Cassette Beastscontains a complex formula of physics-based interactions for its 14 elemental types, the sort that’s both impressive and intimidating in equal measure. While it’s quite possible to get through the game without memorizing everything, it’s also a good idea to at least remember how your core team’s primary attacks are going to intermix across the main campaign.
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To that end, we’ve charted a course through all 14 types, so that you will know what you’re getting into when you choose to specialize in certain types. There’s only so much room in your active party roster, after all!
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The closest the game has to a ‘Normal’ class, though thereare’Typeless' moves that fit the bill even better. Very little interactivity with other types.
Air is one of the trickier classes to memorize in our experience. Great for cooling down Fire types and stalling Plants.

Generally a pretty powerful class in raw damage, though not as much as a few others. You’ll want to take advantage of its ability to inflict Burn on a few types.
Earth is excellent for slowing potentially devastating Lightning multitargeters. The attacks aren’t necessarily almighty, but they get the job done, and the relative lack of weakness is nice.
Water is one of the game’s high-risk, high-reward types, with ample self-buffing options and enough good and bad interactions with other types to make one’s head dizzy.
Plant-types are generally rather hardy. Use them lots against Earth and Water, since you can keep siphoning HP to stay alive while whittling down tough monsters in this fashion.
Lightning is outstanding. Handily the best pick for the types it can cause ‘Conductive’ on, it can rip through teams in no time. It’s also appropriately swift.
Ice should watch out for Metal types, which can ‘Smash’ them to lower their defenses. Their stats are often delicate, but their passives and debuff attacks make up for it.
Metal is awesome for pesky Astrals, and Ice and Earth types should also watch out for it. The actual attacks themselves are limited, but lots of defensive stickers exist.
Plastic is another good one for Astrals, and there are a surprisingly solid number of viable attack stickers to teach Plastic type monsters.
Poison doesn’t look very effective at a glance, but the Carniviper line of monsters in particular has amazing speed. Furthermore, so many Poison-type attacks poison their opponent that the damage-over-time aspect is high as a rule.
Glass looks even less exciting at a glance. It’s no shock that most Glass monsters are what we’d call ‘glass cannons’, though - intensely powerful, but fragile as heck. Use one cautiously for big damage, but beware Air and Metal types who can ‘Shatter’.
It’s a good idea to have an Astral on your team if you think you’re going up against anything strong that’s Air, Fire, Water, or Earth; limiting the foe’s AP means slowing their offensive capabilities considerably.
When Glitter types attack, the opponent gets ‘Glitter Coating’ no matter what they are. An unusual type to say the least, and there are no ‘native’ Glitter-type creatures.
If we document additional interactions between elements, we’ll update this guide. In the meantime, keep this handy, so you know when the tables can turn against you - and when to turn those tables right back at the villains on New Wirral.