Abiotic Factor damage type, resistance, and immunity reference
Read Abiotic Factor weaknesses, resistances, immunities, damage classes, and Compendium indicators without confusing one mechanic for another.
Original combat matrix
Keep weakness, resistance, immunity, and missing information as distinct planning states. Source basis: the references listed on this page, checked for game version 1.4. This original planning diagram is not to scale and is not copied game or wiki media.
Separate affinity from attack class
Abiotic Factor uses two different classification systems on the same combat page. An entity can be weak, resistant, or immune to a damage type. Separately, an incoming attack belongs to a Light, Medium, Heavy, or Super damage class for shield blocking. A Fire weakness does not tell you whether an enemy attack can be blocked, and a Heavy attack does not tell you whether the enemy is resistant to your weapon.
Use this distinction:
| Question | System to read | Example decision |
|---|---|---|
| What should I attack with? | Weakness, resistance, immunity | Avoid a type marked immune |
| Can my shield stop the attack class? | Light, Medium, Heavy, Super | Compare attack class with shield class |
| Does this weapon train Blunt or Sharp Melee? | Weapon category and attack | Check the weapon entry |
| Why did a status still apply? | Attack and shield behavior | Stronger attacks may not be fully blocked |
The Enemy Matchup Planner shows only reviewed enemy relationships. It deliberately does not merge shield class into the same result.
Read weakness, resistance, and immunity
The official Damage Types page says Compendium entries display many of these relationships with green for weakness, yellow for resistance, and red for immunity. It currently describes weakness as granting an approximate chance to produce a critical strike; critical strikes add damage and a flinch or stun effect. It also describes resistance as reducing damage and immunity as preventing it.
Those outcomes are not interchangeable:
- Weakness: a positive reason to prefer a compatible damage type, not a promise that every hit will be critical.
- Resistance: a reason to avoid relying on that type when another verified option exists.
- Immunity: a hard loadout warning; carry another type.
- No listed relationship: an unknown in this curated reference, not proof of a neutral multiplier.
Because the source calls the weakness chance approximate, do not turn it into a guaranteed per-hit calculation. The important planning value is directional: prefer, avoid, or replace.
Build a source-backed loadout check
Start with the highest-risk entity on the route rather than the weapon you most want to use. Then compare the source, the current Compendium, and available equipment.
| Step | Evidence | Decision |
|---|---|---|
| Identify | Exact enemy or variant name | Do not transfer data between variants |
| Check | Current Damage Types or enemy page | Record listed relationships only |
| Match | Damage type on an available weapon | Exclude immunity and deprioritize resistance |
| Sustain | Replaceable charge, ammo, or durability | Keep a practical primary option |
| Cover | Other enemies expected on route | Carry a general-purpose fallback |
An ideal affinity match can still be a bad route choice if its ammunition cannot be replaced, its range does not fit the encounter, or it leaves no answer for the other enemies between base and the objective. This page supplies one combat constraint, not a complete weapon ranking.
Use the current weapon entry
The Weapons and Ammo page groups equipment into melee, ranged, throwables, and shields. It also distinguishes Blunt and Sharp melee weapons and notes that some ranged weapons consume ammunition while others consume charge. That means the damage label should be checked on the exact item rather than guessed from its appearance.
Do not infer that every hammer-like object has identical damage behavior or that a visual energy effect guarantees Plasma. A weapon may have direct damage, bonus damage, a coating, or another component documented separately. Record the specific attack you intend to use.
For a route card, write:
- exact weapon and attack;
- documented damage type;
- target enemy and exact variant;
- listed weakness, resistance, or immunity;
- replacement resource for ammo, charge, or durability;
- fallback if the source relationship is missing or changes.
Keep shield planning separate
Damage classes determine shield blocking. The official source sorts relevant attacks into Light, Medium, Heavy, and Super, and says a shield can block its own class or below. Super-class attacks cannot be blocked by a shield. That rule is covered in depth by the shield damage class guide.
Do not write “weak to Heavy” when the only verified fact is that an enemy attack belongs to the Heavy class. One describes incoming attack strength for defense; the other would claim an outgoing affinity that may not exist.
Resolve conflicting information
If the Compendium, the current official wiki, and an older guide disagree, do not average the claims. First confirm exact enemy variant and game version. Then compare the enemy page with the Damage Types page. Prefer the current, specific source and record the unresolved difference if the official pages do not agree.
An observation from one fight can flag a problem, but it should not become a precise public multiplier without controlled evidence and source support. Animation, range, armor, body part, critical chance, and another effect can make one hit look different. Preserve the observation as a question until the mechanic can be verified.
Common interpretation failures
| Failure | Why it is wrong | Correction |
|---|---|---|
| “No weakness shown means immune” | Missing and immune are different states | Mark it unknown or unlisted |
| “Resistance means zero damage” | The source distinguishes resistance from immunity | Carry another type when practical |
| “Weakness guarantees a critical” | The source describes an approximate chance | Treat it as preference, not certainty |
| “Heavy is an enemy weakness” | Heavy is also a blocking class | Identify which system the label belongs to |
| “One variant proves all variants” | Entities can have separate entries | Match exact names |
Completion condition
A damage-type check is complete when the exact enemy and attack are identified, the relationship comes from a current source or Compendium entry, immunity and resistance are not confused, and the route retains a sustainable fallback.
Record the checked game version beside the loadout. That small note makes an old route card easy to identify after a balance update and prevents stale combat advice from being mistaken for a current source result.
Use the tool for a fast lookup, then open the linked source when a patch has changed the enemy, weapon, or Compendium. Use the robot matchup guide for robot-specific behavior and route recovery. The pages stay distinct: this is the vocabulary and verification method, while the robot page applies it to a specific enemy family.
Sources & References
Damage relationships, Compendium colors, documented effects, damage classes, and shield rules are checked against the official community wiki Damage Types, Weapons and Ammo, and Off-Hand Armaments pages. Loadout workflow is editorial.
Editorial contribution
Separates enemy affinity from shield blocking class, adds a source-check workflow, and turns Compendium information into a conservative loadout decision.
- abioticfactor.wiki.gg: Damage Types →
- abioticfactor.wiki.gg: Weapon →
- abioticfactor.wiki.gg: Off Hand Armaments →
Sources support factual claims. Route choices, comparisons, and recovery guidance are editorial synthesis and may change with game updates.
Author
The editorial desk maintains source-backed Abiotic Factor route notes, item checks, and practical decision guides.
About our editorial team →