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Battle Basics - Printable Version +- Calpheon Wilds (https://calpheonwilds.com) +-- Forum: The Hearth of Knowledge (https://calpheonwilds.com/forumdisplay.php?fid=3) +--- Forum: The Tamer's Handbook (https://calpheonwilds.com/forumdisplay.php?fid=93) +---- Forum: Battle Mechanics (https://calpheonwilds.com/forumdisplay.php?fid=94) +---- Thread: Battle Basics (/showthread.php?tid=159) |
Battle Basics - Rinjii - 08-22-2026 BATTLE BASICS
Calpheon Wilds Battles in the Wilds are fought by both Pokémon and tamers. Each side has two Actions per turn. Those Actions can be used to attack, move, switch Pokémon, recover Stamina, interact with the battlefield, or take other appropriate actions. The goal is not simply to use the strongest attack over and over. Positioning, preparation, teamwork, and the environment can all change how a battle plays out. JUMP TO SECTION I. Who Can Fight? II. Actions III. Attacking IV. Choosing Your Turn V. How a Turn Plays Out VI. When Plans Change VII. Switching VIII. Roleplaying a Battle IX. Quick Reference Battle Guides Navigation I. WHO CAN FIGHT?
01. ONE ACTIVE POKÉMON Each side may have one active Pokémon at a time.
A tamer may have other Pokémon with them, but only one can take part in the battle at a time. If the tamer switches Pokémon, the first Pokémon leaves active combat before the next Pokémon enters. 02. TAMERS CAN TAKE PART Tamers are part of the battle too.
They may use Actions to: • move • attack • use equipment • interact with the environment • switch Pokémon • try to flee • perform another reasonable action The tamer and their active Pokémon share the same Actions. Rules for weapons, armor, human injuries, and other tamer-specific combat are explained in Tamer Combat. 03. MORE THAN ONE WILD POKÉMON The Battle System is built around one active Pokémon on each side.
If several wild Pokémon are involved in an encounter, staff may handle them as: • separate opponents • different stages of the same encounter • a chase or escape • an environmental threat • another staff-moderated situation Several Pokémon being present does not automatically create a Double Battle. II. ACTIONS
01. TWO ACTIONS PER TURN Each side receives 2 Actions per turn.
These two Actions are shared by the tamer and their active Pokémon. They may be divided however the tamer chooses. EXAMPLE HOW THE TWO ACTIONS ARE USED Pokémon Move + Pokémon Move The Pokémon uses both Actions. Pokémon Move + Tamer Action The Pokémon uses one Action and the tamer uses one. Tamer Action + Tamer Action The tamer uses both Actions. Switch + Pokémon Move The side switches Pokémon, then the new Pokémon uses the second Action if it is able. 02. GIVING COMMANDS Telling a Pokémon what to do does not cost an Action.
For example, if a tamer tells Charmander to use Ember, only Ember uses an Action. The command itself is free. 03. COMMON ACTIONS ACTION COST Damaging Move 1 Action + SP Status or Support Move 1 Action + SP Rest 1 Action Move to a New Position 1 Action Switch Pokémon 1 Action Try to Flee 1 Action Tamer Attack 1 Action Tamer Movement 1 Action Interact with the Environment 1 Action in most situations Some special moves or unusual actions may require both Actions. Their rules will say so when this applies.
III. ATTACKING
01. ONE DAMAGING ACTION PER TURN Each side may make one damaging Action per turn.
That attack can come from: • the Pokémon • the tamer It cannot come from both during the same turn unless a specific move, Ability, or special rule says otherwise. 02. EXAMPLES TURN WHAT HAPPENS Growl + Ember The Pokémon lowers its opponent's Power, then attacks. Swords Dance + Slash The Pokémon strengthens itself, then attacks. Ember + Rest The Pokémon attacks, then restores some SP. Move + Ember The Pokémon changes position, then attacks. Tamer Attack + Growl The tamer attacks while the Pokémon uses a support move. Pokémon Attack + Tamer Movement The Pokémon attacks while the tamer moves. Pokémon Attack + Environmental Action The Pokémon attacks while the tamer interacts with the battlefield. Switch + Attack A new Pokémon enters and uses the second Action to attack. 03. TWO ATTACKS IN ONE TURN The two Actions cannot simply be used for two separate attacks.
For example: • Ember + Scratch cannot be used during the same turn. • A tamer cannot attack while their Pokémon also uses a damaging move. • A Pokémon cannot use two different damaging moves during the same turn. A special move, Ability, or effect may create an exception if its rules specifically allow it. 04. MULTI-HIT MOVES Moves that strike several times still count as one damaging Action.
For example, all of the hits from Fury Swipes are part of the same move. IV. CHOOSING YOUR TURN
01. CHOOSE BOTH ACTIONS Before the turn begins, each side chooses:
Action 1 and Action 2 Either Action may be used by the Pokémon or the tamer. 02. TAMER VS. TAMER BATTLES When two tamers battle each other, both sides choose their Actions without seeing what the other tamer selected.
The Actions are revealed after both sides have submitted their turn. Additional rules for battles between player-controlled tamers can be found in PvP Battle Rules. 03. ACTION ORDER MATTERS Action 1 happens before Action 2, so the order you choose can matter.
For example: Action 1: Rest Action 2: Ember If Charmander does not have enough SP for Ember at the start of the turn, Rest may give it enough SP before Action 2. If Ember were selected first, Charmander would not have enough SP to use it. V. HOW A TURN PLAYS OUT
01. TURN ORDER STEP PHASE WHAT HAPPENS 1 Turn Begins Battle effects that happen at the start of a turn are checked. 2 Initiative The active Pokémon on each side rolls to see who is faster to act. 3 Action 1 Both sides resolve their first Action. 4 Update Damage, SP, movement, Status Conditions, switches, and other changes are applied. 5 Action 2 Both sides resolve their second Action using the new battle situation. 6 Turn Ends Poison, Burn, weather, healing, and other end-of-turn effects are resolved. 02. PRIORITY Some Pokémon moves are faster or slower than ordinary moves.
These moves have Priority. A move with higher Priority acts before a move with lower Priority. 03. INITIATIVE If two Pokémon Actions have the same Priority, Initiative decides which Pokémon acts first.
Initiative = 1d100 + (Speed × 2) A faster Pokémon has a better chance of acting first, but Speed does not guarantee it. More information about Speed and Initiative can be found in Battle Stats & Damage. 04. TIED INITIATIVE If both Pokémon have the same Initiative result, the order is chosen randomly.
05. SPEED CHANGES DURING THE TURN If a Pokémon's Speed changes after Initiative has already been rolled, the current turn order does not change.
The new Speed can still affect other mechanics during that turn. It is used for Initiative starting on the next turn. VI. WHEN PLANS CHANGE
01. ACTIONS ARE CHECKED WHEN THEY HAPPEN A lot can change between Action 1 and Action 2.
Because of this, an Action is checked again when it is time for that Action to happen. 02. AN ACTION MAY NO LONGER WORK An Action may fail because:
• the Pokémon reached 0 HP • the Pokémon no longer has enough SP • the opponent moved out of range • the target left the battle • the Pokémon was switched out • a Status Condition prevents the Action • a trapping effect prevents the Action • something else changed earlier in the turn 03. WHEN SP IS SPENT If the Pokémon cannot begin the move, no SP is spent.
If the Pokémon begins the move and it later misses, is blocked, or has no effect, the SP is still spent. More information can be found in Stamina & Exhaustion. VII. SWITCHING
01. SWITCHING POKÉMON Switching to another Pokémon costs 1 Action.
If the switch is Action 1, the new Pokémon may use Action 2. 02. THE NEW POKÉMON'S TURN ORDER The new Pokémon does not use the previous Pokémon's Initiative.
If it needs to act during Action 2, it rolls its own Initiative using its own Speed. 03. REPLACING AN INCAPACITATED POKÉMON If a Pokémon reaches 0 HP, another Pokémon may be sent out without using an Action.
The new Pokémon cannot act during the rest of that turn. It begins acting on the next turn. More detailed rules can be found in Switching, Retreat & Battle End. VIII. ROLEPLAYING A BATTLE
01. LET THE MECHANICS DECIDE THE RESULT Tamers are encouraged to write their attacks and reactions creatively.
However, do not decide the outcome before the Battle System does. For example, a tamer should not write that: • their attack definitely hits • their Pokémon automatically dodges • the opponent is knocked unconscious • an attack causes a serious injury • an opponent is trapped or unable to escape until the mechanics confirm that result. 02. CREATIVE ACTIONS ARE ENCOURAGED Pokémon and tamers are not limited to choosing moves from a list.
You may also try things such as: • using plants or rocks for cover • climbing to higher ground • knocking something into an opponent's path • blocking an escape route • distracting an opponent • interacting with a hazard • protecting an injured companion Staff may determine the result when an action falls outside the standard Battle rules. 03. USE THE BATTLEFIELD Battles take place in the actual environment described in the thread.
Trees, rocks, water, mud, cliffs, weather, visibility, and other surroundings can all matter. See Positioning & Environment for the full rules. IX. QUICK REFERENCE
RULE HOW IT WORKS Active Pokémon 1 per side Actions 2 shared Actions per side each turn Tamer Participation Tamers may move, attack, use equipment, and take other Actions Commands Do not cost an Action Damaging Actions 1 per side each turn Multi-Hit Moves Count as 1 damaging Action Choosing a Turn Choose Action 1 and Action 2 before the turn resolves Tamer Battles Both sides choose Actions before seeing the opponent's choices Action Order Priority first, then Initiative Initiative 1d100 + Speed × 2 Switch Pokémon Costs 1 Action Replace a 0 HP Pokémon Costs no Action, but the new Pokémon waits until the next turn to act Changed Situation Each Action is checked again when it is time to use it Use your two Actions carefully. Your Pokémon, your tamer, and the battlefield all play a part in how a battle unfolds.
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