ice for 1.5x; Ice does not beat anything yet.
Should I level up or switch to beat a tough matchup? +
Switch. Levels barely swing fights - there is no per-level damage bonus and growth is gentle - so a couple of extra levels is roughly a coin flip. Bringing in a creature with a 1.5x type advantage is far stronger than out-leveling.
Which element is the best overall? +
None. The core four form a balanced cycle where each has exactly one element it beats and one that beats it. Rock and Ice trade type advantage for being neutral and very bulky. The best pick is whatever covers your current opponent.