The basics
Evermon is a turn-based battle game. Each player brings a party of up to six Evermon and sends out one at a time. The battle ends when every Evermon on one side has fainted.
On your turn you pick one action: use a move, switch to another Evermon in your party, use an item, or run (wild battles only). Switching costs your whole turn — the opponent still gets to act.
Stats & levels
Every Evermon has three stats, and one small aptitude on top. Levels run from 1 to 100.
- HP — how much damage it can take before fainting.
- Defense — its armour class. An attacker has to roll over this to hit it at all.
- Speed — how likely it is to act first each turn.
- Aim — how naturally well it hits. Most Evermon have none and it adds nothing; a keen shot gains a point every ten levels. See rolling to hit.
There is no Attack stat. A move does the damage written on it, whoever uses it. How hard an Evermon hits is decided by the moves it has learned, not by a number on its card.
Defense and Speed always read between 1 and 100. The number in the Everdex is the value that Evermon reaches at Lv.100; at Lv.1 it starts at about 35% of that and climbs steadily. Aim is the odd one out: it runs from −2 to +2 in half steps, most of the roster sits at 0, and it does not count toward the stat total the way the other three do.
Stat at level = base × (0.35 + 0.65 × level / 100)
A base-90 Defense reads 32 at Lv.1
61 at Lv.50
90 at Lv.100HP works differently — it climbs faster and is not capped at 100. If it were, damage would outrun health and high-level battles would end in two turns.
Max HP = (base HP × 2 × level / 100) + level + 10
A base-60 HP gives 74 HP at Lv.1
168 HP at Lv.50
264 HP at Lv.100Rolling to hit
This is the part that works like a tabletop RPG rather than a video game. Defense is an armour class: a number from 1–100 that an attacker has to beat.
Roll 2d10 — one die is the tens, one is the ones, and 00 reads as 100. (A single d100 works just as well.) Add your attack bonus. If the total is higher than the defender's Defense, the move lands.
Roll high. 2d10 + attack bonus > Defense.
Your attack bonus comes from three things: how experienced you are, how good a shot this Evermon is, and how reliable the move is.
attack bonus = level bonus + aim + move bonus level bonus = level x 0.2 aim = the Evermon's own aptitude, every 10 levels move bonus = the number printed on the move A Lv.16 Evermon with a +8 move carries +11 A Lv.60 Evermon with the same move carries +20 A Lv.100 Evermon with the same move carries +28
Aim is how naturally well an Evermon hits, and most have none of it — it reads 0 and adds nothing. A keen shot gains a point every ten levels, so it is worth nothing at all before Lv.10 and +10 by Lv.100. It is aptitude rather than a flat bonus: it grows as the Evermon does.
aim Lv.10 Lv.50 Lv.100 what it means +1 +1 +5 +10 a natural shot 0 +0 +0 +0 ordinary -1 -1 -5 -10 wild, and stays wild Half steps count. It never goes past +-2: at -2 the aim cancels the level bonus entirely, so the Evermon never gets any better at hitting however far you raise it.
Every move prints its own to hit number, and it goes straight onto the roll. It is not a percentage: a +10 move is the steadiest in the game and still misses about one swing in four. Gentle moves are worth more, because landing reliably is part of what a hard-hitting move gives up.
At the table it is easier to work backwards to the number the dice have to show:
needs = Defense - attack bonus + 1 Lv.60 with a +8 move vs Defense 55 -> needs 36+ Lv.16 with the same move vs the same wall -> needs 45+
Two results ignore all of that:
- A natural 96–100 is a critical hit. It lands against any Defense at all, and deals 1.75× damage.
- A natural 1–5 is a critical miss. It always fails, however large your bonus — and the Move Cap is still spent.
Those two bands read the dice themselves, not the total. That is deliberate: it means a high-level Evermon never crits just for being high-level, and a weak Evermon always has a 1-in-20 shot at hurting something far above its weight. An underdog can win on lucky rolls.
Raising your own accuracy, or lowering the opponent's, is worth 8 points per stage. So is raising Defense or evasion.
Damage
A move does the damage written on it. Every time, at every level, against everyone.
There is no attack-versus-defense arithmetic and no random spread. If Roast says 55, Roast does 55. You can work any hit out in your head, and the number on the card is the number you get.
Only three things change it:
- Type effectiveness from the type chart — resisted, super effective, or no effect at all. Against a dual type it applies twice, once per type, and both halves multiply together. Weak on both counts and you take 4×; resistant on both and you take 0.25×. Either half being immune makes it zero no matter what the other half says.
- A critical hit, which is 1.75×.
- A move effect that says so. Growl and its relatives shift damage by 30% per stage, up to 3 stages either way.
damage = power x type effectiveness x crit x stage modifier Roast (35) on a neutral target 35 ...super effective 70 ...super effective against BOTH types 140 ...resisted 17 ...resisted by BOTH types 8 ...critical hit 61 ...after one Growl 24
A move that connects always deals at least 1 damage — unless the type chart says it has no effect at all, in which case it deals none.
So what does levelling up actually buy you? Three things: harder-hitting moves from your learnset, a higher Defense so fewer attacks land on you, and more HP. Never a bigger number on a move you already knew.
What a big move costs
Damage runs from 20 for a starter move up to 100 for the strongest in the game. If that were the whole story there would be nothing to decide — you would always pick the biggest number.
So every big move costs something. The cost is what makes choosing one interesting.
- A worse number to hit. The cheapest cost. A starter move adds +10 to the roll and the heaviest add only +4, so the big ones miss noticeably more often.
- Fewer uses. The biggest moves carry 5 MC against a starter move's 35. You get about five swings a battle, and then it is gone.
- Recoil. You take a third of what you dealt, straight off your own HP.
- Crash. Miss, and you hurt yourself instead. Nothing protects you from this — a natural 1–5 always misses, whatever your bonus.
- Recharge. You spend the next turn getting your breath back, and your opponent gets it for free.
- Charge. The move takes two turns — one to gather it, one to let it go. You stand there in the open telegraphing exactly what is coming, and you cannot change your mind once you have started.
- You wear yourself out. Your own damage drops two stages, so the rest of the fight happens at 60%.
- You drop your guard. Your own Defense falls, so everything afterwards hits you more easily.
- You slow down. Your own Speed falls, and going second is how fights are lost.
A move carries one of these. Choosing which one is most of what makes a move feel like itself.
Type matchups
Every Evermon has one or two types, and every move has exactly one. Compare the move's type against each of the defender's types and multiply the results together.
Against a dual-type Evermon this means a 2× and a ½× cancel out to 1×, while two 2× matchups stack into a punishing 4×. See the full type chart.
Moves & Move Cap
An Evermon carries up to four moves. Each one has a Move Cap (MC) — the number of times it can be used before it needs a rest.
Stronger moves have a lower MC. A move at 0 MC cannot be selected. If every move is at 0, the Evermon can only Struggle — a weak attack that also hurts the user.
Moves come in three categories:
- Physical — contact attacks.
- Special — ranged and elemental attacks.
- Status — no damage; buffs, debuffs, and conditions.
Battle flow
- Both players choose an action in secret.
- Priority is checked first — a move with higher priority always goes before a lower one, whatever the Speed.
- Otherwise both roll for it: 2d10 + half Speed, higher goes first. A faster Evermon usually leads — about seven times in ten when it is markedly quicker — but never certainly. On an exact tie you go first.
- Each action resolves in turn. If an Evermon faints partway through, it does not get to act.
- End-of-turn effects tick: burn and poison damage, sleep counters, and so on.
- Any player whose Evermon fainted sends out a replacement before the next turn.
Status conditions
An Evermon can carry one major condition at a time.
| Condition | What it does |
|---|---|
| Burn | The foe loses a sixteenth of its full health every turn, and its physical moves take off about a third less. |
| Poison | The foe loses a sixteenth of its full health, then an eighth, and so on — building to a quarter every turn. |
| Paralyze | The foe cannot act. Each turn it has one chance in three of shaking it off. |
| Sleep | The foe cannot act for one to three turns. |
| Freeze | The foe cannot act at all. Each turn it has one chance in three of thawing, so it loses about three turns. A Frost Evermon can never be frozen. |
| Confuse | For two to four turns, the foe has an even chance each turn of hitting itself for a twelfth of its health instead of attacking. |
| Flinch | The foe loses that turn. |
Flinch is the one that cannot be inflicted twice in a row, so nothing can lock you out of the battle with it.
Stat stages are separate. They run from -3 to 3. A step of Defence, Speed or attack bonus is 8 points; a step of damage is about a third.
Growth & evolution
Defeating an Evermon earns XP for whichever of yours was in the battle. Enough XP raises the level, which raises every stat.
At certain levels an Evermon learns a new move. If it already knows four, you choose which to replace — or skip it.
Some Evermon evolve at a set level. Evolution raises stats sharply and often unlocks a signature move. It can be cancelled if you would rather keep the earlier form.
Catching
Wild Evermon can be caught. The odds improve the more you have worn the target down, and improve again if it is asleep, paralyzed, or otherwise afflicted — but they get worse the higher its level, so a grown Evermon is far harder to take than a young one of the same kind.
chance = catch rate (a percentage, at full health, at Lv.1)
× level resistance (a Lv.100 target is ~3× harder)
× up to 3× as its HP drops
× everball bonus
× 1.5 if it has a status conditionA caught Evermon joins your party, or your storage if the party is already six.