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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
• 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.
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.
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.
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.
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.
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.
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.
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.

