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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, ties go to the challenger.
speed_up and speed_down change this directly.
Damage
A hit is: Move Power × Attack Share × Level Scaling × Element × STAB
Attack Share is: ATK ÷ (ATK + DEF)
It measures your attacking stat against the defender's defending stat.
Defense always matters, and no stat gap can produce a one-shot out of nowhere.
Move Types
There are two damage categories:
Physical — resisted by Defense.
Magic — resisted 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. Some scale with Speed.
This means a fast Lunari hits harder with those moves as well as striking first.
Element & STAB
Super Effective: 1.25× damage
Resisted: 0.8× damage
STAB: a move matching your Lunari's own element gets +20%.
Both stack.
Critical Hits
A critical hit deals 1.5× damage.
Your Lunari's Critical stat is the chance.
crit_up raises it.
Accuracy
Your chance to hit is: Move Accuracy − Target Evasion
The chance is floored so heavy evasion can never make a fight unwinnable.
When a move misses, the battle log tells you the exact numbers.
Status Chances Are Capped
Effects that take a turn away — Stun, Freeze, Sleep, Paralyze: Maximum 40% chance
Every other effect: Maximum 60% chance
There is no guaranteed crowd control.
Boss Rotations
Bosses don't improvise. Each boss cycles through a fixed list of moves.
Opens with the same move every fight.
Heaviest attack is 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: free, limited to once per turn.
Winning costs none of your lifetime boss wins.
Move Counters
Entering a fight is free — each move carries its own counter instead.
Every move starts each battle at full MC and spends one per swing.
Rarer moves get fewer swings: Common 36 down to Mythical 10.
At 0 the move locks for that fight; all five spent falls back to Struggle.
A Focus Potion refills 10 MC on every move, mid-fight.

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.
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.
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.
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.
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.