Increases damage done by Move
Increases how likely a Move is to hit or miss
Decreases the Speed of the Pet with the Move equipped
[Note - Accuracy may be removed/replaced as the randomness it introduces to competitive gameplay is still under evaluation as a desired mechanic]
A Pet's moves are the skills it uses during battles in PvP and PvE. Pets are hatched with 4 Moves derived from their genetics and Elemental %s. There are also Normal moves that can be learnt by Pets of any element. A Moves' rarity is a partial reflection of it's power (with balancing limitations) but speaks more to the Moves complexity and the extent to which it embodies its elemental archtype.
This leads to a trend where lower category Moves are more versatile and generalist, whereas mono-elemental strategies will often hinge on a few more specialized higher category Moves. For example a primarily Water-based team that focuses on survivability, and scaling up in power the longer a battle continues will benefit heavily from the move Whirlpool, which is intended to last several turns dealing ramping damage each turn after its use.
Combust Scorch Flame Whip Fire Fang Flamethrower Firebomb Searing Blow
Dragons Rage Kindle Flame WHeel Enrage Heat Up Ignite Magma Plume Fireblast
Ash Wave Lava Flow Provoke Berserk Fire BReath Eruption Bonfire Fire Storm Hearthstone
Explosion Meteor Pyroblast Turmoil Hell Pyre War Dance
Cataclysm Overheat Pyroclasm Inferno
Black Ice Waterlash Frostbite Ice Fang Frost Flurry Ice Lance Vapor Slash
Bubble Beam Dive Bubble Shield Geyser Purify Liquidate Ice Barrage Cure
Absorb Snowstorm Curechain Calm Mind Torrent Water Wheel Clairvoyance Ice Spikes Water Web
Absolute Zero Glacier Blizzard Crystallise Harmony Avalanche
Cryostasis Flash Freeze Tidal Wave Whirlpool
Air Rend Thunderpunch Gigawing Guiding Bolt Tornado Zap Gust
Aerial Aid Pressurise Elevate Vacuum Static Shock Storm Fang Sonic Boom Cloud Lance
Agility Wind Blast Gale Force Tesla Coil Rescue Charge Fog Cannon Lightning Bolt Skydive
Clear Sky Wild Volt Electrify hurricane Slipstream Cyclone
Boltchain Lighting Slash Cumulonimbus Volt Cannon
Boulder Punch Rock Gun Giant Swing Vinewhip Earth Rend Roll Out Rock Armour
Boulder Toss Dig Caltrops Seismic Slam Lifespore Entomb Entangle Windup Blow
Aftershock Sturdy Collapse Calcify stone Breath Sacred Garden Uproot Barricade Splinter
Fissure Pillar Fortress Stable Ground Titan Rush Leaf Storm
Earthquake Leverage Gaia Spirit Overgrowth
Normal [Under Construction]
A full wiki of Moves and their effects will be available closer to Beta Launch, as they are likely to undergo hundreds of revisions up until that point.
There's a good variety of different types of moves that pets can use. Some will do big damage to an opponent's pet, others will make a pet very hard to kill, and others might not happen until the turn after you use them. A quick outline of the different types of moves is below:
- Attacks - Attacks are moves where the main purpose is to damage the opponent's pet.
- Buffs - Buffs are moves that increase the stats of your pets, making them healthier, faster, stronger, or all of that!
- Debuffs - The opposite of buffs, debuffs are moves that are used to lower the stats of enemy pets.
- Delayed - Some moves are declared but do not resolve immediately. These generally are a little stronger because they take more planning to make work well.
Pets can bring all sorts of different moves to a battle. The rarity of the move determines roughly how complex, specialized and powerful it is. A lot of the lower rarity moves are straightforward attacks on one or two pets. For example, a rarity 1 water move would just attack the pet in front of it. As we go up in rarity, the moves grow more interesting and more complex. Rarity 2 moves start seeing multiple pets be able to be targeted by a move. This rarity of move might hit a row or column of enemy pets. Rarity 3 moves are when we start introducing moves that will affect one side of the battlefield. A good example of this would be a move that slows all of the enemies a small amount. Rarity 4 and 5 moves are some of the most powerful moves a pet can have. These have some of the most powerful effects and can be a good win condition for your team. A good example of their power level is a move that would damage every enemy pet for multiple turns, doing more damage each time it hurts them. These moves are commonly unable to be used on the first few turns of the game because of how strong they are.
Judging the actual value of a Pet and its Moves beyond the presence of higher Category Moves (relative the Pet's % of each Element) will be very difficult until a meta is established for PvP and PvE game modes. The most valuable Pets are likely to be the Pets that make up the strongest Teams at any given time, as well as standalone Pets with Genetics that make them most likely to propogate higher rarity traits. Not only do we expect players to seek specific combinations of Moves, but also a good pairing of Moves with relevant Stats. We expect the competitive meta to shift over time via natural progress, system and balance updates. We're aware of how this can effect the perceived value of certain Teams and Pets and are committed to providing a consistent and transparent update schedule: no sudden surprises!