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
- Shield absorbs incoming damage.
- Remaining damage lowers the team's HP bar.
- 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.gdgame/battle/battle_data.gdutils/utils.gdgame/monsters/monster_instance.gd
