WaveBeasts / Field manual

Battles & ladder

Battle mechanics

Battles are 3-v-3 auto-battles and are fully deterministic from a seed. Your team is up to three fighters; in a local scan your "party" is your three highest-level beasts.

  • Turn order: the higher SPD fighter acts first each round (ties use a seeded coin flip). Up to 300 turns.
  • Move: a random damaging move; a beast with none uses Struggle (power 35).
  • Damage: ((2×level/5 + 2) × power × ATK / DEF) / 50 + 2, then modifiers below. Physical moves use ATK vs DEF; special moves use SP vs RES.
  • STAB ×1.5 when the move's type matches the attacker's type.
  • × type effectiveness (see the type chart).
  • Crit: 6.25% chance for ×1.5 damage.
  • Spread: every hit rolls ×0.85-1.00, then a ×0.65 pacing multiplier reduces burst damage. Minimum damage is 1.

A side wins when the other is wiped; at the turn cap the win goes to whoever has more total HP remaining (equal -> draw). Battle on scan: once you have a party, a wild encounter has a 35% chance to challenge you - win and it's weakened and catchable; lose and it flees.

Gym challenge and replay

Gyms field three beasts matched to your strongest selected beast, with trained IVs and small level increases for later opponents at higher levels (maximum level 100). Bring a full team and consider type matchups. Incomplete gyms cannot award wins.

Each attack plays a short sprite animation before its damage row and updated HP appear. The final result follows the last attack. Skip replay reveals the remaining events immediately; reduced-motion settings replace lunges with short fades. Battle HP starts fresh each fight; this replay does not change account care health.