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
Cryomon Ice 110 0.95 1.20 90
Rockymon Rock 125 1.10 1.25 65
Galewyrm Wind 100 1.15 0.90 128
Seraphawn Etherial 118 1.20 1.10 108
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.
Cryomon: Controller. Tankier than fire, faster than water; its Frost Bite chills the foe (lowers Attack + Speed) so it controls the pace.
Rockymon: Wall. Highest defense and big HP; slow, but very hard to knock down.
Galewyrm: Striker. Blazing speed and solid attack, but frail; it hits first, then gets out.
Seraphawn: Mystic. The endgame element from the Lands of Etheria; fast, hard-hitting and well-rounded.

3. Type matchups

Two type cycles. Within each cycle a type beats the next and loses to the one before it; matchups between the two cycles are neutral.

Core cycle
Electric
Water
Fire
Grass
Etheria cycle
Rock
Ice
Etherial
Wind

Wind spawns everywhere in the wild like the core types; Etherial is the endgame element, found only in the Lands of Etheria. A type only resists or is super-effective within its own cycle; matchups across the two cycles are neutral.

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.

Ice and the second cycle

Cryomon

Cryomon (and its evolutions) sit OUTSIDE the 4-element rock-paper-scissors cycle above: against Electric, Water, Grass or Fire, every Ice matchup resolves at a neutral 1x type multiplier. Ice instead belongs to the SECOND cycle - Rock beats Ice, Ice beats Etherial, Etherial beats Wind, and Wind beats Rock - so its type edges live there. Against the core four, Cryomon's edge is its kit (a Frost Bite that chills the foe + balanced stats), not the type chart: treat ice as a controller you bring for utility, not for a free type win.

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 six moves

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

Move Cost Power Acc.
Tackle Neutral ⚡1 12 100%
Quick (type) Your type (STAB) ⚡2 16 100%
Strike Your type (STAB) ⚡3 24 100%
Surge (type) Your type (STAB) ⚡4 32 95%
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.
Quick (type): Fast elemental poke. Good pressure when you don't want to spend much.
Strike: Reliable bread-and-butter damage. Costs more than you regen, so not every turn.
Surge (type): Heavy mid-cost attack. Stronger than Strike, but 95% accurate (so a 1-in-20 whiff).
Burst: Heavy spike you have to charge up to. Big payoff, but only 85% accurate.
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
Ice Ice Spike Glacier Crash Frost Bite

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

11. Genetic mutations

Caught Soltokemons have up to 4 mutation slots that permanently boost them. You don't roll a fight, you roll their genes. Two items drive the chase, Dr. Helix's inventions from the Wilderwood Gene Lab, freely stocked at the Solana City Market - just bring coins. A Soltokemon must be LEVEL 15 or higher before you can use either item on it:

C Common +5% R Rare +10% E Epic +18%

Mutations are server-rolled with a secret seed, so you cannot grind for a specific id by timing your clicks. The Mutagen always sticks (it goes into an empty slot); the Helix Spinner is the chase - re-roll a 4-common set hunting for that epic +ATK, but every re-roll costs another spinner.

12. Evolutions

Every element evolves by LEVEL, with no extra item or trade. The evolved sprite glows with the type's colour and gains stars (✦) per stage:

Lv.1+
Base form
Lv.30
✦ Stage 1
Lv.75
✦✦ Stage 2

Combat power is per-ELEMENT. An old Lv.1 capture catches up automatically to your element's level - the Bag shows the effective battle level, not the stale capture level.

13. Daily Expedition and the Signal

Open the Quest Journal (the 📖 book icon in the overworld) for the Daily Expedition: three quick missions that reset every day at 00:00 UTC. It is the fastest daily loop for free coins and items, and it is separate from the story quests.

The Signal is the free cousin of a Lure: a Lure raises how OFTEN you meet wilds, the Signal biases WHICH element they are, and they stack. The missions, the chest and the Signal are all server-tracked, so your streak and daily reset follow your account across every device.

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