How to play

The battle rulebook: team formats, every core stat, exact damage math, move roles, type matchups and the four core status effects, so you can understand each turn and make a plan.

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1. The goal

Most wild, trainer and standard PvP battles use an adventure team of up to 5 Soltokemons, with one active at a time. Some arena modes use a fixed 3v3 format instead. You win by knocking out every opposing creature required by that mode. Both sides choose each round's action secretly and at the same time, then actions resolve in Speed order.

2. The four stats

Soltokemon HP Attack Defense Speed
Sparkmon Electric 95 1.30 0.85 140
Pyromon Fire 105 1.25 1.00 110
Floramon Grass 115 1.00 1.05 95
Aquamon Water 130 0.85 1.30 75
Cryomon Ice 110 0.95 1.20 90
Rockymon Rock 125 1.10 1.25 65
Galewyrm Wind 100 1.15 0.90 128
Seraphawn Etherial 118 1.20 1.10 108
Gravibun Lunar 124 1.25 1.05 80
Sparkmon: Glass cannon. Fastest and highest attack, but the frailest.
Pyromon: Aggressor. High attack and good speed, burns the foe down.
Floramon: Bruiser. Balanced, drains HP over time to stay alive.
Aquamon: Tank. The most HP and defense, but slow and low attack.
Cryomon: Controller. Tougher than Fire and faster than Water; Frost Bite chills the target, lowering Attack and Speed so Ice can control the pace.
Rockymon: Wall. Highest defense and big HP; slow, but very hard to knock down.
Galewyrm: Striker. Blazing speed and solid attack, but frail; it hits first, then gets out.
Seraphawn: Mystic. The endgame element from the Lands of Etheria; fast, hard-hitting and well-rounded.
Gravibun: Colossus. High HP and attack, neutral against every element while its cosmic cycle is still forming.

3. Type matchups

Two type cycles. Within each cycle a type beats the next and loses to the one before it; matchups between the two cycles are neutral.

Core cycle
Electric
Water
Fire
Grass
Etheria cycle
Rock
Ice
Etherial
Wind

Wind spawns everywhere in the wild like the core types; Etherial is the endgame element, found only in the Lands of Etheria. A type only resists or is super-effective within its own cycle; matchups across the two cycles are neutral.

We keep this at 1.5x on purpose. A full 2x would let the type matchup decide the whole game. At 1.5x type is a strong edge, but a bad matchup is something you answer by switching, not a death sentence.

Ice and the second cycle

Cryomon

Cryomon and its evolutions sit outside the four-element core cycle: their matchups against Electric, Water, Grass and Fire are neutral at 1x. Ice belongs to the second cycle, where Rock beats Ice, Ice beats Etherial, Etherial beats Wind, and Wind beats Rock. Against the core four, Cryomon's advantage comes from balanced stats and Frost Bite, which chills the target and lowers Attack and Speed, not from a free type multiplier.

4. How damage is calculated

Every hit runs through this formula:

Damage = Power × STAB × Type × (Attack ÷ Defense) × Random
Example. Sparkmon uses Thunderbolt (power 24, Electric) on Aquamon (Water, so super effective): 24 × 1.25 STAB × 1.5 type × (1.30 ÷ 1.30) × ~0.95 ≈ 45 damage.

5. Energy ⚡

Energy is the heart of the game. You start each creature at 5 energy and gain +2 at the end of every turn, up to a maximum of 9. Every move has an energy cost, and that +2 regen is lower than a Strike (3), so you cannot just spam your best attack. Each turn the real decision is: spend now, or bank energy for a Burst?

Energy is tracked per creature. Switching does not let you dump a charged Burst onto a fresh fighter, the new one has its own energy bar.

6. The four moves

Each Soltokemon equips exactly four moves. Loadouts are customizable: level-up offers and Technique Discs can replace any slot, including Tackle.

Move Cost Power Acc.
Low-cost move Low-cost move ⚡1-2 12-18 95-100%
Reliable move Reliable move ⚡3-4 24-32 95-100%
Power move Power move ⚡4-6 32-48 82-95%
Status move Status move ⚡2-3 0 (status) 95-100%
Low-cost move: Keeps pressure while conserving energy.
Reliable move: Steady damage for ordinary turns.
Power move: A stronger attack that needs more energy and may be less accurate.
Status move: Applies a battle status instead of direct damage.

Core move examples by type

Type Strike Burst Signature
Electric Thunderbolt Volt Cyclone Static Shock
Fire Flame Strike Inferno Scorch
Grass Petal Storm Solar Beam Leech Seed
Water Water Gun Hydro Blast Soak
Ice Ice Spike Glacier Crash Frost Bite
Rock Stone Hammer Earthquake Stone Bind
Wind Gust Slash Hurricane Gale Force
Etherial Astral Beam Ether Nova Ether Veil
Lunar Moonstone Smash Moonfall Lunar Pulse

Lunar and the forming cosmic cycle

Gravibun

Lunar creatures are found only in the Moon's Reserve. Lunar currently deals and takes neutral 1.0x type damage against every element, so choose it for raw stats, its Shock-based lunar status and its move loadout rather than a type advantage.

Move customization

Build your four-move loadout

Every Soltokemon now fights with four moves. Training and Technique Discs let you reshape that loadout instead of keeping the same attacks forever.

  • At every 10-level milestone, a Soltokemon is offered a random new move of its own element. You can decline it or replace one of the four moves it already knows.
  • A Technique Disc contains one specific named move. Its name tells you exactly what it teaches before you use it.
  • Only a Soltokemon of the disc's exact element can use it. Using the disc consumes it and requires you to replace one existing move.
  • If none of your moves is affordable during battle, you can still pass the turn, switch creature or use an item.

Technique Discs in boss chests

Each Warden chest has an independent 20% chance to add a Technique Disc to its normal loot. Solroot favors Grass, Rock and Wind; Abyssal favors Water, Ice and Electric; Umbral favors Lunar, Etherial, Fire and Special moves.

7. Status effects

The four core elements each have a Signature move that inflicts a different status for 3 turns. These are the exact effects documented in this table:

⚡ Shocked (Electric, via Static Shock)
Each turn there is a 30% chance the creature skips its action entirely. Its Speed also drops to 75%.
🔥 Burned (Fire, via Scorch)
The creature takes 7 damage at the end of each of its turns, and its Attack drops to 60% (so its hits are much weaker).
💧 Soaked (Water, via Soak)
The creature's Attack drops to 70% and its Speed drops to 70%. It deals no direct damage, it just defangs a threat.
🌿 Leeched (Grass, via Leech Seed)
The creature loses 9 HP at the end of each of its turns, and that exact HP is given back to the creature that applied the leech.

8. Switching

You can swap your active Soltokemon for one on your bench, but switching uses your whole turn: the opponent gets a free hit on the creature coming in. Switch to gain a type advantage or to save a low fighter, while predicting what they will do. When a creature faints, sending in the next one is free and does not cost your turn.

9. What happens each turn

  1. You and your opponent pick an action secretly, at the same time.
  2. Any switches happen first (the switching side does not also attack).
  3. Remaining attacks resolve in Speed order, faster creature first.
  4. End of turn: status damage (Burn, Leech) is applied, then both active creatures gain +2 energy.

10. Quick tips

11. Genetic mutations

Caught Soltokemons can have up to 4 mutation slots that grant permanent bonuses. A Mutagen fills one empty slot, while a Helix Spinner rerolls every existing mutation. Both come from Warden Chests or the player-run $STKM Item Exchange; a Helix Spinner can also be forged from rare materials. Neither is sold for Coins at the Solana City Market. The creature must be Level 15 or higher:

C Common +5% R Rare +10% E Epic +18%

Mutations are server-rolled with a secret seed, so you cannot grind for a specific id by timing your clicks. The Mutagen always sticks (it goes into an empty slot); the Helix Spinner is the chase - re-roll a 4-common set hunting for that epic +ATK, but every re-roll costs another spinner.

12. Evolutions

Evolution is level-based and applies only to elemental mascots with an available evolution line. It requires no item or trade. Accepting an evolution changes the mascot's name and appearance, but adds no separate stat jump beyond normal level growth:

Lv.1+
Base form
Lv.30
✦ Stage 1
Lv.75
✦✦ Stage 2

Level and HP belong to each individual creature. Evolution acceptance is saved per element, but a creature only displays an accepted stage after its own level reaches the matching threshold. Alternate wild species do not use the mascot evolution line.

13. Daily Expedition and the Signal

Open the Quest Journal, the book icon in the overworld, for the Daily Expedition. At 00:00 UTC the server deals your account three missions from a rotating pool, always including at least one battle task and excluding activities you have not unlocked. It is separate from story quests.

The Daily Expedition, chest, streak and Signal are all free and server-tracked. Your progress and reset follow your account across devices. A Lure changes how often ordinary wild encounters occur; the Signal changes the element of some of them, and the two effects stack.

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