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Special Move Rules - 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: Special Move Rules (/showthread.php?tid=165) |
Special Move Rules - Rinjii - 08-22-2026 SPECIAL MOVE RULES
Calpheon Wilds Most Pokémon moves can be resolved through the standard Battle System, but some techniques behave differently. Multi-hit attacks, recoil, draining moves, Protect, Substitute, charge moves, fixed damage, trapping, and other unusual effects follow additional rules. The Battle System handles these interactions automatically, but tamers should understand what makes these moves different. JUMP TO SECTION I. Move Properties II. Multi-Hit, Recoil & Drain III. Healing Moves IV. Charge & Recharge Moves V. Protect & Substitute VI. Counter, Mirror Coat & Destiny Bond VII. Fixed & Percentage Damage VIII. Extreme & Self-Destructive Moves IX. Sound, Powder & Other Properties X. Quick Reference Battle Guides Navigation I. MOVE PROPERTIES
01. STANDARD & SPECIAL MOVES Most moves follow the standard rules for:
• Accuracy • damage • SP • Range • Status Conditions • Priority Some moves also have special properties that change how they interact with the battlefield or other effects. 02. COMMON MOVE PROPERTIES PROPERTY WHAT IT MEANS Physical Deals Physical damage Special Deals Special damage Status Does not deal ordinary direct damage Contact Requires physical contact with the target Sound Uses sound and may interact with sound-based effects Powder / Spore Uses airborne powder or spores Projectile Travels toward the target as a projectile Multi-Hit Strikes more than once as part of one move Recoil Damages the user after the attack Drain Restores HP based on damage dealt Healing Directly restores HP Priority Acts earlier or later than ordinary moves Charge Requires preparation before release Recharge Requires recovery after use Barrier Creates a protective battlefield effect Trapping Restricts movement, switching, or fleeing Weather Creates or changes Weather Terrain Creates or changes Terrain Fixed Damage Uses special damage rules instead of Power and Resilience Area Affects an area rather than one ordinary target Special Script Uses rules written specifically for that move 03. SPECIFIC RULES TAKE PRIORITY If a move has a specific rule that differs from a general Battle rule, the move's specific rule is used.
The Battle System will identify these moves and apply their special effects automatically. II. MULTI-HIT, RECOIL & DRAIN
01. MULTI-HIT MOVES A Multi-Hit move counts as one damaging Action, even though it strikes several times.
The move makes one Accuracy check before the strikes begin. If the move hits, the number of strikes is determined automatically. HITS CHANCE 2 Hits 35% 3 Hits 35% 4 Hits 15% 5 Hits 15% 02. EACH STRIKE DEALS DAMAGE Each hit calculates its damage separately.
This means: • Resilience applies to each strike • each strike may score its own Critical Hit • effects triggered by being hit may activate according to their rules An Ability such as Skill Link may change the number of strikes. See Abilities & Natures for Ability rules. 03. RECOIL Recoil moves damage the user after the attack resolves.
The amount of recoil depends on the move. Recoil can reduce the user to 0 HP. If this happens, the Pokémon becomes Incapacitated and follows Incapacitation & Death. 04. DRAINING MOVES Drain moves restore HP based on the damage actually dealt.
If the move deals less damage than expected because of Resilience, barriers, or another effect, the amount healed is also reduced. A move cannot heal from damage that was never actually dealt. III. HEALING MOVES
01. DIRECT HEALING Healing moves restore a percentage of the user's Maximum HP unless their specific rules say otherwise.
Healing amounts are rounded up to the next whole HP. 02. ONE HEALING MOVE PER TURN A Pokémon may use only one dedicated HP-restoring move per turn.
This limit applies even when the side still has another Action available. 03. HEALING & REST A Pokémon cannot use a dedicated HP-restoring move and the basic SP-restoring Rest Action during the same turn.
Full Rest rules can be found in Stamina & Exhaustion. 04. PASSIVE HEALING Passive healing does not count as the Pokémon's dedicated healing move.
Examples include: • Grassy Terrain • certain Abilities • Leech Seed recovery • draining attacks These effects may still restore HP during a turn when their conditions are met. 05. HEAL BLOCK Heal Block and similar effects may prevent Pokémon-generated healing.
See Status Conditions for Heal Block rules. IV. CHARGE & RECHARGE MOVES
01. CHARGE MOVES Some moves require preparation before the attack is released.
A standard Charge move uses: Action 1: Charge Action 2: Release The move's SP is spent when charging begins. 02. INTERRUPTED CHARGE If the Pokémon begins charging but becomes unable to release the move, the SP already spent is not returned.
The charge may fail because: • the Pokémon becomes Incapacitated • the target becomes unreachable • a Status Condition prevents the release • another effect interrupts the move 03. CHARGE ACROSS TURNS Some moves or circumstances may require a charge to continue into the next turn.
When this happens, the move follows its individual rules. 04. RECHARGE MOVES Some powerful moves require the Pokémon to recover after attacking.
If a Recharge requirement carries into the next Action or turn, the Pokémon must spend that required Action recovering before it can act again. 05. SPECIAL POSITIONING Moves such as Fly, Dig, Dive, Bounce, Phantom Force, and similar techniques may change where the Pokémon can be targeted while the move is being prepared.
These moves follow their individual rules along with Positioning & Environment. V. PROTECT & SUBSTITUTE
01. PROTECT Protect prevents applicable attacks and effects from reaching the user during the Action Phase in which it is used.
Protect does not last for the entire battle turn beyond its applicable Action Phase. 02. PROTECT LIMIT Only one Protect-family move may be attempted by a Pokémon during a turn.
03. REPEATED PROTECT Using Protect repeatedly becomes less reliable.
CONSECUTIVE ATTEMPT SUCCESS CHANCE 1st 100% 2nd 50% 3rd 25% 4th+ Fails Going a full turn without attempting a Protect-family move resets the sequence.
04. SP & PROTECT If an attacker begins a move and Protect blocks it, the attacker's SP is still spent.
See Stamina & Exhaustion for SP payment rules. 05. SUBSTITUTE Substitute creates a temporary stand-in that protects the user.
Creating a Substitute costs: 20% of the user's Maximum HP The Substitute receives HP equal to the amount sacrificed. 06. SUBSTITUTE REQUIREMENTS A Pokémon must have more than 20% of its Maximum HP remaining to create a Substitute.
The Pokémon cannot reduce itself to 0 HP by creating one. 07. WHAT SUBSTITUTE BLOCKS Direct attacks and applicable Status effects target the Substitute first.
When the Substitute's HP reaches 0, it breaks. Some effects, especially sound-based moves, may bypass Substitute when their rules allow it. VI. COUNTER, MIRROR COAT & DESTINY BOND
01. COUNTER Counter responds to Physical damage received earlier in the same Action Phase.
If the user receives qualifying Physical damage before Counter resolves, Counter deals: 125% of the actual HP damage received Counter fails if no qualifying Physical attack damaged the user before it resolves. 02. MIRROR COAT Mirror Coat works the same way against Special damage.
If the user receives qualifying Special damage before Mirror Coat resolves, it deals: 125% of the actual HP damage received Mirror Coat fails if no qualifying Special attack damaged the user before it resolves. 03. DAMAGING ACTION LIMIT Counter and Mirror Coat count as the side's damaging Action for the turn.
See Battle Basics for the damaging Action limit. 04. DESTINY BOND Destiny Bond places a temporary effect on the user.
If the user reaches 0 HP before its next Action opportunity, the opponent responsible for causing the Incapacitation loses: 25% of its Maximum HP Destiny Bond does not automatically reduce the opponent to 0 HP. 05. DESTINY BOND & DEATH Destiny Bond causes HP loss, not automatic death.
If that HP loss reduces a Pokémon to 0 HP, the usual Incapacitation rules apply. See Incapacitation & Death. VII. FIXED & PERCENTAGE DAMAGE
01. FIXED DAMAGE MOVES Some moves do not use the standard Power and Resilience damage calculation.
These moves use a specific damage rule instead. 02. SEISMIC TOSS & NIGHT SHADE Seismic Toss and Night Shade deal damage equal to:
50% of the user's Level, rounded up For example: A Level 30 Pokémon deals: 15 HP damage These moves ignore Power, Resilience, STAB, and ordinary Type Effectiveness. A true type immunity still prevents the move from affecting the target. 03. SUPER FANG Super Fang removes:
25% of the target's current HP Super Fang cannot reduce a target below: 1 HP 04. OTHER FIXED DAMAGE MOVES Other fixed-damage techniques may use their own individual values or effects.
When a move has a unique damage rule, that rule will be listed with the move rather than using the normal damage calculation. VIII. EXTREME & SELF-DESTRUCTIVE MOVES
01. TRADITIONAL ONE-HIT KNOCKOUT MOVES Moves that automatically cause a knockout in the main Pokémon games do not automatically reduce a healthy Pokémon to 0 HP in Calpheon Wilds.
Instead, these moves are treated as exceptional techniques with: • very high damage • low Accuracy • high SP costs • greater training requirements • move-specific restrictions Their exact rules are listed with the individual move. 02. SELF-DESTRUCT & EXPLOSION Self-Destruct and Explosion are extremely powerful attacks.
After the move successfully begins and resolves, the user immediately reaches: 0 HP The user then follows the rules for Incapacitation and makes a Death Roll. See Incapacitation & Death. 03. SELF-INFLICTED 0 HP A Pokémon is not protected from Incapacitation or death simply because the damage came from its own move.
Recoil, self-damage, environmental damage, or another self-inflicted effect can all reduce a Pokémon to 0 HP. 04. HIGH-RISK MOVE TRAINING Exceptionally powerful moves may have additional Level or training requirements before they can become Battle Ready.
Move learning and proficiency are covered in Move Training. IX. SOUND, POWDER & OTHER PROPERTIES
01. SOUND MOVES Sound-based moves interact with Abilities and effects that specifically mention sound.
For example: • Soundproof may block applicable Sound moves • some Sound moves can bypass Substitute • sound-based effects may interact differently with barriers or concealment The move's individual rules determine the interaction. 02. POWDER & SPORE MOVES Powder and Spore moves rely on airborne particles reaching the target.
Grass-type Pokémon are immune to Powder and Spore effects. Abilities such as Overcoat may also provide protection. See Abilities & Natures for Ability interactions. 03. TRAPPING MOVES Trapping moves may prevent a Pokémon from:
• switching • fleeing • increasing its distance • leaving a particular area The exact restrictions depend on the move. Standard trapping conditions are covered in Status Conditions, while switching and fleeing rules can be found in Switching, Retreat & Battle End. 04. BARRIER, WEATHER & TERRAIN MOVES Moves that create barriers, Weather, Terrain, or battlefield hazards follow Weather & Battlefield Effects.
05. AREA MOVES Area moves affect a location or area rather than one ordinary target.
They may affect: • the active opponent • nearby tamers • terrain • objects • hazards • other appropriate targets within the affected area Staff may determine the full environmental effect when the move changes the surrounding scene. See Positioning & Environment for battlefield interactions. 06. SPECIAL SCRIPT MOVES Some moves are too unusual to fit neatly into a general rule.
These moves use a Special Script. Their individual move entry explains exactly how the move works in Calpheon Wilds, and that rule takes priority over the general system. X. QUICK REFERENCE
RULE HOW IT WORKS Multi-Hit Move 1 damaging Action, one Accuracy check 2 Hits 35% 3 Hits 35% 4 Hits 15% 5 Hits 15% Recoil Can reduce the user to 0 HP Drain Heals from actual damage dealt Dedicated Healing Move Maximum 1 per turn Healing Move + Rest Cannot be used in the same turn Charge Move SP paid when charging begins Protect 1st Attempt 100% Protect 2nd Attempt 50% Protect 3rd Attempt 25% Protect 4th+ Attempt Fails Substitute Cost 20% Maximum HP Counter 125% of qualifying Physical HP damage received Mirror Coat 125% of qualifying Special HP damage received Destiny Bond Responsible opponent loses 25% Maximum HP Seismic Toss / Night Shade 50% user's Level, rounded up Super Fang 25% current HP, cannot reduce below 1 Self-Destruct / Explosion User reaches 0 HP after execution Powder / Spore Grass-types immune Special Script Individual move rule takes priority Most moves follow the standard Battle System. When a technique behaves differently, its special properties determine how it is resolved.
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