Battle (Advanced)
Everything that decides a fight, in the order it happens. If you want to know why a move missed, why the boss went first, or what a status effect actually does, it's here.
The same rules run in every fight — wild encounters, bosses, region battles and PvP all share one damage formula and one set of status rules.
Commands
| Command | Description |
|---|---|
/battletype:Boss info |
Check a boss's element and level before committing. (no options) |
/lunadextype:Moves |
Browse moves with their power, accuracy and effect. (no options) |
How It Works
TURN ORDER — Speed decides who swings first. The faster Lunari attacks first, and if that blow knocks the other out, the slower one never gets to answer. Ties go to the player (in PvP, to the challenger). speed_up and speed_down change this directly.
DAMAGE — a hit is: move power × attack share × your level scaling × element × STAB. Attack share is your attacking stat measured against the defender's defending stat (ATK ÷ (ATK + DEF)), so defence always matters and no stat gap can produce a one-shot out of nowhere.
MOVE TYPES — there are two damage categories. 'physical' moves are resisted by Defense, 'magic' moves by Resistance. ('special' was merged into 'magic': it never had a rule of its own.) 'support', 'utility' and 'defense' moves deal no damage and exist to apply effects.
SCALING STAT — which stat POWERS a move is set per move, not by its category. Most scale with Magic or Strength, but some scale with Speed, so a fast Lunari hits harder with them as well as striking first.
ELEMENT & STAB — super effective deals 1.25× damage, resisted deals 0.8×. A move matching your Lunari's own element gets STAB, +20%. Both stack.
CRITICAL HITS — a crit deals 1.5× damage. Your Lunari's Critical stat is the chance; crit_up raises it.
ACCURACY — a move's accuracy minus the target's evasion is your chance to hit, floored so heavy evasion can never make a fight unwinnable. When a move misses, the log tells you the exact numbers.
STATUS CHANCES ARE CAPPED — no matter what a move claims, effects that take a turn away (stun, freeze, sleep, paralyze) land at most 40% of the time, and every other effect at most 60%. There is no guaranteed crowd control.
BOSS ROTATIONS — bosses don't improvise. Each one cycles a fixed list of moves, opening with the same move every fight and hitting its heaviest attack third. Learn the pattern and you can plan around it.
REGION BATTLES — the final location of every region is fought with your whole Team of 6. Switching is free but limited to once per turn, each Lunari pays stamina the first time it enters, and winning costs none of your lifetime boss wins.
STAMINA — bosses and minions cost your Lunari stamina to enter. Rest at /view, or use a Stamina Potion.
STATUS EFFECTS — DAMAGE OVER TIME: Burn — Loses HP at the start of each of its turns. Poison — Loses HP at the start of each of its turns. Bleed — Loses HP at the start of each of its turns. Curse — Loses HP at the start of each of its turns.
STATUS EFFECTS — HEALING & PROTECTION: Regen — Recovers HP each turn. Lasts at most 3 turns, heals at most 6% of max HP per tick, and cannot be stacked or refreshed while running. Heal — Restores HP immediately when the move is used. Scales with the caster's level and Magic. Drain — Deals damage and heals the attacker for part of it. Shield — Absorbs incoming damage from a finite pool that is spent as it absorbs, up to half of each hit. Breaks when empty. Cleanse — Removes every negative effect from the user immediately.
STATUS EFFECTS — CONTROL: Stun — Loses its next turn entirely. Caps at a 40% chance to land. Freeze — Loses its next turn entirely. Caps at a 40% chance to land. Sleep — Loses its next turn entirely. Caps at a 40% chance to land. Paralyze — Each turn there's a 50% chance it loses that turn. Caps at a 40% chance to land. Paralysis — Each turn there's a 50% chance it loses that turn. Caps at a 40% chance to land. Slow — Deals reduced damage while it lasts. Root — Cannot flee the battle, and cannot be switched out of a region battle.
STATUS EFFECTS — BUFFS: Attack Up — Deals more damage with every attack while it lasts. Defense Up — Takes less damage from every incoming attack. Speed Up — Raises Speed, so it's likelier to strike first — and a lethal first strike goes unanswered. Crit Up — Higher chance of a critical hit (1.5x damage). Evasion Up — Harder for the opponent to hit — its attacks miss more often. Accuracy Up — Likelier to land its own attacks.
STATUS EFFECTS — DEBUFFS: Attack Down — Deals less damage with every attack while it lasts. Magic Down — Deals less damage with every attack while it lasts. Defense Down — Takes more damage from every incoming attack. Mark — Takes more damage until it wears off. Fear — Shaken — deals less damage while it lasts. Speed Down — Lowers Speed, so it's likelier to be struck first. Evasion Down — Easier to hit — attacks against it land more often. Accuracy Down — Likelier to miss its own attacks.
Tips
Bring a faster Lunari to a close fight. Striking first is often worth more than raw damage, because a kill denies the answering blow.
Defence is not a dump stat any more — the damage formula measures attack against defence, so investing in it genuinely reduces every hit you take.
Don't count on crowd control. A 40% stun is a plan B, not a plan.
Regen won't save a losing fight: it lasts 3 turns, heals at most 6% of max HP per tick, and cannot be stacked or refreshed while it's running.