Capturing

# Capturing Bitmon

Capturing is the tradition of obtaining Bitmon using Bitcards. Captured Bitmons will be added to the player's team, unless it already contains six Bitmons, in which case they will be sent to the accessible Bitlet.

### **Bitcards**

Bitcards are unique items that can be used during combat to capture wild Bitmon.

There are currently **five** types, each with a different effect on the chance of capturing a Bitmon:

1. Basic Bitcard
2. Super Bitcard
3. Mega Bitcard
4. Bitcard prime
5. Event Bitcard

Bitcards are consumed upon use, whether the capture was successful or not.

### **Capture Formula**

The following formulas are used to determine the odds of capturing a Bitmon. If the value of "***a"*** is 140 or higher, the target is guaranteed to be captured. Otherwise, the game performs four "shakes" and generates a random number between 0 and 50,000 (inclusive) for each shake.

If this number is equal to or higher than "***b"***, the shake fails. If any shake fails, the Bitmon will break out on that shake. If all shakes succeed, the Bitmon is captured.

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{\displaystyle a=({\frac {((4\*HPmax)-(3\*HPcurrent)\*CR\*CB)}{(2\*HPmax)+(10\*Level)}})\*SB\*FB}

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{\displaystyle b=14,777{\sqrt[{4}]{a}}}

**HPmax**: The HP stat total of the target.
**HPcurrent**: The current HP of the target.

**CR**: Capture Rate represents the catch rate of the target species.

**CB**: Capture Bonus depends on the type of Bitcard used:

* Bitcard: 1 Super
* Bitcard: 1.5
* Mega Bitcard: 2
* Bitcard Prime: 10
* Event Bitcard: 1

**Level**: The level of the target.

**SB**: Status Bonus is based on the status conditions of the target.

* Asleep Condition: 1.5
* Frozen Condition: 1.5
* Burned Condition: 1.25
* Paralyzed Condition: 1.25
* Poisoned Condition: 1.25
* Cold Condition: 1.2
* Trapped Condition: 1.2
* Exhausted Condition: 1.1
* Vigorized Condition: 0.8
* Evading Condition: 0.5

**FB**: Feed Bonus is based on the fruit you throw it to calm a bitmon down. It depends if he likes the fruits or not. You can only have an extra 15% of the feed bonus or 3 of its favorite fruit.

### **Fruit**

Fruits help on how you actually catch Bitmons. An important aspect of the capturing process is to feed a Bitmon. Before you try to catch a Bitmon you can feed it an assortment of fruits to increase the chance of a successful catch.

**It likes it a lot:** gives an extra 5% chance of capturing.

**It has an interesting favor**: gives an extra 2% chance of capturing.

**It has a disgusted face**: gives 0% chance and raises the Bitmon ATK and SPATK.

### **Stats**

Stats are the seven factors that determine how a Bitmon performs in Battle. They affect damage calculations, turn order and limits to the use of Techniques.

The seven stats are ***HP***, ***STA***, ***ATK***, ***DEF***, ***SPATK***, ***SPDEF*** and ***SPD.***

#### **HP**

***HP*** stands for hit points. It represents a Bitmon's health and is displayed with a green bar. This value can be reduced when the Bitmon is hit by damaging ***techniques***. When any Bitmon's ***HP*** reaches zero, they are considered fainted or overexerted and can no longer participate in battle.

The amount of ***HP*** subtracted for each hit depends on the damage value and class of the used technique, the ***ATK*** or ***SPATK*** valor of the attacking Bitmon and the ***DEF*** or ***SPDEF*** value of the defending Bitmon. ***HP*** reduction can also occur due to certain status conditions.

#### **STA**

***STA*** stands for Stamina. It is presented as a cyan bar underneath the HP bar. This stat determines how many techniques a Bitmon can use during battle.

Each technique has a ***STA*** cost that is subtracted upon use. The techniques can be used normally until the ***STA*** bar reaches zero. If a technique requires more ***STA*** than the Bitmon has left, using that technique will cause the Bitmon to damage itself from overexertion and get a turn penalty for the next turn where it can only rest and not perform techniques . The amount of ***HP*** reduced depends on the difference between the ***STA*** cost of a technique and the remaining ***STA***. For each overworked stamina point, ***HP*** is reduced based on the Bitmon’s level.

This is summarized below.

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{\displaystyle OverexertionDamage=1+({\frac {level}{25}})}

 25-50
 51-75
 76-100

Untamed Bitmon will not use techniques if overexerting them would cause them to be fainted (unless they are damaged in the same turn). Likewise, if there isn't enough HP left, they don't use certain techniques with self-damage.

At the end of each turn, some ***STA*** is restored based on the Bitmon total ***STA*** stat, as shown in the table below (5% + 1 of the Bitmon total stat, rounded up). If a Bitmon is ordered to rest, it recovers an additional 15% for a total of 20% + 1 (rounded up), without performing any abilities during that turn. The ***STA*** bar fills up after each battle.

 21
 41
 61
 81

#### **ATK**

***ATK*** stands for Attack. It represents the power of Physical techniques and is used to determine the damage delivered using such techniques against opponent Bitmon.

#### **DEF**

***DEF*** stands for Defense. It represents the resistance against Physical techniques and is used to determine the damage received by opponent Bitmon using such techniques.

#### **SPATK**

***SPATK*** stands for Special Attack. It represents the power of Special techniques and is used to determine the damage delivered using such techniques against opponent Bitmon.

#### **SPDEF**

***SPDEF*** stands for Special Defense. It represents the resistance against Special techniques and is used to determine the damage received by opponent Bitmon using such techniques.

#### **SPD**

***SPD*** stands for Speed. Determines the order in which Bitmon uses abilities and techniques during a turn in combat. This largely depends on the priority of the techniques, which effectively acts as a multiplier of the ***SPD*** value. The Bitmon with the highest ***SPD*** just before using a technique acts first. If you are hit by an ***SPD*** reduction technique before using a technique, the ***SPD*** change is applied immediately. The value also affects the order in which Bitmon switches out during a turn before techniques are used.

### **Stat Values**

#### ***Stat Total***

The formulas used to determine these values depend on the Bitmon’s level, the base stats of the species, the unique values of each Bitmon, and their training values. During battle, �nal values can be affected by stat modifiers.

#### ***Base Values (base)***

Base Stats are unique for each species and can not be changed aside from Evolution.

#### Unique Values (UVs)

Unique Values are mostly uncontrollable factors of individual Bitmon, ranging between 1 and 50. They ***cannot*** be increased. ***UVs*** are randomly generated for each wild encounter with Bitmon. However, wild ***Chroma*** Bitmons always spawn with at least three max UV, between 20 and 50. Bitmon obtained through breeding can inherit UV from their parents, which can be manipulated using equipped items.

#### Training Values (TVs)

Training Values are Bitmon's controllable values that influence how their stats evolve. ***TVs*** are primarily obtained by defeating other Bitmon in battle, but they can also be obtained through items. A maximum of 1,000 ***TVs*** can be earned, capped at 500 per stat. Every 10 ***TVs*** from STA adds 1 point, and every 5 ***TVs*** from any other stat adds 1 point.

#### Stat Stage Changes

Certain techniques in combat may apply stat stage changes to increase or reduce stats. ***SPD***, ***ATK***, ***DEF***, ***SPATK*** and ***SPDEF*** are the only stats that can be affected by stat stage changes which can be applied in increments or decrements in five stages each way.

Stat stage changes on Bitmon persist until the end of battle and do not reset upon Bitmon switching in and out. The stats increased by an additional 50% for each stage, meaning they can be increased to 150% / 200% / 250% / 300% / 350% of their initial value when increased by 1 / 2 / 3 / 4 / 5 stages, respectively. The reciprocal applies to reducing stats which are reduced to 67% / 50% / 40% / 33% / 29% of its initial value when reduced by 1 / 2 / 3 / 4 / 5 stages, respectively.

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{\displaystyle RaisedStatsMultiplier=2+({\frac {stage}{2}})}

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{\displaystyle LoweredStatsMultiplier=2+({\frac {2}{stage}})}