
Combat on the Hunt
Reinforced wilds, amplified elemental advantage — bring the right type.
| Modifier | Value |
|---|---|
| Wild's HP | ×5 of normal |
| Wild's damage | ×1.8 per hit |
| Elemental advantage | Amplified — exact values below (both ways) |
The elemental amplification applies to ITS hits and to YOURS: ×1.5 becomes ×1.75, ×2 becomes ×2.5, ×4 becomes ×5.5 — and resistances divide by 1.5 (×0.5 becomes ×0.33). Immunities (×0) and neutral (×1) don't change.
- Potions: double-click a potion in the Inventory to heal the leader instantly; the Auto-Potion (Auto Helper panel) heals automatically at or below the configured HP threshold. A potion is never consumed at full HP.
- Revive: with Auto-Revive on and a regular Revive available, a fainted leader gets up automatically. Auto-Revive does not consume Max Revive. Without a regular Revive, you return to the city after 30 seconds; click Nurse Joy in Cerulean to heal the team for free.
- Right type: the leader compares learned, ready damage moves and uses the one with the highest final damage. Physical moves use ATK vs DEF, Special moves use Sp. ATK vs Sp. DEF, same-type moves gain ×1.5 STAB, and every move has its own cooldown. PvP and the Kanto League share the battle-only reference-pvp-battle-damage-v2 curve; reference-pvp-tactical-spacing-v1 treats range independently: ranged techniques try to preserve spacing, while Tackle closes distance between cooldowns — check the Types.
💡 Every new character starts with 100 Small Potions and 100 Poké Balls. Auto-Potion and Auto-Revive start disabled; starter supplies are not replenished.


Qualidade
Shiny
Shiny Cards
Evolução
Streak Points
VIP
Boost
Quests
Modo Soneca