Team HP

Each side fights with one shared HP total rather than separate HP for every Batomon.

Balance 26Game 1.4.0

How it works

  • Damage lowers shared team HP after Shield is exhausted.
  • Heal restores shared team HP without exceeding that battle's maximum.
  • Shield protects shared team HP by absorbing incoming damage first.
  • The HP bar never shows less than 0, but Damage can take the real team HP below 0.
  • Same-tick Heal adds to that real value. At 300 HP, 307 Damage leaves -7 HP, so a 30 Heal on that tick leaves 23 HP, not 30.
  • The winner check runs after Heal. A team survives the tick only if its real HP is above 0 after Heal.
  • If both teams end the same tick at 0 HP or less after ordered effects resolve, the player is awarded the win.

Shared defense

  1. Shield absorbs incoming damage.
  2. Remaining damage lowers the team's HP bar.
  3. Heal restores that same HP bar after the ordered same-tick effects.

Common questions

Why did a 30 Heal bring my team back to only 23 HP after the bar showed 0?

The bar stops at 0, but the real HP was -7 after 307 Damage hit 300 HP. Heal adds to -7, so the team has 23 HP and survives the tick.

Sources for the current rules

Review date: . Game 1.4.0, Steam build 26078162, Balance 26.

The review uses the current client scripts and the matching catalog. Named effects also use their species, item, trainer, or trinket resources.

  • game/battle/battle_simulation.gd
  • game/battle/battle_data.gd
  • utils/utils.gd
  • game/monsters/monster_instance.gd