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Habbo.World is closed for now. The website remains available as an archive, and the Discord server remains online.

Habbo.World archive

Habbo.World is closed for now.

The website remains available as an archive, and the Discord server remains online.

The Habbomon Dex and published reference material remain available as an archive. Active RPG operations are paused.

Published reference

Archived battle and catch rules

These published rules remain available as reference material. Active battles, catches, raids, training, Day Care, Gyms, Wild Areas, validation, and rewards are paused.

Basic Battle RulesUse this turn order before applying the full damage formula.
  • A Pokémon's HP equals its level, with a minimum of 10 HP.
  • Both Pokémon attack each turn.
  • Roll 1 die for Speed, then add the level bracket bonus.
  • Roll 1 die for base damage.
  • STAB adds +1 damage when the move type matches the Pokémon's type.
  • Type effectiveness and critical hits can multiply damage after the readable base is built.
Damage, Speed, and Critical HitsApply the level brackets, type multipliers, and critical-hit check in this order.
  • Speed bonuses are Lv. 1 to 19: +0, Lv. 20 to 39: +1, Lv. 40 to 59: +2, Lv. 60 to 79: +3, and Lv. 80 to 100: +4.
  • Damage is multiplied by level bracket: Lv. 1 to 19: x1, Lv. 20 to 39: x2, Lv. 40 to 59: x3, Lv. 60 to 79: x4, and Lv. 80 to 100: x5.
  • Super Effective: x2.
  • Not Very Effective: x0.5.
  • If the Speed die and damage die show the same number, roll 1 more die to confirm.
  • If the confirmation roll matches the same number again, the attack is critical and deals x2 damage.
Advanced damage formulaFor the full damage formula, Habbomon also applies attack, defense, burn, move power, and bracket modifiers.
  • Formula: ((roll + STAB + atk - def) = base) × crit × type × burn × power × bracket.
  • roll starts from the damage die.
  • STAB is the same-type attack bonus.
  • atk - def represents the attack and defense adjustment.
  • crit applies the confirmed critical-hit multiplier.
  • type applies type effectiveness.
  • burn applies the burn damage adjustment where relevant.
  • power applies move power.
  • bracket applies the level bracket multiplier.
Major Status ConditionsApply the listed action limit and end-of-turn damage for the active status.
  • Burn: lose 1/16 HP at the end of each turn, and physical damage is halved.
  • Poison: lose 1/8 HP at the end of each turn.
  • Toxic: lose 1/16 HP, then +1/16 more each turn. It resets to 1/16 if the Pokémon switches out.
  • Paralysis: Speed is halved. Roll 3 times; if the total is 10 or 11, the Pokémon cannot act.
  • Freeze: the Pokémon cannot act. Roll 2 dice; if the total is 2 or 7, it thaws and can act.
  • Sleep: Turn 1 wakes if the roll total is 7 or if you roll doubles. Turn 2 wakes if the roll total is even. Turn 3 always wakes up.
Volatile EffectsApply these temporary effects alongside the main status rules.
  • Confusion: roll 2 dice. If the total is 7 or you roll doubles, the Pokémon hits itself. If not, reroll 1 die. If the new 2-dice total is 10 or 11, confusion ends. Maximum 4 turns.
  • Infatuation: roll 1 die. If even, the Pokémon cannot act that turn.
  • Flinch: skips its action that turn.
  • Disable: roll 1 die. The last move used is disabled for that many turns.
  • Seeded: lose 1/8 HP each turn, and the opponent heals for the same amount.
  • Trapped: lose 1/8 HP each turn and cannot switch out.
  • Cursed: lose 1/4 HP each turn, rounded up, until fainting.
  • Taunt: cannot use status moves for 3 turns.
  • Encore: must repeat the last move used for 2 to 5 turns.
  • Priority: ignores Speed.
Weather EffectsApply the listed damage and action changes while the weather is active.
  • Rain: Water damage x1.5, Fire damage x0.5, Thunder and Hurricane deal x1.5 damage, and SolarBeam deals x0.5 damage.
  • Sun: Fire damage x1.5, Water damage x0.5, SolarBeam does not need to charge, and Thunder and Hurricane only hit on even Speed numbers.
  • Sandstorm: non-Rock, Ground, or Steel Pokémon lose 1/16 HP at the end of the turn, and Rock Pokémon take x0.75 special damage.
  • Hail: non-Ice Pokémon lose 1/16 HP at the end of the turn, and Ice Pokémon take x0.75 physical damage.
Catching PokémonSet the target number, apply modifiers, then make the required catch rolls.
  • Base Catch Rate by level: Lv. 1 to 19: 3, Lv. 20 to 39: 4, Lv. 40 to 59: 6, Lv. 60 to 79: 8, and 80+: 10.
  • Legendaries raid clear: always 5.
  • Modifiers are Status: -1, HP below 50%: -1, HP below 25%: -2, Great Ball: -1, Ultra Ball: -2, and Specialty Balls: -3.
  • Roll 1 die 3 times.
  • Every roll must meet or beat the Catch Rate.
  • If the Catch Rate is 3 or lower, a roll of 6 becomes a Critical Catch.
  • A Critical Catch is an instant catch, so rolling can stop.
Type chart and effectivenessUse the current type chart to select the damage multiplier.
  • Use the current Habbomon type chart when a move and target interact.
  • Super Effective damage is x2.
  • Not Very Effective damage is x0.5.
  • Neutral matchups keep the damage at x1.
Level bracket bonusesUse the Pokémon's level to select its Speed bonus and damage multiplier.
  • Speed level bonuses are +0, +1, +2, +3, and +4 across the 1 to 19, 20 to 39, 40 to 59, 60 to 79, and 80 to 100 brackets.
  • Damage level multipliers are x1, x2, x3, x4, and x5 across those same brackets.
  • These bracket modifiers belong in the readable guide and the advanced damage formula.
Same-type attack bonusAdd STAB when the move type matches the attacking Pokémon's type.
  • STAB adds +1 damage when the move type matches the Pokémon's type.
  • The bonus is added before the later multipliers in the beginner flow.
  • In the full damage formula, STAB appears inside the base calculation.
Super-effective and not-very-effective damageApply the type multiplier after the base damage calculation.
  • Super Effective attacks deal x2 damage.
  • Not Very Effective attacks deal x0.5 damage.
  • The type multiplier is also represented as the type term in the advanced damage formula.