Raid weaknesses and immunities
From the Polandball Go Wiki
In a raid, a ball attacks with its primary typing, and its item's hit carries the item's resonance type. Both are checked against the Mymic's types on the same type chart used everywhere else in the game. A Mymic's weaknesses are the types strong against its types, and a type strong against both of a two-typed Mymic's types scores +2.
On top of the chart, some Mymics carry traits that change it: an immunity that makes a type miss, a cut against most types, or a rule that no hit can be resisted. This page lists both, boss by boss.
1 Immunities#
An immunity means attacks of that type do nothing at all.
- Flight: "Immune to "Mountain" attacks." Ithilia, a Wind Elite, and Vertexia, the Storm and Cosmic boss, both have it. For Vertexia this cancels its best weakness, since Mountain is strong against both Storm and Cosmic. The game's data treats a Flight block as a miss.
- Airborne: "This Mymic takes 2× damage from Wind attacks and is Immune to Mountain attacks." No Mymic starts with it. Duskfeather applies it with "On hit: Apply Airborne".
- Type Immunity: "Immune to damage of a specific type." Marshal Lily, a Cosmic Elite, is immune to Chaos and to Light. Its Marshal of the Stars also reads "Takes 65% less damage. On Shadow attack: Loses 1 stack. When the last stack is lost, this effect ends." It starts with 4 stacks, so four Shadow attacks open it up.
- Law of the Inevitable: The Commonwealth is "Immune to Chaos" until a Shadow, a Light and a Cosmic Ultimate have each landed on it. See The Commonwealth.
- Ascended Type Conduit: Vengeful Mud becomes "Immune to that attack's type for the rest of the encounter" once a type has been used on it. See Vengeful bosses.
Mud's own Type Conduit is milder: it gains a Type Shield, which "Blocks the next attacks of a specific type," so only the next hit of that type is lost.
2 Traits that bend the chart#
- Exposed (Mud): "This Mymic has no type resistances. Resisted hits are treated as neutral."
- Dive (Cyneria and Gigiotopus): "Resists all attacks except Water type. Water attacks cannot be resisted. On hit: Apply Float." Float swaps back to Dive after the next hit, so the Mymic alternates. See Alternating traits.
- Submerged (The Shrimp): "Takes 50% less damage from non-Water attacks. Water attacks can't be resisted."
- Scout (Zekri and Acee): "Resists all attacks. On hit: remove a stack of Scout." Zekri starts with 2 stacks and Acee with 1.
- Celestial Dominion (The Commonwealth): "Takes 70% less damage from every Type except Shadow, Light, Cosmic and Chaos."
- Light Resistant (Locus): "Takes 50% reduced damage from Light type attacks."
- Blaze (Dragon Lord): "Take 30% increase damage for every stack of Blaze. When I take Fire damage I gain a stack of blaze." Fire is weak against Dragon Lord's Fire on the chart, but each Fire hit makes every later hit stronger.
- Unbalanced (Ithilia): "Takes 20% increased damage from Balance attacks". The game's own effect data notes that Ithilia's copy has no stack count, which the game reads as zero, so the bonus may never apply.
- Adaptable, Extreme Instability and Worldbuilding change a Mymic's type during the fight. See Type-changing effects.
3 Traits about rarity, not type#
A few Mymics care about who hits them rather than what type. Commoner (Sunflower and Chistripe) reads "Takes double damage from "Common" and "Uncommon" Balls." Aristocrat (Frysian) reads "Takes 200% damage from Rare and Epic balls." These are good places to spend low-rarity balls that would otherwise sit out.
4 1★ bosses#
- Heavenly Sultan (Metal, Balance): strong are Chaos, Fire, Shadow and Water. Weak are Agriculture, Balance, Cosmic, Faith, Metal and Nature.
- Novoxia (Faith, Wind): strong are Agriculture, Chaos, Cosmic, Faith, Mountain and Nature. Fire and Storm are weak against both types.
- Twenty (Nature, Light): Agriculture is strong against both types. Ice, Metal, Nature, Oil, Shadow and Storm are strong against one. Light is weak against both.
- Lord of Light (Faith, Light): Agriculture and Nature are strong against both. Chaos and Faith against one. Fire is weak against both.
- Yussofishi (Storm): strong are Faith, Mountain and Wind. Weak are Agriculture, Chaos, Cosmic and Light. Its Ebb cuts the next hit by 75% and then flips to Flow.
- Mirelle (Water, Energy): Nature is strong against both. Agriculture, Cosmic, Energy and Ice against one. Fire and Oil are weak against both. Its Bubble rewards building stacks with Water hits and popping them with something else.
- Dragon Lord (Fire): strong are Chaos, Cosmic, Faith, Light, Oil, Water and Wind. Weak are Agriculture, Fire, Ice, Metal, Nature and Shadow, though Fire feeds Blaze.
5 2★ bosses#
- Tapioca (Oil, Light): strong are Agriculture, Shadow and Storm. Weak are Ice, Light, Water and Wind.
- Orange (Light, Faith): Agriculture and Nature are strong against both. Chaos and Faith against one. Fire is weak against both.
- Sea Ruler (Water): strong are Agriculture, Cosmic, Ice and Nature. Weak are Chaos, Fire, Light, Mountain and Oil.
- Angelic Entity (Cosmic, Faith): strong are Agriculture, Chaos, Faith, Light, Mountain and Nature. Fire and Water are weak against both. Its Grace reads "Resonance heals me," so item hits work against you here.
- Graffy (Oil, Wind): strong are Cosmic and Mountain. Weak are Ice, Nature, Storm, Water and Wind. Its type changes when it rises again.
6 3★ bosses#
- Frogi (Ice, Light): strong are Chaos, Cosmic, Metal, Shadow and Storm. Weak are Energy, Ice, Light, Water and Wind.
- Mud (Ice, Storm): strong are Faith, Fire, Metal, Mountain and Wind. Exposed means nothing is resisted.
- Lotzie (Cosmic, Energy): strong are Light, Mountain and Nature. Fire and Water are weak against both.
- Luna (Chaos, Shadow): strong are Balance, Chaos, Faith, Fire and Light. Weak are Agriculture, Metal, Shadow and Wind.
- Grand Tect (Nature, Water): Agriculture and Ice are strong against both. Cosmic, Metal and Nature against one. Light is weak against both.
- The Shrimp (Water, Cosmic): strong are Agriculture, Cosmic, Ice, Nature and Storm, all halved by Submerged. Water can't be resisted and isn't halved. Fire is weak against both.
- The Commonwealth (Shadow, Light): only Shadow, Light, Cosmic and Chaos escape its 70% cut, and Chaos only after its Law breaks.
- Vertexia (Storm, Cosmic): Mountain would be strong against both, but Flight makes it miss. Faith, Storm and Wind are strong against one.
- Xterial (Shadow, Chaos): strong are Balance, Chaos, Faith, Fire and Light. Ice never misses against it.
- Kivalaian (Cosmic, Ice): strong are Chaos, Cosmic, Light, Metal, Mountain and Storm. Energy and Water are weak against both.
- Nergal, The Conqueror (Fire, Chaos): Chaos is strong against both. Balance, Cosmic, Faith, Light, Oil, Water and Wind against one.
The Vengeful forms share their base boss's types. The Tutor bosses are covered on Tutor raids.
7 Hidden resistance#
Each Mymic also carries a hidden resistance value in the game's data, from 0.15 on the smallest Regulars up to 0.6 on the 3★ bosses. It is the same for every type. What it does to damage isn't known, since the game doesn't publish its raid damage formula.
See Types and matchups for how much a +1 or +2 matchup is worth at each orb level, and The type chart, type by type for the full chart.
8 On polbielytics#
Raids lists the types to bring for each boss, and each Mymic page shows its matchups with any immunity applied.



