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Special Move Rules
#1

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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