Type Effectiveness¶
Single Type Effectiveness Table¶
Battler Type Mechanics¶
All battlers have a fixed base type that does not change.
The trainer chooses their off-type based on the first move they learn, at level 2 (or the next level up in the case of a wild battler).
At level 2, three new moves will be available to learn, each of a different type.
The move chosen will determine the battler’s off-type from that point on.
The three move types available to a battler follow a specific pattern:
- One of the natural counter types to the battler (constant).
- An off-type move (not countered) to the battler (varies).
- The same type as the battler (constant, used for single-type stacking).
Type options for the starting battlers (for reference):
- Charmander (Fire) (Grass/Flying/Fire)
- Squirtle (Water) (Fire/Ice/Water)
- Bulbasaur (Grass) (Water/Electric/Grass)
Double-Typed Battlers¶
Unlike Pokemon, in order to provide a more consistent and balanced experience, every battler in MonsterBattles has exactly two types. There are a total of 8 types, and each type is weak/strong against exactly 2 other types. (2 Tentative types that don’t follow this rule, the balance behind these types would be no battler of this type would get the advantage of a double type.) For the effectiveness of dual-typed battlers, all strengths and weaknesses are combined additively.
The tradeoffs of dual typing is very clear, then, extra type coverage at the expense of a strong type weakness in most cases
Single-Typed Battlers¶
Since the trainer is able to choose a battler’s secondary type, one available option is to double-down into the battler’s base type. IE A base water type pokemon chooses water as it’s off-type.
This effectively gives the pokemon 4X effectiveness against it’s strengths, but 4X effectiveness against it’s weaknesses as well.
This is useful for an all-out offensive battler/team, where your battler’s only intended targets are it’s natural strengths.