As of today, the Class Bonus/Weakness works like this:
- The status effects of Cosmic Champions are effective at bypassing the resistances of Tech Champions.
- Armor and Power Drain make Tech Champions effective against the high Special Damage of Mutant Champions.
- Regenerative abilities common to Mutant Champions are effective against the Bleeding inflicted by Skill Champions.
- Frequent Bleed damage from Skill Champions is effective against the high base attributes of Science Champions.
- The high base attributes of Science Champions cannot be nullified or purged by Mystic Champions.
- Many Mystic Champions are able to remove the status effects created by Cosmic Champions.
This means every Class has 1 Weakness, 1 Bonus and 4 Neutral classes.
But the rationale behind it is flawed. It isn't as simple as that. Other classes have the same advantages. Thus, I suggest expanding the system with an extra Bonus and Weakness:
- The status effects of Cosmic Champions are effective at countering the high Special Damage of Mutant Champions.
- The robotics of many Tech Champions provide immunity to the Bleeding inflicted by Skill Champions.
- Bleeding and Regenerative abilities common to Mutant Champions can bypass the high base attributes of Science Champions.
- Bleed damage of Skill Champions cannot be removed by Mystic Champions.
- The damage-boosting abilities of Science Champions can overpower the status effects of Cosmic Champions.
- Mystic Champions can neutralise or nullify the armor-boosting and repairing abilities of Tech Champions.
This means every Class have 2 Weaknesses, 2 Bonuses and 2 Neutral Classes.
I think granting a Class Bonus/Weakness to more classes will greatly benefit the game.