(The Battle System was created, refined, and developed by several members over time; this tutorial in particular involved contributions from multiple members, including but not limited to kjSage, Tara, Mosspelt, and Cotton.)
Battle System Tutorial
Please review the Battle System alongside this tutorial, all rules and guidelines are laid out clearly on that page. Move descriptions will provide all the valid cases where a move may or may not be used. If a use-case is not mentioned within the move description, then a battle move may not be used in that matter. This tutorial is meant to be supplementary material to the battle system page, with examples of how and when things are to be used.
Differences Between 1v1 and Group Battles1v1 - 36-Hour time limit/auto KO not enforced. Posting order strictly enforced. Opponents chosen by roleplayers involved.
Small Group Skirmishes (Unofficial) - 36-Hour time limit/auto-KO is up to the roleplayers involved. Posting order enforced between individual opponents. Opponents chosen by roleplayers involved.
Territory Disputes & Large-Scale Battles - 36-Hour time limit/auto-KO strictly enforced. Posting order enforced between individual opponents. Opponents chosen by clan leaders or patrol leader. Opponent numbers
must be evenly matched. Medicine Cats (and MCAs), queens/elders do not count towards battle totals.
Territory Disputes - Limited to 3-5 cats per side, and continue to follow the above.
Example Move Usage - The following moves often receive questions on how to use them. Click on the spoilers for detailed examples of each move in use. Dice rolls are assumed in these scenarios, though in a fight you will need to roll where necessary.
Switching Focus - A bonus move used to switch focus from one target to another
when you are being double-teamed, or to switch focus to a common enemy if you are fighting another
cat.
- Switching Focus - Scenarios:
Scenario: You are double-teamed:
Post 1: Cat 1 attacks Cat 2.
Post 2: Cat 2 attacks Cat 1.
Post 3: Cat 3 attacks Cat 1.
Post 4: Cat 1 uses Front Paw Strike on Cat 2, and uses Switching Focus. Cat 1's target is now Cat 3.
Post 5: Cat 2 attacks Cat 1.
Post 6: Cat 3 attacks Cat 1.
Post 7: Cat 1 attacks Cat 3.
Scenario: Common Enemy:
Post 1: Cat 1 attacks Cat 2.
Post 2: Cat 2 attacks Cat 1.
Post 3: Predator attacks Cat 1.
Post 4: Cat 1 uses Switching Focus. Cat 1's target is now Predator.
Post 5: Cat 2 uses Switching Focus. Cat 2's target is now Predator.
Post 6: Predator attacks Cat 1.
Post 7: Cat 1 attacks Predator.
Post 8: Cat 2 attacks Predator.
Pinning Moves - The only pin move all characters have access to is Leap and Hold. Also includes the group-restricted Leaping Bound.
- Pin - 1-Turn:
Post 1: Leaping Bound is used by Skyclan-trained Cat 1.
Post 2: Cat 2 is pinned and cannot attack.
Post 3: Cat 1 may attack, but cannot use another Special Move this turn.
Post 4: Cat 2 is free to attack!
- Pin - 2-Turns:
Post 1: Leap and Hold is used by Cat 1.
Post 2: Cat 2 is pinned and cannot attack.
Post 3: Leap and Hold continues, doing damage to Cat 2 and draining SP of Cat 1.
Post 4: Cat 2 is no longer pinned, but cannot attack just yet.
Post 5: Cat 1 may attack, but cannot use another Special Move this turn.
Post 6: Cat 2 is free to attack!
Duck and Twist - May be used to break out of a
pin with a chance for failure.
- Duck and Twist - Pinning Counter:
Post 1: Leap and Hold is used by Cat 1.
Post 2: Cat 2 attempts to use Duck and Twist.
If Duck and Twist is successful: Cat 2 is no longer pinned and deals full damage to Cat 1.
Post 3: Cat 1 may attack with a non-special move.
Post 4: Cat 2 may attack.
If Duck and Twist fails: Cat 2 is still pinned, doing minimal damage to Cat 1.
Post 3: Leap and Hold continues, doing damage to Cat 2 and draining SP of Cat 1.
Post 4: Cat 2 is no longer pinned, but cannot attack just yet.
Post 5: Cat 1 may attack, but cannot use another Special Move this turn.
Post 6: Cat 2 is free to attack!
Stun Moves - Includes Tail Yank, Experienced Steps, Scruff Shake, and the group-restricted moves Underwater Cinch, Thunderous Stomp, Mud Slap and Sanctum Strike.
- Stun Move - 1-Turn:
Post 1: Tail Yank is used by Cat 1.
Post 2: Cat 2 is stunned and cannot attack.
Post 3: Cat 1 may attack, but cannot use another Special Move this turn.
Post 4: Cat 2 is free to attack!
- Stun Move - 2-Turns:
Post 1: Scruff Shake is used by Cat 1.
Post 2: Cat 2 is stunned and cannot attack.
Post 3: Cat 1 may attack with a non-special move.
Post 4: Cat 2 is no longer stunned, but cannot attack just yet.
Post 5: Cat 1 may attack, but cannot use another Special Move this turn.
Post 6: Cat 2 is free to attack!
Random Recall - May only be used on the last turn of a
stun to break out of it without chance of failure. You can use a standard attack in conjunction with this move.
- Random Recall - Stun Counter:
Post 1: Scruff Shake is used by Cat 1.
If Scruff Shake lasts 1 turn:
Post 2: Cat 2 uses Random Recall and is no longer stunned. Cat 2 may use a standard move in this post.
Post 3: Cat 1 may attack with a non-special move.
Post 4: Cat 2 may attack.
If Scruff Shake lasts 2 turns:
Post 2: Cat 2 is stunned.
Post 3: Cat 1 may attack with a non-special move.
Post 4: Cat 2 uses Random Recall and is no longer stunned. Cat 2 may use a standard move in this post.
Post 5: Cat 1 may attack, but cannot use another Special Move this turn.
Post 6: Cat 2 may attack.
Teeth Grip - May only be used on an opponent that has higher HP than you. Does
not count as a stun or pin, and
cannot be broken out of.
- Teeth Grip - 1-Turn:
Post 1: Teeth Grip is used by Cat 1.
Post 2: Cat 2 is held and may only attack using Front Paw Blow.
Post 3: Cat 1 may attack, but cannot use another Special Move this turn.
Post 4: Cat 2 may attack freely!
- Teeth Grip - 2-Turns:
Post 1: Teeth Grip is used by Cat 1.
Post 2: Cat 2 is held and may only attack using Front Paw Blow.
Post 3: Teeth Grip continues, doing damage to Cat 2 and draining SP of Cat 1.
Post 4: Cat 2 is no longer held, but is still limited to Front Paw Blow.
Post 5: Cat 1 may attack, but cannot use another Special Move this turn.
Post 6: Cat 2 may attack freely!
Call For Help - If your clan's medicine cat is present, call on them for healing
once per fight if your opponent is
stunned and has
already used Random Recall.
- Call For Help:
Post 1: Scruff Shake is used by Cat 1, lasting 2 turns.
Post 2: Cat 2 is stunned and cannot attack.
Post 3: Cat 1 does not attack, and calls on Medicine Cat for help.
Post 4: Medicine Cat uses a healing move within 36 hours on Cat 1 OR Medicine Cat auto-KO's.
Post 5: Cat 2 is no longer stunned, but cannot attack just yet.
Post 6: Cat 1 may attack, but cannot use another Special Move this turn.
Post 7: Cat 2 may attack freely!
Desperate Blows - Desperate Blows (and the group-restricted moves Swift Strike, Dirty Trick, and Thunderous Stomp) may be used to add damage in the same turn as a standard move. See the battle system linked at the top of this post for additional usage notes for these moves.
- Desperate Blows Example:
Cat uses Front Paw Strike, and additionally uses Desperate Blows.
Dodge and Fight - Used to dodge any standard or bonus move, with the chance of dealing damage in return upon a successful dice roll. If a move like Desperate Blows, Swift Strike or Dirty Trick are used in conjunction with a standard move, dodge the move with the higher damage.
Leaders: Resurrection - Revive at 30 HP if you reach 0 HP once per battle. Does not restore SP and you cannot attack in the same turn as your resurrection. Resurrection being used takes the place of a KO, meaning that a leader cannot be targeted before they rise with their next post, and anyone that was targeting the leader must move on to a new opponent.
- Resurrection:
Post 1: Leader reaches 0 HP, uses Resurrection.
Post 2: Cat that was fighting Leader moves on to a new opponent.
Post 3: Leader completes resurrection, reviving with 30 HP, and is able to attack freely.
Final Action - A set of 3 different moves used exclusively to end a fight. Fight and Flee as well as Disengage
drain all remaining SP to 0, knocking your character out of the fight for the rest of the thread. Killing Strike is used to kill a character, and may only be used with
explicit roleplayer permission.
Mock Fight Example - Click on the spoiler for an example of a fully completed fight between two T5 warriors.
- Mock Fight:
Turn 1:
POST 1: Blue-eye uses jumping strike on Redclaw dealing 10 (+3 damage because attacking first) and -7SP
Blue-eye
70 / 70 HP
153 / 160 SP (160 - 7)
Redclaw
57 / 70 HP (70 - 13)
160 / 160 SP
POST 2: Redclaw uses leap and hold for -15 sp, dealing -10 damage. Blue-eye is pinned for 1 turn.
Blue-eye
60 / 70 HP (70 - 10)
153 / 160 SP
Redclaw
57 / 70 HP
145 / 160 SP (160 - 15)
Turn 2:
POST 3: Blue-eye uses Duck and Twist, dealing 7 damage [Successful Roll] and -5SP
Blue-eye is no longer pinned!
Blue-eye
60 / 70 HP
148 / 160 SP (153 - 5)
Redclaw
50 / 70 HP (57 - 7)
145 / 160 SP
POST 4: Redclaw uses Snap for -7 sp, dealing -10 damage.
Blue-eye
50 / 70 HP (60 - 10)
148 / 160 SP
Redclaw
50 / 70 HP
138 / 160 SP (145 - 7)
Turn 3:
POST 5: Blue-eye uses Front Paw Strike, dealing 10 damage and -7SP
Blue-eye
50 / 70 HP
141 / 160 SP (148 - 7)
Redclaw
40 / 70 HP (-10HP)
138 / 160 SP
POST 6: Redclaw uses Scruff Shake for -20 sp, dealing -10 damage. Blue-eye is stunned for 2 turns.
Blue-eye
40 / 70 HP (50 - 10)
141 / 160 SP
Redclaw
40 / 70 HP
118 / 160 SP (138 - 20)
Turn 4:
Post 7: Blue-eye is stunned for this turn!
Blue-eye
40HP / 70HP
141SP / 160SP
Redclaw
40 / 70 HP
118 / 160 SP
Post 8: Redclaw uses Front Paw Strike for -7 sp, dealing -10 damage. Blue-eye is stunned for one more turn.
Blue-eye
30 / 70 HP (40 - 10)
141 / 160 SP
Redclaw
40 / 70 HP
111 / 160 SP (118 - 7)
Turn 5:
Post 9: Blue-eye used Random Recall to get out of the stun and is no longer stunned! -5SP
Blue-eye also uses Front Paw Strike in addition to Random Recall, dealing 10 damage and -7SP
Blue-eye
30 / 70 HP
129 / 160 SP (141 - 12)
Redclaw
30 / 70 HP (40 - 10)
111 / 160 SP
POST 10: Redclaw used Upright Lock for -10 sp, dealing -12 damage.
Blue-eye
18 / 70 HP (30 - 12)
129 / 160 SP
Redclaw
30 / 70 HP
101 / 160 SP (111 - 10)
Turn 6:
POST 11: Blue-eye used Leap and Hold, dealing 10 damage and -15SP. Redclaw is pinned for two turns!
Blue-eye
18 / 70 HP
114 / 160 SP (129 - 15)
Redclaw
20 / 70 HP (30 - 10)
101 / 160 SP
POST 12: Redclaw attempts Duck and Twist for -5 sp, but fails, remaining pinned and dealing -4 damage.
Blue-eye
14 / 70 HP (18 - 4)
114 / 160 SP
Redclaw
20 / 70 HP
96 / 160 SP (101 - 5)
Turn 7:
POST 13: Blue-eye continues Leap and Hold for -15 sp, dealing -10 damage.
Blue-eye
14 / 70 HP
99 / 160 SP (114 - 15)
Redclaw
10 / 70 HP (20 - 10)
96 / 160 SP
POST 14: Redclaw is no longer pinned, but cannot attack yet.
Blue-eye
14 / 70 HP
99 / 160 SP
Redclaw
10 / 70 HP
96 / 160 SP
Turn 8:
POST 15: Blue-eye used Snap, dealing 10 damage and -7SP
Blue-eye
14 / 70 HP
92 / 160 SP (99 - 7)
Redclaw KO pending
0 / 70 HP (10 - 10)
96 / 160 SP
POST 16: Redclaw used Dodge and Fight for -7 sp. Counterattack was successful, dealing -7 damage.
Blue-eye
7 / 70 HP (14 - 7)
92 / 160 SP
Redclaw
10 / 70 HP (damage negated)
89 / 160 SP (96 - 7)
Turn 9:
POST 17: Blue-eye uses Front Paw Strike for -7 sp, dealing 10 damage. Blue-eye also uses Desperate Blows for -7 sp, dealing -6 damage.
Blue-eye
7 / 70 HP
71 / 160 SP (85 - 7 - 7)
Redclaw
0 / 70 HP (10 - 10 - 6)
89 / 160 SP
POST 18: Redclaw is knocked out.