Calpheon Wilds
Battle Basics - Printable Version

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+-- 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.