Battle

# **Bitmon Adventures Battles:**

The Battle involves turn-based competition in a 1v1 format. Battles against wild Bitmon can occur in grass, water, and caves. The Battle can also be started against NPC trainers and other players. The first Bitmon in the team is the first to be sent into battle. Bitmons can be changed through the Bitlet.

## Battle Execution

Various factors affect the outcome of Bitmons in combat. These include **Types, Stats, Techniques**, Abilities and the use of **Fruits** and **Items**.

### **Types**

Types are Bitmons properties . Each type confers a specific variety of strengths and weaknesses compared to other types. Each Bitmon can have up to two types, while Techniques can only have one type. The type of a Bitmon determines whether that Bitmon has more or less damage from a technique of a specific type, while the type of a technique indicates its effectiveness against a specific Bitmon

There is a total of 10 different types in Bitmon:

### **Strengths and weakness**

Each type can be strong when used against Bitmons of certain types, weak compared to others, or impartial. ***Highly effective*** hits deal **x2** damage, ***neutral hits*** deal **x1** damage, and ***ineffective*** hits deal **x0.5** damage.

Since Bitmons can be of two types, both must be taken into account for the effectiveness of an attack.

In this way, a one-type technique that would be *very effective* against both types of Bitmon does **x4** the normal damage; an *ineffective* move against both Bitmon types deals **x0.25** damage; and an *effective* attack against one of the types and ineffective against the other neutralizes the blow to deal normal damage, **x1**.

A defending Bitmon is considered to have a "*weakness*" for a particular type if the damage multiplier against it is greater than **1x**, and is said to have a "*resistance*" if the multiplier is less than **1x**. For example, the water type has a weakness with the electric type, because electric techniques double the damage to water types. In return, electric has a resistance to water because the water techniques used against electric Bitmon have a damage multiplier of **0.5x**. The combination of different types can affect these weaknesses and resistances, sometimes making them more extreme and sometimes negating them altogether.

Below is a full table showing the number of weaknesses and resistances for each possible combination of the two types:

## **Bitmon Battles**

Battles are fought in a 1v1 format, with players and opponents having one Bitmon present on the field. In each round, Bitmons can select one of four techniques, which are performed in order of the total SPD stats (after taking priority into account) of both Bitmons on the field.

Alternatively, a Bitmon can be traded for another Bitmon on the player's team, items can be used, and wild Bitmons can be run away from. When all opponent’s Bitmon have been eliminated, the battle is won. Conversely, when all of the player's Bitmon are fainted, he will be transported to the Bitmon center and loses money and items depending on the level of the wild Bitmon he faced or the level of the NPC he lost to.

### **Wild Bitmon**

Wild Bitmon can be found around the block islands. They are usually found in grass, in water, or in caves and similar landmarks. During battles, health items, fruits and capture items can be used. A wild Bitmon can be captured using Bitcards, and capture rates are affected by level, HP, species, status conditions, Bitcard type, and distracted value (using fruits). Capturing or defeating wild Bitmons will reward experience and TVs based on their levels and species. Unlike other battles, wild Bitmons can be run away, with a chance of success depending on the speed of the player's Bitmon compared to those encountered.

### **NPC Battles**

NPC trainers will challenge the player to a fight, which in most cases cannot be refused. Although health items can be used, Bitcards will fail on Bitmon's opponent. It is also not possible to run away from NPC battles and as such can only be concluded by defeating them. If the player loses a battle, the player will automatically return to the island’ port. In addition to experience and TVs, defeating NPC trainers will reward the player with **Bit Tokens**.

### **PVP**

Yes! Players can start battles with each other through the player interaction menu. The selected opponent will receive a notification and can accept or reject the request. These battles work the same as battles against NPC trainers, but without rewards. Also, Bitmon heals up before the battle and then reverts back to its previous state.

### **Techniques**

Techniques are the attack moves Bitmons can use during combat. Most techniques are used to damage an opposing Bitmon until they are fainted, but some techniques can also cause certain stats of the opposing Bitmon to temporarily drop or apply status effects. Unlike Bitmons, which can have up to two types, techniques only have one type.

### **Characteristics of Techniques**

Techniques have various characteristics that help differentiate and define them:

### **Type**

Each technique, like Bitmon themselves, has a type that interacts with a defending Bitmon’s type and increases or decreases the effectiveness and power of a technique.

### **Category**

The Techniques category relates to which stats are used to assign damage for the technique.

#### **Physical**

Damaging techniques powered by the user's **ATK** stat and reduced by the target's **DEF** stat

#### **Special**

Damaging techniques powered by the user's **SPATK** stat and reduced by the target's **SPDEF** stat.

#### **Status**

Non-damaging techniques that modify battle conditions like lowering stats or inflict conditions such as Sleep

### **Damage**

Indicative of the overall power of the Technique.

Each physical and special technique has a **DMG** value that represents the amount of damage that technique will deal. This value, the user's level, the user's **ATK** or **SPATK** stat, and the target's **DEF** or **SPDEF** stat all contribute to the final damage dealt by the technique.

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{\displaystyle (5+(\frac{level}{200})\*techniqueDamage\*(\frac{Attack}{Defense})) \* Modifier \* Critical \* RND \* Weather \* STAB}

The result is then rounded to the nearest integer to determine the final amount of HP lost by the target.

Techniques with a **2x** modifier deal much more damage than a technique with a **1x** modifier even if the latest has double the base damage of the first. Where multiple modifiers are applicable for an attack, the modifiers are applied multiplicatively.

Additionally, the damage is increased when a technique's type matches one of the user's types. The final damage of the technique is increased by 50% in a mechanic called **STAB** *(Same Type Attack Bonus).*

### **Stamina Cost**

The amount of Stamina required to perform the technique. This will be the amount the Bitmon’s Stamina is reduced when the technique is used.

Each technique has a certain STA Cost which is subtracted from the user's remaining stamina. When a technique requires more stamina than the Bitmon has remaining, this leads to overexertion. For each additional, overexerted STA point required, the following formula applies:

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{\displaystyle Overextention Damage: 1+(\frac{level}{25})}

## **Priority**

All techniques have a priority indicative of when the technique will be used in a turn. The higher the priority, the more likely the technique will be used earlier. This attribute interacts with the Bitmon’s speed to determine when it will be used in a turn.

Technique Priorities have a specific look in the game that differentiates them and different priorities interact with the user's speed in different ways.

**Very Low (1)**

Very Low Priority means that the move will happen after all other moves with a priority of low or higher. If multiple very Low Priority moves are chosen on the same turn then they will go in order of speed.

**Low (2)**

Low Priority means the technique will be used with half the speed of the user.

**Normal (3)**

Normal Priority means the technique will be used with the speed of the user (No effect to the speed stat).

**High(4)**

High Priority means the technique will be used with 1.5x the speed of the user.

**Very High (5)**

Very High Priority means the technique will be used with 1.75x the speed of the user.

**Ultra (6)**

Ultra Priority means the technique will be used before the opponent swaps with another Bitmon.

## **Acquiring Techniques**

While all Bitmon start off with several techniques, there are various ways for them to acquire new ones.

#### **Leveling**

Each Bitmon learns new techniques upon reaching certain levels.

#### **Technique programs**

Are items containing a specific technique that can be taught to compatible Bitmon.

#### **Breeding**

Various species have egg techniques that can only be obtained through breeding.

#### **Evolution**

If a Bitmon evolves and its evolution would have learnt a new technique at the same level or lower, it will gain it automatically.

## **Abilities**

Abilities are passive features of Bitmons that take effect in combat. Any individual Bitmon can have one of three traits (one hidden) depending on the species.

They can be activated under various conditions, such as using or hitting techniques of specific types, entering combat, or depending on the presence of status conditions.

Trait effects also vary and can be positive (in most cases) or negative. They can prevent certain status conditions, increase damage through techniques, or alter stats.

## **Natures**

Nature is a very important attribute at the competitive level of each Bitmon, since it affects the maximum characteristics that each individual stat can reach.

The nature of a Bitmon is randomly determined when it is found in the wild, when it is received as an Egg, or when it is obtained as a an airdrop.

## **Status Conditions**

Status conditions are passive effects that can be applied to Bitmons in combat through the use of abilities. Each status condition has its own distinct effect, with most also affecting Wild Bitmon’s capture rate. You cannot pile up status conditions, the oldest condition is kept.

The duration of status conditions is set to a specific number of turns, and changing a Bitmon outside of the battlefield will not remove its effect. Status conditions can be grouped by positive and negative. This may affect interactions with certain abilities.

### **Negative Status Conditions**

***Asleep***

 Asleep Bitmons cannot attack. If they are damaged, they will wake up and the Asleep condition is removed.

***Burned***

 Burned Bitmon loses 1/16 of health every turn and it reduces both the ATK and SPATK stats by 30%.

***Cold***

 While the Cold status condition does not have a direct impact, it serves to set up the Frozen status conditions.

***Frozen***

 If Cold Condition is afflicted twice, the Bitmon becomes Frozen Condition. Frozen Bitmon cannot attack, but they can rest normally.

***Poisoned***

 Poisoned Condition Bitmon lose 1/8 of their health every turn.

***Trapped***

 Trapped Bitmon cannot swap out.

***Paralyzed***

 Paralyzed Bitmons are unable to attack a quarter of the time. Additionally, its Speed is reduced to 50% of its previous value.

***Exhausted***

 The Stamina cost of techniques used by an Exhausted Bitmon increases by 50%.

### **Positive Status Conditions**

***Immune***

 Immune Bitmons are unable to be afflicted with new status conditions.

***Regenerated***

 Regenerated Bitmon heal 1/10 of their health on each turn.

***Evading***

 Evading Bitmon will not be affected by the next offensive technique used on it.

***Invigorated***

 The Stamina cost of techniques used by a Vigorous Bitmon decreases by 50%.

## **Levels and Experience**

Levels are a progressive mechanic depending on experience, reflecting the strength of Bitmons.

They determine their stats, when certain species will evolve and which techniques have been learned.

### **Increasing Levels**

Levels increase when sufficient experience has been acquired. When this happens, the current stats of the Bitmon increases, also depending on the species' base stats, the individual UVs and the TVs.

At various levels new techniques can be learned, specific to the species.

### **Gain Experience**

When the opposing wild Bitmon are captured or defeated, or NPC's Bitmons are stunned, the experience is divided among all the Bitmon that participated in the fight. The experience rewarded depends on the level of the defeated opponent. If the Bitmon that participated but were defeated before the opposing Bitmon was defeated do not gain experience. However, if a Revive is used, you can still gain that experience as if you were never stunned.

If only one Bitmon participated in the fight, they get 100% experience. For two participants, the distribution is 50% each, for three participants, 33%, and so on. When a wild Bitmon is caught, the total experience it rewards is increased by 50%. A Bitmon with a different ID than the current trainer gains 10% more experience.

The level difference between the player's Bitmon and the defeated opponent's Bitmon affects the amount of experience gained. If the player's Bitmon level is lower than their opponents, a certain amount of experience is gained. If it is higher, the amount of experience gained is reduced relative to the level difference.

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{\displaystyle gainExperience=[\frac{(E\*L\*H)}{(5\*S\*C)}]\*[\frac{(2\*L+10)}{(L+LO+10)}\*2.5]\*T\*B}

***E***: is the experience yield of the fainted Bitmon’s species

***L***: is the level of the fainted or caught Bitmon

***LO***: is the level of the owner and victorious Bitmon

***H***: is the happiness is perfect is equal to 1.2 otherwise is just 1

***C***: if the Bitmon was catched is equals to 1.5, otherwise is just 1

***T***: if the player ID is different than the Bitmon’s ID is 1.5 otherwise is just 1

***B***: if the Bitmon is helding the Training belt is 1.5 otherwise is just 1

***S***: Amount of Bitmon that participated in battle