BATTLE SYSTEM
COMBAT SYSTEM
In INKaMON players compete in 1v1 battles with squads of 3 elemental monsters to knock out all their opponent's monsters. Players must plan their turns wisely - as the endurance of individual inkamon is limited, and so their own! Combat is fully skill based, with no RNG, and is focused on team building, tactics, and calling your opponent's bluffs.
Play with skill and cunning and the next INKaMON seasonal champion might just be you!
⚔️ WINNING
To win a game, at the start of a turn, you must be the only player with inkamon remaining.
🔄 SWITCHES & MONSTER TIREDNESS
- • Players have 7 switches available each game and once run out cannot switch monsters.
- • Active monsters can only last 7 turns before they get tired and must be switched out.
- • There are two speeds of switching, fast (which happens immediately) and slow (which happens after your opponent's move).
⚡ TYPE EFFECTIVENESS
Damaging moves have a single type, and inkamon have one to two types. These are used to calculate resistance or weakness to each type of moves. Dual type inkamon have the resistances/weaknesses of both their types multiplied together to calculate their resistance profile. Inkamon immune to a given type will not be have conditions or stat debuffs applied from moves of that type.
💀 CONDITIONS
There are 7 types of conditions which can be inflicted on monsters. Each has an association with a single type, inkamon of which cannot be afflicted with that condition.
(BLIGHT)Take damage (rounded up) each turn starting at 1% and doubling each time. Poison only affects your active monster, and is not removed by switching out, but does not tick up on monsters while switched out.
(ELECTRIC)Cannot attack, dodge, or charge for one turn. Paralysis cannot be re-inflicted when wearing off.
(FLAME)Takes 16% damage (rounded up) each turn. Burn is not removed by switching out but only affects your active monster.
(FOREST)Take damage equal to 50% of current health (rounded up) when switched out.
(SHADOW)Take 1.5x increased damage from all attacks. Removed upon switching out.
(EARTH)Speed halved (rounded down). Removed upon switching out.
(OCEAN)All negative stat changes doubled. Removed upon switching out.
📋 MOVE PRIORITIES
🛡️ DODGING
Non-status moves can be dodged, meaning they have no effect, but you can only dodge every other turn.
⚡ CHARGING
Non-status moves can be charged, and when used have their effect made more powerful exactly in proportion to how many times they were charged. What move is charged is not revealed to your opponent. If you switch out you lose any stored charges on your moves. If using a move that has been charged with a cooldown, you get to use it multiple times, but the cooldown remains unaffected.
✨ STATUS MOVES
Status moves happen before all other moves, but cannot affect opponents.
📊 STAT CHANGES
Attack and defense modifiers start at 1 for all monsters, and are split out by type. They are multiplied by √2 for each +1 and divided by √2 for each -1. The maximum buff/debuff to DEF or ATK a monster can have is -6/+6, corresponding to multiplication of attack damage by 8 and 1/8, respectively.
Speed is linear and changes bring it up 1 level or down one level. Monsters can have max speed buff/debuff of -6 to +6. Spped is used to determine turn order between moves with the same priority. If there is a tie for both priorty and speed, both moves happen at the same time.
🔢 DAMAGE CALCULATION
Damage is always rounded up to the nearest whole number if more than 0.
❤️ HEALING
Healing restores an absolute amount of a monster's HP. Healing cannot cause monsters to exceed their original HP — any excess healing is lost.
TYPE CHART
| ATTACKING → DEFENDING ↓ | FLAME | OCEAN | SHADOW | ELECTRIC | FOREST | BLIGHT | EARTH |
|---|---|---|---|---|---|---|---|
| FLAME | 0.5 | 2 | 0.5 | 1 | 0.5 | 1 | 2 |
| OCEAN | 0.5 | 1 | 1 | 2 | 2 | 1 | 0.5 |
| SHADOW | 1 | 1 | 2 | 2 | 1 | 0 | 1 |
| ELECTRIC | 1 | 1 | 0.5 | 0.5 | 1 | 1 | 2 |
| FOREST | 2 | 0.5 | 1 | 1 | 1 | 2 | 0.5 |
| BLIGHT | 2 | 1 | 1 | 1 | 0.5 | 0 | 1 |
| EARTH | 0.5 | 2 | 1 | 0 | 2 | 1 | 1 |
