Element Gates and Team Building

The first thing that trips up most new players is the element gate. If your puzzle play looks great but you aren't dealing damage, this is almost always why.

Element gates: no matching ally, no attack

When you merge jewels, only the allies whose element matches those jewels attack. If there's no Fire ally on your team, merging Fire jewels does zero damage no matter how many you clear (chains and score still progress as normal).

Put the other way around, the core tactic is to prioritize clearing jewels of the elements you actually fielded. Since all five elements keep falling onto the board, treat the ones you don't use as stepping stones for chains.

The elemental triangle, plus Light and Dark

AttackerStrong against (1.5x)Weak against (0.7x)
FireWindWater
WaterFireWind
WindWaterFire
LightDark
DarkLight

Light and Dark hit each other for 1.5x and have no bad matchup at all. That makes them an easy pair to use when you can't tell what element you'll be facing.

Ether: the trump card that ignores element gates

Merging a Light jewel with a Dark jewel always creates Ether. Any merge involving Ether gets special treatment:

That makes it extremely strong against enemies that nullify a specific element, and on stages where several enemies appear at once. Keeping Light and Dark in your team is what unlocks this option.

The basic team template

Out of your five slots, there are three things worth thinking about.

Note that there are also leader skills built around multi-color teams, where the multiplier scales with how many different elements you field. With those, you deliberately spread across all five elements. Check the exact conditions on the Skill List.

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