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Battle System

Breakdown
Travelers can battle against other Travelers and Wild Pikamoon. These battles are turn-based, pitting one Pikamoon against another. Last Pikamoon standing is the winner.
At the start of the battle, the Lead Pikamoon in the player’s party is automatically sent out. If facing an enemy Traveler, they will follow up by sending out their Lead Pikmaoon.
Afterward, the player will be prompted to choose from one of five actions:
  • Attack: Player orders their Pikamoon to use one of their moves.
  • Items: Player uses an item.
  • Check-in: Player calls out to their Pikamoon, to see how they’re doing. Allows for interaction between them.
  • Swap: Player swaps out their Pikamoon for another one.
  • Flee: Player attempts to flee the battle (only available if enemy is Wild Pikamoon).
  • Talk (free action): Player talks with the Rival Traveler. Allows for interaction between them.
After the player selects their action, the enemy will select theirs (hidden from the player). After this, the game determines which of the two actions will trigger first, before resolving them. Depending on the resolution, several possibilities can occur:
  • If neither Pikamoon was defeated: Game returns to the Battle Menus. Player selects their next action.
  • If the enemy Pikamoon was defeated or captured: Player Pikamoon receives XP. Then:
    • If enemy is Rival Traveler: Check to see if they have Pikamoon remaining.
      • If yes: Rival Traveler sends out the next Pikamoon. Game returns to Battle Menus.
      • If no: Player receives money, battle ends.
    • Else: Battle ends.
  • If player Pikamoon was defeated: Check to see if player has Pikamoon remaining.
    • If yes: Player sends out next Pikamoon. Game returns to Battle Menus.
    • If no: Battle ends with player loss.
Moves
Pikamoon can know a maximum of four (4) moves. If a PIkamoon can learn a new move while already knowing the maximum amount, the player will be asked to delete an existing move or forgo learning the new move.
Each move possesses the following information:
  • Name: Name of the move. Self-explanatory.
  • Type: The elemental typing of the move (Fire/Water/Earth/Thunder).
  • Power: The base damage the move will deal.
  • Accuracy: The base accuracy of the move.
  • Trait: A special modifier that drastically changes the move.
  • Description: A brief bit of flavor text and an explanation of what the move does.
Offensive moves
Offensive moves are exactly what you think: a means of dealing damage to enemy Pikamoon. Battles against rival Travelers will almost always come down to whoever has Pikamoon left when, so you’ll want to make sure you can hit hard.
Offensive moves can possess any of the following traits:
  • Deadeye: This move will never miss.
  • Swift: A Pikamoon using this move will act first, regardless of speed difference.
  • Multihit (x): A move that hits several times, with x being the number of times this move can hit.
  • Charge: The Pikamoon spends this turn ‘preparing’ the ability, then unleashes it on the following turn.
  • Marker: The first time a move with Marker is used, the enemy Pikamoon is marked. The next time a move with Marker is used, the enemy Pikamoon takes additional damage, and the marker is removed.
  • Recoil: A move that, in addition to damaging the enemy Pikamoon, deals 1/3rd of its damage to the user.
  • Terminator: This move will automatically KO the enemy PIkamoon, regardless of HP.
  • Exhaustion: After using this move, the Pikamoon cannot use a move on their next turn.
  • Lethal: After using this move, the Pikamoon will immediately drop to 0 HP.
  • Cage: After being hit by this move, the opposing Pikamoon cannot switch out.
  • Ultimate: This move is the strongest move available of that Type.
Trait rules
Deadeye:
  • Typically, this move will deal significantly less damage than a move with a chance to miss.
Swift:
  • Typically, this move will deal significantly less damage than a move with a chance to go second.
  • If both Pikamoon use a Swift move, speed calculations are applied normally.
Terminator:
  • This move will always have massively reduced accuracy.
  • Certain NPCs can use Terminator moves.
    • However, they are only allowed to use one SUCCESSFUL Terminator move per battle.
    • In addition, NPCs can NEVER use a Terminator move on a player’s final PIkamoon.
Charge:
  • This move will always have increased accuracy.
  • Typically, this move will deal significantly more damage than a normal move.
  • Exhaustion:
    • Typically, this move will deal significantly more damage than a normal move.
    • Even if the move misses, the Pikamoon will still skip their next turn,
Multihit:
  • When using Multhit moves, the game shouldn’t check the accuracy of each hit. It should only calculate accuracy for the first hit.
  • The chance for subsequent hits to occur depends on the number of times the move can hit total.
    • 2-Hit Move: 100%/100%
    • 3-Hit Move: 100%/100%/50%
    • 4-Hit Move: 100%/100%/70%/50%
    • 5-Hit Move: 100%/100%/80%/60%/40%
Recoil:
  • Immediately after the enemy Pikamoon receives damage, the user will take recoil damage.
    • Recoil damage is always equal to 1/3rd of the damage inflicted to the opposing Pikamoon.
    • Recoil damage is not affected by resistances or defense.
    • If Recoil damage results in the user’s Pikamoon getting knocked out by their own attack, then the enemy Pikamoon’s next move will automatically miss (if it was an attack). After, the user may send out their next Pikamoon.
Cage:
  • Any Pikamoon under the effects of Cage may not switch out.
  • Cage lasts d3+1 turns, with the turn timer starting on the NEXT turn.
  • Ultimate:
    • A Pikamoon can never know more than one Ultimate move.
Support moves
Support moves are designed to boost your own abilities, weaken the opposing Pikamoon, or assist with battle in some way.
Stats
Each Pikamoon has a different purpose. Some are sweepers designed to tear through enemy teams. Others are walls, ready to absorb any attacks thrown at them. A Pikamoon’s role depends on several factors, but most important of all are their stats.
Basics
There are four different stats: Attack, Defense, Speed, and Health. A Pikamoon will be assigned starting TPs (training points) to these four stats based on their background.
Each time a Pikamoon levels up, they will receive 2 points to assign to their stats. A player can either set these points to be assigned automatically, or they can manually assign them. Depending on the Pikamoon’s background, certain stats are easier or more difficult to level up.
Example: Ferda, the Earth Pikamoon, is Level 1. Due to their ‘Stubborn’ background, they start with 1 TP in Attack and Speed, 2 TPs in Defense, and 4 TPs in Health. After they reach Level 2, they receive 2 points to assign to their stats. Due to their ‘Stubborn’ background, they can:
  • Increase their Attack or Speed by 1 (a 2-point cost per TP)
  • Increase their Defense by 2 (a 1-point cost per TP)
  • Increase their Health by 4 (a 1-point cost per 2 TPs)
We can see from the above that Ferda is great at raising their health, decent at raising their defense, and bad at raising their attack and speed. Players are welcome to min/max stats, or create unique combinations which are different from the norm.
While a Pikamoon’s level can climb as high as the player wishes, a Pikamoon will only receive a maximum of 198 points over the course of the game (to phrase it another way, they only receive points up to Level 100). Combined with their starting points, a Pikamoon will have 206 points total.
Attack
Attack influences two variables:
  • The damage that your offensive moves deal.
  • The chance of landing a Critical Hit.
Critical Hits can occur with any offensive move. They deal double damage and ignore all of the opposing Pikamoon’s stat changes. Critical Hits have a 5% base chance to occur, with each point in Attack increasing this by 0.1% (up to a maximum of 15% with 100 Attack).
Defense
Defense influences two variables:
  • The damage that you receive from offensive moves.
  • The chance of triggering a Type Shift.
Type Shifts can occur when your opponent hits with a super-effective move. When this happens, the Pikamoon that triggered it will only take x1 damage from super-effective moves until the end of the battle or until they switch out, whichever occurs first. Type Shifts have a 5% base chance to occur, with each point in Defense increasing this by 0.1% (up to a maximum of 15% with 100 Defense).
Speed
Speed influences two variables:
  • Whether or not your Pikamoon acts before the opposing Pikamoon.
  • The chance of triggering a Double Hit.
Double Hits can occur when your Pikamoon is faster than the opposing Pikamoon. Immediately after your Pikamoon uses their first move, they will use it again. Double Hits have a 5% base chance to occur, with each point in Speed increasing this by 0.1% (up to a maximum of 15% with 100 Speed).
Health
Health influences two variables:
  • The amount of HP your Pikamoon has.
  • The chance of triggering an Overwhelming Presence.
Overwhelming Presence can occur when the opposing Pikamoon fails to knock out your Pikamoon. The opposing Pikamoon will briefly lose their will to fight, skipping their next turn. Overwhelming Presence has a 5% base chance to occur, with each point in Health increasing this by 0.1% (up to a maximum of 15% with 100 Health).

Strengths & Weaknesses

Last modified 8mo ago