BATTLE SYSTEM
COMBAT SYSTEM
In INKaMON players compete in 1v1 battles with 4 elemental monsters to have the last inkamon standing. 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 to avoid them fainting from exhaustion.
- • 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 damage, conditions, or stat debuffs/resets 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, and inkamon of which cannot be afflicted with that condition. Conditions are applied after damage, but before stat changes.
(BLIGHT)Take damage (rounded up) each turn starting at, and increasing by, 5% each time. Poison is not removed by switching out, but only affects your active monster, anddoes 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 15% damage (rounded up) each turn. Burn is not removed by switching out but only affects your active monster.
(FOREST)Cannot switch or dodge for one turn. Entanglement cannot be re-inflicted when wearing off.
(SHADOW)Cannot see newly switched in monsters. Removed upon switching out.
(EARTH)Priority moves only work at normal speed, and inkamon speed is halved (after other modifiers, rounded down). Removed upon switching out.
(OCEAN)All positive stat changes removed and stats cannot be increased. 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 in proportion to how many times they were charged. What move is charged is not revealed to your opponent. If using a move that has been charged with a cooldown, the cooldown remains unaffected.
✨ STATUS MOVES
Status moves happen before all other moves (except if they are also Slow moves), and 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. Note that for moves that both deal damage, and apply stat changes, the damage is applied first, followed by the stat changes.
Speed is linear and changes bring it up 1 level or down one level. Minimum speed is 0 and maximum speed is 11. Speed is used to determine turn order between moves with the same speed tier. Moves have three speed tiers (priority, normal and slow). If there is a tie for both move speed tiers and monster 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 and SELF DAMAGE
Healing restores an absolute amount of a monster's HP. Healing cannot cause monsters to exceed their original HP — any excess healing is lost. IF a monster would be healed and damaged at the same time, healing is applied first. Healing and self damage are unaffected by ATK/DEF modifers, type effectiveness and immunities.
🩸 LEECHING
Moves with leech heal HP equal to any damage dealt.
⏳ DELAYED MOVES
Moves with delay happen on the next turn and are queued and resolved according to their speed. Queued delayed moves remain even when the inkamon which used them switches or is knocked out.
🛡️ IMMUNITY
Types which take 0x damage from other types are also immune to negative secondary effects from moves of that type. For example, an earth type monster cannot have its statistics lowered or conditions applied to it from an electric type move. Exception: Currently resetting effects are ignored, even if they would increase stats.
TYPE CHART
| ATTACKING → DEFENDING ↓ | FLAME | OCEAN | SHADOW | ELECTRIC | FOREST | BLIGHT | EARTH |
|---|---|---|---|---|---|---|---|
| FLAME | 0.5 | 2 | 1 | 1 | 0.5 | 1 | 2 |
| OCEAN | 0.5 | 1 | 1 | 2 | 2 | 1 | 0.5 |
| SHADOW | 2 | 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 |
