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Stamina & Exhaustion
#1

STAMINA & EXHAUSTION
Calpheon Wilds

Every Pokémon has a limited amount of Stamina available during battle.

Stamina is represented by SP. Using moves spends SP, while Rest and certain effects can restore it. Managing SP is important during longer battles and journeys because a Pokémon that becomes Exhausted may no longer have enough Stamina to use its moves.

The Battle System tracks SP automatically, but tamers should understand when SP is spent, how it can be recovered, and what happens when it reaches 0.

JUMP TO SECTION

I. Stamina & SP
II. Move SP Costs
III. Spending SP
IV. Rest
V. Exhaustion
VI. SP Between Encounters
VII. Effects That Change SP
VIII. Quick Reference
Battle Guides Navigation


I. STAMINA & SP



01. WHAT IS SP?

SP stands for Stamina Points.

Every Pokémon has a Maximum SP value that represents how much energy it can spend using moves before becoming Exhausted.

A Pokémon's Maximum SP is based on its species and Level. The Battle System calculates this automatically.


02. MOVES USE SP

Every Pokémon move has an SP cost.

When a Pokémon uses a move, that amount is removed from its current SP.

For example, if a Pokémon has:

12 / 18 SP

and uses a move that costs:

4 SP

it will have:

8 / 18 SP

remaining.


03. STRONGER MOVES COST MORE

Simple moves require less Stamina than powerful or demanding techniques.

This means the strongest move available is not always the best move to use.

A tamer may need to choose between:

• using a powerful move that costs more SP
• conserving Stamina with a weaker move
• using a support move
• taking time to Rest

SP management becomes especially important during long battles or several encounters without a chance to fully recover.



II. MOVE SP COSTS



01. DAMAGING MOVES

A damaging move's SP cost is generally based on its listed Move Power.

MOVE POWER
SP COST
1-39
2 SP
40-59
3 SP
60-79
4 SP
80-99
5 SP
100-119
6 SP
120-149
7 SP
150+
8 SP


02. STATUS & SUPPORT MOVES

Moves that do not deal direct damage generally cost between:

2-5 SP

Their exact cost depends on how powerful or useful the effect is.

The move's listed information will show its SP cost, so tamers do not need to determine this themselves.


03. SPECIAL MOVE COSTS

Some moves may have an SP cost that differs from the standard ranges.

This may happen because the move:

• has an unusually powerful effect
• affects several targets or areas
• requires a special battle mechanic
• combines damage with another strong effect
• follows its own scripted rules

The SP cost listed for the move always takes priority over the standard table.


04. MASTERED MOVES

A Mastered move costs 1 less SP to use.

The final cost cannot be reduced below:

2 SP

Move Mastery is explained in Move Training.



III. SPENDING SP



01. WHEN SP IS SPENT

SP is spent when the Pokémon actually begins the move.

Once the move begins, its SP cost is paid even if the result is unsuccessful.


02. SP IS STILL SPENT IF...

SP is still spent if:

• the attack misses
• the target is immune
• the move is blocked by Protect
• another effect prevents the move from affecting the target
• the move begins but fails to produce the desired result


03. SP IS NOT SPENT IF...

SP is not spent if the Pokémon is prevented from beginning the move.

For example:

• Sleep prevents the Pokémon from acting
• Paralysis causes the Action to fail before the move begins
• the Pokémon becomes Incapacitated
• the target moves out of range before the move can begin
• the target is no longer present
• another battle effect prevents the move from starting

More information about Actions changing before they resolve can be found in Battle Basics.[/indent]


04. CHARGE MOVES

Moves that require a charging period spend their SP when the move is first started.

They do not pay the cost again when the attack is released unless that move's specific rules say otherwise.

Charge and recharge moves are explained further in Special Move Rules.


05. NOT ENOUGH SP

A Pokémon cannot begin a move unless it has enough SP to pay the full cost.

SP cannot fall below 0.



IV. REST



01. RESTING DURING BATTLE

A Pokémon may use an Action to Rest and recover Stamina.

Rest costs 1 Action.

Rest restores:

25% of the Pokémon's Maximum SP

The amount recovered is rounded up to the next whole SP.


02. EXAMPLE

A Pokémon with:

20 Maximum SP

recovers:

5 SP

when it Rests.

If it currently has:

3 / 20 SP

it will recover to:

8 / 20 SP


03. REST LIMIT

A Pokémon may Rest only:

once per turn

Using both Actions to Rest twice is not allowed.


04. REST & HP RECOVERY

A Pokémon cannot use Rest during the same turn that it uses a dedicated move to restore its own HP.

This prevents a Pokémon from using the same turn to recover both large amounts of Health and Stamina.

Passive healing and other special effects may still occur if their rules allow it.


05. REST IS NOT SLEEP

The Rest Action used to recover SP does not mean the Pokémon falls asleep.

It represents the Pokémon taking a brief moment to catch its breath and recover enough energy to continue fighting.

The Pokémon move Rest follows its own move rules and is separate from this Action.



V. EXHAUSTION



01. REACHING 0 SP

A Pokémon that reaches:

0 SP

becomes Exhausted.

Exhaustion is not the same as reaching 0 HP.


02. AN EXHAUSTED POKÉMON DOES NOT FAINT

Reaching 0 SP does not make a Pokémon faint or become Incapacitated.

An Exhausted Pokémon remains conscious and can still take Actions.


03. WHAT AN EXHAUSTED POKÉMON CAN DO

An Exhausted Pokémon may still:

• Rest
• move or Reposition
• take cover
• attempt to flee
• switch out
• interact with the environment
• perform another Action that does not require SP


04. USING MOVES WHILE EXHAUSTED

A Pokémon cannot use a move unless it currently has enough SP to pay for that move.

After recovering enough SP through Rest or another effect, the Pokémon may begin using moves again.


05. EXHAUSTION & INCAPACITATION

0 SP means the Pokémon is Exhausted.

0 HP means the Pokémon is Incapacitated.

These are completely separate conditions.

Rules for reaching 0 HP can be found in Incapacitation & Death.



VI. SP BETWEEN ENCOUNTERS



01. SP CARRIES OVER

SP does not automatically refill when a battle ends.

If a Pokémon finishes an encounter at:

6 / 18 SP

it remains at:

6 / 18 SP

until it has an opportunity to recover.


02. CONTINUOUS ENCOUNTERS

Several encounters during the same journey may gradually drain a Pokémon's Stamina.

A tamer who repeatedly pushes their Pokémon without allowing enough time to recover may enter later encounters with much less SP available.


03. RECOVERING OUTSIDE BATTLE

Reasonable periods of rest allow Pokémon to recover SP outside battle.

The amount recovered depends on the circumstances and how much uninterrupted rest is available.

Long-term recovery and care are covered in Injuries, Ailments & Recovery.


04. SWITCHING DOES NOT RESTORE SP

Switching a Pokémon out of battle does not restore its SP.

If it returns during the same encounter, it returns with the same current SP unless another effect restored it.



VII. EFFECTS THAT CHANGE SP



01. SP CAN BE CHANGED

Moves, Abilities, Status effects, or other mechanics may change how Stamina works during battle.

An effect may:

• restore SP
• drain SP
• increase the cost of a move
• reduce the cost of a move
• reduce Rest recovery
• prevent Rest
• affect how quickly a Pokémon becomes Exhausted


02. PRESSURE

The Ability Pressure makes moves targeting that Pokémon cost:

+1 SP

The increased cost is applied when the move begins.

More information about Pressure and other Abilities can be found in Abilities & Natures.


03. MASTERY

Move Mastery reduces the move's SP cost by:

-1 SP

A Mastered move still costs at least:

2 SP

See Move Training for the full Mastery system.


04. MULTIPLE SP EFFECTS

More than one effect may change a move's SP cost at the same time.

The Battle System calculates the final cost automatically before the move begins.



VIII. QUICK REFERENCE

RULE
HOW IT WORKS
SP
Stamina Points used to perform Pokémon moves
Move Costs
Every move has an SP cost
1-39 Power
2 SP
40-59 Power
3 SP
60-79 Power
4 SP
80-99 Power
5 SP
100-119 Power
6 SP
120-149 Power
7 SP
150+ Power
8 SP
Status / Support Moves
Usually 2-5 SP
Mastered Move
-1 SP, minimum cost 2
SP Payment
Spent when the move begins
Miss / Immunity / Protect
SP is still spent once the move begins
Move Prevented Before Starting
SP is not spent
Rest
1 Action
Rest Recovery
25% Maximum SP, rounded up
Rest Limit
Once per turn
Rest + HP Recovery Move
Cannot be used during the same turn
0 SP
Pokémon becomes Exhausted
Exhaustion
Does not cause fainting or Incapacitation
SP After Battle
Carries over until recovered
Switching
Does not restore SP
Pressure
+1 SP to moves targeting the Pokémon

Stamina is a resource. Knowing when to spend it, when to conserve it, and when to Rest can be just as important as choosing the strongest move.



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