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.
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
- HP (Health): how much damage the creature can take before it faints. The raw number you see.
- Attack: a multiplier on the damage you deal. 1.30 means you hit 30% harder than average; 0.85 means 15% softer.
- Defense: a multiplier that reduces the damage you take. Higher is better. Damage scales with the attacker's Attack divided by your Defense.
- Speed: decides who acts first each round. The faster creature lands its move (and its status) before the slower one. Ties are random.
| 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 |
3. Type matchups
A 4-element cycle. Each type beats one and loses to one. The other two matchups are neutral.
- Hitting a type you beat (super effective): 1.5x damage.
- Hitting a type that beats you (resisted): 0.66x damage.
- Neutral matchup: 1x damage.
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:
- Power: the move's base power (see the moves table below).
- STAB (Same-Type Attack Bonus): 1.25x if the move's type matches the user's own type, otherwise 1x. So your Strike and Burst always get the bonus, Tackle never does.
- Type: 1.5x super effective, 0.66x resisted, or 1x neutral (section 3).
- Attack ÷ Defense: your Attack multiplier divided by the target's Defense multiplier.
- Random: a small roll between 0.90 and 1.00, so damage is never fully fixed.
- Critical hit: a flat 6.25% chance (1 in 16) on any damaging move to deal an extra 1.5x.
- Damage is always at least 1. Status moves deal no direct 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% |
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:
- A creature can carry only one status at a time. Applying a new one (or the same one again) refreshes it back to 3 turns.
- A status sticks to the creature. It only ticks down and deals its damage while that creature is the active fighter.
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
- You and your opponent pick an action secretly, at the same time.
- Any switches happen first (the switching side does not also attack).
- Remaining attacks resolve in Speed order, faster creature first.
- End of turn: status damage (Burn, Leech) is applied, then both active creatures gain +2 energy.
10. Quick tips
- Lead with a type edge, or with fast Sparkmon to land Shock first.
- Use Tackle on turns where you are saving energy for a Burst.
- Status first, then attack. A Burned or Soaked foe deals far less damage.
- Do not stay in against the type that beats you. Switch to the one you beat.
- Speed wins races. The faster creature lands its move and its status first.