Lumi Master runs 17 types in total (Normal, Water, Fire, Grass, Electric, Ground, Flying, Ice, Dragon, Light, Dark, Brawler, Psychic, Fairy, Steel, Royal and Divine), but the in-game type-counter chart itself covers 16 of them; Divine sits outside the counter system entirely, matching neither strength nor weakness against anything. Read a row as the attacking type and the column as the defending type: a cell shows the damage multiplier that attacking type deals to that defending type. Blank cells (shown as 1x) are neutral.
The full matchup table
Every Lumi's own type (or types, for dual-type Lumi: multiply the two rows together) determines what it's weak to and resists. A dual-type Lumi takes 4x from a type that both of its types are weak to, and 0.25x from one both resist.
A few matchups here read the opposite way round to what older write-ups of the game say: Psychic into Light is 0.5x, not 2x. Where they disagree, the in-game chart is what the battle actually uses.
| Attacker \ Defender | Normal | Water | Fire | Grass | Electric | Ground | Flying | Ice | Dragon | Light | Dark | Brawler | Psychic | Fairy | Steel | Royal |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Normal | -- | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 0.5x |
| Water | 1x | -- | 2x | 0.5x | 1x | 2x | 1x | 0.5x | 0.5x | 1x | 1x | 1x | 1x | 1x | 1x | 1x |
| Fire | 1x | 0.5x | -- | 2x | 1x | 0.5x | 1x | 2x | 0.5x | 0.5x | 1x | 1x | 1x | 1x | 2x | 1x |
| Grass | 1x | 2x | 0.5x | -- | 1x | 2x | 0.5x | 1x | 0.5x | 1x | 1x | 1x | 2x | 1x | 0.5x | 1x |
| Electric | 1x | 2x | 1x | 0.5x | -- | 0.5x | 2x | 1x | 0.5x | 1x | 1x | 1x | 1x | 1x | 1x | 1x |
| Ground | 1x | 1x | 2x | 0.5x | 2x | -- | 1x | 1x | 1x | 2x | 1x | 0.5x | 1x | 1x | 1x | 1x |
| Flying | 1x | 1x | 1x | 2x | 0.5x | 0.5x | -- | 1x | 0.5x | 1x | 2x | 2x | 1x | 1x | 0.5x | 1x |
| Ice | 1x | 1x | 1x | 2x | 1x | 2x | 2x | -- | 2x | 1x | 1x | 0.5x | 1x | 1x | 0.5x | 1x |
| Dragon | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 1x | -- | 1x | 1x | 1x | 1x | 0.5x | 1x | 1x |
| Light | 1x | 1x | 1x | 0.5x | 1x | 1x | 1x | 1x | 1x | -- | 2x | 1x | 1x | 1x | 1x | 1x |
| Dark | 1x | 1x | 1x | 2x | 1x | 1x | 1x | 1x | 1x | 0.5x | -- | 0.5x | 2x | 2x | 0.5x | 2x |
| Brawler | 1x | 1x | 1x | 1x | 1x | 2x | 0.5x | 2x | 1x | 1x | 2x | -- | 0.5x | 0.5x | 2x | 0.5x |
| Psychic | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 0.5x | 1x | 2x | -- | 1x | 0.5x | 2x |
| Fairy | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 2x | 1x | 1x | 2x | 1x | -- | 0.5x | 1x |
| Steel | 1x | 0.5x | 0.5x | 1x | 0.5x | 1x | 1x | 2x | 1x | 1x | 1x | 1x | 1x | 2x | -- | 0.5x |
| Royal | 2x | 1x | 1x | 1x | 1x | 1x | 1x | 1x | 2x | 1x | 1x | 2x | 1x | 0.5x | 2x | -- |
The matchups that decide the current meta
Several of the Lumi at the top of our tier list carry a weakness you should know by heart. Floragon is Grass and Dragon, and Ice hits both halves, so an Ice attack does 4x to the anchor of the Arena trap teams. Xuan Wu is Water and Ground, and Grass hits both, which is its 4x hole. Charigon takes double from five types, Ground and Ice among them. Zaphound and Rainbowdeer are the opposite case: each is weak to Ground and nothing else.
That makes Ground the most useful attack type to own right now. It hits Fire, Electric and Light for double, which covers Charigon, Zaphound, Qing Long and Rainbowdeer, and only Grass and Brawler resist it. Rochelon, already part of an Arena trap team, is the easy way to bring it.
FloragonGrass / Dragon BattleIce hits it for 4x.
Xuan WuWater / Ground Special: Panoramic cardGrass hits it for 4x.
RochelonGround BattleA Ground attacker that already has an Arena job.
Ice: the second type worth training early
Ice is the next type to cover. It hits Grass, Ground, Flying and Dragon for double, so it threatens Floragon for 4x, Charigon and Xuan Wu for 2x, and the Grass Leech setters the trap and leech teams rely on. Only Brawler and Steel resist it.
The catch is defensive. Fire, Brawler and Steel all hit Ice for double, so an Ice Lumi should come in after the enemy's Fire attacker is gone, not before. Crysion and Rimedeer, both A on our list, are worth levelling as your Ice picks.
CrysionIce StandardIce damage with an Energy tax on the enemy.
RimedeerIce BattleSets Snow, which boosts Ice damage.
Dual types: where the 4x weaknesses hide
A dual-type Lumi multiplies both rows, so a shared weakness becomes 4x and a mixed one can cancel to neutral. Check the 4x cases before you commit a slot. Petalina is Grass and Fairy, and Dark hits both for 4x. Zoryx is Grass and Brawler, and Flying hits both. Battlantis and Hatchmantis are Grass and Steel, which Fire hits for 4x.
The mixed cases are the pleasant surprise. Clionia is Water and Grass, so Fire, which Grass normally fears, lands neutral because Water resists it. When you pick a partner for a 4x Lumi, choose one that resists that type rather than one that hits it back: for Petalina, a Light, Brawler or Steel partner takes Dark hits for half.
PetalinaGrass / Fairy Special: 3D cardDark hits it for 4x.
ZoryxGrass / Brawler BattleFlying hits it for 4x.
ClioniaWater / Grass StandardIts two types cover each other against Fire.
Royal, Normal and Divine
Royal is the odd attacking type. It hits Normal, Dragon, Brawler and Steel for double and only Fairy resists it, which is why Charigon lists Royal among its weaknesses and why Dullahan and Royal Slime make useful Dragon checks. Normal is the reverse: it hits nothing for double and Royal resists it, so a Normal attacker is filler in any team.
Divine sits outside the chart. It neither hits nor takes extra from anything, so Lilirius, which is Divine and Grass, takes exactly what a pure Grass Lumi takes.
DullahanRoyalRoyal, and immune to debuffs.
Royal SlimeRoyal BattleRoyal closer for a slime team.
LiliriusDivine / Grass Special: Panoramic cardDivine and Grass: only the Grass weaknesses count.
Using the chart in a fight
The chart matters most at the swap. When a Lumi is losing a matchup, bring in one that resists the attacker's type rather than one that hits back hard: a resisted hit buys the turns a counterattack needs. Swaps have a cooldown of around 15 seconds, so the Lumi you bring in has to hold for a while, which is why a resist beats a race.
Lead choice follows the same logic. Your first Lumi faces the enemy's lead blind, so lead with one whose weaknesses are few. Zaphound and Rainbowdeer, each weak only to Ground, are safe leads for that reason, while Floragon's 4x Ice weakness makes it a better second or third Lumi than a lead. That is also where the Arena trap teams put it.
Finally, a hit's type comes from the skill, not the Lumi. Swappable skills can carry a type the Lumi itself doesn't have: Pincock is Flying but can carry Chase Light, a Fairy skill that hits Dragon for double. One well-chosen skill can cover a gap in your chart without changing the team.
RainbowdeerLight BattleWeak only to Ground: a safe lead.
PincockFlying / FairyFlying, but can carry the Fairy skill Chase Light.
Building three slots around the chart
You only field three Lumi, so the chart is a coverage problem, not a memory test. A simple rule works: make sure your three between them have a Ground or Ice attacker, and that no two share the same double weakness. Two Grass Lumi together hand a Fire or Flying opponent two easy targets.
Then look at the Arena teams you keep losing to and swap one slot for the type that hits their anchor, rather than rebuilding the whole team. Most losses come from one bad matchup, and one change usually fixes it.
When two of your three do share a weakness, the fix is usually the third slot. Find that type's row, look along it for a 0.5x cell, and give the third slot a Lumi of that defending type, so it can take the hits your other two can't. It is a quicker fix than replacing either of the pair.