At a glance
StartTouch a wild monster (about half a second of contact)
MenuFIGHT, CHARM (wild only), PARTNERS, RUN / GIVE UP / LEAVE
Team sizeUp to 5 partners
MovesUp to 6 per partner
Wait after a battle3 seconds

Tamer battles are turn-based. Each turn both sides choose a command at the same time, then the turn plays out.

Starting a battle

Touch a wild monster. Hushed Steps raises a ward so monsters ignore you; use it again to drop it. Beckon starts a battle with one monster from a few steps away, and Gathering Call starts one against 3 or 4 monsters at once (Tamer Skills). The monster must be in reach, undamaged by others, and a normal field monster (Capturing Monsters).

A turn

  • FIGHT: pick one of your active partner's moves. Each move has limited PP; with every move empty a partner uses Struggle (power 50, with recoil).
  • CHARM: throw a Binding Charm (wild battles).
  • PARTNERS: switch the active partner. Switching costs your action and happens before moves.
  • RUN (wild): always works. GIVE UP (duel) ends it at once. LEAVE (Hall).

Order: higher priority first, then higher Speed. Paralysis halves Speed. A fainted active partner is replaced for free.

Damage

Damage rises with the attacker's level, move power and Attack against the target's Defense (Attack and Defense for physical moves, Magic Attack and Magic Defense for magical ones). Modifiers: same-element move x1.5, element matchup x0.5 or x2 (Tamer Elements and Statuses), critical hit x1.5 (base chance 1 in 16), and a random 85% to 100% spread.

Clocks

Wild battles wait for you; after 10 minutes idle a move is chosen for you, and two idle timeouts in a row end the battle and put the ward up for 5 minutes. Duels and Halls give 30 seconds per command and 20 seconds to choose a replacement. A battle that reaches 200 turns is a draw; 3 silent turns in a row forfeit a duel.

Results

  • Win: you earn character EXP and the monster's drops, partners earn XP, and the fighting partner heals 15% of its Max HP.
  • Lose a wild battle: no death, no EXP loss. Partners are left at 1 HP and you return to town.
  • Partner XP for a win is 8 x foe level, +15% per level the foe is above the partner. The fighting partner gets it all; living bench partners share half of it between them.

Common problems

  • Nothing happens when I touch a monster: the ward is up, a battle ended under 3 seconds ago, or the monster is not a legal target.
  • All my partners fainted: they recover over time (1% of Max HP per second out of battle), by remedies from Trainer Town, or Pack Tending.