How battles work
A battle is your team of three against theirs. Knock out all three of theirs to win.
Each turn
- Your creature in front gains 1 energy at the start of every turn.
- Each attack uses up the energy shown on it. Cheap ones work straight away, big ones take a few turns to charge and then have to charge again.
- Quick Hit is always free, so use it while you wait.
- Brace halves the next hit. Swap sends in someone from your bench, which uses your turn.
The die
Every attack rolls an eight sided die. A 1 fumbles for half damage and an 8 is a critical for half as much again. Some attacks do more on a high roll or make the other creature miss a turn, the number they need is on the attack.
Types
Every creature has a type it's weak to, which hits it for double damage. Most also resist one type, which hits them for 30 less. A creature's card says both, so it pays to swap in the right one.
Where to battle
- Wild battles and gyms. There are 8 regions, one for each type: Ash Plains, Coral Reefs, Old Forests, Storm Plains, Starlit Hills, Crystal Caves, Twilight Woods and Aurora Fields. Wild battles there are open from the start. Each region's gym opens as you level up and beat the one before. Beating a gym the first time pays a big coin bonus and earns its badge.
- Training. Up to 2 creatures can train while you're away and earn XP. A creature in training sits out of battles until you collect it.
- Ranked. Set a defence team and fight other players' teams for rating. Any creatures go. Ranked and live each have their own team, and Power over 950 only counts a fifth as much there, so levelling still pays but nobody runs away with it.
- Live battles. Fight another player in real time, 30 seconds a turn, or team up with a friend for two against two.
See every creature's attacks in the card list.