How elements work
Every monster in Mongil has at least one elemental weakness, and every character has a fixed element on their basic attacks and skills. Hitting a monster with its weakness deals more damage than a neutral hit — the in-game help phrasing is simply that “attacks using a monster's elemental weakness inflict higher damage.”

- Element countEight (Fire, Ice, Wind, Lightning, Earth, Water, Dark, Normal)
- Where it showsMonster Codex entry + on-screen weakness icon
- Multi-element bossesCommon — most bosses list two or three weaknesses
The Monster Codex entry for any captured or defeated monster records its weakness chart, so by the time you face a boss in Conquest you usually already have the chart unlocked from the first story encounter. Use that page to assemble a team for a re-run.
Counter Gauge
Some enemies wind up powerful attacks that show a Counter Gauge over their model while the cast is building. This is your active prompt to interrupt — keep hitting the enemy and the gauge drains. If you empty the gauge before the cast finishes, the powerful attack is cancelled outright and the enemy is staggered.

Failing to drain the gauge is a serious tempo loss; the powerful attack lands, your team typically eats heavy damage and one character can drop. On bosses with predictable counter windows this is the single biggest input that distinguishes a clean clear from a chaotic one.
Element-locked Counter Gauges
A second variant of the Counter Gauge can only be drained by attacks of a specific element. Basic attacks from a neutral- or wrong-element character do nothing to the bar; only a character with the matching element can drain it.

Reading a fight quickly
Three on-screen UI elements do most of the work for you in any fight:
- The weakness iconnext to the boss's health bar — pick the character whose element matches.
- The Counter Gauge when it appears — switch out of whatever you are doing and burn it down.
- The element icon over the Counter Gauge when the variant is element-locked — tag in the matching character before the gauge starts visibly building, not after.
Putting all three together: bring two damage-element matches to maximise weakness damage, and hold one slot for the element you expect to need on the boss's counter windows. If the boss has two elemental weaknesses you can match both with damage, the third slot is best spent on a Supporter that fills the Ultimate Gauge fast.
How this guide was researched
Every recommendation in this guide is written and re-tested in-game by the team. We play through the relevant content ourselves on a live account, confirm each mechanic and number against the most recent patch, and rewrite the guide whenever the game changes.
Last tested against Patch 1.0 on .
