# Combat tips

The element triangle, the price of Hume, casting skills, and staying out of tray lock.

<https://mahjongmonsters.games.pocosoft.jp/guide/en/battle.html>

## The element triangle

Fire beats Wood and loses to Water; Water beats Fire and loses to Wood; Wood beats Water and loses to Fire. **Hume sits outside the triangle** — it has no weakness and no advantage.

**The multipliers are ×2.0 and ×0.5, so hitting a weakness or not is a 4× swing in clear time.** Check the enemy elements before you sortie and bring the element they are weak to.

Only the enemy's **primary** element matters; sub-elements are never used for the triangle.

| Attack → enemy | Multiplier |
|---|---|
| Hits a weakness (Fire → Wood / Water → Fire / Wood → Water) | **×2.0** |
| Attacker is resisted (Fire → Water / Water → Wood / Wood → Fire) | ×0.5 |
| Hume on either side, or same element | ×1.0 |

## Hume is strong, and it hurts

Hume is never hit for double damage, and terminals make it fire **twice** alongside the suit element. The price: **every monster whose primary element is Hume raises the damage your party takes by 14.999999999999991%**.

A full Hume deck takes ×1.60 damage. In the deeper dungeons, where fights become slugging matches, one or two Hume monsters plus suit elements is steadier. **Sub-element Hume is not counted**, so the dual-element beetles and chimeras ride terminals for free.

| Hume in the deck | Damage taken |
|---|---|
| 0 | ×1.00 |
| 1 | ×1.15 |
| 2 | ×1.30 |
| 3 | ×1.45 |
| 4 | ×1.60 |

## Skills fire when you clear the whole board

**Clearing every tile on the board casts the leader's skill.** The board is **not** re-dealt when an enemy dies — it carries across the whole stage — so this is not something you get to do many times per stage.

The effect comes from the mahjong hand the skill is named after; the numbers come from rarity. **Every skill, at every rarity, also deals damage**, so a healing or guard hand is never a wasted cast.

An attack-up effect is applied before the damage in the same cast, so it boosts that cast too.

## Never fill the tray

When all 4 tray slots are full, **the enemy lands a huge hit regardless of its gauge**. The size depends on the difficulty, and from Normal upward it is **usually fatal**.

If you do survive, **the board is rebuilt from scratch** — the 4 stuck tiles can never go back. All your progress on that board is gone, which makes it a double punishment.

Before you take a third tile, check that its partner is reachable. Tapping an unreachable tile is a **misclick that advances the enemy gauge by 2 seconds**.

## Healing comes from flower and season tiles

Matching a pair of flower (plum, orchid, chrysanthemum, bamboo) or season (spring, summer, autumn, winter) tiles restores **the combined healing of your 4 monsters**. There are only 8 on the board, so you get at most 4 heals per deal.

**Flowers and seasons are separate groups** — orchid does not match spring. While one is in your tray, matching tiles on the board are highlighted (through dungeon 5).

Save them for when you are actually hurt: healing at full HP throws the whole amount away.

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This page is generated from the app's master data, so the numbers are the ones the game actually uses.
