How to play

The full rulebook. Every stat, the exact damage math, all moves and all status effects, so you know precisely what is happening in a fight and how to win it.

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1. The goal

You bring a team of 3 Soltokemons, one in the arena at a time. You win when all 3 of your opponent's creatures faint. Each round you and your opponent secretly pick an action at the same time, then both actions resolve in Speed order. You cannot see their choice first, so good play is about reading them.

2. The four stats

Soltokemon HP Attack Defense Speed
Sparkmon Electric 95 1.30 0.85 140
Pyromon Fire 105 1.25 1.00 110
Floramon Grass 115 1.00 1.05 95
Aquamon Water 130 0.85 1.30 75
Sparkmon: Glass cannon. Fastest and highest attack, but the frailest.
Pyromon: Aggressor. High attack and good speed, burns the foe down.
Floramon: Bruiser. Balanced, drains HP over time to stay alive.
Aquamon: Tank. The most HP and defense, but slow and low attack.

3. Type matchups

A 4-element cycle. Each type beats one and loses to one. The other two matchups are neutral.

Electric
beats Water
Water
beats Fire
Grass
beats Electric
Fire
beats Grass

We keep this at 1.5x on purpose. A full 2x would let the type matchup decide the whole game. At 1.5x type is a strong edge, but a bad matchup is something you answer by switching, not a death sentence.

4. How damage is calculated

Every hit runs through this formula:

Damage = Power × STAB × Type × (Attack ÷ Defense) × Random
Example. Sparkmon uses Thunderbolt (power 24, Electric) on Aquamon (Water, so super effective): 24 × 1.25 STAB × 1.5 type × (1.30 ÷ 1.30) × ~0.95 ≈ 45 damage.

5. Energy ⚡

Energy is the heart of the game. You start each creature at 5 energy and gain +2 at the end of every turn, up to a maximum of 9. Every move has an energy cost, and that +2 regen is lower than a Strike (3), so you cannot just spam your best attack. Each turn the real decision is: spend now, or bank energy for a Burst?

Energy is tracked per creature. Switching does not let you dump a charged Burst onto a fresh fighter, the new one has its own energy bar.

6. The four moves

Every Soltokemon has the same four roles, themed to its element. Each one exists for a clear reason:

Move Cost Power Acc.
Tackle Neutral ⚡1 12 100%
Strike Your type (STAB) ⚡3 24 100%
Burst Your type (STAB) ⚡5 44 85%
Signature Your type (status) ⚡3 0 (status) 100%
Tackle: Cheap filler. Deals little, but its real job is to bank energy for a Burst.
Strike: Reliable damage. Costs more than you regen, so you cannot use it every turn.
Burst: Heavy spike you have to charge up to. Big payoff, but it can miss.
Signature: No direct damage. Inflicts your element's status on the foe for 3 turns.

Move names by type

Type Strike Burst Signature
Electric Thunderbolt Thunder Static Shock
Fire Flame Strike Inferno Scorch
Grass Leaf Blade Solar Beam Leech Seed
Water Water Gun Hydro Blast Soak

7. Status effects

Each type's Signature move inflicts a different status for 3 turns. This is what gives every creature a real playstyle. The exact numbers:

⚡ Shocked (Electric, via Static Shock)
Each turn there is a 30% chance the creature skips its action entirely. Its Speed also drops to 75%.
🔥 Burned (Fire, via Scorch)
The creature takes 7 damage at the end of each of its turns, and its Attack drops to 60% (so its hits are much weaker).
💧 Soaked (Water, via Soak)
The creature's Attack drops to 70% and its Speed drops to 70%. It deals no direct damage, it just defangs a threat.
🌿 Leeched (Grass, via Leech Seed)
The creature loses 9 HP at the end of each of its turns, and that exact HP is given back to the creature that applied the leech.

8. Switching

You can swap your active Soltokemon for one on your bench, but switching uses your whole turn: the opponent gets a free hit on the creature coming in. Switch to gain a type advantage or to save a low fighter, while predicting what they will do. When a creature faints, sending in the next one is free and does not cost your turn.

9. What happens each turn

  1. You and your opponent pick an action secretly, at the same time.
  2. Any switches happen first (the switching side does not also attack).
  3. Remaining attacks resolve in Speed order, faster creature first.
  4. End of turn: status damage (Burn, Leech) is applied, then both active creatures gain +2 energy.

10. Quick tips

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