Hatchamobs

Hatchamobs are the main focus of the *Hatchamob* series by Pixel Ate.

They can be pretty much any animal that exists in the Minecraft universe, including the fantasy creatures that reside within the worlds, anything from polar bears to mooshrooms to hoglins. Something worth noting is that humans cannot become hatchamobs.

Upon becoming a hatchamob, it also gains hatchamarks, showing what type it is, certain types weaker to others. A hatchamark, for example, could be blue spots on the fur of a water-type, or a green tail on, say, a life-type cat.

They are creatures that are used by handlers, using the hatchamobs to build houses, provide entertainment, fight monsters, behemoths, other hatchamobs, anything really.

Hatchamobs can be created in a variety of ways. They could be wild animals, suddenly stumbling across a moonberry bush of any element and consuming it, turning into a hatchamobs. They can also be fed a moonberry potion, turning them into hatchamobs. Upon becoming a hatchamob, that said hatchamob can be tranformed into an egg, which handlers attach to belt clips on handler belts, easily carrying them around.

**THE BOND**

The bond between a handler and their hatchamob is one of the most crucial parts of handling them. Upon feeding a mob either a moonberry or a moonberry potion, that mob will turn into a hatchamob, forming a bond with the handler. If the handler had already owned that animal as a pet or companion for years, they might have a maxed out bond, also known as a Master Level Bond. If the animal is completely new, the bond will begin at the lowest tier, also called "Novice Level." The more you train and spend time with the hatchamob, the more the bond will progress, gradually moving to the next level. The bond levels and their uses are described below.

Yell commands to your hatchamob. They will obey, though not as well as some of the other bond levels.

Beginner:

Slightly better bond than Novice. Hatchamobs will listen to you slightly better.

Trained:

Much better than Novice. Begin to be able to communicate with your hatchamob using simple hand gestures, like a wave of the hand or flick of the wrist.

Journeyman:

Well-versed with the art of hand-gesturing. Easily conveys commands.

Advanced:

Everything goes smoothly with your hatchamob. You are like brothers/sisters now.

Master:

Can be able to feel emotions of hatchamob and vice versa. Use thoughts as commands.

**ABILITIES:**

A hatchamob gains abilities of their given type upon becoming one. There are five main types, and two known sub-types, branching off the main five and mostly using their habits. Abilities, like bond levels, can also level up. For example, summon water block can become Submerge, which can then lead to the ultimate Ocean Bringer, submerging the entire battlefield. Ultimate abilities are typically very powerful but extremely energy consuming. Each hatchamob can have only one ultimate ability.

They are as listed here:

Fire(Main): Fire types are typically ferocious and a bit more aggressive, fierce and brave. They specialize in fire related moves and have orange, red, or yellow hatchamarks. They are weak to water but strong against earth, using attacks like Flamethrower or spitting Fireballs. They also use melee attacks, like Comet Strike or

Water(Main): Water types are more mellow than fire types, being adorned with blue hatchamarks. They are strong to fire but weak to earth. They typically use long-range attacks like Water Jet.

Earth(Main): Earth types are tranquil and meditative, have brown or rock-related hatchamarks, strong to water but weak to fire. They use ground related attacks, such as being able to crack to ground in half.

Life(Main): Life types are the most calming of the types. They specialize in healing abilities but can also poison or steal one's health. They are both weak and strong to void. They have green hatchamarks.

Void(Main): Void types are mysterious and the rarest hatchamob in Lamaria, adorned with black or purple hatchamarks. They can manipulate shadow, or even use them to move, similar to Copper the fox.

Poison(Sub-Type): Poison types mainly focus on poisoning and weakening their opponents. Their type weaknesses and strengths are unknown. They have green and purple hatchamarks.

Ice(Sub-Type): Weak to Fire types. Can immobilize or slow down opponents. Light blue hatchamarks. The more popular of the sub-types.

**Hatchamob Battling**:

Hatchamobs are also used in battles, having multiple different styles and kinds of battles, from traditional one-on-one battles to Team Battles or Wild Battles, where a handler can have out as many hatchamobs they want to have out as once. Typically, three out at the time in battle is the stretch, for the most experienced of handlers only. Each kingdom is presumed to have their own rules for battling, however, these rules are universal:

- Only five hatchamobs can be allowed on one team

- No switching out. You only recall your hatchamob if they are too beaten down to continue or if they are KO'd.

- A hatchamob either being knocked out, forced out of the ring, trapped, or completely immobilized is considered KO'd.

The kingdom of Tatsujin allows hatchamobs to attack other handlers instead of just the Hatchamobs, but Lamaria has strict rules against it. The rules of battling in Le Rocher and Sak-Hara are unknown.