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v0.8.0
How enemies spawn

By strength (BST). Each Pokémon has a real Base Stat Total. Weaker Pokémon are far more common; stronger ones are rarer.

Scales per Act. Early acts favor low-BST Pokémon (Pidgey, Rattata…). Later acts shift toward stronger ones (final evolutions).

Rares can still appear as normal enemies, but the odds are tiny (under 0.1% for the strongest in early acts).

Bosses are biased toward the strongest Pokémon of the act, and always appear alone.

Legendaries & Mew/Mewtwo only ever show up as bosses — never as normal enemies.

Damage & Elements

Every Pokémon has an element (Fire, Water, Grass, Electric…). Both your attacks and the enemy's are tied to an element.

⚔ How damage is calculated

A hit's damage starts from your Attack stat, then is multiplied by the skill's power and your element bonuses:

Damage = Attack × skill power × (1 + element bonus) × type matchup

🔥 Element bonus (e.g. "+Fire damage")

Passives like Fire Power ("+5% Fire damage / level") boost every hit of that element. This applies to your basic attack (since your Pokémon's basic attack is its own element) and to skills of that element.

Careful: a bonus only helps its own element. Charizard's Dragon Claw is Dragon-type, so it is not boosted by "+Fire damage".

⚡ Type matchups (effectiveness)

The attacker's element vs the defender's type changes the damage:

Super ×1.5 — e.g. Water → Fire
Not very ×0.75 — e.g. Fire → Water
Immune ×0 — e.g. Electric → Ground

Dual-type enemies multiply both: Grass vs a Water/Ground enemy is ×1.5 × ×1.5 = ×2.25. A floating "Super effective!" label shows when it triggers.

💥 Crit

Crit chance rolls a stronger hit; crit damage sets how much bigger it is. Skills and passives can raise both.